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View Full Version : Structure/path tricks


TheSkipper
01-09-2005, 01:31 PM
Looking at some structures, noting comments about ground level problems, etc. I have found some tricks that may be little known.

Shift of courses raises walls, objects, BUT did you know that right shift is different from left? left will snap a wall to the top of existing structure or allow half increments. Right will raise to next "clearance" point.
Level ground. Not needed, just left shift to raise to "blue" point and place, then using left shift, go down the "halfs" to place the missing "gap" closer.

Stalls, left shift only to raise, however, above two floors, height is too much to place.
Trick is to raise land needed to place on a slightly raised path, say third floor hieght, then pathing in, begin to lower the land without any walls (they move with land) building downward to ground level wanted.

Loose and tight walls
Walls can be placed "loose" or "gapped" or "tight" depending on where the ground highlight is placed. To experiment, place a wall or two with the highlight in opposite directios, do the same on a corner. IF the highlight is toward inside in all instances, the walls will be "tight" if to the outside, they will be loose.

This is important to track in wall raising as well, as it makes a difference when using the left shift to "snap" in. If the highlight is "in" on one floor, it must be "in" for each piece raised.

"floors" the path tool can be used to create an entire "floor" in a building, and proper choice of how it's laid can create some path center benches, lighting and trash bins, too. Recommend in a "mall" style court, to get shops, paths, objects all set out first to adapt wall heights, roof heights, etc.

This is in a nutshell for now, any further suggestions/additional comments please feel free to reply, or if you want images, I'll see what I can come up with.

madmab
01-09-2005, 08:20 PM
I think I get most of what you are saying because I've had to deal with these issues myself, but pictures would be nice.

2005
01-10-2005, 03:08 PM
i got some ideas but my internet access is limited now so i'll wait until i can get some pics.

TheSkipper
01-10-2005, 03:39 PM
I'll get something together and post it on Image Shack. Right now I've been attempting an experiment to see if I could trick the game into shops higher than two floors for a specific project. So far, no luck, however the results and tips as well as how I did it will also appear soon. Watch for "Mall Marinarus" being mentioned, right now, I have 10 hours in experiments with floors and shops in, but not a single wall due to the engineering I am working on.

TheSkipper
01-17-2005, 04:28 AM
Mall Marinarus is in final "details" so I have three tutorials, Restaurant101, "lamp/path/tunnel/tube" problems and some path "tricks" you may find useful, all in this forum.

Don't worry, all quick and simple, I am not "real bright" at times, myself.