Author Topic: Rotating lots and intersections in CAW  (Read 5970 times)

Offline norenegonc

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Rotating lots and intersections in CAW
« on: December 06, 2012, 03:44:40 PM »
So because I am a total noob when it comes to CAW I just now realised that you can rotate intersections. Heretofore I had been just curving streets to then link to all intersections which I aligned with the grid. All the tutorials write that you should create roads and intersections with the grid on to create seamless interactions with lots. So my question is this, if you rotate an intersection to create straight diagonal roads that are not aligned with the grid and then rotate lots to align them with these roads, how does that affect in game functionality. Do the lots line up seamlessly, is it better to just leave intersections and lots aligned with the grid and curve roads instead, which one tends to work out better in game I guess is the main question. Thanks!

Offline Anushka

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Re: Rotating lots and intersections in CAW
« Reply #1 on: December 08, 2012, 03:02:28 AM »
In any case you should draw lots in CAW and not in EiG (usually with grid turned off) so as long as road is straight you will get it to line up. You should not by any chance have lots overlaping roads or paths, so it is much much easier if roads are lined with grid.
As far as rendering goes it will create routing issue if lots are overlaping road, and if not lined with grid it will cause that little extra processing to calculate the routing, which is not significant on its own, but can add up to make a difference in game, specially with weaker PCs creating a lag. Same goes with Non Camera routing, if you mark it straight with grid it should be easier to process it then if you have uneven edges.



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Offline norenegonc

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Re: Rotating lots and intersections in CAW
« Reply #2 on: December 08, 2012, 03:22:26 AM »
In any case you should draw lots in CAW and not in EiG (usually with grid turned off) so as long as road is straight you will get it to line up. You should not by any chance have lots overlaping roads or paths, so it is much much easier if roads are lined with grid.
As far as rendering goes it will create routing issue if lots are overlaping road, and if not lined with grid it will cause that little extra processing to calculate the routing, which is not significant on its own, but can add up to make a difference in game, specially with weaker PCs creating a lag. Same goes with Non Camera routing, if you mark it straight with grid it should be easier to process it then if you have uneven edges.

Thank you so much for clarifying :) I think some of my non grid lots might overlap some of the road, so that is good to know so I can check closer. I do make certain that all every road with a lot on it is straight though, but sometimes it is difficult to tell, especially if they are diagonal and not on the grid. Would moving both handles very close to the ends ensure that at least the middle of the road is straight, it seems to but I cannot be certain. In a totally off subject question, I was also wondering if you had a chance to look through the email I sent to Carl, I think he forwarded it to you. Let me know what you think :) Cheers!

Offline PolarBair

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Re: Rotating lots and intersections in CAW
« Reply #3 on: December 13, 2012, 02:30:07 PM »
In any case you should draw lots in CAW and not in EiG (usually with grid turned off) so as long as road is straight you will get it to line up. You should not by any chance have lots overlaping roads or paths, so it is much much easier if roads are lined with grid.
As far as rendering goes it will create routing issue if lots are overlaping road, and if not lined with grid it will cause that little extra processing to calculate the routing, which is not significant on its own, but can add up to make a difference in game, specially with weaker PCs creating a lag. Same goes with Non Camera routing, if you mark it straight with grid it should be easier to process it then if you have uneven edges.

I'm surprised to see anyone suggest drawing the lots with the grid turned off, after all the grid can be rotated too. I rotate the grid until it aligns with the direction I want my road to run and (if it's a road that will have lots) place the road with the grid on ensuring the road is nice and straight, and then with the grid still on draw the lots along it's sides ensuring there are no awkward gaps between driveways and the road.

I only turn the grid off for doing curved roads through rolling hillsides and for placing decorative objects like sewer grates and street lamps. But for streets with lots I think it's pretty important to have the grid on for both the road and the lots. You just rotate the grid to what ever angle you need to keep things aligned to.
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