#2
25th Sep 2005 at 12:19 PM
Posts: 11,682
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Hi, it's me
I do appreciate you not PMing me for game help, because I find that a bit annoying when people do that instead of posting in a forum. It makes me feel under pressure. So thanks for that consideration.
Ok the way I did it was using the boolprop constrainFloorElevation false cheat.
For the one without the 3rd floor, you just need to build external walls two floors high. Using the ground elevation tool, raise up the two ends of the building evenly, in a mirror image of the roof slope you want. Ie where the roof ridge is going should be the lowest point at this stage.
When you've finished that, using the floor that looks most like roof tiles, apply that to the very top of the house which will cause the house to flatten out at the top but the ground should remain raised. Use glass floor tiles where you want the velux windows to be.
Finally flatten the ground using the terrain levelling tool. If you've got it right, the roof should now slope like you meant it to. You will have to experiment several times till you get the exact shape you want and the walls the right height. I expect there is a formula to how long to make the roof compared to how high you want the end wall or something, but I haven't worked it out yet so I still just have to experiment and redo it a few times too.
Do ask me more questions if you need to.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)