View Single Post in: How to make walls under roof usable?

Mad Poster
#11 Old 24th Feb 2006 at 9:12 AM
Quote: Originally posted by Targa
So (it's my guess) that the game is attempting to "fit" the wallmask onto the wall, but the attic wall is the wrong shape, and the game therefore refuses to apply it.


Yes, it does appear that "the game is attempting to ""fit" the wallmask onto the wall" proportionally according to the shape of the wall and the shape of the window wall-mask itself. The resultant wall-mask shape will be somewhere in-between them

However, unseemingly, it's due to " the wrong shape" that "the game therefore refuses to apply it, for even the default wall and foundation walls are set like the attic wall in the wall.txt. It's more likely that the roof tile or floor tile or a fixated level grid layer also affects if an object can be placed causing the error message "the ceiling" is too low".

Look at the following "graphical action"...
This is the control for 4 sorts of walls: foundation wall (top left), attic wall (top middle, yes it's shorter than the others by design; it's the "false top" setting that makes it look longer than the others with the default game setting Still one can find a gap between this type of wall and the roof), default wall 1 (top right), screen deck wall (bottom left). Without any cheat, normal window can be placed on them, even the screendeck wall coz I've enabled it and foundation wall's object placement setting in the wall.txt.
For those unsure how to, learn about the wall.txt setting, please read this


After raising deformation of the ground, notice how the wall shape affects the wall-mask shape. After all, it appears that the wall-mask shape is still in ratio to the wall segment.


Now, add a default roof.


With the moveobject cheat on, windows can be placed on the side slanted roof walls.


After a lot reload, the wallmask is graphically corrected. look at the lights behind the windows.


Numenor's wall-windows have a full wall-mask to completely silence the wall graphically.


So, if someone wants to make some slandted windows to fit the default roof, use the full wall-mask and shape the window to fit into the place. It should take only 3 pieces for a floor height. However, if it's higher than a floor, using both the default wall and roof-tools may be a better approach.



For the following "graphical action", it's about how fixated level grid layer affects object placement.

At the bottom right, 3 default wall segments are built.


With boolprop constrainfloorelevation false, build a foundation near them.


Now, with the moveobject cheat off, I tried to place a 270-curved wall-window to the roof slanted attic wall. Surely, it turned red and the act was disallowed.


Now, on the default wall of its quarter size, it works. [Conclusion: it's not the wall shape or size that limit the object placement.]


Oh the other hand, some tiles were added to the another side of the wall segments.


Now, try to place more windows on the wall segments... It works for the middle one which is still not tiled for both sides of this wall segment. Nevertheless, the most right one, tiled, cannot have the window on it. [Conclusion: Tiles' positions will be recorded in a lot package file and so it can be used to fixate the level grid layer at its location. It's the horizontal level grid layer that is used to limit whether an object like a sims or a window can be placed in terms of "height" for the graphical presentation of the game on a monitor.]


Just a view with a higher level, nothing else was changed.



After all, I think grid-based placement fixation can be silenced in order for the windows to be placeable anywhere, just like echo's rugs back to the days...