View Full Version : Angles and Geometry, Sims 2 limits.
20th Apr 2012, 8:21 AM
I saw a hexagon hut on Star Trek that looked great. However, I found out the necessary 120 degree angle can't be made in my version of the sims.. unless.. do you know a way? Based on that, i've run some architecture tests and come up with a common result. Angles of 45, 90, and 135 are produced great. I built quadrilaterals, triangles, and octagons, but no hexagons. Even without a decent roof, the octagon houses look great and match history. The triangle hall looks advanced, but leaves some wasted space. Does the game have a way to overcome the technical limits and make 120 degree angles for a hexagon?
I think the only way to make a hexagon is by adding two triangles to a square. It's not pretty, but it might do.
Also, which expansion pack has those pretty octagon roofs?
20th Apr 2012, 4:02 PM
I don't know about 120 degrees but didn't Numenor do some wall mods that allowed for different shapes?
ooo - got me now - OFB? Maybe.
20th Apr 2012, 7:46 PM
OFB allowed some diagonal roofs, created in the same style (i.e. the short gable diagonal roof top). I am not sure what is the OP's problem. I should think one can build a hexagonal house perfectly. Four walls may be diagonals, and two walls run across the gridlines. The roof top may be a gabled roof or a flat roof.
20th Apr 2012, 9:07 PM
I am not sure what is the OP's problem. I should think one can build a hexagonal house perfectly.
As far as I understand, the OP wants to build a regular hexagon. That's not really possible without some kind of fakery.
You can create an object for sidewalls, along the lines of BV pyramids or M&G roofs, but they still need a "real" wall backing them up (or else game won't count the space within as a proper room) they would obscure the view and in general are more trouble than they're worth, unless you REALLY want a regular hexagon.
I vaguely recall somebody built a honeycomb-themed lot here on MTS, but my search-fu failed me, and I can't remember how exactly they did it (I think they stuck to non-regular hexagons.)
20th Apr 2012, 10:25 PM
the palace of eternal light has that octagonal roof
and that is the good witches home from Apartment Life
and if I'm not mistaking those numenor wall-shapes still are basicly 45 degrees only not straight-lined
so if you want to make some hexagon you need an item to fake those walls in the 120 degree angles with
with that build you need the invisible walls to seal the room for real
or you can just do the faking it inside a normal room
20th Apr 2012, 10:34 PM
To quote AC220 , thanks for your geometry knowledge. Yes, I do want to make a regular hexagon. I checked here (thanks for all replies) to see if anyone had cracked the "fakery" and got something non-standard to happen. I can make a six sided irregular cardboard box, but they just look ugly..
Mr DB1 thanks. So it's apartment life that has octagon roofs?
There is some fakery available in OFB and it'll try to conform a base roof to fit, but that's not real or what you get in AL. There are those shed roofs (one sided segments). Everything still based on a square paradigm. My current technique is to lay down a flat roof with floor tiles, post a half wall square, then a modest dome roof. One could roof the entire octagon in a dome but it would be huge.
I have numemor's WallWindow mods and egg house. Even the curved windows have an angle. again 135 degrees. i dont know all of Numemor's mods.
20th Apr 2012, 11:32 PM
it is not specificly mentioned in any "new to this EP" text or on the sims.wikia site
so, it might be in older packs too but it has to be in that pack because it is needed to be there
and I just found out I made a little typo in my previous post the correct name of the building is "palace of never ending light"
20th Apr 2012, 11:33 PM
Yes, you can create any angle that you want, even to the point of "curving" the wall. However, as soon as you enclose a room with such walls, the game will crash. I do not believe that there is any way to get around this restriction, since the source code clearly barfs on wall segments which do not run from one vertex to an adjacent vertex.
Your only reasonable option is to create CC which pretends to be walls.
21st Apr 2012, 1:21 AM
It's a pity that didn't work out Mootilda - would have been awesome.
21st Apr 2012, 2:15 AM
As Mootilda said.. "create custom content that pretends to be walls" ; so this is the benefit I see in Numenor's egg house. Mootilda thanks for the link. I'll be happy to play with triangles, C and L shapes, octagons, and quadrilaterals.
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.