Simblesse Oblige Forum Index Simblesse Oblige
Forums for serious Simmers to share knowledge about The Sims 1
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

GUIDE: How the Woobsha sales tables work.

 
Post new topic   Reply to topic    Simblesse Oblige Forum Index -> Object Creation and Recolor Shop
View previous topic :: View next topic  
Author Message
ruthml
Moderator
Moderator


Joined: 25 Aug 2006
Posts: 3283
Location: Texas

PostPosted: Tue Dec 11, 2007 10:41 am    Post subject: GUIDE: How the Woobsha sales tables work. Reply with quote

Someone asked me for some information on how the sales tables work. As the Bag of Tricks ones have been further edited from the original Woobsha tables here is an overview of how the sales tables from both sites work.




The nuts and bolts of Sale Tables

This is an explanation on creating sale tables using the Woobsha / AuntB garage sale tables. These objects allow your sim to sell goods at home, as a home business and will be browsed for fun on community lots. The sale tables cost money to fill and will make money for the household budget. See the Readme note in the Woobsha zips for changing the cost and prices.

Graphical Info
· All Woobsha tables/rack are 4 rotation, either 1 tile or 2 tile.
· All have the 1 purchase, except for ssw_ab_garagesale2tile01ts.iff (the 2 tile table with the cardboard box on it) and sw_ab_garagesale1tilerack01ts.iff (the 1 tile clothing rack). Both of these have 3 purchases.
· All purchases are 1 rotation. The angle of the object when it appears in the sim’s hand is randomised (but 1 rotation anyway so it looks the same.)
· All tables consist of 5 graphic states. Clean, Full, 2/3, 1/3, Empty. The basic table/rack is the main sprite and the other states are the sales items (clean, full, 2/3, 1/3, empty) as separate sprites overlaid on top.
· The single exception to this arrangement of sprites is the clothing rack. This has the empty state sprites separate to the rack (which are blank), but for the full, 2/3, 1/3 and empty states, the sales goods and rack graphics are combined.
· Sims browse the table from all sides. When it comes to deciding what is the "back" and what is the "front", the orientation is the same as the buffet tables, ie, NW/NE are the 2 angles of 1 view and SE/SW are the 2 angles of the other view - which is how buffet tables are set up.
· Sims will bend forwards a little to browse and pick up the sale goods.

Bag of Tricks sales tables
These tables have been individually edited according to the design needs of the object, so depending on what you want to do, it may be preferable to clone a sale table from Bag of Tricks rather than the original Woobsha sale tables.

These sale tables differ from the Woobsha ones mostly by:

· The additional sprites for the “clean” state deleted.
· Often table graphics and sales goods graphics were combined in one instead of having the overlying sprites. This is a shortcut – as it makes the graphic work and z buffers easier, but does create larger file size. Keeping the sales goods as overlying additional sprites produces a smaller file size.
· Rotations edited – eg to 2 rotation.
· Additional purchase items.


BoT sale tables that differ from the original Woobsha bases.

Produce sale table 3 (rml_produce3_sale.iff) 1 tile 4 rotation, same as Woobsha clothing rack but with 6 purchase items.

Produce sale table 2 (rml_produce2_sale.iff)
1 tile 4 rotation, 3 purchases. Main sprite with overlying additional sprites for sale items. Empty state is not the main sprite but the overlying sprite on its own. Clean state has additional sprite (103) left in (it’s blank).

Armoury stall (rml_armoury_sale.iff)
1 tile, 2 rotation . 3 purchases.
Stall and sales items combined on 1 sprite (no additional overlying sprites)
3 purchases.

Butcher Sale table (rml_butcher_sale.iff)
2 tile 4 rotation, 3 purchases.
Main sprite with overlying additional sprites for the vanishing sales items.
The additional sprites for the “clean” state are removed.
This particular object shows how the buffet table orientation works - NW/NE is the "back" of the stall (with the shelves) and SE/SW is the "front" view.

Dyer Sale table (rml_dyer_sale.iff)
2 tile, 4 rotation. 4 purchases.
Same as butcher table but with 4 purchases.

Bowyer and Fletcher stall (rml_bowyer_sale.iff)
2 tile 4 rotation, 3 purchases.
Rack and sales items combined in one (ie no overlying additional sprites).
I discovered that you can treat the graphics for each tile separately, if the design permits it - ie, no “cutting up” of the entire image to make the 2 pieces for tile A/B is needed. Each visual element on the tiles (in this case the stand for the bows on 1 tile and the crate and arrow holders on the other tile) lined up next to each other on the 2 tiles without any problems where they overlapped.

Shields Rack – (rml_shields_sale.iff)
2 tile 4 rotation.
The overlying sprites for clean and empty states removed, so the extra sprites only exist on the full, 2/3, 1/3 states.
3 purchases – 2 rotation. Randomisation of object’s angle when it appears in sim’s hand disabled so that exact orientation of sale purchase in hand could be achieved.


Apiarist Sale table (rml_apiarist_sale.iff)
This has a 3rd sprite added to the full, 2/3, 1/3, empty states –this was to create under the table clutter (the bee hive skeps). The clean state does not have this extra sprite.


Z buffer tips for tables that have additional sprites overlying the main table sprite
If breakthrough occurs (chunks missing), the z buffer of the overlying sprite isn’t dark enough. However if it’s too dark, it may then bleed through walls.
Solution: lighten the z buffers of the main sprite (the table) so that the z’s of the overlying sprites don’t have to be darkened as much (or even not at all).


Adding extra sale purchase items
Duplicate one of the sale purchase item DGRP and SPR2 resources, giving them a different number and renaming them.
In the DGRP for each new purchase item, under Properties, edit the Sprite ID number for every zoom so it points to the new corresponding SPR2 resource.
In the OBJD line for the sale purchase item (not the table) update the number of graphics to the new total.
Back to top
View user's profile Send private message Visit poster's website
Andrasta
Member
Member


Joined: 14 Sep 2012
Posts: 655
Location: Franconia, Germany

PostPosted: Tue Jul 29, 2014 4:19 pm    Post subject: Reply with quote

Hi Ruth, thanks for having put this info in (back in 2007 laugh !)

I am working on a crop object and am glad about any piece of information smile

_________________
* Whenever life gives you poison, learn how to transform it into medicine *
Back to top
View user's profile Send private message Visit poster's website
André
Member
Member


Joined: 18 Dec 2010
Posts: 617
Location: Brasil

PostPosted: Sat Aug 02, 2014 1:09 pm    Post subject: Reply with quote

Crop object!!
Sounds interesting, can not wait for the result Andrasta!
Back to top
View user's profile Send private message MSN Messenger
Andrasta
Member
Member


Joined: 14 Sep 2012
Posts: 655
Location: Franconia, Germany

PostPosted: Fri Aug 08, 2014 7:31 pm    Post subject: Reply with quote

André, I'm all taken by this project (I have one more holiday week), and it gets bigger and bigger (at least for my dimensions), with more ideas coming out while working on it laugh

Here http://simblesseoblige.com/viewtopic.php?p=100391#100391
you can see the special pantry for the custom crops (you cannot store Maxis crops in this version though).

You want to test what I've made until now? wink I send you a PM anyway.

_________________
* Whenever life gives you poison, learn how to transform it into medicine *
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Simblesse Oblige Forum Index -> Object Creation and Recolor Shop All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You can attach files in this forum
You can download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group