View Full Version : Safe to use Hidden Room marker anywhere?
tomomi1922
17th Apr 2011, 12:54 AM
Beside apartments, I find this Hidden Room marker so useful. There are some lots that we have basements, swimming pools, and even foundations, that with certain camera angle, they just look plain ugly. Now all I do is to place a Hidden room marker there, and all I see is "blackness", which puts my focus back into the game and not having to see those ugly sides of the house.
So far I am using it extensively in residential lots, and now even thinking about using it in Commercial lots. Is this safe to use without any hidden consequences that maybe causing some confusion within the game mechanic?
While at it, I may want to ask about call box/mailbox/trash chute. I know placing apartment's mailbox will automatically remove single home's mailbox. But can we use these freely without worrying about creating a "broken apartment"?
BenC0722
17th Apr 2011, 02:43 AM
Generally I don't use the Hidden Room Marker unless the lot I'm building is supposed to be a condo. Then again, I'm assuming that someone else may ultimately play the lot, and I don't want them to have to potentially use RBBB (RestrictBuildBuyinBuildings false) to edit the lot. Though I can't think of any reason why you can't use it in the way you described.
I don't know what would happen if you were to place one outside. Hopefully nothing.
What do you mean by a "broken condo?"
Oh yeah, I call them condos since TS3 doesn't have rent.
skmt999
17th Apr 2011, 03:14 AM
I like using both the hidden marker and the skip level marker on my more complicated buildings. Especially if I have an empty frieze level, empty attic space, or a foundation before a basement, the skip level marker speeds up getting where I want to go without showing me stuff I don't care about.
I use the hidden marker to make 'fake' apartments. Where I don't really care or want an NPC door on my condo/apartment/duplex - I just leave the parts I'm not using empty, lock those doors, and place hidden markers. I find NPC doors cause 80% of the lag in my game, so I don't make 'real' apartments that much anymore.
tomomi1922
17th Apr 2011, 03:31 AM
I like using both the hidden marker and the skip level marker on my more complicated buildings. Especially if I have an empty frieze level, empty attic space, or a foundation before a basement, the skip level marker speeds up getting where I want to go without showing me stuff I don't care about.
I use the hidden marker to make 'fake' apartments. Where I don't really care or want an NPC door on my condo/apartment/duplex - I just leave the parts I'm not using empty, lock those doors, and place hidden markers. I find NPC doors cause 80% of the lag in my game, so I don't make 'real' apartments that much anymore.
How did you arrive at those doors causing that much lag?
"Broken condo?" Well, in TS3 term, an apartment has room markers that suggests it as apartment. But not placing callbox and apartment mailbox, then this "apartment" is not complete, in which I refer to as "broken". This probably means nothing right now, but I am not sure if it will damage some game scripts.
BenC0722
17th Apr 2011, 05:32 AM
How did you arrive at those doors causing that much lag?
"Broken condo?" Well, in TS3 term, an apartment has room markers that suggests it as apartment. But not placing callbox and apartment mailbox, then this "apartment" is not complete, in which I refer to as "broken". This probably means nothing right now, but I am not sure if it will damage some game scripts.
I was sure that you could simply knock on an NPC door if you want them to come out. So is the callbox even necessary? A callbox would be out of place for the apartments that I have been building.
The trash chute is merely an alternative to the trash can, though actually they do coexist on the same lot. So it's not something I've used on my smaller condos (I've been building some without the shells, and they're no taller than two stories).
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