View Full Version : Objects under roads/lots = routing problems?
25th Mar 2012, 7:10 PM
Just a quick question. I'm wanting to make a short pier, however to make it short and to put it where I want, I need it to go underneath a lot and a road. I put it there and rebuilt the routing data. It doesn't seem to mess up anything, as the route lines look normal for the lot and the road on the other side, even though you can still red bounding box of the object [on the road]. Will it be fine? Anyone done something similar and want to share their experience? :)
25th Mar 2012, 9:12 PM
I believe sims will ignore any objects that are on a lot or hanging off it, while using world routing lines. So you should not get an issue for sims on the road or the other side of the road. However, the footprint will almost certainly be detected while on the lot, anywhere at ground level.
Or is this a hood object? If so the reverse will apply - assuming the footprint has intersection blocking flags set.
25th Mar 2012, 9:33 PM
Thanks, Inge, you reminded me of an experiment I did a long time ago. So this is probably not a good idea. I'll have to come up with a different solution.
Sometime around Ambitions or so, I played around with CAW retaining walls on lots. They actually became selectable on the lot--with MOO I could shift them around and such. But the LODs for the walls got messed up somehow and wouldn't display at certain distances. I'm thinking the same thing would happen here as well, especially since the Abandoned Train Bridge [or whatever it's called] goes completely through, though under, the lot.
High Plains Gamer
25th Mar 2012, 11:58 PM
It also depends on how you make your objects. For example, many of the buildings in Manustyle's New York world don't have much of a footprint. You can walk through them as if they are not there. That is, unless Manustyle put a lot of non routing paint under the object. I actually like this feature in many of his buildings, because it means that the buildings and similar items probably will not mess up the routing. Yes, sims may walk right through the buildings as if they are not there, but so what? It really does not happen all that often, and you sort of have to have one of your own sims right there to see it happen.
I don't know if your pier is functional or not, or whether it simply is a decorative item. If the latter, it probably is an easy fix.
Another solution involves modding the pier. Put the mesh into Milkshape and simply slice off the parts that overlap. Then recompile the whole kit and kaboodle.
26th Mar 2012, 8:42 AM
I'm just using objects provided with CAW. The pier above was a train bridge from Ambitions, I think--purely decorative.
I know next to nothing about making custom objects for CAW, but maybe when I embark on a project that calls for that something special, I'll have to get my hands dirty! Though I'm terrified to even think about the huge amount help I would need...
Anywho, for those curious, my solution is rocks and "Digsite - Wooden Scaffolding" thingies all manipulated around a bunch.
26th Mar 2012, 1:07 PM
Wow, that looks great! A lot better than the bridge.
I think you may have had problems if you'd used a routable bridge (sims might have tried to get on it and failed) but using unroutable objects should be okay. In one of my worlds, I have a large retaining wall which is partially hidden underground; the red 'footprint' extends under lots and a road. I have no problems in game with that at all; sims just route normally by foot and by vehicle, on and off lot. So it seems that submerged objects are not a real problem as long as they are not routable. I've been playing the world with a ~200 population for five sim generations with no issues.
2nd Apr 2012, 11:03 PM
Having done quite a lot of testing in this issue, the problem appears to be that Sims eventually and gradually get stuck within the footprint of the object IF there's anything close to it - either on the lot or in the world, which might attract them.
For example, one world I have been testing recently had the waterfall rocks overlapping the lot boundary. Horses would get stuck inside the waterfall because for some reason they'd designated that end of the lot as the best place to drink out of, but then couldn't reverse themselves out of it. Over time Sims would also get stuck there too, as they'd gone to interact with the horses.
It sounds like what you've got there is probably Ok, if no one gets stuck in it after a few Sim weeks of testing then you've probably gotten away with it :)
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