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Sims firehouse

"Face-to-face" overlapping of puzzle pieces

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Hello forum. I searched but didn't find any result related to my problem.

Has anyone observed that when you are placing an RHW Ortho->FA puzzle piece face-to-face (the Ortho ends), you can always save one tile length by overlapping the two pieces on the ends.

Second, if you bulldoze either one, you get both pieces destroyed.

Third, if you point the "construction lot" -which has a starter attached- to the end of the FARHW piece, before the stub, the preview shows it is ploppable on that tile. And it clears that tile as soon as you plop it down.

However on that tile is a static model. You can't drag RHW-2 from that tile unless you have cleared it using the above method.

I have looked up the RUL0 code myself with the help of tutorials from SC4D and the wiki.

A puzzle piece is made up of "models" and "free networks". Models are static; you can't drag any network from a model. Free networks include stubs and starters (which basically are false intersections) that allow you to drag a network from them. Both models and free networks have a set Network Type and Network Flag. Once the underlying Network Types and Flags match an existing network, a puzzle piece can be plopped on top of that network.

When two puzzle pieces overlap, it's always the free networks that do, not the models.

In addition, models can replace free networks, once their Network Flags match. Models cannot replace models. It's true for pieces more than one tile long. Think of the RHW-4 45-degree curve. You always have one tile left without a model if you stitch two curve pieces to form a right angle turn.

BUT in the case of the topic, it's a model replacing another when two pieces are placed face-to-face. The tile being overlapped is also the one that shows white borders during preview. These two facts must be related.

And I have the proof.

This is a video I made yesterday to showcase my modification to the existing puzzle pieces (RHW curved pieces). I have changed the position of the special tile in those puzzle pieces, and finally it allows me to overlap two puzzle pieces. Neat, isn't it?

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That is quite well-done!

 

My question is if you're going to (at some point) post the modded code to the forums for us to copy and paste, along with some instructions for people who don't really know what they're doing. It'd be really great. I know there's plenty of people (including myself) who'd be thrilled to build curves like you've shown in the video.

 

Anyway, I hope what you're ding here continues to get along as well as it is now. :thumb:


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“The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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