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| en7en's Ultimate Architecture Tutorial |
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Created: 05.20.2005 - Updated: 05.20.2005
Welcome to my Ultimate Architecture Tutorial.
I'm going to show you some of the tricks I've pieced together over the last year. We're going to build a pagoda to showcase these tricks, but you can use them with any type of structure.
I learned all these things by reading tutorials on modthesims2.com and other places, and by trial and error. many thanks to Daithnaoz7, MikeInside, and countless others who've shared their knowledge on modthesims2.com!
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Created: 05.20.2005 - Updated: 05.20.2005
First of all, to really be able to do great architecture, you're going to need to modify some of the game's configuration.
BE CAREFUL! This changes the way Build mode works, so I highly recommend that you first make backups of the file we'll be changing!
Go to C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Catalog\Scripts
Open the walls.txt file.
Under the section "# normal walls", make sure that 'requiresFlatBottom' and 'requiresFlatTop' are both set to false (if it's not there, type it in)
Save the file, and get ready to build awesome things!
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Created: 05.20.2005 - Updated: 05.20.2005
For today's tutorial, let's use a 2x3 lot. Make sure the ground is nice and flat. You should always start by building a scaffolding. It will allow you to do all sorts of interesting things. Use the square wall tool and drag walls just two tiles away from the edge of your terrain.
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Created: 05.20.2005 - Updated: 05.20.2005
Go up one floor and do it again...
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And again on the third floor,
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And on the fourth
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And on the fifth. At this point, you'll notice that unless you have the EP, you can't build above the fifth floor. We can't even tile above it. Since we're going to make our roof out of tile, that's a bummer.
But wait! there's a trick we can use to get access to the sixth-floor tile... Let's fool the game!
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Created: 05.20.2005 - Updated: 05.20.2005
Get a roof dormer, and 'try' to position it as shown, on the fifth floor.
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The game won't let you. It will say that you can't intesect walls. But it will give us the sixth-floor tiles. Delete the dormer if it did stick, and let's move on to creating stealth stairs.
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Created: 05.20.2005 - Updated: 05.20.2005
BRING UP THE CONSOLE by pressing Ctrl+Shift+C In the console, type: boolprop constrainfloorelevation false and hit enter. We're now in what I call "deform mode". In Deform Mode, we can use the deform tools on the ground, and it will deform the tiles above it. On floors above the ground, we can only use the level tool. So we'll deform the ground below our scaffolding, and use the level tool to carry the scaffolding's deform to the tiles on our floors.
Confused? Don't worry, it will all become very clear soon.
Get a set of modular stairs, and place them on the ground along the scaffolding.
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Created: 05.20.2005 - Updated: 05.20.2005
Do it again on the now lowered ground tile,
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And a third time.
You'll notice the tiles above have been deformed, as the ground was lowered by the stairs.
Stairs are very useful, because they lower flat ground by four "clicks". The "click" is the lowest amount of deform you can do. It turns out that a normal floor in sims2 is 16 clicks high. This is very important: If you make a floor that is less than 16 clicks high, with tile above it, sims will refuse to walk there, because the ceiling is too low for them. So remember: Floors are 16 clicks.
Another magic number is four clicks. You can't bring two floors closer together than four clicks. Once you get to four clicks height in your wall, it will start pushing the other floors rather than compress anymore.
So by laying down three sets of stairs, we've lowered the ground by 3x4=12 clicks, which is 4 clicks less than 16, which would be a full floor.
Okay, now watch this:
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Created: 05.20.2005 - Updated: 05.20.2005
If you go up to the sixth floor, you'll notice that there's a dent in the wall. At the bottom of it is a flat tile area.
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Put your leveling tool there...
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And drag accross to the overhang on the next wall.
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Then drag from that lowered tile to the far overhang...
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And again...
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And one final time.
We've just lowered the sixth floor by twelve clicks. Now it's four clicks above the fifth floor, which is as close as it will get.
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Go down to the fifth floor,
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And do the same thing there.
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When you're done, do it on the next lower floor, and again until you reach the ground. Don't lower the ground.
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Created: 05.20.2005 - Updated: 05.20.2005
Now, we've got a nicely compressed building, except for the shark's tooth poking out of it. If you like logical reasoning, try to figure out why it appeared. If you just want to get things done, let me show you how we get rid of it.
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Created: 05.20.2005 - Updated: 05.20.2005
On the second floor, drag accross the side, starting at a low tile.
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Same on the third floor,
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And the fourth and fifth and sixth.
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And so on, going up one floor each time.
Now our building is flat... except for that big hole on the ground.
Fine, let's get our of Deform Mode.
Hit Ctrl-Shift-C Type: boolprop constrainfloorelevation true and hit enter.
This way, when we deform the ground, it won't deform the scaffolding.
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Created: 05.20.2005 - Updated: 05.20.2005
Now drag accross the ground.
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Created: 05.20.2005 - Updated: 05.20.2005
At this point, I highly recommend that you save this file, exit to the neighborhood, and export the lot to a file. This way, you can keep reinstalling this packaged lot every time you want a scaffolding that's ready for stealth stairs.
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Created: 05.20.2005 - Updated: 05.20.2005
Okay, before we get on to stealth stairs, le me show you a trick that will be very helpful.
When you're doing tile roofs, it's often necessary to find the center of a structure. The easy way is to drag a fence from one corner,
The way my pagodas are built, they need to be carefully measured so that the peak of the roof will be at the border between two tiles. In other words, walls in my pagodas need to have an even number of sections. 4 tiles wide, or 6, or 8, but nve
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Created: 05.20.2005 - Updated: 05.20.2005
Another fence from a second corner,
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And a third, from a third corner.
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Then, join the two intersections,
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And you've found your center spot!
Okay, now let's get on with the pagoda.
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Created: 05.20.2005 - Updated: 05.20.2005
We're gonna use the level above the ground (second level) as a foundation. Later on, we'll put an underground pool under it, too.
So go one level above the ground, and drag walls four tiles away from the scaffolding...
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Created: 05.20.2005 - Updated: 05.20.2005
On the floor above that, put a two-tile wide row of roofing tiles (I'm using red here) around the walls. The tile will get dark, because of the scaffolding. Don't worry about it. It will get light again when we remove the scaffolding.
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Created: 05.20.2005 - Updated: 05.20.2005
Fill the inside with your floor tiles. For a japanese style, I recommend wood or the jute carpeting.
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Created: 05.20.2005 - Updated: 05.20.2005
Now use some kind of garden edging (railroad tie works well), and make a diagonal in each corner...
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Created: 05.20.2005 - Updated: 05.20.2005
Now we need to put ties all around. Here's another neat trick: Start in a corner, and drag some railroad tie with the SHIFT key down: It will make a square box, kinda like using the box-walls tool. it's a great time-saver.
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Created: 05.20.2005 - Updated: 05.20.2005
Do it again and again, to put a series of ties around the roof, as shown.
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Remove any ties from the outer edges of that "roof", and the final result will look like this.
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Now also add a regular fence (I use the dark wooden one) around the floorboards.
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And add some walls, two squares in from the edge of the floorboards.
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Now go down one level, to one level above the ground.
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Fill in with some floorboards, two tiles in from the scaffolding.
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And add a fence around the floorboards.
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Created: 05.20.2005 - Updated: 05.20.2005
Now, go back up to the third level, and let's add our stealth stairs.
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Make two holes in the floorboards, as shown...
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And add some stairs. I use the plain dark wooden stairs for japanese architecture.
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Do the same thing on the other side.
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Created: 05.20.2005 - Updated: 05.20.2005
Good. Now we have our stealth stairs.
Now it's time to lift up the third level, so that sims can walk on it. Go back down to the second level, and check out this neat trick.
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Created: 05.20.2005 - Updated: 05.20.2005
We're going to add a column somewhere on this level.
First, make sure you are in Deform Mode. Hit Ctrl-Shift-C type: boolprop constrainfloorelevation false hit enter.
Now place your column.
The column will automatically lift the level above to the right height for sims.
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Created: 05.20.2005 - Updated: 05.20.2005
Go up to the third level. As you can see, one of the tiles was lifted up to sixteen clicks. Now get your terrain leveling tool...
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And drag from that tile to the overhang.
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Then from that overhang to the overhang on the next wall...
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and again with the next wall...
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and the next...
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And complete the circuit.
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Created: 05.20.2005 - Updated: 05.20.2005
Great. Now we've got this floor sixteen clicks above the second level.
But here's wher eit gets interesting: To make a padoga roof, we'll be lowering the roof tiles (the red ones), two clicks per tile. Since we have a two-tile wide roof on this level, that means we'll lower by four clicks altogether.
That would make the level only 12 clicks high under the roof, and our sims would complain. So we need to raise this level another four clicks.
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Created: 05.20.2005 - Updated: 05.20.2005
Go down to the ground level, and select your 'raise terrain' tool. Pick a spot on the scaffolding, and get ready to count clicks:
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Created: 05.20.2005 - Updated: 05.20.2005
One...
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Two...
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Three...
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Four...
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Okay, now select your level tool, and level this tile.
Tip: make sure you click on the corner OPPOSITE the one you want to raise to.
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Created: 05.20.2005 - Updated: 05.20.2005
The tile is raised and level.
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Go up to the third level, and you'll see a raised tile on the scaffolding.
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level-drag it to the next overhang, and repeat for all sides.
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Created: 05.20.2005 - Updated: 05.20.2005
Allright! Now the third level is at the right height.
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Created: 05.20.2005 - Updated: 05.20.2005
Go up one level. You'll notice that the fourth level has been raised as well. This is an important rule to remember: When we use deform mode, all deforms are carried up.
Now, on the fourth floor, we'll have a full roof. It will be more than two tiles wide: It will be six tiles from the center to the edge. In other words, we'll need to raise that level a few more clicks.
Let's count: six tiles will be lowered by two clicks: 12 clicks. But we've already raised the level below (and therefore this one too) by four clicks. So we need to raise this level eight more clicks.
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Created: 05.20.2005 - Updated: 05.20.2005
On the ground level, find the raised tile we did earlier...
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level from it to two tiles away.
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it raises a tile by four clicks on the fourth level.
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On the fourth level, drag that deform accross a few tiles, as shown.
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Back on the ground, level the raised tile accross at least three tiles, again.
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And now, we've got a tile that's eight clicks higher on the fourth level!
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Drag it to the next overhang, and so on, to level up the fourth level.
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Ta-da!
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Now cover the fourth level with roofing tiles, two tiles away from the edges.
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Place some railroad tie on it: Start with the diagonals...
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Until you get this. Then put ties between the diagonals and the edges.
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Start down the middle...
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And be patient!
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This is what the final result should look like.
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Before we start the roof deforms, let's clean up the scaffolding. Starting at the bottom, drag levels accross the holes in the scaffolding.
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Created: 05.20.2005 - Updated: 05.20.2005
and move on up the levels.
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Okay, we've got a clean scaffolding.
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Now, let's start deforming the roofs. On the ground plane, get your 'lower terrain' tool, and click once...
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And twice.
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Now use the level tool, clicking on the corner OPPOSITE the lowered one.
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We've got a tile lowered by two clicks.
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And on the fourth level, the corresponding tile is also lowered by two clicks.
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Drag that one accross to the overhang, but be careful to stop at one tile away from the centerline.
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Drag to the next overhang, but again: Stay one tile away from the tip of the centerline.
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Same thing on the other side, one tile away from the centerline.
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Now here, we've got a problem: We can't drag to the right tile on the overhang of the front wall, because that tile is not flat, so it's disappeared.
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Make it reappear, by dragging accross it.
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Now we can drag to it, still staying one tile away from the centerline.
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Okay, let's do this again.
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On the ground level, drag your lowered tile accross two other tiles.
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And on the fourth level, drag that accross the overhangs, this time staying TWO tiles away from centerline.
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Can you see it starting to take shape?
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Do the same steps again...
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But stop once you get to have only two flat tiles of roof left on each side. These are the two rows of rooftiles that also exist on the floor below, so we'll need to do that deform on both floors.
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Go to the third floor...
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Cleanup the scaffolding...
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Drag the lowered tile on the ground floor...
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And drag the lowered tile on the third floor, to the overhang, staying one tile away from the fence. Go all around the building that way.
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Do it again...
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but this time, stay two tiles away from the fence.
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Nice! The roof is sloped on the third floor...
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And the slope carried up to the fourth floor as well!
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To test that your heights are correct, place a column on the second floor.
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It doesn't deform the roof: good! That means sims can walk under that roof! Get rid of the column.
Okay, we've got an interesting roof. Now let's make it a pagoda roof, by curling up the edges...
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On the ground floor, raise a tile by ONE click.
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Level it up by clicking the level tool on the opposite corner.
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Drag that to the overhang, beign careful not to touch the roof...
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Like this.
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Drag a bit to the other side...
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And now drag it so that it touches the corner of the roof, and one tile next to the corner...
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It raised the corner and that one tile by one click.
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Do the same on the other tile by the corner...
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And do that on all four corners.
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Now drag your ground level accross the tile that is two-clicks low.
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Which raises the scaffolding by two clicks.
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Bring those two clicks to the corner of the scaffolding...
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And past it...
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And now here comes the tricky part:
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Drag accross so that you touch just the far corner of the roof.
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Voila! repeat on all four corners.
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Now our roof is curved, pagoda-style, on the third level...
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And on the fourth as well! (remember: deforms carry upwards)
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The Pagoda is almost done! Remove your scaffolding walls
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Ta-da!
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Add some wallpapers, doors and windows and some stairs for the sims to get onto the second level...
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Isn't she gorgeous?
Well folks, that's it for the roofing tutorial. We've explored Deform Mode, and some of the cool things you can do with it. With a bit of creativity, you can use the same techniques to make all sorts of curved roofs.
Now, I do have some more for you. As a little extra, I can show you how to make an underground pool below our pagoda. Interested? Read on!
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Created: 05.20.2005 - Updated: 05.20.2005
First of all, let's get out of deform mode, so we don't ruin our roofs.
type Ctrl-Shift-C type: boolprop constrainfloorelevation true
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Now, put some stairs on the side of the building, like this...
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Do it again twice. Now we've got a landing at the bottom of the stairs that's sixteen clicks down: tall enough for a sim.
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Drag that into the basement...
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And throughout the basement, staying one tile away from the walls.
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Place some walls around the flat area...
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And some walls toward the entryway...
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Open up that one-tile hallway.
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And slap a pool in there!
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Nice!
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Add doors, fences, tile and wallpaper, and there it is!
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I hope you enjoyed this tutorial. In the future I hope to find the time to make a tutorial about domed roofs, and my special additive deform technique. In the meantime, enjoy your beautiful pagoda!
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Created: 05.20.2005 Updated: 05.20.2005
Welcome to my Ultimate Architecture Tutorial.
I'm going to show you some of the tricks I've pieced together over the last year. We're going to build a pagoda to showcase these tricks, but you can use them with any type of structure.
I learned all these things by reading tutorials on modthesims2.com and other places, and by trial and error. many thanks to Daithnaoz7, MikeInside, and countless others who've shared their knowledge on modthesims2.com!
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Created: 05.20.2005 Updated: 05.20.2005
First of all, to really be able to do great architecture, you're going to need to modify some of the game's configuration.
BE CAREFUL! This changes the way Build mode works, so I highly recommend that you first make backups of the file we'll be changing!
Go to C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Catalog\Scripts
Open the walls.txt file.
Under the section "# normal walls", make sure that 'requiresFlatBottom' and 'requiresFlatTop' are both set to false (if it's not there, type it in)
Save the file, and get ready to build awesome things!
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Created: 05.20.2005 Updated: 05.20.2005
For today's tutorial, let's use a 2x3 lot. Make sure the ground is nice and flat. You should always start by building a scaffolding. It will allow you to do all sorts of interesting things. Use the square wall tool and drag walls just two tiles away from the edge of your terrain.
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Go up one floor and do it again...
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And again on the third floor,
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And on the fourth
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And on the fifth. At this point, you'll notice that unless you have the EP, you can't build above the fifth floor. We can't even tile above it. Since we're going to make our roof out of tile, that's a bummer.
But wait! there's a trick we can use to get access to the sixth-floor tile... Let's fool the game!
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Created: 05.20.2005 Updated: 05.20.2005
Get a roof dormer, and 'try' to position it as shown, on the fifth floor.
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The game won't let you. It will say that you can't intesect walls. But it will give us the sixth-floor tiles. Delete the dormer if it did stick, and let's move on to creating stealth stairs.
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Created: 05.20.2005 Updated: 05.20.2005
BRING UP THE CONSOLE by pressing Ctrl+Shift+C In the console, type: boolprop constrainfloorelevation false and hit enter. We're now in what I call "deform mode". In Deform Mode, we can use the deform tools on the ground, and it will deform the tiles above it. On floors above the ground, we can only use the level tool. So we'll deform the ground below our scaffolding, and use the level tool to carry the scaffolding's deform to the tiles on our floors.
Confused? Don't worry, it will all become very clear soon.
Get a set of modular stairs, and place them on the ground along the scaffolding.
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Created: 05.20.2005 Updated: 05.20.2005
Do it again on the now lowered ground tile,
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Created: 05.20.2005 Updated: 05.20.2005
And a third time.
You'll notice the tiles above have been deformed, as the ground was lowered by the stairs.
Stairs are very useful, because they lower flat ground by four "clicks". The "click" is the lowest amount of deform you can do. It turns out that a normal floor in sims2 is 16 clicks high. This is very important: If you make a floor that is less than 16 clicks high, with tile above it, sims will refuse to walk there, because the ceiling is too low for them. So remember: Floors are 16 clicks.
Another magic number is four clicks. You can't bring two floors closer together than four clicks. Once you get to four clicks height in your wall, it will start pushing the other floors rather than compress anymore.
So by laying down three sets of stairs, we've lowered the ground by 3x4=12 clicks, which is 4 clicks less than 16, which would be a full floor.
Okay, now watch this:
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Created: 05.20.2005 Updated: 05.20.2005
If you go up to the sixth floor, you'll notice that there's a dent in the wall. At the bottom of it is a flat tile area.
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Created: 05.20.2005 Updated: 05.20.2005
Put your leveling tool there...
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Created: 05.20.2005 Updated: 05.20.2005
And drag accross to the overhang on the next wall.
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Created: 05.20.2005 Updated: 05.20.2005
Then drag from that lowered tile to the far overhang...
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Created: 05.20.2005 Updated: 05.20.2005
And again...
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Created: 05.20.2005 Updated: 05.20.2005
And one final time.
We've just lowered the sixth floor by twelve clicks. Now it's four clicks above the fifth floor, which is as close as it will get.
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Created: 05.20.2005 Updated: 05.20.2005
Go down to the fifth floor,
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Created: 05.20.2005 Updated: 05.20.2005
And do the same thing there.
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Created: 05.20.2005 Updated: 05.20.2005
When you're done, do it on the next lower floor, and again until you reach the ground. Don't lower the ground.
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Created: 05.20.2005 Updated: 05.20.2005
Now, we've got a nicely compressed building, except for the shark's tooth poking out of it. If you like logical reasoning, try to figure out why it appeared. If you just want to get things done, let me show you how we get rid of it.
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Created: 05.20.2005 Updated: 05.20.2005
On the second floor, drag accross the side, starting at a low tile.
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Created: 05.20.2005 Updated: 05.20.2005
Same on the third floor,
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Created: 05.20.2005 Updated: 05.20.2005
And the fourth and fifth and sixth.
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