niol
10th Mar 2008, 2:43 PM
A. Functions:
Lot-modding to
1. Decide the Height Location, Size and Shape of Wall Segments;
2. Make Floor Grid Layers Crossed/Intertwined
(by HEX-editting on Grid Point Value in 3D array Instance 1)
B. Components:
1. The rtf file is where the text are.
2. All the graphics are for the tutorial.
C. Respondents:
1. For those who can notice mistakes or errors, please tell and post in this thread, thanks... :)
2. For those with questions, post here also. Thanks.
D. HEX-Editing:
1. May get an external HEX-editor to help edit the HEX codes by extracting and re-importing the file.
E. Update Notes:
1. if there's a swim-pool in your lot, the swim-pool walls's grid points will show up first, to reduce the workload to calculate where the origin is at, it's advised to build the pool afterwards.
2. If you want to ensure you're modding the right grid points, while in-lot in-game, give those grid points unique heights, it's gonna be a multiple of 0.1875.
2b. If you use an external HEX-editor, you can just simply make unique height and use the HEX-editor to convert them massively.
Lot-modding to
1. Decide the Height Location, Size and Shape of Wall Segments;
2. Make Floor Grid Layers Crossed/Intertwined
(by HEX-editting on Grid Point Value in 3D array Instance 1)
B. Components:
1. The rtf file is where the text are.
2. All the graphics are for the tutorial.
C. Respondents:
1. For those who can notice mistakes or errors, please tell and post in this thread, thanks... :)
2. For those with questions, post here also. Thanks.
D. HEX-Editing:
1. May get an external HEX-editor to help edit the HEX codes by extracting and re-importing the file.
E. Update Notes:
1. if there's a swim-pool in your lot, the swim-pool walls's grid points will show up first, to reduce the workload to calculate where the origin is at, it's advised to build the pool afterwards.
2. If you want to ensure you're modding the right grid points, while in-lot in-game, give those grid points unique heights, it's gonna be a multiple of 0.1875.
2b. If you use an external HEX-editor, you can just simply make unique height and use the HEX-editor to convert them massively.