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*TESTING* Modern Elevators - Updated to 1.48

by Diriel Posted 25th Feb 2012 at 4:43 PM - Updated 30th Jan 2013 at 1:15 PM by Diriel : Update
122 Comments / replies (Who?) - 12 Feedback Posts, 12 Thanks Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
First ever object... Why, oh why did I choose the elevator?

I've always had a childish fascination with elevators. When I got LateNight I couldn't wait to get placing elevators all over my mansions. Much to my dismay, they were ArtDeco themed, and so didn't fit in ANYWHERE.
As ever, when I find something I dislike, I decide to attempt to remedy the problem myself, usually only making myself more insane in the process.

Here is the modern elevator. Works just like a normal elevator, but has +2 sexiness.

In order to change the interior, and also to remove the effects which didn't fit anymore I've had to clone the elevator classes as well as everything else. These new classes do not overwrite the old ones, so the Deco elevators will still function perfectly.
Due to the copied classes; Deco Elevators will not interact with Modern Elevators in the same stack and vice versa, but I'm inclined to consider this more of a feature than a bug. ;P
The new classes also make use of their own cloned tuning files. If you like the elevators faster than default (or indeed slower,) this is still possible. The XML files contained in the package are the same layout as the original elevator.

CASTable Channels
The exterior model makes use of all four channels:
  • A - Doors
  • B - Frame, Screen Surround, Button Panel
  • C - Button Panel Surround, Button Backdrops
  • D - Buttons
The interior, unfortunately, is not designable. However the color is changeable with the "Set Light Color" debug interaction.

There are four texture presets to chose from, each with their own overlays.
  • 1 - Small triangle key in door corner
  • 2 - Scratches on door
  • 3 - Both
  • 4 - Blank

There are two features which I've not yet managed to get working.
My intentions are to make the screen above the door display arrows while moving and possibly which floor the elevator is currently on (changing the logic so that there is no wait on call if elevator is on the current floor.) However I'm struggling to find a decent way to display things on the screen. (Still looking.)
I also intended (and still intend) the shiny face at the back of the interior to be a mirror, but as of yet I have not managed to get this to happen.
With those two small missing features considered, I've decided to (pre)release the elevator as there are buildings which call for the modern look, and everything else seems to be working perfectly.
Bugs Found
Sims don't seem to be able to route through the elevator when told to use some objects, if there are no deco elevators also connecting the floors. (Weird bug, working on it.)

The extra features
The mirror is working! The elevator has an extra slot, which a mirror is attached to before the doors open. Shortly after the doors close, the mirror is removed, so the mirror isn't rendered unless you can see it. (Thanks again to cmomoney for helping with the slot editor.)
This has also given me an idea for how to do the screen, but I need a rest for a bit now. =P

Patch Notes
(30/01/13) V5
  • Rebuilt for version 1.48.
(29/02/12) V4
  • Changed how the mirror is referenced to fix a pretty serious, but rare bug where the elevator would start creating duplicate mirrors.
(28/02/12) V3
  • Removed interactions from mirror. (They were actually pretty cool. Sims could check themselves out in the elevator, but they broke the logic and ultimately had to go. ;P)
  • Fixed mirror sticking out from elevator shaft mesh on walls down.
(28/02/12) V2
  • Got the mirror working. ;D
  • Removed some debug left in... Oops.
(23/02/12) V1 - Initial Release

I generally make things for my own use, rarely uploading my creations. However I think that a modern elevator is something that was extremely lacking, and I hope that you find it useful.

Catalog Location: Build > Stairs > Elevators
Price: 1500

Built with version: 1.29 (EP10/Pets)
Compatible with: All versions since LateNight (In theory.)

Polygon Counts:
Lod 0 - Verts: 1055 | Tris: 698
Lod 1 - Verts: 917 | Tris: 512

Lod 0 - Verts: 270 | Tris: 258
Lod 1 - Verts: 152 | Tris: 146

Additional Credits:
Peter Jones - S3PE <3
cmomoney - Blender 2.6 TS3 Tools
Inge Jones - TextureTweaker3
Blender Foundation - Blender
Adobe - PhotoShop CS3
TSR People - TSR Workshop (A bit...)
Tags: #elevator, #lift, #stairs, #modern

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3 Late Night
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Diriel_elevatorModern_1.48.7z | Updated version for 1.48+

Size: 1.11 MB · Downloads: 25,403 · 30th Jan 2013
1.11 MB 25,403 30th Jan 2013

Size: 1.11 MB · Downloads: 24,073 · 25th Feb 2012
1.11 MB 24,073 25th Feb 2012
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
122 Comments / Replies (Who?) - 47 Feedback Posts, 71 Thanks Posts
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Test Subject
Original Poster
#51 Old 28th Feb 2012 at 10:47 PM
Originally Posted by Rarune
"Awsome: You got izzle" or something. Is that part of it, or is it some unforeseen problem?

That was some test debug that I had completely forgotten about. If you check the main post you can see that it's been removed now.

I'm not sure quite what you mean when you say that your sims won't use it unless you tell them to. Can they not route through the elevator if they're doing something on free-will?
Test Subject
#52 Old 29th Feb 2012 at 1:24 AM
Originally Posted by Diriel
That was some test debug that I had completely forgotten about. If you check the main post you can see that it's been removed now.

I'm not sure quite what you mean when you say that your sims won't use it unless you tell them to. Can they not route through the elevator if they're doing something on free-will?

They can get to it just fine. Its just that when I was wanting them to go to bed, they would not do it. Even when one of them wanted to, that want goes away after it appears. Then again, this was happening before you updated today, so I redownloaded it and will try it again later today.
#53 Old 29th Feb 2012 at 10:48 AM
Amazing, fantastic, brillliant, brilliant, brilliant work.

Thank you, thank you so very much!!!!!!!
29th Feb 2012 at 3:39 PM
This message has been deleted by tsayers.
Test Subject
#54 Old 29th Feb 2012 at 6:14 PM
It seems that your update fixed the problem I had. Now it works fine. Now I can make that lab/tomb that I wanted to build ^_^
Field Researcher
#55 Old 29th Feb 2012 at 8:00 PM
Thanks :D
Test Subject
#56 Old 2nd Mar 2012 at 5:57 AM
this is really cool, thanx, and we dont need other exansion packs
Field Researcher
#57 Old 2nd Mar 2012 at 8:02 PM
They go awesome, working ok...thanks for sharing...
Have an awesome weekend!
And...May I suggest a Glassdoor one, if thats possible?
Test Subject
#58 Old 2nd Mar 2012 at 9:29 PM
THANK YOU!!!!!!!!!!!!!! Its about time someone made a modern elevator, this will probably feature in all of my buildings now. Thanks again!!
Field Researcher
#59 Old 3rd Mar 2012 at 6:10 PM
Thanks :D
#60 Old 4th Mar 2012 at 10:40 AM
This looks huge. Hope you can fix the routing issues. (On the other hand, the EA elevators have had routing issues, too)
Test Subject
#61 Old 8th Mar 2012 at 7:41 AM
awesome. love it. just wish the floor indicator worked and buttons lit up. then it would be perfection
Test Subject
#62 Old 16th Mar 2012 at 7:40 PM
please, how to open the *.7z file ?
what the software can i use to open it ?

thank you
Lab Assistant
#63 Old 16th Mar 2012 at 11:10 PM
7zip will open it, google is my friend and it's free
Test Subject
#64 Old 18th Mar 2012 at 7:44 PM
looks very amazing - a modern elevator that could fit in Subway stations or shopping centres or modern houses

also i suggest - Kone or Otis fixtures or others - to create a various elevators make look good
Test Subject
#65 Old 18th Mar 2012 at 7:45 PM
also thanks for exellent creation
Test Subject
#66 Old 26th Mar 2012 at 7:41 PM
Is this compatible with the elevator shafts?
Test Subject
#67 Old 26th Mar 2012 at 11:16 PM
Originally Posted by mariaaaanna
I can not place it at all, not even with moveObjects. :s
It's just transparent and does nothing.
Any ideas?

to me it does not work
Test Subject
#68 Old 7th Apr 2012 at 2:29 AM
THANK you! I was wondering why Late Night only came with one style of elevator.
Test Subject
#69 Old 9th Apr 2012 at 9:54 PM
Am I the only one that's been getting the negative moodlet for sims being in the dark when they use this elevator? It's not a particularly urgent issue, as it's over as soon as they get off the elevator. Just thought I'd mention.
Test Subject
#70 Old 18th Apr 2012 at 1:00 AM
Wow, this is amazing. I really dislike that ugly default ArtDeco elevator too. My house looks super modern and BAM, ugly reddish old grampsymcgramps elevator cramping mah style...
Test Subject
#71 Old 12th Jun 2012 at 4:15 AM
thanks too all of you
Test Subject
#72 Old 18th Jun 2012 at 7:58 AM
can someone tell me how to instal this please?
Mad Poster
#73 Old 24th Jun 2012 at 2:54 PM
Are you still working on this, Diriel? I'd love to know if you've made any progress with the display lighting up over the door.

techchris22, take a look at this>

My deviantART, MTS Yearbook Origin ID = Alistu
#74 Old 28th Jun 2012 at 5:21 PM
I honestly hate to say this but your elevator would crash every time I tried to pick it from the object catalogue. Just like that. Pick elevator -> Insta Crash.
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