HOW TO FIX YOUR CC DOORS AND WINDOWS by Xineas
**NOTE: This is a tutorial written by my wonderful husband who got tired of hearing me complain about the broken CC windows and figured out how to fix them. Feel free to share this around. I am hoping for a batch fix but in the meanwhile, if you can calculate, you can fix the windows yourself. If you have questions, feel free to send me an ask and we will get back to you.**
EA added a āModelResourceCutoutā item for every object that needs to cut out a piece of wall to show up correctly. The actual object is actually there, you can see the door handles in the example picture above. (beautiful doors by @peacemaker-icā )
The Sims4Studio developer is working hard to get a batch fix working so the creators donāt have to manually add the correct values for each item, but itās unsure when thisāll be ready and if it will fix all windows and doors. Some are quite eccentric from a shape perspective, meaning ROUND, CURVED or otherwise not a rectangle.
All that is needed is a bit of math and a bunch of trial and error. Oh, and patience is useful. Iām warning you, doing this 40 times over is tedious, but once you get the hang of it, itās easy. You just need to do a bit of basic math and to be able to think in 2 dimensional space.
There are three height variants when it comes to walls.
Short = 3 units high
Medium = 4 units high
Tall = 5 units high
Regular walls are 1 unit wide, diagonal walls are Sqrt(2) wide (Pythagorean theorem), which is 1,414. When making these cutouts, 1 decimal place accuracy is generally plenty. The frames of the doors and windows give you a little wiggle room. When you are making more interesting shapes, use 2 or 3 decimal places to give yourself a bit more accuracy.
Letās apply this magic to a real world example. EA wants you to add an item called āModelCutoutResourceā item to your object, which consists of any given number of lines in a 2D plane. Remember, this is a 2 dimensional cutout, depth is nonexistent, it just cuts out the whole wall, wherever we tell it to by connecting the dots.Ā
Each line consists of two points, a start and an end. I could tell you how to do it all day long, but doing it and getting it are more important. On to the example.
This door with itās entire frame is 2 units wide and about 2.4 units high. You want your cutout to be IN THE FRAME, however. If you put your cutout at the outside edge, you will have an ugly gap on the sides of the frame an nobody wants that. So guesstimate (or extract from Blender, but I have no 3D modeling knowledge so will not go into that) the correct values, place your objects in game on a blank wall, look at them from the side and put a ruler to your screen if that makes your life easier.Ā
With our door here we need to make a rectangular cutout. This is easy, just 4 points to define. The points do in fact have a third value (x,y,z) but the z-value is always 0. Perhaps EA has wild plans with this in the future, but for now every single z-value is 0.
Using our gathered knowledge, we can now define 4 clear edges for our door. I always start bottom left, itās a habit, it doesnāt matter, as long as you make a loop with your lines.
Your lines will now be as follows:
A to B, B to C, C to D and D to A. Letās put this into Sims 4 Studio.
Open your package in Sims 4 Studio.
Select the Warehouse tab.
Select the Model item (donāt do anything with it, just click it, this way S4S knows the āInstanceā value and you donāt have to copy-paste it)
>>> projects which have a separate model for diagonal walls will have TWO model items, you will have to make a cutout resource for both, which their respective instance values.
Click the ADD button bottom left.
Select the type ModelCutoutResource, check that the Instance is the same as your Model and smash the OK button. You will now have a new Resource called āModelCutoutResourceā, all the way at the bottom. So scroll down and click it. ;)
You will see āEdgesā, which weāll be adding soon. But first, very important, your cutout will not work if this is not set correctlyā¦.. Set āVersionā from 00000000 to 00000001.
Now click the āEdit itemsā¦ā button so we can add the edges with our previously done math.
For objects that are rectangle, just click the add button 4 times, then we can fill them in.
Each āEdgeā has a PointA and PointB, which Iāve shown in the image below for A, B, C and D.
We can now fill in the values.
Make sure to destinguish commas and periods. Very important. Periods are used for decimal values, commas are used to separate values.
Click Save. Then click Save again.
If you have multiple doors/windows that are the exact same shape, LUCKY YOU, click the export button to export your āModelCutoutResourceā resource and save it as a binary. This way you donāt have to keep entering tedious coordinates into PointA and PointB. On your next door/window you can then select Model, add the ModelCutoutResource, select it and then click the import button to import your previously exported binary. This way you can skip all the other steps and make your life easy.
CHECK AGAIN:
- āInstanceā value is the same for Model and ModelCutoutResource
- āVersionā of your ModelCutoutResource is set to 00000001 and NOT 00000000
Did you do it correctly? Check it in game. When I fix a set for my wifeās simblr, I usually first place all items in my game, then scribble some calculations on a piece of paper, then edit the packages and then check in game at the end. Then you can do some minor adjustments if necessary and fix those before doing a final inspection.
Once you get the hang of it, it is easy. You get a feeling quite quickly for which numbers make sense and which donāt. Plus, if you do it wrong, it will just show you a weird cutout in the game and you learn from it.
Now on to the more interesting objects, curves and circles:
Windows, doors and arches which have curves are no different, they just have more points and thus more lines/edges you need to connect to make a loop. You can even make two loops if your window or door needs two cutouts.
For these more āadvancedā cutouts, it does help if you have at least some knowledge of Trigonometry. It certainly makes your life easier if youāre going to attempt this. I studied in Uni to become a Maths teacher, so thatās clearly an advantage. You at least need to understand how to find out points on a circle to make arches.
Alternatively, you can export the coordinates from Blender, but thatās not my cup of tea.
Iāll make a separate tutorial on round or arched cutouts.
**So again, all thanks to my husband for this tutorial⦠please pass it forward. You donāt need meshing knowledge, mathĀ will get you through it⦠oh and also,Ā @peacemaker-icā if the batch fix doesnāt work out, let us know.**