Difference between revisions of "Tutorials:Fixing self-referencing objects"
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==Overview== | ==Overview== | ||
+ | So you've created a wonderful new mesh object that looks great in game, but for some unaccountable reason it doesn't work right your new GUIDs. If you leave the old GUIDs in place and let your object overwrite the existing object in game, it works fine. This tutorial will teach you how to fix the object. | ||
==What you will need== | ==What you will need== | ||
+ | [[SimPE]] | ||
==Tutorial== | ==Tutorial== |
Latest revision as of 23:39, 8 April 2007
Tutorials by Category | |
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Build Mode | Walls & Floors | Body Shop | Object Recolouring | Careers | Sims | Object Creation | BodyShop Meshing | Hacks and Game Mods | |
Tutorials by Level | |
Level 1 (Newbie) | Level 2 (Beginners) | Level 3 (Intermediate) | Level 4 (Advanced) | Level 5 (Numenorean) |
Fixing self-referencing objects | |
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Base Game | |
Author | Echo |
Contents |
[edit] Overview
So you've created a wonderful new mesh object that looks great in game, but for some unaccountable reason it doesn't work right your new GUIDs. If you leave the old GUIDs in place and let your object overwrite the existing object in game, it works fine. This tutorial will teach you how to fix the object.
[edit] What you will need
[edit] Tutorial
Tutorial: Fixing self-referencing objects
[edit] Credit
Originally written by Echo