Inc Wall-O-Text, sorry :stuck_out_tongue:

Alright, so getting a hang of this stuff more. Once you get a rough idea how to work around in 3ds it’s not too terribly hard. Everything that you need to edit the models can be exported using OpenIV and then using GIMS Evo import it (If you have 3ds 2017 - 2020 download it from here)

Adding another archive that’s got everything for this first house (OpenIV files, 3ds project, lua file for creating the objects, and the files that would be streamed), though it’s only the bare shell with as few props as needed to make it not awful. There’s 2 edited models that I either removed or added lights to (bed_delta removed lights for laps, curts I added lights to the overhead lights). Also went through the pain-staking process of removing faces for collision around the kitchen area, so the possibility for creating a great shell is definitely there

In terms of file size streaming, once you have several models done it may be more than what I would be just creating custom interiors and use them in mlo instances … but as far as versatility and ease to add this is definitely leaps and bounds better. Just wish I could figure out the camera issues if you don’t go to around the -100 Z-level to spawn them.

Guess I’ll be starting the long process doing this for other interiors, le sigh ._.

Because I’m bad at explaining it in text, here’s me poorly explaining it in video form. Enjoy.

Couple things to note that I misspoke about or ended up finding differently:

  • On the selection part in 3DS, if you intentionally have multiple items added to the project (Like the one in the attached projects here), you’ll have more than 1 item to select. That’s fine, as long as the collision stuff isn’t it’s own you’re good.
  • There is a way to add all the models into the actual object so when you spawn it you’d in theory spawn all the items with it. But that’d make that object ungodly large. Wouldn’t recommend (Outside of things like trim / things cover gaping holes showing under the map)
  • For whatever reason, some things aren’t correctly placed with the offsets from the YTYP. Prime example is the hall mesh in the attached part for the first house. The offset from the original YTYP is + ~1 to Z but to get it correct had to set it to ~1.29. Requires some tweaking but nothing major.
  • There’s some parts in the collision that is made into the overall shell of it, you can edit it but it is a royal PITA. But if you want to do it, click the shell collision object, in one of the viewports right click it and convert to editable mesh. Then on the side you’ll have an editable mesh part, expand it and click faces. Then GG enjoy hating your life. (There could be a better way to edit that, I have no idea. Literally like day 3 of using 3ds)
  • The YTYP file can literally be stripped of most stuff outside of that Base Archetype Definition (As seen in the playerhouse_tier1.ytyp in attached archive), but for whatever reason objects from that interior that are spawned through CreateObject … will just not appear if their archetype isn’t added to that ytyp. Honestly, no idea. But other items don’t seem to be affected by it, or at least my drop system still spawns backpacks so who knows tbh.

Anyways, happy modding! Only real downfalls with this now is some odd collision stuff with stairs and the puddles from when it rains. But having on-the-fly interiors is worth dealing with those minor annoyances, imo.

interiors.zip (6.3 MB)

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