MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

TS2GridAdjuster V1.2.3 - Change Grid Elevations (Updated June 5, 2010)

by Mootilda Posted 24th Apr 2009 at 9:31 PM - Updated 27th Nov 2013 at 3:22 PM by Nysha
155 Comments / replies (Who?) - 25 Feedback Posts
TS2GridAdjuster Version 1.2.3:

New pattern: (no-slope) Basement. See the Release History for a full list of changes.

Description:
The TS2GridAdjuster will allow you to adjust grid elevations on a Sims 2 lot, similar to what you can do with the "constrainFloorElevation" cheat.

It will easily allow you to create negative elevations, to create "real" basements (with no slope), to create walls which are less than 4 clicks high, and to create floors which cross over each other.

At this time, there are only four patterns available: flat, sloped, curved, and (no-slope) basement. Future versions may have hyperbolic paraboloids, similar to my Soaring Starter, and elliptic paraboloids (cones). I am open to adding other patterns, as time permits.

The TS2GridAdjuster will also allow you to adjust elevations relative to the current lot grid, so that consecutive changes can be added on to each other, creating more fanciful patterns.

I used an earlier version of this program to create many of the modern rooflines for my Fledgling Flat starter lots.

Installation:
To install, just download TS2GridAdjuster.zip and unzip it. Run the EXE from the unzipped location.

This is "alpha" software and is still in development; it is not guaranteed to work and may corrupt your neighborhoods. Be sure to backup your game before using this tool.

I have included the source code for version 1.2 in TS2GridAdjusterSource.zip. There is no need to download this file unless you are a C# programmer who wishes to look at or modify the code.

I left the previous version (PreviousTS2GridAdjuster.zip) available, in case there are any unforseen problems. There is no need to download this file.

Requirements:
- The program uses some DLLs from SimPE; they are included in the zip file.
- TS2GridAdjuster is released under the GNU General Public License.
- You need the Microsoft .NET Framework 2.0 to run TS2GridAdjuster:
http://www.microsoft.com/en-us/down...s.aspx?id=20137

Running under OS/X:
Please read this thread for information about running TS2GridAdjuster under OS/X:
http://www.modthesims.info/showthread.php?t=366580

Instructions:

1) Backup your game files.

2) Run TS2GridAdjuster.EXE. Click on Start.

3) Select the neighborhood and lot, or choose a lot from the LotCatalog. If your neighborhood is not in the standard location, use the Browse button to select the neighborhood. See Numenor's comment for instructions on accessing AnyGameStarter neighborhoods:
http://www.modthesims2.com/download...683#post2168683

4) Choose the range of the lot that you want changed. Note that level -1 is the underground level used by the pool; level 0 is the ground. Every elevation within the range will be changed.

5) Choose the pattern (flat, sloped, curved, or basement) which you want to create on your lot.

6) Depending upon the pattern that you choose, you will be asked for additional information:

6.A) For a flat single-level grid, type in the elevation that you want. A standard wall is 16 clicks.

6.B) For a sloped single-level grid, type in the beginning and ending elevations.

6.C) For a curved single-level grid, you will need to specify four pieces of information:

- The Elevation of the axis (zero-point) of the sine wave. The default curve will first arch above this elevation, then dip below it. Changing this value shifts the entire curve vertically (up and down).

- The Amplitude, or maximum height of the curve above the axis. The curve will also dip by this amount below the axis. Changing this value stretches the curve vertically, similar to Stretch Vertical in Windows Paint. If the amplitude is too large, the curve will not be smooth.

- The Phase shift, as a number of tiles. Basically, this shifts the entire curve horizontally (back and forth).

- The Period is the number of tiles that will hold one cycle of the curve (ie, one hill and one valley). Changing this value stretches the curve horizontally, similar to Stretch Horizontal in Windows Paint. If the Period is too small or too large, then the curve will be flattened out.

6.D) For a single-level no-slope basement, type in the elevation that you want for the basement floor, normally somewhere between -14 and -10 clicks. The TS2GridAdjuster will handle everything for you, including fixing the ground and water levels, making the ground invisible so that you can see the basement underneath, and ensuring that your lot impostors are correct and that your lot will not destroy your neighborhood terrain.

To remove an existing no-slope basement made with the TS2GridAdjuster, check "Remove basement" and type in the new elevation that you want for the (previous) basement floor, normally somewhere between 4 and 16 clicks. The TS2GridAdjuster will handle everything for you, including fixing the ground and water levels and making the ground visible again.

Note: When creating or removing basements, you will likely want to adjust multiple levels at the same time.

Here is a tutorial on how to make a basement:
http://www.modthesims.info/download.php?p=3180894

6.E) TS2GridAdjuster will show you the direction of the pattern, based on the rotation of the lot. If you want the pattern to occur in a different direction, then choose a rotation value. Currently, the rotations are limited to 90, 180, and 270 degrees, but I hope to have a more general rotation available in a future version.

6.F) For multi-level grids, choose an additional elevation which will separate the various levels. Note that a standard TS2 wall is 16 clicks (3.0) high, so this is the default value.

6.G) If you want more precise control over elevations, uncheck the Clicks checkbox. This will allow you to enter elevations as floating point numbers. Note that a click is .1875 and a standard wall is 3.0.

7) If you want the new elevations to be added to the existing elevations on the lot, then check "Relative to current elevation".

8) Click on the Finish button.

9) Run the game, make a build change to the lot, and save to update the lot impostor, which is the picture of the lot within the neighborhood view.

10) Keep your backup until you are completely satisfied with the changes.

Known Issues:
A) TS2GridAdjuster has been tested with all EPs and SPs up to and including Mansion and Garden Stuff. It may not work with later EPs and SPs.

B) TS2GridAdjuster changes only the grid elevations. I recommend that you use this program with walls and floors only, since windows, doors, furniture, and other objects may not end up where you expect them to be. If you do find objects in the wrong place on the lot, they can sometimes (but not always) be fixed by picking them up and then letting them go again; at this point, they may "snap" to the appropriate place on the lot.

C) TS2GridAdjuster will not update anything on the lot except for the grid elevations. This means that it will not update the lot imposter. To update, you must run the game and make a build change to the lot, then save (Step 9 above). The adjustment is not complete without this step.

D) The TS2GridAdjuster will allow you to change the terrain (level = 0) at the very edge of your lot. This may create a "blue tear" between the lot and the neighborhood. If the lot edge is properly formed, you can fix this blue tear by picking up the lot in the neighborhood view and placing it down again; however, this will not fix edges which do not conform to TS2 rules. Be careful if you set a range which includes both level = 0 and the edges of the lot.

E) The TS2GridAdjuster will allow you to change the elevations of your road. The game prefers flat roads with an elevation of zero; therefore, changing road elevations may create problems with your road. By default, changes start 10 squares in from the front of the lot. Be careful if you set a range which includes both level = 0 and depth < 10.

F) The game prefers walls of 16 clicks for all livable spaces; otherwise, the room will not be weather proof. Usually, you can work around this problem by creating the livable space using standard walls, then adding non-standard-height walls to make the house more interesting.

G) I recommend the "Versioned backups" option for anyone who uses the "Restart" button. This will ensure that all intermediate backups of your lot are kept until you are certain that your changes are working as expected.

Release History:
http://www.modthesims2.com/download...599#post2171599

To-Do List:
http://www.modthesims2.com/showthread.php?t=328162

"Real" Basements:
http://www.modthesims2.com/showthre...451#post2172451
Tags: #grid, #elevation, #CFE, #negative, #0, #clicks, #basement, #slope, #curve

Operating System: Windows Linux Mac OS X
Utility Type: Save Editors
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
TS2GridAdjuster.zip | Description: GridAdjuster V1.2.3 669.7 KB 3,021 24th Apr 2009
TS2GridAdjusterSource.zip | Description: C# source code V1.2 - for programmers only 73.1 KB 291 30th May 2010
PreviousTS2GridAdjuster.zip | Description: Previous version V1.1 - no need to download 673.3 KB 267 30th May 2010
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract: Use WinRAR (Windows) or Stuffit (Mac) to extract the .package file(s) from the .rar or .zip file(s).

3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Windows Vista/7/8: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\

-or-

4. Place in Program Files: Cut and paste the .package file(s) into your appropriate Install folder:
  • Windows XP: C:\Program Files\EA GAMES\The Sims 2 (Your Latest EP)\TSData\Res\Catalog\Bins
  • Windows Vista/7/8: C:\Program Files\EA GAMES\The Sims 2 (Your Latest EP)\TSData\Res\Catalog\Bins
  • Windows Vista/7/8: C:\Program Files(x86)\EA GAMES\The Sims 2 (Your Latest EP)\TSData\Res\Catalog\Bins
  • Origin: C:\Program Files (x86)\Origin Games\The Sims 2 Ultimate Collection\Fun with Pets\SP9\TSData\Res\Catalog\Bins
  • Mac: APPLICATIONS FOLDER -> THE SIMS 2 -> TSDATA -> RES -> CATALOG


Need more information?
 
155 Comments / Replies (Who?) - 136 Feedback Posts, 14 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Page 1 of 7
Field Researcher
#2 Old 24th Apr 2009 at 9:31 PM
Holy crap, you rock
Captain Louie
retired moderator
#3 Old 24th Apr 2009 at 9:48 PM
MUST TRY THIS NOW! I have been eagerly waiting and waiting and now it's finally here! Mootlida, you have to be one of my all time favorite creators. Thanks for everything you have done and especially this :D

The only downside to this is that everyone can now make things like v1nd1 or cokebuilder, less specialy, but MUCH easier.

Looking for a challenge? Do you like to build, or do you want to expand your abilities? Look no further than this thread! Join the "Groundwork" foundation challenge today!
But seriously, it will be fun. Join us.
Site Helper
Original Poster
#4 Old 24th Apr 2009 at 9:56 PM Last edited by Mootilda : 6th Jun 2010 at 5:14 AM. Reason: Version 1.2.3
Default TS2GridAdjuster Release History
This is the release history for TS2GridAdjuster:

Release 1.2.3:
Bug fix: When running all EPs and SPs, I found fish in my basement walls. Concluded that water level should not be higher than the ground level, so I changed the water level to default to the new ground level.

Release 1.2.2:
Minor bug fixes:
- If an error occurred when creating or removing a basement, checkboxes for Versioned backups and Clicks disappeared.
- There were more restrictions than necessary on the range when removing a basement.

Release 1.2.1:
Bug fix: Default water level was set lower than necessary when converted to number of clicks.

Release 1.2:
- New pattern: (no-slope) basement
- Allow hood prefixes which are not 4 characters long or which otherwise do not match standard naming conventions.

Release 1.1:
- Added a checkbox for Clicks. Vertical changes now default to number of clicks. Uncheck box to use floating point elevations for more control.
- Changed descriptions of fields, to make it clear whether they require a number of clicks (vertical: up and down) or a number of tiles (horizontal: back and forth).
- Lot Catalog selection is now handled by a button, rather than a checkbox. This should be more intuitive.

Release 1.0:
Initial Release
Site Helper
Original Poster
#5 Old 24th Apr 2009 at 9:56 PM Last edited by Mootilda : 28th Apr 2009 at 5:14 PM. Reason: Version 1.1
Default To-Do List for TS2GridAdjuster
To-Do list has been moved to the Moo Tools social group, to allow for more discussion:
http://www.modthesims2.com/showthread.php?t=328162

Feel free to join in conversations about new features or new utilities in that group.
Site Helper
Original Poster
#6 Old 24th Apr 2009 at 9:57 PM Last edited by Mootilda : 25th Apr 2009 at 5:13 PM.
Default Curve Tutorial
I'm working on a tutorial for curves. For now, take a look at my notes about the meanings of the various values:
http://www.modthesims2.com/showthre...813#post2170813
Site Helper
Original Poster
#7 Old 24th Apr 2009 at 9:57 PM
Reserved for future use.
Site Helper
Original Poster
#8 Old 24th Apr 2009 at 10:09 PM Last edited by Mootilda : 24th Apr 2009 at 10:22 PM.
Quote:
Originally Posted by QBUILDERZ
The only downside to this is that everyone can now make things like v1nd1 or cokebuilder, less specialy, but MUCH easier.
How is this a downside? My hope is that we'll see more interesting and modern houses with this tool.
Captain Louie
retired moderator
#9 Old 24th Apr 2009 at 10:24 PM
Oh no, don't take it offensively, it will get more awesome houses, and that I am SUPER eager for, i meant it like, for the people who spent the time to learn it it was a waste now that the tool is out, lol. You know? It seems very useful and I as soon as my time frees I am testing it out.

Looking for a challenge? Do you like to build, or do you want to expand your abilities? Look no further than this thread! Join the "Groundwork" foundation challenge today!
But seriously, it will be fun. Join us.
Site Helper
Original Poster
#10 Old 24th Apr 2009 at 10:40 PM
No offense taken. Just didn't understand what you were saying.
Not actually evil.
#11 Old 24th Apr 2009 at 10:58 PM
Thank you so much for this! Finally, I can adjust lot edges! The lack of this ability annoyed me so much when making rivers that crossed multiple lots. I would have to make the rivers before putting down lots, now I can do it after. Let me know where to send brownies!

Please spay or neuter your pets. --- Cat Music Video! --- my meshes
Pettifogging Legalist!
retired moderator
#12 Old 24th Apr 2009 at 11:24 PM
You have a tiny C+P error in the OP -- it says "You need the Microsoft .NET Framework 2.0 to run ConvertiWall".

Thought you might want to know. Thank you for making this! =)

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Site Helper
Original Poster
#13 Old 24th Apr 2009 at 11:57 PM
Default Rules for lot edges
Quote:
Originally Posted by CatOfEvilGenius
Thank you so much for this! Finally, I can adjust lot edges! The lack of this ability annoyed me so much when making rivers that crossed multiple lots. I would have to make the rivers before putting down lots, now I can do it after. Let me know where to send brownies!
Just be sure to follow the TS2 rules for lot edges: the lot tiles between each major neighborhood tile (every 10th lot tile) must be sloped. Any other pattern at the edge of the lot will produce a blue tear.

If you find that you are not seeing water at the edge of the lot, please let me know. I may have a solution.
Not actually evil.
#14 Old 25th Apr 2009 at 2:44 AM
I'll try to make a multi-lot spanning river and report back. I'll avoid changing the 10th tiles.

question: The elevation value, what units does it use? Clicks, I hope? If not, how much is 1 click down?

Please spay or neuter your pets. --- Cat Music Video! --- my meshes
Site Helper
Original Poster
#15 Old 25th Apr 2009 at 4:01 AM Last edited by Mootilda : 26th Apr 2009 at 8:06 PM. Reason: Updated with current information
[Update:] TS2GridAdjuster uses number of clicks. [end update]

You can also choose to use the elevations that are inside of the lot package, which are just floating point numbers.

A standard wall is 16 clicks (3.0 floating point); 1 click is 1 / 16 of a standard wall or 0.1875.

In my research, I found that the game is completely happy to have walls which are not a multiple of clicks. This means that the GridAdjuster can actually create a smoother curve than you can create in-game.

I could change the GA to use "clicks" fairly easily, if that's what people would prefer. Or, perhaps I could add a checkbox for "clicks", so that you have a choice of which units you prefer.
Not actually evil.
#16 Old 25th Apr 2009 at 8:22 AM
Thanks for the info. I like the option of either floating point numbers, for fine control, or clicks. That is, if it wouldn't be too much trouble to put in. Haven't tried to do the river experiment yet, but will do it.

I like the sine wave option. I think you mentioned you might do conic sections? I would be happy to have them, especially parabolas. Could build the Arecibo radio telescope! Do you think it's worth putting a poll in the thread, asking builders if they would use such a feature if you did decide to add it? I wouldn't want to add to your workload unnecessarily.

Please spay or neuter your pets. --- Cat Music Video! --- my meshes
Scholar
#17 Old 25th Apr 2009 at 10:26 AM
Mootilda, you surely deserve one of the highest prizes awarded to the most dangerous mad ( and GENIAL) scientists! For now I am lost in admiration,can't wait to use your gem.But for a basic downloader like me it will be very risky...You know,if well used its a wonderful firework and if used by ignorant innocent hands it could be a terrifying earthquake in some sims-neighborhoods...
More seriously I'll learn how to use your fantastic gridadjuster,because it seems relatively difficult.Then I'll enjoy it deeply.
THANK YOU so much for your new great addition to the game.Big hugs.
Site Helper
Original Poster
#18 Old 25th Apr 2009 at 4:18 PM Last edited by Mootilda : 26th Apr 2009 at 8:08 PM. Reason: Updated with click info
Default Getting Started
Suggestions for people who find the GridAdjuster complex:

- Be sure to backup your neighborhood and keep the backup until you are completely happy with the results.

- Try playing with a test lot before adjusting a real (existing) lot.

- Create a test lot which has the same sun direction as the lot that you want to change.

- Take a picture of the GridAdjuster specification screen and a picture of the resulting lot, so that you don't forget what options you used when you get something that you like.

- Limit yourself to changing one level at a time. Multiple levels can wait until you understand everything else.

- Don't bother with Relative changes until you have a firm understanding of the other values. The Relative checkbox is there to help produce more complex patterns, so leave this till the end.

- Start with flat elevations, especially changing different areas on the lot. Then, move on to slopes, then rotations. When you move on to curves, start with the default values. Then, try changing one value at a time and watch what happens. I'd suggest starting with Elevation, then Amplitude, then Period. Keep the changes small (in the 1-10 range).

- Remember that both Sloped and Curved patterns can produce flat grids with the wrong parameters. For a curve, this will occur if you set either the Amplitude or Period too low. I have found that an Amplitude of 4 clicks (.75) gives a nice curve with a Period of 10 tiles. A Period of 1 or 2 should produce a completely flat grid, so avoid those values.
Site Helper
Original Poster
#19 Old 25th Apr 2009 at 4:46 PM Last edited by Mootilda : 25th Apr 2009 at 4:54 PM. Reason: fix typo
Quote:
Originally Posted by CatOfEvilGenius
I like the option of either floating point numbers, for fine control, or clicks. That is, if it wouldn't be too much trouble to put in.
The coding is almost complete. Then, I need to do some testing to make sure that everything still works as expected. Hopefully, this will be available by Monday.

Quote:
Originally Posted by CatOfEvilGenius
Haven't tried to do the river experiment yet, but will do it.
Have you already got a set of lots with a shared river, using your old technique? If so, I'd love to see the lot packages.

I suspect that you will need to have one neighborhood vertex underwater for this to work. Just remember that you need to have a Slope between that underwater vertex and the two adjoining major vertices.

I'm looking forward to seeing the results of your experiments. Will you be writing a tutorial when you've figured it out?

Quote:
Originally Posted by CatOfEvilGenius
I think you mentioned you might do conic sections? I would be happy to have them, especially parabolas.
As long as I have an equation and can determine the best way to parameterize that equation for the typical TS2 user, it's not that much work to add a new equation.

My next project is hyperbolic paraboloids (saddles), since I already have the equation from my Soaring Starter. However, I'll add elliptical paraboloids (cones) to my list.
Scholar
#20 Old 25th Apr 2009 at 4:47 PM
Works as expected. Really nice. And many possibilities.

You can convert sloped lots to flat lots, flat lots to sloped lots and of coure you can create cool roofs.

I love it.
Site Helper
Original Poster
#21 Old 25th Apr 2009 at 4:59 PM Last edited by Mootilda : 25th Apr 2009 at 11:22 PM.
I was asked to change the LotAdjuster so that people could choose a pattern for the expanded terrain, rather than just using the neighborhood terrain. It made more sense to me to have a more general program for all grid levels. Glad you're finding it helpful.

Search Tags:
By the way, if people have ideas for search tags for this, I'd appreciate suggestions.
Scholar
#22 Old 25th Apr 2009 at 7:19 PM
Thank you for all the precious explanations.Its like a tutorial and greatly appreciated.Big hugs again.
Site Helper
Original Poster
#23 Old 25th Apr 2009 at 11:23 PM
Default Real Basement
Just found a simpler way to make a real basement using the GridAdjuster instead of CFE:

http://www.modthesims2.com/showthre...451#post2172451
Fat Obstreperous Jerk
#24 Old 26th Apr 2009 at 9:31 AM
I suddenly have this vision of a non-Euclidean R'lyeh lot.

Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Site Helper
Original Poster
#25 Old 26th Apr 2009 at 3:07 PM Last edited by Mootilda : 26th Apr 2009 at 8:16 PM.
Of course, we're limited as far as equations go. The only sample points are at the (fixed location) vertices and there can only be one elevation per grid point. You'll see how this limits our options if you make the amplitude of the curve too high.

The walls will go straight up and down between the levels and, as far as I know, the only way to get slanted walls is to create a custom mesh.

There's also no way to get windows which follow the height and shape of the wall, without a set of custom meshes for each wall section. I wanted to put windows under my hyperbolic paraboloid, but there's nothing available that comes close.

In addition, walls and floors only work with a standard 16-click (3.0) height wall. That is, unless you install unlevel walls, which have their own set of problems.

And, annoyingly, single-sided floor tiles are the norm and ceilings do not follow the pattern of the floor tile above them. (See the comments in my Soaring Starter for an example of how badly EA botched the ceilings on modern lots).

Guess I may have to change my policy on CC on my lots. At minimum, it appears that I need an invisible tile for real basements and a set of double-sided floor tiles for ceilings.

If anyone has a solution for any of these problems, please let us know. It sure would be nice if we could deform windows the way that we can deform the walls and floors.
Page 1 of 7