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Messages - NothingCanStopMe357

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91
Download Skyscraper Simulator / Re: New build: 10/05/22 build
« on: October 06, 2022, 02:27:15 pm »
The lighting effects looks nice, even thought they are still in early stages. However, I noticed that spaces between texts added with T2T aren't created properly like in April 30, 2018 build. The screenshots were taken in Triton Center's freight elevator, but this issue can also be seen in any areas with T2T implemented.

I noticed that myself recently, that's an Ogre engine issue, I saw that they changed some things with the text rendering.  The 2018 build is running Ogre 1.9, this build is on Ogre 13 (1.13).  I'll look into it and see if it can be fixed.  Nothing changed in the simulator that would affect this.
Fix the LoadCropped command because it is glitched

92
Buildings / Re: Summit One Tower
« on: October 01, 2022, 01:56:30 pm »
Nice! Btw I’m not fully active in terms of Skyscrapersim development as I am busy with school.

Also, you should look at my post for my creation of Otis series 1 and Dover impulse only by using commands and default textures: https://skyscrapersimulatorforum.createaforum.com/buildings/test-builds-for-skyscrapersim-generated-elevator-textures/

94
Buildings / Test builds for skyscrapersim-generated elevator textures
« on: September 25, 2022, 12:22:50 am »
Hello All! ;D  I have decided to make test builds for my Otis Series 1 and Dover Impulse elevators. UNLIKE MOST BUILDINGS, this program PURELY uses commands to arrange the fixture sets. No external images/sounds required. In other words, you can run it in the base simulator without any addons and it will run just fine.

Many developers do not realize that skycrapersim ALLOWS image transformations to happen. For a list of commands that will help do the trick, here is the link to the design guide: https://web.archive.org/web/20160518173134/skyscrapersim.com/guide#Textures.

Because of this, I have decided to release my buildings to the rest of the users in this forum. Feel free to use the textures however you want, although its strongly advised that you credit me (NothingCanStopMe357).

LINK to BLD files: https://drive.google.com/file/d/1sthLkj_2WIJXfy4d_vbVa6jWBBc5-qTU/view?usp=sharing

95
Tutorials / Re: 🏗 🖥 Guide to building creators 🛠 🏗
« on: September 23, 2022, 11:04:45 am »
Floor indicators render as the default texture instead of the expected texture unless I go into the .BLD file code manually & change the ID of each floor from %number% to %floor%. Took me a while to catch the problem but it's a relatively easy solution on my end when changing the bld file code manually after I download the file.
Issue has been fixed already. Thank you

96
General Discussion / Re: Beno Skyscrapersim 2 almost ready for pre release
« on: September 22, 2022, 11:32:36 pm »
So far the release date has NOT been posted :(
Hopefully you will be able to post it whenever possible. Hopefully it would be fundamentally different than the version we currently have

97
Buildings / Re: Oak Office
« on: September 20, 2022, 12:11:47 pm »
I FINALLY FIXED THE INDICATOR

edit the code and in the floor sections, replace ID = %number% and Floor = Floor %number% to
ID= %floor% and Floor = Floor %floor%. Shout out to LAHTO for helping me

98
New Content / Computational support
« on: September 10, 2022, 04:56:52 pm »
Hi! I think this will be a good idea to add for skyscrapersim

What will it do
It will make BLD files more powerful by allowing advanced actions to be performed in simulator. I propose that there should be an ability to have variables be changed as the game (or simulator) is running. For example, you click a button and it will multiply the current number by 2:
Before    After
12
24
48
816
and so forth

How should it be implemented
The AddAction command will not be restrictive. It will allow for an already defined function to run as a button is clicked.
<Function Multiply>
Set result = %param1%*%param2%
print %result%
<EndFunction>
AddAction MyAction, Floor 2, RunFunction, Multiply(%first%,%second%)


Benefits
A realistic example for skyscrapersim would be a working fire alarm panel. :) Instead of completely separate buttons, there would be a way to navigate through the menus. You could also make a working arcade game if you wanted to. ;D

I would say this would be a fantastic edition to the simulator.

99
Whatever it is, I personally have found there is one problem when designing a building with NothingCanStopMe357's basic building creator found on https://scratch.mit.edu/projects/679413572/ .

Meanwhile elevator might be minor if you don't edit yours too often as I have found placement is ok, just need minor adjustments.

Remember not using %fullheight% when adding AddInterfloorFloor ITop . You can refer simple.bld when you have found problem when designing your function.

I use the author's function as I need to shape block fast. you can imagine, how long does that take when doing a simple strcture.

For complex strcture such as Trident, hexagon, pentagon, I fear I have to design the floors from zero. The ladder and the elevators seem Basically OK so I keep using that.

Here, two stairs, you might be able to see the difference, it doesn't need removing the ITop, just not using fullheight, Just like what I tried before , painful , and getting better.

The file is stored at https://leetumbra.com/skyscrapersim_material/LadderCrap.zip , I also store this (including screen shots) on wayback machine, lbry so you no longer concern about resources unavailable found from my early tutorial. Of course, I do not guarantee the availability even I do that.



I may need to update it whenever I get the chance.

100
Off Topic / I’m getting busy
« on: September 07, 2022, 04:15:24 pm »
Right now, I’m getting even more busy. The main reason is that I’m taking classes right now. This means I will have to put my efforts into doing schoolwork, as well as studying for exams and quizzes.

What does this mean
Basically, it means I may not be able to update my building creator. This will not affect the availability of the creator because I’m still planning on keeping it up and you are free to use it in any way possible, including remixing it. (If you are remixing I would suggest you should focus on making improvements and testing it. Also scratch requires you give credit to me, @NothingCanStopMe357. So far, I believe my building creator is working and people have gone through workarounds. I haven’t seen any issues when it comes to the stairs and it appears to me that whenever there is I somehow don’t see it. I may try to prevent this in the future however.

Will I be completely offline for a while
Possibly not. I don’t think I will completely abandon the site and I may continue to look at messages.

101
Tutorials / Re: 🏗 🖥 Guide to building creators 🛠 🏗
« on: August 31, 2022, 10:05:56 pm »
Appreciated. May we have a bigger lift such as 12X12 , 10X10 as we like making these for shuttle use, also Need four doors for the purpose.
in the process of making an overhaul (and this version will have even more stuff added)

102
General Discussion / Re: How to export mesh files from Blender?
« on: August 16, 2022, 08:19:13 pm »
I want to create some mesh models for my building in Blender, but I'm not sure how to export to that format. The format itself doesn't seem to be very well documented, and seems to possibly vary between different libraries. Does anyone have experience with this?
You would have to install a tool called blender2ogre in Blender to convert an .OBJ/.FBX/.STL to a .mesh file. (Works for 2.8+)
Link: https://github.com/OGRECave/blender2ogre

103
New Content / Destination Dispatch Support + other things
« on: August 15, 2022, 10:02:29 pm »
Hi! It would be cool if there is an option to add destination dispatch elevators into skyscrapersim.

What is a destination dispatch elevator
They are cool inventions especially for high rise buildings, and they become extremely practical as an algorithm would help the user find the best elevator that would take them to their destination. This is why there are no floor buttons inside the elevator, and instead the user would have to type in the floor into a keypad at the ground floor.

My proposals
There should be a script to add a keypad for each floor. Whenever a user inputs a floor it will call the elevator to the current floor and then send the user to the desired floor.

Not only that, I also propose that the AddAction command should be expanded to do computational things and we would add a function that would then insert a keypad. If a key is pressed it would add a character to the end of a string. If someone pressed 2 and then 7, the text should read “27”. When enter is pressed then the text would be transferred to the elevator queue and then it would give the elevator call instructions as it normally would.

Closing thoughts
I believe by adding in my proposals, this would allow for skyscrapersim to evolve into a much larger project. I don’t think this should be as hard because skyscrapersim has the random activity feature and it can be expanded. Hopefully this gets implemented as soon as possible.

104
General Discussion / Re: Best skyscrapersim buildings
« on: August 15, 2022, 12:38:32 pm »
I was wondering what peoples opinions are as to what are the best skyscrapersim buildings?
Possibly EG881’s Stratford business complex and Terrace V3

105
General Discussion / Re: Best skyscrapersim buildings
« on: August 11, 2022, 09:41:17 am »
What version of skyscrapersim is the Beno Skyscrapersim 2 based?
I don’t know but I know for sure it won’t be backwards compatible. I’m currently redoing my building creator and this version will have the ability to snap rooms together and add doors, as well as other things.

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