[ARCHIVE] SimAntics & World Development

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Good for last results, where do you get information about the walls cutout, and z buffer??? your progress is so fast, than i think you have a very good source...
 
Wall junctions now working:

upload_2014-4-3_21-58-53.png

Now need top left and top right walls with no continuation to extend past end to fill the gap. Also I need to support rotation!

I've worked out all of this by myself using the vague field labels on the blueprints.
 
If anyone has an irrational fear of flags, look away now!
View attachment 138
This is the Dictionary I need to use for looking up the correct junction graphic to use. Thankfully because of this massive wall of text, the implementation will be really easy as I'll just need to construct the junction flags and pass that to this dictionary to get the correct index for the graphic.

Daaamn. xD
 
I don't know what you people are complaining about. The code looks organized to me, like an Excel spreadsheet.
 
I have the base mask system in, so I'm currently working on the walls cutaway system. The world will be fed a set of rectangles that will be "cutaway"; these will include the rooms that have been moused over (cut goes through the wall nearest to the camera but not the back) and a 3x3 section around the mouse, like in the original. This system should allow walls down as well.

I'll need to look closer into how windows and doors were defined to determine how and when to apply the custom hole masks to the wall.

The flags aren't all that scary when you read them through, but a screen height's worth of code might be a little off-putting at first glance. :p
 
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I've been trying to wrap my head around this. Here's the current progress on walls cutaway - junctions and masks working, just need to add in the extra cutaway overlays and fix some problems with the wall extensions.

The code is getting quite messy so it'll probably need a refactor or at least some comments when this is over with...

upload_2014-4-5_2-5-47.png

This is just cutting a random section. When the rendering system is in we will be able to cut anywhere we want really... makes it easy for interface design.
 
Rendering of cutaways complete! Here are some glorious screenshots:

upload_2014-4-5_2-56-1.png

upload_2014-4-5_2-56-16.png

Next up is using the special window cuts, which will require me to find out how they work first. :p Also, I still need to tweak the wall z buffer, as you can see some problems with certain doors, and the walls down cut goes through some objects...
 
0FIlw4I.jpg

Looking at the progress and evolution of this, makes me wonder if I'll just remake Sims Online in Go instead. Cause not even Sims 2 is this nice.
 
Looks like the wall style for doors and windows is defined in both multitile OBJD parts of the door/window. Now to figure out what direction the wall it's applied to must be in.

Thanks for the feedback, guys!
 
Looks like I should be looking for the flags "Architectural Window" (flag 15, flags field 2) or "Architectural Door" (flag 16, flags field 2) and use the wall placement flags to determine what side to put the wall style on. It usually sets "required on front" or "required behind", but the range is:

1 - required in front
2 - required on right
3 - required behind
4 - required on left
 
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