More Awesome Than You!

TS2: Burnination => The Podium => Topic started by: Lerf on 2010 March 19, 18:37:11



Title: Classifying as an Architectural Detail
Post by: Lerf on 2010 March 19, 18:37:11
Awhile back on some other site someone posted directions on how to reclassify objects as architectural details in build mode for those with--M&G or is it AL?  Anyway, said poster deleted his comments for some reason, and has disappeared.  No one on the site kept the post AFAIK, and right now I really want to reclassify some of the stuff that's under columns as Architectural details.

Can anyone help me out?  Thanks.


Title: Re: Classifying as an Architectural Detail
Post by: Heli on 2010 March 19, 20:43:55
The best way is to clone an object and to look in the clone.
Object Data ( OBJD) / Catalog Sort - nothing.
RAW DATA ( Dezimal) 03. Catalog Sorting : 0x001 - 0 , 0x0027- 000000..0 , 0x0028-0...0, 0x0040-0, 0x0041-1, 0x0045-1, 0x004A-4096, 0x005E-128, 0x0061-0,0x064-129


Title: Re: Classifying as an Architectural Detail
Post by: ritaxis on 2010 March 27, 21:25:35
These are the directions that were posted at N99 and then deleted:

1.Open the object's file with SimPe

2. In the Resource Tree, Click on Object Data (OBJD)

3. In the Resource List, Click on the Name of the object.

4. In the Plugin View, click on the Raw Data tab

5. Under Catalog Sorting, enter the following values:

room sort flags = 0000000000000000
function sort flags = 0000000000000000
build mode type = 1
build mode subsort = 4096
Function subsort = 0
Downtown sort = 0
Vacation sort = 0
Community sort = 0

do not change any other values.

Commit and Save.