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TS2GridAdjuster V1.2.3 - Change Grid Elevations (Updated June 5, 2010)

by Mootilda Posted 24th Apr 2009 at 9:31 PM - Updated 27th Nov 2013 at 3:22 PM by Nysha
157 Comments / replies (Who?) - 24 Feedback Posts
TS2GridAdjuster Version 1.2.3:

New pattern: (no-slope) Basement. See the Release History for a full list of changes.

Description:
The TS2GridAdjuster will allow you to adjust grid elevations on a Sims 2 lot, similar to what you can do with the "constrainFloorElevation" cheat.

It will easily allow you to create negative elevations, to create "real" basements (with no slope), to create walls which are less than 4 clicks high, and to create floors which cross over each other.

At this time, there are only four patterns available: flat, sloped, curved, and (no-slope) basement. Future versions may have hyperbolic paraboloids, similar to my Soaring Starter, and elliptic paraboloids (cones). I am open to adding other patterns, as time permits.

The TS2GridAdjuster will also allow you to adjust elevations relative to the current lot grid, so that consecutive changes can be added on to each other, creating more fanciful patterns.

I used an earlier version of this program to create many of the modern rooflines for my Fledgling Flat starter lots.

Installation:
To install, just download TS2GridAdjuster.zip and unzip it. Run the EXE from the unzipped location.

This is "alpha" software and is still in development; it is not guaranteed to work and may corrupt your neighborhoods. Be sure to backup your game before using this tool.

I have included the source code for version 1.2 in TS2GridAdjusterSource.zip. There is no need to download this file unless you are a C# programmer who wishes to look at or modify the code.

I left the previous version (PreviousTS2GridAdjuster.zip) available, in case there are any unforseen problems. There is no need to download this file.

Requirements:
- The program uses some DLLs from SimPE; they are included in the zip file.
- TS2GridAdjuster is released under the GNU General Public License.
- You need the Microsoft .NET Framework 2.0 to run TS2GridAdjuster:
http://www.microsoft.com/en-us/down...s.aspx?id=20137

Running under OS/X:
Please read this thread for information about running TS2GridAdjuster under OS/X:
http://www.modthesims.info/showthread.php?t=366580

Instructions:

1) Backup your game files.

2) Run TS2GridAdjuster.EXE. Click on Start.

3) Select the neighborhood and lot, or choose a lot from the LotCatalog. If your neighborhood is not in the standard location, use the Browse button to select the neighborhood. See Numenor's comment for instructions on accessing AnyGameStarter neighborhoods:
http://www.modthesims2.com/download...683#post2168683

4) Choose the range of the lot that you want changed. Note that level -1 is the underground level used by the pool; level 0 is the ground. Every elevation within the range will be changed.

5) Choose the pattern (flat, sloped, curved, or basement) which you want to create on your lot.

6) Depending upon the pattern that you choose, you will be asked for additional information:

6.A) For a flat single-level grid, type in the elevation that you want. A standard wall is 16 clicks.

6.B) For a sloped single-level grid, type in the beginning and ending elevations.

6.C) For a curved single-level grid, you will need to specify four pieces of information:

- The Elevation of the axis (zero-point) of the sine wave. The default curve will first arch above this elevation, then dip below it. Changing this value shifts the entire curve vertically (up and down).

- The Amplitude, or maximum height of the curve above the axis. The curve will also dip by this amount below the axis. Changing this value stretches the curve vertically, similar to Stretch Vertical in Windows Paint. If the amplitude is too large, the curve will not be smooth.

- The Phase shift, as a number of tiles. Basically, this shifts the entire curve horizontally (back and forth).

- The Period is the number of tiles that will hold one cycle of the curve (ie, one hill and one valley). Changing this value stretches the curve horizontally, similar to Stretch Horizontal in Windows Paint. If the Period is too small or too large, then the curve will be flattened out.

6.D) For a single-level no-slope basement, type in the elevation that you want for the basement floor, normally somewhere between -14 and -10 clicks. The TS2GridAdjuster will handle everything for you, including fixing the ground and water levels, making the ground invisible so that you can see the basement underneath, and ensuring that your lot impostors are correct and that your lot will not destroy your neighborhood terrain.

To remove an existing no-slope basement made with the TS2GridAdjuster, check "Remove basement" and type in the new elevation that you want for the (previous) basement floor, normally somewhere between 4 and 16 clicks. The TS2GridAdjuster will handle everything for you, including fixing the ground and water levels and making the ground visible again.

Note: When creating or removing basements, you will likely want to adjust multiple levels at the same time.

Here is a tutorial on how to make a basement:
http://www.modthesims.info/download.php?p=3180894

6.E) TS2GridAdjuster will show you the direction of the pattern, based on the rotation of the lot. If you want the pattern to occur in a different direction, then choose a rotation value. Currently, the rotations are limited to 90, 180, and 270 degrees, but I hope to have a more general rotation available in a future version.

6.F) For multi-level grids, choose an additional elevation which will separate the various levels. Note that a standard TS2 wall is 16 clicks (3.0) high, so this is the default value.

6.G) If you want more precise control over elevations, uncheck the Clicks checkbox. This will allow you to enter elevations as floating point numbers. Note that a click is .1875 and a standard wall is 3.0.

7) If you want the new elevations to be added to the existing elevations on the lot, then check "Relative to current elevation".

8) Click on the Finish button.

9) Run the game, make a build change to the lot, and save to update the lot impostor, which is the picture of the lot within the neighborhood view.

10) Keep your backup until you are completely satisfied with the changes.

Known Issues:
A) TS2GridAdjuster has been tested with all EPs and SPs up to and including Mansion and Garden Stuff. It may not work with later EPs and SPs.

B) TS2GridAdjuster changes only the grid elevations. I recommend that you use this program with walls and floors only, since windows, doors, furniture, and other objects may not end up where you expect them to be. If you do find objects in the wrong place on the lot, they can sometimes (but not always) be fixed by picking them up and then letting them go again; at this point, they may "snap" to the appropriate place on the lot.

C) TS2GridAdjuster will not update anything on the lot except for the grid elevations. This means that it will not update the lot imposter. To update, you must run the game and make a build change to the lot, then save (Step 9 above). The adjustment is not complete without this step.

D) The TS2GridAdjuster will allow you to change the terrain (level = 0) at the very edge of your lot. This may create a "blue tear" between the lot and the neighborhood. If the lot edge is properly formed, you can fix this blue tear by picking up the lot in the neighborhood view and placing it down again; however, this will not fix edges which do not conform to TS2 rules. Be careful if you set a range which includes both level = 0 and the edges of the lot.

E) The TS2GridAdjuster will allow you to change the elevations of your road. The game prefers flat roads with an elevation of zero; therefore, changing road elevations may create problems with your road. By default, changes start 10 squares in from the front of the lot. Be careful if you set a range which includes both level = 0 and depth < 10.

F) The game prefers walls of 16 clicks for all livable spaces; otherwise, the room will not be weather proof. Usually, you can work around this problem by creating the livable space using standard walls, then adding non-standard-height walls to make the house more interesting.

G) I recommend the "Versioned backups" option for anyone who uses the "Restart" button. This will ensure that all intermediate backups of your lot are kept until you are certain that your changes are working as expected.

Release History:
http://www.modthesims2.com/download...599#post2171599

To-Do List:
http://www.modthesims2.com/showthread.php?t=328162

"Real" Basements:
http://www.modthesims2.com/showthre...451#post2172451
Tags: #grid, #elevation, #CFE, #negative, #0, #clicks, #basement, #slope, #curve

Operating System: Windows Linux Mac OS X
Utility Type: Save Editors
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
PreviousTS2GridAdjuster.zip | Previous version V1.1 - no need to download

Size: 673.3 KB · Downloads: 319 · 30th May 2010
673.3 KB 319 30th May 2010
TS2GridAdjusterSource.zip | C# source code V1.2 - for programmers only

Size: 73.1 KB · Downloads: 345 · 30th May 2010
73.1 KB 345 30th May 2010
TS2GridAdjuster.zip | GridAdjuster V1.2.3

Size: 669.7 KB · Downloads: 3,514 · 24th Apr 2009
669.7 KB 3,514 24th Apr 2009
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157 Comments / Replies (Who?) - 137 Feedback Posts, 15 Thanks Posts
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Site Helper
Original Poster
#76 Old 8th Jun 2010 at 2:51 PM Last edited by Mootilda : 8th Jun 2010 at 4:09 PM.
No, the game forces the wall sections to 4 clicks when you use CFE to level the second level. It's not apparent to you that the lower wall has been lowered until you exit and reenter the lot, because that's when the game changes the cutouts in the wall. If you were to use the GridAdjuster to level the entire second level, then the problem wouldn't occur.

I have many many lots which have walls which are between 0 and 3 clicks and the game never forces them to 4 clicks unless I use CFE to level an area.

So, your technique was almost correct. There's only one change: use the GridAdjuster, rather than CFE, to level the top floor after raising the lower walls for the garage and doors; this will allow for 3-click walls on the second level.

Actually, there may be another issue: the game may also try to change the wall heights back to 4 clicks if you place individual floor tiles next to a wall. I tend to place flooring over an entire area using the <shift> key, which convinces the game to leave the walls where they are.

Since you used CFE, you now have walls which are 15-clicks high. The GridAdjuster can permanently fix those for you. The game will not adjust the level of walls between exiting and entering a lot.
Theorist
#77 Old 8th Jun 2010 at 10:24 PM Last edited by Honeywell : 8th Jun 2010 at 10:38 PM.
Ok, after reading your post and seeing that it is possible to do what I wanted I had to try again. A few more hours later (trial and error and fixing the errors to try again...) I finally figured it out and it looks great.

I used CFE to attach the walls and GridAdjuster to level them. (pic 1) Then I added the doors, saved and re-entered the lot to double check the levels and everything still looks good. (pic 2-3) After reading your post again I went back in to add floor tiles--it was a non-issue for me, the walls stayed at 3 clicks. (pic 4)

It's actually really easy to do and since I like the 3/4 height foundation so much I can see myself using the GridAdjuster all the time just for this.

3/4 Height Foundation w/ Attached Garage
What I did that worked leaving out all the mistakes

1. Laid out the foundation including the wall sections for the attached garage. Used CFE to attach the walls to the foundation but didn't use it to level anything.

2. GridAdjuster:
level 1 to level 1
0 to lot depth
0 to lot width
clicks 3

3. Build the walls including walls for the attached garage. Delete the bottom sections of walls for your garage doors and using CFE replace those walls like normal. Don't use CFE to level the walls--leave them messed up.

4. GridAdjuster:
level 2 to level 3
from 0 to lot depth
from 0 to lot width
clicks 19

That's it--you're done. I think just using steps 2 & 4 on an existing house with an attached garage might work too but I don't have the time to check it out today.

ETA:
I can't believe I typed all that out and forgot to thank you! I really appreciate you taking the time to help me figure out what I was doing wrong.
Screenshots
Site Helper
Original Poster
#78 Old 8th Jun 2010 at 11:03 PM
I'm glad that we got it sorted out and I'm sorry that I wasn't clearer in my first post.

Did you sort out the problem with the fireplace?
Theorist
#79 Old 8th Jun 2010 at 11:21 PM
I didn't bother trying to do anything with the fireplace. The gap has to be there because the foundation and walls are short a click--19 instead of the 20 it should be. I don't even know where to begin with something like that--that fireplace itself would need to be changed I'd think.

Hmm... I forgot this but I think it actually might be raised 1 click higher than it should be on the inside too but since a sim was able to light a fire and I liked the way it looked I was good with it. I'll have to check that and let you know.
Site Helper
Original Poster
#80 Old 9th Jun 2010 at 12:56 AM
I'm going to check out my GridAdjusted lots with fireplaces, to see whether I have anything comparable.
Theorist
#81 Old 9th Jun 2010 at 2:16 AM Last edited by Honeywell : 9th Jun 2010 at 4:09 AM.
Ok, I figured out what was happening with the fireplace. First, there isn't anything wrong with the how the fireplaces appear inside the house (pic A)--that's just my imagination. I checked a fireplace on a normal foundation to be sure and they looked the same but they still looked like they were raised up a bit to me. Then I remembered that I installed Rugs - zMOG!! OFF Grid!! by HugeLunatic (which raises up rugs so they don't sink into the floor) so I removed that. The fireplaces actually still look exactly the same inside but the chimney outside is fixed. (pic B) Go figure!

I also took an existing house (pic 1) on and a foundation with an attached garage and was able to change the foundation to 3/4 in a couple of steps--very simple and easy to do.

1. GridAdjuster:
level 1 to level 1
0 to lot depth
0 to lot width
clicks 3
(pic 2)

2.
You need to turn on CFE and delete the lower wall sections and add them back again like normal for attaching a garage. Don't level the walls in game. (I tried to skip this step but it's needed)
(pics 3 & 4)

3. GridAdjuster:
level 2 to level 3
from 0 to lot depth
from 0 to lot width
clicks 19
(pic 5)

You need to redo any stairs and pick up and release anything that touches a wall including windows, doors and even fire alarms. In a fully furnished house that would be a PITA but it could be worth it depending on the build and if the foundation is exposed.

Edited to Clarify:
HugeLunatic's mod only effected the fireplace chimney when I lowered the foundation level. The chimneys were fine when placed on a standard foundation even with the mod.

2nd ETA:
Ok, I added the rug mod back into my game and the fireplace chimney still works fine. I have no idea why taking out the mod "fixed" it if putting it back in doesn't break it. It could just be coincidence but I'll leave my post as is just in case.
Screenshots
Site Helper
Original Poster
#82 Old 9th Jun 2010 at 3:22 PM
Thanks for all of the information and the tutorials. I'm so glad that the fireplace problem was simple and easy to fix.

I'm still looking into having the GridAdjuster move objects; the main stumbling block is my inability to determine the level for each object. I suppose that it might be better to have most objects move correctly, with a few problems, than to have no objects move correctly.
Test Subject
#83 Old 13th Jul 2010 at 8:30 AM
Default Basement Is Offset
Hi Mootilda:

I've been playing with the grid adjuster all night tonight and I can't seem to get it to work correctly.

I've followed each of your steps, with counting the tiles from the front and from the side and every time I go back into the game after I've adjusted the lot, the sunken area is offset from where it needs to be.

I've attached an image of how the lot looks once I've adjusted it with the grid adjuster.

Can you tell me what I'm doing wrong?

Thanks in advance
Screenshots
Site Helper
Original Poster
#84 Old 13th Jul 2010 at 4:18 PM
Quote:
Originally Posted by tralaladida
I've followed each of your steps, with counting the tiles from the front and from the side and every time I go back into the game after I've adjusted the lot, the sunken area is offset from where it needs to be.
[...]
Can you tell me what I'm doing wrong?
You must remember that each road takes up 10 tiles. Restore from your backup and try again with an extra 10 tiles at the front.
Field Researcher
#85 Old 16th Jul 2010 at 1:40 PM
Hi Mootilda - I am curious to know if it is possible to submerge a basement completely below the ground? I want to build a cemetary that has a catacomb beneath it, so I need the 'roof' to be the ground itself. From what I have read, most basements have a house built above them or poke above the ground as a foundation.

Visit these sites for more Medieval downloads: Sunni Designs, Plumb Bob Keep, and The Medieval Smithy.
Site Helper
Original Poster
#86 Old 16th Jul 2010 at 4:09 PM
Quote:
Originally Posted by sunni9676
Hi Mootilda - I am curious to know if it is possible to submerge a basement completely below the ground? I want to build a cemetary that has a catacomb beneath it, so I need the 'roof' to be the ground itself. From what I have read, most basements have a house built above them or poke above the ground as a foundation.
We've been doing some research on this, and the answer is "yes".

To see the discussion, view some test lots (including one with a completely underground basement), and pick up the object that you'll need to make this work, please see this thread:
http://www.modthesims.info/showthread.php?t=402863

If you have further questions on this technique, please ask in that thread, so that we can keep all of the information in one place.
Test Subject
#87 Old 23rd Jul 2010 at 3:57 PM
I started building the house in the attached pics, and then I stumbled onto this tutorial. I was wondering if it would be possible to create a no slope basement, and then place a sunken driveway like I have in the pics attatched. I'm not familiar with the grid adjuster, and it's been almost 2 years since I've played, so I'm not sure I want to try this out on my own and mess up my game I have going now. Any comments/help would be greatly appreciated.
Screenshots
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Original Poster
#88 Old 23rd Jul 2010 at 5:21 PM Last edited by Mootilda : 24th Jul 2010 at 3:21 AM. Reason: Screenshots and sample house
Default Sloped Driveway to a No-Slope Basement Garage
Quote:
Originally Posted by cheesecake_twins
I started building the house in the attached pics, and then I stumbled onto this tutorial. I was wondering if it would be possible to create a no slope basement, and then place a sunken driveway like I have in the pics attatched.
I have never tried this and I am not sure whether it can be done. Do you want the underground garage to be at the same elevation as the basement, or do you expect to have stairs either up or down from the garage to the basement?

If you want them at the same elevation, then you have the same basic problem as sunni9676 above. At some point, you will want to traverse two levels at the same elevation, going from the ground level (level = 0) to the basement level (level = 1). You cannot traverse two levels without stairs of some sort. Please see this thread for more information:
http://www.modthesims.info/showthread.php?t=402863

I can see several possible options available to you.

1) If you don't mind having the slope beside the underground garage, you could build the house with the underground garage, push the basement underground, then attach the two levels with stairs. If you want the garage and basement at the same level, and intend to use invisible modular stairs to bridge the gap, then you may need to do the basement in two steps, since modular stairs cannot be placed without a 2-click or more difference in elevation.

2) If you don't mind losing the animation of the car pulling into and out of the driveway, you could use the no-slope basement technique to add the outside driveway to the basement level, with retaining walls beside the driveway to hide the area under the ground. After using the no-slope basement technique, you would need to run the grid adjuster again to give the outside driveway the appropriate slope up to the ground level.

3) Another alternative might be to split the driveway into two sections. The driveway inside the garage is a part of the no-slope basement, the driveway outside of the garage is the standard sloped driveway. You would probably lose any animations associated with entering and leaving the garage, but it might be the most elegant solution, giving you a slope beside the outside driveway which sims can use, but removing the slope beside the garage which is unsightly.

Sounds like an interesting project. If you succeed, it would be great if you could document your technique in a tutorial.

Quote:
Originally Posted by cheesecake_twins
I'm not familiar with the grid adjuster, and it's been almost 2 years since I've played, so I'm not sure I want to try this out on my own and mess up my game I have going now.
There is a simple way to ensure that you don't muck up your existing neighborhood when you are trying something new. Make a backup of your save game and keep the backup until you are sure that you are happy with your new lot.

If you'd like more help with this technique, I'd appreciate it if you could start a new thread in the building forum, rather than continuing the discussion here. I'd be happy to join you there and I'm sure that you'll find other people who are interested.

[Update:]

I decided to try option #3 and it was fairly straightforward, although next time I might try making the sloped driveway before the no-slope basement garage. I've attached screenshots and a sample lot.

The proof-of-concept lot seems to work well, except for the lack of animations when driving into or out of the garage.
Screenshots
Download - please read all instructions before downloading any files!
File Type: zip SlopedDriveWithNoSlopeBasement.zip (72.4 KB, 21 downloads)
Description: Proof-of-concept lot
*shrugs*
retired moderator
#89 Old 24th Nov 2010 at 2:48 AM
Hi Mootilda.

I apologize if this is answered somewhere. (As much as I love this, I haven't had a chance to play with this as much as I'd like. So I feel a little stupid for asking this.)

Is it possible to raise the pool level of -1 such that it would be above ground while still functioning as a pool? In the small amount of time I had this past weekend, I tried to raise a pool up 16 clicks. I could see the pool wall texture repeated vertically, but there were placement issues (I think perhaps it no longer saw the walls as pool walls or some other wall was confusing the pool ladder?) and the neighboring ground still sloped. It's possible that it's impossible and it's possible that I just goofed somewhere in the process.

I'm envisioning a raised pool somewhat like the "Aquarium" type pools, but where there isn't a sloped pool floor and the pool water animation and reflection aren't messed up...perhaps like a reverse No-Slope Basement?

I don't mind if you call me "MSD" or something for short.
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Perhaps someday I'll have leisure time back...
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Original Poster
#90 Old 24th Nov 2010 at 5:56 AM
If the pool bottom is above the ground level, then the pool walls will be turned inside out. This is the same thing that happens with no-slope basements; the wall between level 0 and level 1 is inside out and no longer usable. I imagine that the pool walls don't work correctly when they are inside out.

Sounds like what you really want is to add a new level underneath the pool, so that the pool bottom is at ground level and the pool surface is at level 1. You might be able to do this with my LevelAdder program, but I must admit that I'm not sure whether I allowed a new level to be added at level = -1, which is the normal pool bottom. You'd have to create the pool and add the new level before doing anything else on the lot, since everything will be raised.

I also seem to remember seeing a post (by plasticbox? by Inge Jones?) saying that pools are handled differently in later EPs, so the solution may depend upon your installation.

At this point, I just don't know whether this is possible. It really needs more research.
*shrugs*
retired moderator DELETED POST
25th Nov 2010 at 4:02 AM Last edited by maybesomethingdunno : 25th Nov 2010 at 4:30 AM.
This message has been deleted by maybesomethingdunno. Reason: agreed, moving to LevelAdder thread (sorry)
Site Helper
Original Poster
#91 Old 25th Nov 2010 at 5:24 PM
Looks like I should consider leaving the invisible flags on the ground level, rather than moving them up. Alternatively, perhaps I should just remove the ground level invisibility if a new ground level is added.

If you'd like to discuss this further, would you mind if we took this to the LevelAdder thread? It's pretty clear that you can't do what you want using the GridAdjuster.
Field Researcher
#92 Old 8th Jan 2011 at 5:15 PM
Hi Mootilda!

I have been trying to build a modern 2 floor house.I want to create a ''fake'' roof which is 2 clicks high,by lowering the tiles of the 3rd floor.
But, when I edit in GridAdjuster and load the lot,the 3rd level walls look like they turned inside out!These are the options in GridAdjuster:

Level :3-3
Pattern: Flat
Elevation: -14

I tried it with other options:

Level: 2-3
Pattern: Flat
Add per Level: 2

But none of them seems to work!

I tried to make a wall 2 clicks high on 0 floor and worked.


Another thing, in the ''Ramps, Underground Basements'' post you refer to stairs that can be placed on a 2 click wall,you can do this with an EP or with a hack?



Quote:
Right now, basements require the main level to be above the ground level by at least two clicks, mainly because that's the minimal height for a set of stairs.
Site Helper
Original Poster
#93 Old 8th Jan 2011 at 6:58 PM
If you want to subtract 14 from the existing height, then you need to check the "Relative to current elevation" checkbox. Otherwise, you are specifying the elevation in absolute numbers (ie, 14 clicks below ground).

So, you could specify:
Level :3-3
Pattern: Flat
Elevation: -14
Relative to current elevation

Your second attempt looks correct, except that you haven't specified the elevation. Assuming that you have the ground level at 0, the first level at 16, and the second level at 32:
Level: 2-3
Pattern: Flat
Elevation: 32
Add per Level: 2

Usually, I don't have problems placing 2-click high stairs, even in the base game. If you are having problems placing stairs on a 2-click high wall, try setting moveobjects on before placing the stairs. If that doesn't work, try holding the <shift> key down while placing them.
Field Researcher
#94 Old 9th Jan 2011 at 7:06 PM
Thanks a lot!I tried the first option and worked fine!The stair thing works perfectly too,without the use of moveobjects.

But,please,can you explain again the second option?The whole thing with the level range makes me sick,I can't understand it!
Site Helper
Original Poster
#95 Old 9th Jan 2011 at 7:12 PM
Level: 2-3
Pattern: Flat
Elevation: 32
Add per Level: 2

Here's how this is interpreted:
Change levels 2 to 3.
Elevation of the first level specified (level 2) is 32.
Elevation of each additional level is the previous level's elevation + 2
So, level 3 will have an elevation of 34.

If I specified level 2-5 above, then I would expect the following:
Level 2 Elevation 32
Level 3 Elevation 34
Level 4 Elevation 36
Level 5 Elevation 38

I hope that makes it clearer.
Field Researcher
#96 Old 10th Jan 2011 at 1:28 PM
More clearer now,that makes a lot of sense!
So when the floor change is not the same number ,you actually not elevating anything form the "Elevation",there you only specify how high is the floor.
Correct?
Site Helper
Original Poster
#97 Old 10th Jan 2011 at 3:54 PM
That's right. The Elevation is the elevation of the first Level specified in the range. All other levels in the range are governed by the Add Per Level value.
Field Researcher
#98 Old 17th Jan 2011 at 6:25 PM
Mootilda thanks a lot for helping me!

I have another Q ,maybe it is not the right place to post this!

Is it possible to make a skyscraper using the GridAdjuster?
Site Helper
Original Poster
#99 Old 17th Jan 2011 at 8:24 PM
Quote:
Originally Posted by MAB-2000
Is it possible to make a skyscraper using the GridAdjuster?
It's not completely clear what you mean by this, but I suspect that this isn't the right area for this question. You probably want to post in the Create / Sims 2 / Building forum.
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