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Problem with a CAMelot

Started by dlo§rhuj, March 18, 2012, 11:56:58 AM

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dlo§rhuj

Hello,

as my CAM city grew, I managed to have The Arch grow. Then, another one of the same building started to grow, and the first one disappeared:



Is there a way to resolve this bug? I'd be quite grateful.

Lowkee33

Oh jeeze.  Can you demolish the second one?  Can you successfuly demolish, dezone, and rebuilt the entire space of the first and second one?  What is the link to that download?

dlo§rhuj

#2
If I try to demolish one, the model of the other building will disappear, its lot will stay though and it cannot be demolished with the bulldoze tool (nothing happens if I try). Dezoning works, but will cause the props (trees etc.) to remain even if another building grows over it.

The download is: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1087 (lot), http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=903 (model).

Lowkee33

Hmm, I'm not seeing anything wrong with the lots with those links.  This could be a symptom of the building footprint extending over the edge of the lot.  In which case, the immorality killer should help: LINK.  I'm not seeing that it is an immortal lot in PIMX, but I could try making a plop out of them (I doubt that it is the case, PIMX is a good judge).  I don't know too much about it though, it might be the hospital or something else around there.

Another thing it might be is something to do with the nearby transit.  That building across the street looks transit enabled, is there any trouble deleting that?  Did you recently create some type of network there that didn't actually fit?  If the immortality killer doesn't work, then you should be able to build roads over the lot and then delete them.

Hope this helps.

HappyDays

The Arch 1 is a cause of immortal lot syndrome, as I've experienced it myself. I'd like to know how to fix it, too, since it's a nice high wealth building and having them go poofy on me is annoying.

jmyers2043

#5
I downloaded Arch 1 and 2 from the STEX. I assume you're talking about Bixel's HK Arch 1? The desc occupant size is approx 70 by 70 wide and deep. A right click to rebuild the occupant size changes it to 92 by 95 footprint. This fits just inside a 6X6 lot. But the building could overhang if it is not lotted fairly close to center and the lot maker would not know for certain because of the altered size. This merits further investigation but I'm about to head out to the door for my days work.

@ Lowkee - Do we need to move the prop pack and the lots over to the private LEX for scrutiny? Is this building in one of the CAM starter packs.

- Jim

<edit> The occupant size difference was the STEX download. I'll have to locate the lot and models on the LEX as those may be correct versions.



Jim Myers  (5th member of SC4 Devotion)

dlo§rhuj

It's not the hospital nor the school on the other side of the road, as I can bulldoze both just fine. The immortality killer works perfectly for getting rid of the immortal lot, so that's something... it would of course still be nice to know what's caused this.

Lowkee33

Quote from: jmyers2043 on March 19, 2012, 05:15:31 AM
@ Lowkee - Do we need to move the prop pack and the lots over to the private LEX for scrutiny? Is this building in one of the CAM starter packs.

Don't know my way around the starter sets, I would say no because the Lot, Desc, and Model are all on the LEX.  There isn't the  thing where we download the STEX pack and make sure to remove the non-CAM building descs.

I will confirm that something is wrong with the LEX versions.  I'm not getting the exact results as dlo§rhuj, but they are interfering with each other.

As a side, I don't think they are technically immortal.  I'll look into it some more.  For now I would say to remove those lots from your plugin folder, or perhaps make new ones.  The buildings should fit on the lot sizes they have, I think it is something in the Lot rather that the Desc

HappyDays

QuoteAs a side, I don't think they are technically immortal.

What do you mean?

Lowkee33

Immortal lots appear when the occupant size of the building makes the in-game bounding box extend over the edge of the lot.  You can't demolish an immortal lot on it's own, you need another one to de-immortal it (which is what RippleJet's mod is).

For example, make a plop in PIMX.  Then double the width and the hieght of the occupant size in reader.  Instant immortal lot.

These are a little different, the problem is in the LotConfigObject Properties (in the lot exemplar).  These properties include data that corresponds to the position of the building on the lot.  It appears that the positioning extendes over the edge for these lots.

The easiest way to tell the differenece is that these lots can be demolished without too much problem.  The building goes away, but the textures/props appear.  You can de-zone, and re-demolish, and everything is fine.  If this lot happened to be TE, you would also have to draw some type of network over the plot before everything is assumed okay.

The general fix is to make a new lot with PIMX, and then copy/paste it's Building lot object into the old lot.  It happens that the building is rotated on this lot, and in order for it to fit right the occupant size needs to have it's width dropped to about 80.5

@JMyeres, perhaps we should make a fix for this.  It begs the quetion though, are any of the other lots in that pack problematic?

jmyers2043

#10
I got rid of all the stuff I downloaded from the STEX this morning and started again. Downloading the CAM lots and the prop pack from the LEX. Note that the building LE foot print is smaller than the actual model. The DESC file was recalculated using the XTool and has a more correct occupant size of 92 X 95. The model file still has the older 70 X 70 edited dimension in the XML.

However, It is easy to see that the building visually takes up more room than the LE footprint indicates.


So I made a new DESC file and selected a fill degree that made the building into a Stage 11 R$$$. Note now, that the LE footprint is OK and almost entirely fills the 6X6 lot. The real problem is that the building was not centered correctly when rendered and exported. The model extends over the sidewalk and into half the street. This building will not sit on a 6X6 lot correctly unless the occupant size is jimmy rigged.





This building would not get uploaded today if presented to the LEX scrutineers.

Jim Myers  (5th member of SC4 Devotion)

jmyers2043

#11
Hey Carl

Quote from: Lowkee33 on March 19, 2012, 05:28:42 PM
@JMyeres, perhaps we should make a fix for this.  It begs the quetion though, are any of the other lots in that pack problematic?

I think the same thing. It's time to take this discussion to the private scrutineers threads. I'll lock the prop pack and the CAMeLot files temporarily until we can sort this out.

- Jim
Jim Myers  (5th member of SC4 Devotion)

HappyDays


jmyers2043

Hey Happy

Quote from: HappyDays on April 27, 2012, 04:18:06 AM
Any updates?

:D  This subject has been on my back burner (way back) ... My solution will be to remove the offending Arch lots from the upload and the building file (models/dependency) will remain locked.

- Jim


Jim Myers  (5th member of SC4 Devotion)

HappyDays

So the mis-sized model file can't be fixed unless it's re-rendered by Bixel?