Building height

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BetterBear
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Building height

#1

Post by BetterBear »

I just learned that you can go higher than 256 pix. and there is no limitation. Unless the building got cut off because of camera limits.
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Re: Building height

#2

Post by Josh »

Thats true :fire
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Re: Building height

#3

Post by CommanderABab »

73, i think this is covered in mdx television towers thread.
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Re: Building height

#4

Post by THEMAX »

this is weird, they say that my new building "stock exchange" don't work because of height
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Re: Building height

#5

Post by THEMAX »

Fixed
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Re: Building height

#6

Post by CommanderABab »

You have to use the last line of this code if your image is taller than 256 pixels high:

Code: Select all

"id":"$ab.crimsonandclovercom00",
	"type":"park",
	"title":"Crimson and Clover",
	"author":"CommanderABab",
	"text":"big",
	"width":32,
	"height":32,
	"rotation aware":true,
	"build height":10,
The max build height is 31.
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Re: Building height

#7

Post by THEMAX »

CommanderABab wrote:
26 Sep 2017, 21:52
You have to use the last line of this code if your image is taller than 256 pixels high:

Code: Select all

"id":"$ab.crimsonandclovercom00",
	"type":"park",
	"title":"Crimson and Clover",
	"author":"CommanderABab",
	"text":"big",
	"width":32,
	"height":32,
	"rotation aware":true,
	"build height":10,
The max build height is 31.
Thank you a lot
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AwkwrdPrtMskrt
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Re: Building height

#8

Post by AwkwrdPrtMskrt »

CommanderABab wrote:
26 Sep 2017, 21:52
You have to use the last line of this code if your image is taller than 256 pixels high:

Code: Select all

"id":"$ab.crimsonandclovercom00",
	"type":"park",
	"title":"Crimson and Clover",
	"author":"CommanderABab",
	"text":"big",
	"width":32,
	"height":32,
	"rotation aware":true,
	"build height":10,
The max build height is 31.
What number does the "build height" correspond to?
:mine Currently working on New Winchester

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Re: Building height

#9

Post by CommanderABab »

I believe 32 pixels per unit.
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Re: Building height

#10

Post by Lobby »

Actually 8px :)
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AwkwrdPrtMskrt
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Re: Building height

#11

Post by AwkwrdPrtMskrt »

But 31x8 would be smaller than 256.
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Re: Building height

#12

Post by CommanderABab »

This is a 32x32 tile image.  Dur to the 2 across, 1 up rule, it is 1024 pixels wide and 512 pixels high.
This is a 32x32 tile image. Dur to the 2 across, 1 up rule, it is 1024 pixels wide and 512 pixels high.
Notice the 1 pixel blank line at top?
Notice the 1 pixel blank line at top?
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Re: Building height

#13

Post by AwkwrdPrtMskrt »

Yes?
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Re: Building height

#14

Post by CommanderABab »

Road tiles are 32x 16 pixels, but they also have the blank line at top. That's where the two corners of the next tiles go. :)
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Re: Building height

#15

Post by AwkwrdPrtMskrt »

CommanderABab wrote:
26 Sep 2017, 21:52
You have to use the last line of this code if your image is taller than 256 pixels high:

Code: Select all

"id":"$ab.crimsonandclovercom00",
	"type":"park",
	"title":"Crimson and Clover",
	"author":"CommanderABab",
	"text":"big",
	"width":32,
	"height":32,
	"rotation aware":true,
	"build height":10,
The max build height is 31.
I used the "build height" line but the tall buildings still disappear when I pan up away from them.
:mine Currently working on New Winchester

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Re: Building height

#16

Post by CommanderABab »

Yes, that is a consequence of tall huildings.
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Re: Building height

#17

Post by AwkwrdPrtMskrt »

Is there no way to remedy it?
:mine Currently working on New Winchester

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Re: Building height

#18

Post by AwkwrdPrtMskrt »

former member wrote:
06 Dec 2017, 11:40
CommanderABab wrote:
06 Dec 2017, 01:00
Yes, that is a consequence of tall huildings.
What is a huilding? :lol:
Typo? I think he meant buildings.
:mine Currently working on New Winchester

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