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- Ramps, Underground Basements, Enclosed Courtyards and Traversable 0-Click Levels
#26
19th May 2010 at 9:12 PM
Step 2 (use CFE to return to 16 clicks per level) is probably unnecessary.
For some reason, I'm having problems placing two 2-click stairs side by side in this scenario. Is that working for you? [Update:] Nevermind. I placed floor tiles on the ground and the stairs are quite happy now.
For some reason, I'm having problems placing two 2-click stairs side by side in this scenario. Is that working for you? [Update:] Nevermind. I placed floor tiles on the ground and the stairs are quite happy now.
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Alchemist
#27
20th May 2010 at 5:27 AM
Posts: 2,885
Thanks: 17918 in 65 Posts
Ooh, just found this thread! Looks like you are all making a good deal of progress. Am I right that it looks like we don't need a new object, just an invisible modular stair and a bit of tricky building?
Ami's basement stairs are one tile in from the edge - am I confused, or could the stairs actually be placed against the basement wall?
I've been busy with many other things, but I'm happy to see great minds are still working on this kind of thing. I'll be happy to join in if there's anything I can do.
Ami's basement stairs are one tile in from the edge - am I confused, or could the stairs actually be placed against the basement wall?
I've been busy with many other things, but I'm happy to see great minds are still working on this kind of thing. I'll be happy to join in if there's anything I can do.
#28
20th May 2010 at 6:04 AM
Last edited by Mootilda : 20th May 2010 at 6:24 AM.
Ideally, it would be nice to have a new object with more reasonable animations. However, 2 or 4-click invisible modular stairs are looking pretty good.
I'm not quite sure what you mean by "one tile in from the edge"? Maybe it would help if I shared my latest underground no-slope basement lot.
I'm not quite sure what you mean by "one tile in from the edge"? Maybe it would help if I shared my latest underground no-slope basement lot.
#29
20th May 2010 at 6:23 AM
Last edited by Mootilda : 20th May 2010 at 7:30 PM.
Reason: Add GridAdjuster screenshots
Proof of Concept: Underground No-Slope Basement with Invisible Modular Stairs
Invisible modular stairs seem to work pretty well for a no-slope basement, allowing the sim to travel from the ground level (level = 0) to the first floor (level = 2).Small base-game lot attached for testing purposes only.
I've attached screenshots for the GridAdjuster. The water level is handled by starting with a sloped basement built 16 clicks down.
Attached files:
ModularUndergroundNoSlopeBasement.zip (995.0 KB, 46 downloads) - View custom content | ||||||||||||||||||||||||||
Packaged file type: Lot Game Version: Original 1807671 05-19-10 16:07 UndergroundNoSlopeBasement.Sims2Pack -------- ------- 1807671 1 file |
||||||||||||||||||||||||||
Description: Invisible modular stairs allow access to main floor. |
#30
20th May 2010 at 9:50 AM
Posts: 108
Thanks: 140 in 3 Posts
Quote: Originally posted by Mootilda
Step 2 (use CFE to return to 16 clicks per level) is probably unnecessary. |
Yes I just did that so I didn't confuse myself (its easily done).
I had a little play with ramps using this method my only problem was the length of wall needed to get the level of elevation I wanted.
Top level is 4 clicks.
#31
20th May 2010 at 3:29 PM
Testing Methodology
Here are some of the things that I like to ensure work with these lots. I usually test with base game only and with all EPs and SPs (except Store Edition), just to make sure that things are likely to work for any configuration:1) Sims will enter house on their own initiative.
2) Newspaper delivery (especially Apartment Life)
3) Visitors can find front door and ring doorbell
4) Burglars manage to get into the house
#32
20th May 2010 at 3:32 PM
Quote: Originally posted by amiehiggs
I had a little play with ramps using this method my only problem was the length of wall needed to get the level of elevation I wanted. |
Quote: Originally posted by aelflaed
Ami's basement stairs are one tile in from the edge - am I confused, or could the stairs actually be placed against the basement wall? |
Note that these no-slope basements still have the (known) problem that some objects don't work well next to the wall. Most things seem to work, but I found that TVs against the wall in the basement tend to cause the sim to error.
#33
20th May 2010 at 3:45 PM
Posts: 108
Thanks: 140 in 3 Posts
Quote: Originally posted by Mootilda
4 clicks high over 10 tiles... is this the maximum slope that sims can navigate? |
I see. Im not sure but i think this tutorial might be of interest...Link We might be able to use some of the techniques.
#34
20th May 2010 at 3:55 PM
You mean the "sliding tile"? I wonder what allows the sim to travel up such a huge elevation difference.
#35
20th May 2010 at 3:58 PM
Posts: 108
Thanks: 140 in 3 Posts
I think its because they see it as the same level.
#36
20th May 2010 at 4:25 PM
Last edited by HugeLunatic : 20th May 2010 at 4:37 PM.
Posts: 7,885
Thanks: 204198 in 307 Posts
So far no luck finding the bhavs that control how many steps are placed in the bridge (middle part) of modular stairs. But there are 54 of them. LoL I also haven't been able to apply modular stair bhavs to fixed stairs.
I have however, removed animations from some modular stairs. I could probably create a set of modular stairs that reference a base game mesh/texture but have no animations. That way if you have existing recolorable mod stairs with an invisible recolor then these should work fine and the file size would be small.
Edit: Stealth stairs already achieve this with the sliding...doh!
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Edit: Stealth stairs already achieve this with the sliding...doh!
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#37
20th May 2010 at 4:32 PM
Quote: Originally posted by HugeLunatic
I have however, removed animations from some modular stairs. I could probably create a set of modular stairs that reference a base game mesh/texture but have no animations. That way if you have existing recolorable mod stairs with an invisible recolor then these should work fine and the file size would be small. |
#38
20th May 2010 at 4:34 PM
Posts: 108
Thanks: 140 in 3 Posts
I think im not understanding the slope options correctly does the length of the wall determine the height of the slope?
I want a slope of 0 to 16 clicks but im just getting a slope thats much less than that.
I want a slope of 0 to 16 clicks but im just getting a slope thats much less than that.
#39
20th May 2010 at 4:41 PM
Last edited by Mootilda : 20th May 2010 at 5:50 PM.
Quote: Originally posted by amiehiggs
I think im not understanding the slope options correctly does the length of the wall determine the height of the slope? I want a slope of 0 to 16 clicks but im just getting a slope thats much less than that. |
Quote: Originally posted by HugeLunatic
Edit: Stealth stairs already achieve this with the sliding...doh! |
#40
20th May 2010 at 4:53 PM
Posts: 108
Thanks: 140 in 3 Posts
yes sorry im having trouble with the size of the slope.
#41
20th May 2010 at 4:52 PM
Last edited by Mootilda : 20th May 2010 at 5:17 PM.
Could you post a screenshot of the GridAdjuster parameters that you're using? That might help me to understand where the problem lies.
[Update:] Oh, I think that I see what you're saying. Yes, the range (from front to back or left to right) affects the slope. Your starting elevation is assumed to be at the start of the range and your ending elevation is assumed to be at the end of the range. If you want the slope to go in a different direction, then change the rotation.
So, if you want a slope of 16 clicks for each tile, over a range of 10 tiles, then you need to specify a slope of 160 clicks.
Does that answer your question? Sorry about being so dense.
[Update:] Oh, I think that I see what you're saying. Yes, the range (from front to back or left to right) affects the slope. Your starting elevation is assumed to be at the start of the range and your ending elevation is assumed to be at the end of the range. If you want the slope to go in a different direction, then change the rotation.
So, if you want a slope of 16 clicks for each tile, over a range of 10 tiles, then you need to specify a slope of 160 clicks.
Does that answer your question? Sorry about being so dense.
#42
20th May 2010 at 6:57 PM
Posts: 108
Thanks: 140 in 3 Posts
Your not being dense in fact i think its me!!!
Ok what i want is for this wall to start at 0 clicks (stair side) and finish at 16 click but its not!! What am i doing wrong.
Ok what i want is for this wall to start at 0 clicks (stair side) and finish at 16 click but its not!! What am i doing wrong.
#43
20th May 2010 at 7:24 PM
I suspect that the problem is your range.
Try:
Levels: 1 to 1
Depth: 14 to 15
Width: 3 to 13
Sloped
Elevation 16 to 0 clicks
Rotation: Left to Right
(or: Elevation 0 to 16 clicks from Right to Left)
Try:
Levels: 1 to 1
Depth: 14 to 15
Width: 3 to 13
Sloped
Elevation 16 to 0 clicks
Rotation: Left to Right
(or: Elevation 0 to 16 clicks from Right to Left)
#44
20th May 2010 at 8:12 PM
Posts: 108
Thanks: 140 in 3 Posts
Worked perfectly sorry for being dumb im still working out all the buttons.
#45
21st May 2010 at 3:06 AM
Last edited by Mootilda : 22nd May 2010 at 12:36 AM.
Proof of Concept: Fully Enclosed Courtyard
A fully enclosed courtyard seems to work well with 2-click invisible modular stairs, except for the lighting at night. No matter how much lighting I add in the courtyard, it seems to stay pretty dark at the 0-height ground level. Lighting works fine on the full-height main level.2x2 base-game lot attached for testing purposes only.
[Update:] Problems resolved. Test lot removed. See next proof of concept post.
Alchemist
#46
21st May 2010 at 11:53 AM
Last edited by aelflaed : 21st May 2010 at 12:59 PM.
Posts: 2,885
Thanks: 17918 in 65 Posts
From that linked tutorial and my own long-ago stealth stairs use, the stairs actually get the sim from level to level, while a 'slide' gives access to the other parts of the same floor, regardless of how rocky the trip. I don't remember sims sliding on the actual stairs - perhaps I overlooked it. I stopped bothering with stealth stairs pretty early in my builidng experiments.
I haven't done a 'tile-slide' as such, but as far as I know, sims will traverse any sloped floor without noticing the incline. It's not really a level change, so they carry on as normal - the level is only visual, and only for the player. Rope ladders and bridges are made the same way, and the sims walk 'normally' across/up the floortiles. I have made houses with bridges and ladders this way.
Mootilda, I've downloaded that house and will have a look - don't want to spend time creating my own basements at present, so thanks. But the screenshot of your stairs pretty much answered my question.
Regarding the courtyard house, did you try the outdoor spotlights? Any indoor/wall light gives almost no light when placed outside, and the fence lights are not much better - unless you want to light up the fence. The ground lights are far more effective.
EDIT - Had a look at both houses. Couldn't improve the lighting in the courtyard at night, but it certainly looks good in the daytime. I thought there might be some routing problems when crossing the lot, with sims walking the circumference of the house instead of crossing the courtyyard - but Julien did cross it at least some of the times. The basement house seemed to work fine (only a quick look really).
The invisible stair animations do look odd, but could be ignored. It would be lovely to have an object that did the job smoothly, though.
Nice houses, Mootilda! (I did have to cheat Julien a whole lot more money so he could test them for me.)
I haven't done a 'tile-slide' as such, but as far as I know, sims will traverse any sloped floor without noticing the incline. It's not really a level change, so they carry on as normal - the level is only visual, and only for the player. Rope ladders and bridges are made the same way, and the sims walk 'normally' across/up the floortiles. I have made houses with bridges and ladders this way.
Mootilda, I've downloaded that house and will have a look - don't want to spend time creating my own basements at present, so thanks. But the screenshot of your stairs pretty much answered my question.
Regarding the courtyard house, did you try the outdoor spotlights? Any indoor/wall light gives almost no light when placed outside, and the fence lights are not much better - unless you want to light up the fence. The ground lights are far more effective.
EDIT - Had a look at both houses. Couldn't improve the lighting in the courtyard at night, but it certainly looks good in the daytime. I thought there might be some routing problems when crossing the lot, with sims walking the circumference of the house instead of crossing the courtyyard - but Julien did cross it at least some of the times. The basement house seemed to work fine (only a quick look really).
The invisible stair animations do look odd, but could be ignored. It would be lovely to have an object that did the job smoothly, though.
Nice houses, Mootilda! (I did have to cheat Julien a whole lot more money so he could test them for me.)
#47
21st May 2010 at 4:05 PM
Posts: 7,885
Thanks: 204198 in 307 Posts
I have a modular stair without the animation, they slide through it just like the previous fixed stair version. The problem is that to have no animation they need to be new stairs and will require a script file. My little confusion earlier was because I forgot to set the animation for the local package and it was globally affecting all modular stairs. LoL
At the moment it is not recolorable, and that is either because I have a typo or because it is referencing another mesh. But considering that this needs a new package and script file I could just as well make a mesh consisting of a flat plane and include the invisible recolor in the package. Unless you want a normal stair/railing package.
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At the moment it is not recolorable, and that is either because I have a typo or because it is referencing another mesh. But considering that this needs a new package and script file I could just as well make a mesh consisting of a flat plane and include the invisible recolor in the package. Unless you want a normal stair/railing package.
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If you enjoy the content on s2a or GoS, consider donating to support hosting costs.
#48
21st May 2010 at 5:36 PM
Last edited by Mootilda : 21st May 2010 at 10:48 PM.
Quote: Originally posted by aelflaed
I haven't done a 'tile-slide' as such, but as far as I know, sims will traverse any sloped floor without noticing the incline. |
Quote: Originally posted by aelflaed
Mootilda, I've downloaded that house and will have a look - don't want to spend time creating my own basements at present, so thanks. But the screenshot of your stairs pretty much answered my question. |
Quote: Originally posted by aelflaed
Regarding the courtyard house, did you try the outdoor spotlights? Any indoor/wall light gives almost no light when placed outside, and the fence lights are not much better - unless you want to light up the fence. The ground lights are far more effective. |
I'm tending towards the belief that the game somehow recognizes that any light placed on the ground level is taller than the level above. I intend to experiment with this further, to see whether I can figure out the rules. This problem reminds me of the problem with Apartment Life (I think?) when you try to move things up and down on the wall... the lighting isn't always correct.
[Update:] Experimentation with the 2-click foundation seems to confirm this. Lights which are under 2-clicks, like the fence lights already on the lot and the low ground lights, work just fine. However, the tall ground lights and fence lights on taller fences shed no light at all.
Quote: Originally posted by aelflaed
Nice houses, Mootilda! (I did have to cheat Julien a whole lot more money so he could test them for me.) |
Quote: Originally posted by HugeLunatic
I have a modular stair without the animation, they slide through it just like the previous fixed stair version. |
Quote: Originally posted by HugeLunatic
The problem is that to have no animation they need to be new stairs and will require a script file. |
Quote: Originally posted by HugeLunatic
But considering that this needs a new package and script file I could just as well make a mesh consisting of a flat plane and include the invisible recolor in the package. Unless you want a normal stair/railing package. |
#49
22nd May 2010 at 12:31 AM
Last edited by Mootilda : 22nd May 2010 at 12:44 AM.
Proof of Concept: Fully Enclosed Courtyard
A fully enclosed courtyard seems to work well with 2-click invisible modular stairs, including the lighting at night. Previous lighting problem solved by raising ground level to full-height inside of the courtyard. GridAdjuster screenshots attached.Note that I reduced the size of the landings inside of the courtyard, to increase the amount of space that could be properly lit. I didn't bother to take new daytime pictures, since the lot hasn't changed otherwise.
2x2 base-game lot attached for testing purposes only.
Attached files:
SunnyCourtyard.zip (1.41 MB, 44 downloads) - View custom content | ||||||||||||||||||||||
Packaged file type: Lot Game Version: Original 2734930 05-21-10 16:16 SunnyCourtyard.Sims2Pack -------- ------- 2734930 1 file |
Alchemist
#50
22nd May 2010 at 12:49 AM
Posts: 2,885
Thanks: 17918 in 65 Posts
oh, well done! I mrely confirmed that you were right about not being able to light the previous version - not much use, I know. Glad you figured it out.
Who Posted
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