View Full Version : Tricky spot recoloring pool wall and dealing with a raised water level
22nd Dec 2007, 3:10 PM
I'm building a pool orientated lot with water slides and an aquarium window by using Numenor's Base Game Starter so I could color the pool walls (I have Pets installed otherwise) but there's 1 particular square that's just being too stubborn to color which is annoying because the square opposite of it colored and they're both parallel, I've taken a few photos:
Here is the pool from both directions.
Here you can see how both corners are parallel
Yet notice the part of the wall that is not colored, I can't find a way to do it.
I've attached the lot package file if anybody is interested in helping me out, if this works I will probably upload it to MTS2 so credit will be given. It was made with only the base game so obviously it'll be compatible with anybody's game. I can't remember how I used to color the pool wall that is under the building's wall and the other noticeable problem is the raised water level, what can I do about that? I really like that waterslide layout the way it is.
22nd Dec 2007, 5:02 PM
2 questions. :D
1. why not post it back in your original thread?
2. have you tried wallpapering with the shift button to change all the wallpapers at once?
22nd Dec 2007, 5:27 PM
1. Last time I checked I was the last post so didn't want to double post but I just noticed I could have, yeah oh well
2. For some reason that didn't work, even once I picked a different wallpaper and tried to use shift on the already white tiles, it would only let me place one at a time, maybe that's something to do with the BGS?
Can somebody help me out? possibly try the shift wallpaper ability with only Nightlife and University installed? It doesn't seem to work with the BGS for me.
23rd Dec 2007, 4:32 PM
1. a double post should be alright as long as the new post is about something new from the last post after a certain period of time.
in your case, that you've got a new problem to show should be sufficient to do so.
2. deleted: sorry, I guess my memories clash :P
No, BGS doesn't alter the in-game features but its registry in your OS copy..
4th Jan 2008, 3:53 PM
yeah see that's the thing, I tried to use the shift-remove but the easiest way to explain it is: hovering my mouse over the square, I hold ctrl and the wallpaper is ready to be moved. Then when I hold shift also, it simply does nothing, and the current wallpaper remains.
Basically the same thing happens if I try to shift-apply too! This can't be a custom content issue, the only CC in that BGS folder is that 1 white tile wall downloaded from MTS2 which works in my full game (amongst 5532 other files).
4th Jan 2008, 6:53 PM
mind if you rar and upload the lot through rapidshare or other storage site,
I wanna try your case, but obviously I either couldn't understand your problem or explain well.
So, I wanna check to see which way to go for this problem.
11th Jan 2008, 12:31 PM
Hi Niol, sorry for the late reply.
It seems my upload in this thread is still pending approval so I've uploaded @ Rapidshare for you or anyone else that's interested in helping me out. The download link is http://rapidshare.com/files/82939356/Poolside_Paradise.zip.html
11th Jan 2008, 5:41 PM
i've already got it from rapidshare but maybe leave it there for maybe someone can also help.
But the one in the first post can probably be deleted.
I've an exam tomorrow... so I'll leave it for tomorrow evening... sorry :P .
12th Jan 2008, 1:16 PM
That's fair enough, I wasn't expecting that much of you haha don't worry for now, goodluck. Let me know if you make any progress.
13th Jan 2008, 4:55 PM
I had it checked and realised that the mouse pointer will be switched to the walls of the building beside that swim pool wall segment.
Anyway, for this kinda pool, may re-wallpaper all the swim pool walls before deforming the swim-pool walls down. So, it'd better decide on the swimpool wall earlier in this case.
Right now, to fix that, I think you may try the followings.
If you use Mikeinside's Easy wall,
or you feel moderately comfortable with deformed walls with the "boolprop constraintfloorelevation false" cheat,
may delete the slanted wall right beside the corner in question, but probably it may be easier to do so by starting from the even wall segments right on the sides of the slanted wall segment. After re-wallpapering that spot, re-build the deleted walls as you like.
But if you want the whole swim-pool to be re-wallpapered, may do the followings in sequence
1. take some screenshots to remind yourself where the building is and how its shapes.
2. delete the side of the building (the side connecting to the swim pool) and deform the poolside back up to re-wallpaper them
3. rebuild deleted part.
This's probably not the simplest way, but at least I'm sure it'll work.
15th Jan 2008, 2:53 PM
Deleting the building didn't take too long, it was a little weird because of the distorted walls left in the air but after figuring that out and tiling the pool wall, I found it difficult rebuilding because I was used to building onto a flat pool with enough space (just like a typical example in a guide) compared to this scenario with a pool already having a water slide on each side with all kinds of slopes where using the level tool to straighten out the walls would create a dimple in the land around it which I wanted to be flat all the way - hard to explain.
I'm working on it but before I spend anymore time on it, is it really worth it if I can't fix the raised water level? I've never had that before, that blue rectangle hovering above. Is it possible for the water to stick to the water slides, and the two different height pools? or would I have to level one of the slides completely to bring the water level back down??
16th Jan 2008, 1:01 AM
lol, you only have to raise the sunken swimpool walls up if wanting to re-wallpaper those swim pool walls as well.
If not, you needn't.
Swim-pools have some different structural differences between the pre-EP2 and NL-and-newer ones. If you want the water to stick with the pool slide, you may advise your users to use an EP higher than EP1 to run it for that result, or you simply do that yourself to build it.
and if you use mikeinside's easy wall configuration, you can easily rebuild the deleted when you don't build column or foundations (except OFB stage) or bp-cfe-f other walls or grid layers.
If you explore that wall configuration, I'm sure you'll find building easier for certain dimensions.
16th Jan 2008, 12:03 PM
What I meant was deleting the walls of the building meant that various shapes were left suspended so I had to build walls under them and shape em just to delete those, I know about the pool wall technique.
Now that I have coloured the walls I will import it to my full game.
I can't seem to find a separate folder for the BGS for me to edit the walls script other than the official game's folder, I'm guessing that won't affect BGS gameplay? Oh well, doesn't really matter, I'll make a backup copy of walls.txt and edit it now.
16th Jan 2008, 5:36 PM
no, they're 2 separate things. so, go ahead.
Surely, back up whatever you make change in is a wise act. :)
8th Feb 2008, 9:19 AM
Hey Niol sorry I hadn't actually played TS2 since today, I was in the studio with my band for 7 days then I've been caught up in other things. I edited the code and it was a little weird to get used to but didn't take long to solve my problem, thanks man.
Is it ok to restore the backed up walls.txt file now?
9th Feb 2008, 4:48 PM
surely, it's your own choice.
If you can get used to switching between them and knowing their goods and bads, then you can get both advantages at your will.
But if it's only good for a few occasions, just back-up the modded probably as a compressed archive and use the original one predominantly.
Yet if no chance is for confusion, then switch back to the original and delete the modded.
I keep several versions of the wall.txt with various configurations for different usages personally. So, I can't even tell which one is the best for myself. :D When I want certain properties, they're ready there for me to choose.
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