You'll need:
A door that doesn't already have a matching arch (e.g. Leefish's
1-tile-centered-on-2-tiles Walnut Door)
Two SimPe windows
Open the first one via taskbar or desktop shortcut and size it to fit the left half of your screen. I'll refer to this as Arch SimPe. Click Object Workshop (OW) at the bottom. While the OW resources are loading...
Open the second SimPe window by right-clicking the door file (straight, not diagonal) and
Open with > SimPe. Size it to fit the right half of your screen. I'll refer to this as Door SimPe.
It looks pretty wordy but it's not bad, I promise. Creating a matching arch for a door was the first mesh I ever made, so it's not that complicated (
look at the gold stars I gave myself)
PART ONE: STRAIGHT MESH
A. Extract / Export the mesh
Door SimPe, select the GMDC in the Resource Tree and open the
...doorframe_n_gmdc in the ResourceList
In Plugin View, make sure all models are ticked (in this case
wood and
wallshadow)
Export... opens the Export Mesh Window
File name:
walnut2tile-[leesester-9.4.2011-051e]_doorframe_n_gmdc (it's fine to keep it the same)
Save as type: Maya Object Exporter by Delphy (*.obj)
Save
Back in the ResourceList, open the
...doorframe_s_gmdc and repeat the same steps as for the
...doorframe_n_gmdc.
You should have two .obj files: one north-facing (n) frame (aka the arch on the left side of the wall) and one south-facing (s) frame (aka the arch on the right side of the wall).
B. Creating the File: Clone an arch
Lee should have cloned a 2-tile door, and preferably they chose a base-game door.
How do we know which one?
Door SimPe, open one of the GMNDs.
In Plugin View, look at a few of the entries in the Blocklist's dropdown menu and see which ones mention the original door that was cloned. In this case,
0x3: wallshadow and
0x4: surfaces both reference
doorcolonialtwotilearch. That's good, no eps required. We want to clone that door's matching 2-tile arch.
Arch SimPe, in OW catalog + Other + Door > Select
Door - 2 Tile - Colonial Empty ArchNext > Task: Clone > (Click the orange
Set Defaults but untick
Change Description) > Start
In the Scenegraph rename Wizard window
ModelName: your choice but I'd name it
walnut2tilearchClick the blue Update and OK
File name: your choice but I'd name it
WalnutArch_Straight_Centred_on_2_tiles_by_LeeFishSave.
C. Creating the File: Unique Resource Edits in Arch SimPe
Catalog Description (CTSS)Select CTSS in Resource Tree and Catalog Description in ResourceList.
Edit the title and description. For example:
Walnut Arch on 2 tiles
For when a one tile arch just looks daft
credit and thanks to leefish for the original door
matching arch by shasta
(I referred to Door SimPe's catalog description for mine.)
Click
Default lang only and
Commit File.
Geometric Data Container (GMDC)Select GMDC and
walnut2tilearch_doorframe_n_gmdcWe need the models in cGeometryDataContainer tab to match the Door SimPe's models.
In Groups tab, click
doorcolonialtwotilearch_glass and Delete. Click
surfaces and change Name:
woodOpen cGeometryDataContainer tab again and
Import... Navigate to the
...n_gmdc.obj you exported earlier.
Mesh Group Importer window:
Select
wood, and in Group Settings, Action: Replace
Select
wallshadow and in Group Settings, Action: Replace
Click OK to close that window. Click Commit and OK to
Changes were commited.
Select GMDC and
walnut2tilearch_doorframe_s_gmdc and repeat the same steps but navigate to
...s_gmdc.obj when you
Import...Material Definition (TXMT)Shift-click to select all four diagonal resources and right-click
DeleteObject Data (OBJD)Select
Door - 2 Tile - Colonial Empty ArchRAW Data Tab, select Decimal
0x0012: price Your choice but I'd change it from 650 to 90 to match Door SimPe's price
Please follow the
Assigning GUIDs with the Hash Generator tutorial for multi-tile objects.
Optional but I would also change all five Filenames (e.g.
Door - 2 Tile - Walnut Arch,
Door - 2 Tile - Walnut Arch 0,0, etc.).
Texture Image (TXTR)Shift-click to select both diagonal resources and right-click
Delete in Door SimPe: TXTR Resource Tree, select
...0-0-0-n-wallmask_txtr in ResourceList
Export... the image
Repeat for
...1e-0-0-n-wallmask_txtrin Arch SimPe: select
...0-0-0-n-wallmask in ResourceList
Import... the door's 0-0-0-n wallmask. Commit and click OK
Repeat for
...1e-0-0-n-wallmask_txtr.
D. Creating the File: Repository the Arch to the Door
Lee's door is repositoried to the EA Walnut door, we need to repository the arch to EA Walnut door too.
Shape (SHPE)Arch SimPe ~and~ Door SimPe: Open
...doorframe_n_shpe from the ResourceList
Arch SimPe:
Select
doorcolonialtwotilearch_glass and delete (in blue)
Select
wallshadow and copy/paste Material Definition File:
doorwalnut_shadow_alpha from Door SimPe to Arch SimPe
Select
surfaces, rename to
wood and copy/paste Material Definition File:
doorwalnut_wood_walnut from Door SimPe to Arch SimPe
Commit.
Arch SimPe ~and~ Door SimPe: Repeat for
...doorframe_s_shpeGeometric Node (GMND)Arch SimPe ~and~ Door SimPe: Open
...doorframe_n_gmnd from the ResourceList
Arch SimPe:
Blocklist: 0x2: tsDesignModeEnabled, rename
surfaces to
woodBlocklist: 0x3: tsMaterialsMeshName, rename
surfaces to
wood, and change String:
doorWalnut (copy/paste from Door SimPe's tsMaterialsMeshName)
Commit.
Arch SimPe ~and~ Door SimPe: Repeat for
...doorframe_s_gmndE. Creating the File: Finish
Arch SimPe: Toolbar > Tools > Object Tools > Fix Integrity
Save (ctrl-s)
Load up your game and check it out!
PART TWO: DIAGONAL MESH
It's optional. Make a diagonal if you, as a builder, have been frustrated enough when your custom door, window, or arch didn't have a corresponding diagonal.
Please follow Numenor's
Linking Straight and Diagonal Objects tutorial. Like Section D above, you'll be referencing the EA walnut door in the SHPE and GMND instead of Leefish's door.
I'm happy to clarify anything so please feel free to ask questions