RULE

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This article is imported from the old MTS2 wiki. You can help Sims2Wiki by cleaning it up. It's original page with comments can be found at http://old_wiki.modthesims2.com/RULE
Simcity Network Laying Rules
  1. (transittype)RULES# : Header - Only one may be used per file

A #Transmogrify# header can be used in order to automate the rules rotations and flips where applicable. It will take the supplied rule and rotate/flip it for all directions. However in special cases such as designing turning lanes, this produces improper results in viewing. For those interested, Transmogrify means to change something with wierd and often humourous results.

Stuff

(description of the block)

Block types begin with either a 1, 2, or 3, Here are the three types and their structure below.


1,a,b,c,d (ie. 1,13,2,0,2) are lines that describe the basic boundries of a given tile. a,b,c,d are unique values that must match the value of the tile next to it (ie a 2 touches a 2). This is described well in earlier posts. So far I've seen values of: 0 (no connection) 1 (left at 45 degree angle) 2 (straight connection) 3 (right at 45 degree angle) 4 (shared median for 2 tile wide networks) 11 (off centre "blend" for left angled 1 to straight 2) 13 (off centre "blend" for right angled 3 to straight 2) Side A is the west side, side B is the north side, side C is the east side, and side D is the south side of the tile.

In theory these IDs can be arbitrary as demonstrated in rush hour (So far as I know)

If I draw a little text art for my tile I get:


+-----+
|  2  |
|13  0|
|  2  |
+-----+

2,x,A,B,C,D describes the squares that must be adjacant to it. The X value describes the relationship of this "limiting tile" in relationship to the reference tile. X uses the following convention: 1 - west 2 - north west 3 - north 4 - north east 5 - east 6 - south east 7 - south 8 - south west (New addition - This continues for at least one more rotation around the centre) 9 - west 2 tiles from centre 10 - north west 2 tiles from centre etc. to at Least 24

A,B,C,D follows the same convention as before.

So in our example we have three tiles that must be adjacent to our reference tile for this "rule" to be valid. From our example our limiting tiles are: 2,1,0,1,13,0 2,6,13,0,0,1 2,7,0,2,13,2

A little text art picture looks like:

+-----+-----+
|  1  |  2  |
|0  13|13  0|
|  0  |  2  |
+-----+-----+-----+
	  |  2  |  0  |
	  |0  13|13  0|
	  |  2  |  1  |
	  +-----+-----+

Notice how the sides line up nicely...


3,Y,FSH,ROTATE,FLIP This line states what FSH images to load into which tiles and if any manipulation is needs to be done to the image before it is place (rotated or flipped). So basically this is responsible for making sure curves work (as well as highways that often take up 2 tiles).

Y - Y works just line X from the previous step with the exception that 0 is now a valid field. A 0 denotes the image to load into the reference tile. Values 1-8 denote west through south west just like above.

FSH - This value points to the instance ID of an FSH texture that will be used for the tile in question. It can also point to an exemplar for this type.

ROTATE - Rotation to be applied to the image before it is placed in game if any. This standard specifies the rotation of the tile as well. Valid values are 0-3 with each increment being a 90 degree clockwise turn. 0 is the default of 0 degree turn. Changing this key just says what angle the tile is being viewed from in game in the most basic sense.

FLIP - Flip the texture horizontally and vertically like a mirror image, however retain the rotation ingame of the piece in question. Like a mirrored image ingame with the same picture and same rotation to cut down on textures needed. Values are 0 and 1 - False and True

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