Doing this, however, may make it tricky to access the basement space. It is possible to raise terrain over the top of a basement. The terrain will simply work around the rooms rather than merge with them.Īn example of what happens when you attempt to combine this technique with terrain manipulation. This technique cannot be combined with terrain manipulation tools, however. Windows and doors can then be added to this basement. Building 2 basement rooms next to one another and deleting the ceiling of one of the rooms will reveal the outer wall of the other basement room. It is (and has always been) possible to add windows and doors to exposed basement walls. An example of what happens when you lower the terrain around a basement. This means that you will be unable to add windows and doors into a basement through the terrain. This means that players are able to create a greenhouse, shed or garage that is on the ground level without a foundation, whilst still having a foundation on the main house.īasements in The Sims 4 will never emerge out of the terrain. If you have two (or more) unconnected structures on your lot, it is possible for them to each have a different foundation height. You are still unable to place doors or windows onto a foundation without first enabling MoveObjects.įoundation height is now set by room (or block of rooms) rather than by lot. There are no changes to the way foundations are painted. Foundations at their maximum height.ĭragging the foundation adjuster below ground level will cause your room or structure to be buried in the terrain. While foundations can now be much higher that ever before, there is still a limit to how high they can become. Clicking on this and dragging it up or down will change the height of your foundations. You will see that a widget appears in the centre of the room. To adjust the height of your foundations, simply click on the room (or block of rooms) you wish you alter. In order to work better with the terrain manipulation tools, as of the November 2018 patch, the way foundations work in Game has altered. A high level of customisation is still possible. Although technically a limitation, there are so many topography lines that this will not feel at all restrictive. This tool will automatically snap to these lines. You are only able to flatten to heights indicated by the topography lines. Moving your cursor up, down and across the lot will flatten different areas of the lot to different heights. Like the other tools, Flatten Terrain works by clicking and holding down the left-hand mouse button. This tool will flatten the terrain to the height/depth of the first clicked area. The Flatten Terrain Tool will allow you to create flat spaces at any height/depth on your lot. This tool is particularly useful for creating less harsh lines and making your terrain look more natural. This tool also works by clicking and holding down the left-hand mouse button. This tool works by taking the average height of all terrain within the space outlined by the brush and altering the terrain, slowly, to match that height. They are merely a tool to help with organization and have nothing to do with performance.The Smooth Terrain Tool is used to decrease the steepness of terrain on your lot. Since there is no advantage, really, it makes more sense to put things on layers according to one’s own organizational preferences. I’ve never seen any benefit to creating layers per chunk. I do know for sure that they group per chunk. Using layers in CAW: I’ve never tested whether trees will group across layers. Objects can only be moved one by one no matter how many are selected. It is best to place the same an object in the same layer as others of its kind - eg, have one layer for trees, and another for spawners, etc.Ĭreators can move objects between layers by drag and drop, or by right clicking an object's name within its layer and selecting "Move to another layer". A layer can be activated by right clicking and selecting "Make Active Layer". The World Layer acts as an umbrella for all other layers in a creator's world.Īll the objects and effects that a creator places will be categorised into the active layer. World Description settings can be accessed by right clicking the World Layer and selecting "Add/Edit Description". The primary layer is the World Layer, which carries the name that a creator gives to the world in the World Description window. This window is pinned on the left of the main screen by default. The World Layers window helps creators to group objects together for maximum efficiency.
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