Difference between revisions of "Individual Network RULs"
sc4e>Whatevermind (→Header: merged with network specs info) |
sc4e>Whatevermind (→Header: merged with network specs info) |
(No difference)
|
Revision as of 21:31, 20 October 2012
Individual Network RULs are RUL files that deal exclusively with one network, covering the basic placement and single-network intersections. Each network has two separate RUL files: a basic RUL file that covers basic placement, and an advanced RUL file that handles more complicated setups. Intersections involving multiple network types are handled by the Multi-Network RUL Files.
Contents
List of Files
All of the Individual Network RUL files are listed below, by Instance ID. All of them have Type ID 0x0A5BCF4B and Group ID 0xAA5BCF57. These RUL files cover all of the transit networks, as well as water pipes. They do not, however, cover power lines. Note that it is not possible to create new Individual Network RUL files, however these files may be modified.
- 0x0000001 - Elevated Highway Basic RUL
- 0x0000002 - Elevated Highway Advanced RUL
- 0x0000003 - Subway Basic RUL
- 0x0000004 - Subway Advanced RUL
- 0x0000005 - Rail Basic RUL
- 0x0000006 - Rail Advanced RUL
- 0x0000007 - Road Basic RUL
- 0x0000008 - Road Advanced RUL
- 0x0000009 - Street Basic RUL
- 0x000000A - Street Advanced RUL
- 0x000000B - Pipe Basic RUL
- 0x000000C - Pipe Advanced RUL
- 0x000000D - Avenue Basic RUL
- 0x000000E - Avenue Advanced RUL
- 0x000000F - Elevated Rail Basic RUL
- 0x0000010 - Elevated Rail Advanced RUL
- 0x0000011 - One-Way Road Basic RUL
- 0x0000012 - One-Way Road Advanced RUL
- 0x0000013 - RHW ("Dirt Road") Basic RUL
- 0x0000014 - RHW ("Dirt Road") Advanced RUL
- 0x0000015 - Monorail Basic RUL
- 0x0000016 - Monorail Advanced RUL
- 0x0000017 - Ground Highway Basic RUL
- 0x0000018 - Ground Highway Advanced RUL
Changing the Subway RULs will either cause a CTD when you start the game, or not make any changes, the same is probably true for Pipe RULs. There are hints that Subway RULs are located inside the EXE, especially as the straight open top subway section is not handled by any of the RUL Files.
Format
The information in this article was copied from the SimsWiki and may be outdated. This article has not been reviewed for technical accuracy or updated knowledge on this topic. If you are knowledgeable enough on the topic to review the article, please do so and remove this label. (more info). |
The Individual Network RUL Files all have the same format, which is unique to this type of RUL file. The general layout consists of a header, followed by repeating blocks of data that contain the actual rules for that network type.
Header
Each file begins with the header on the first line. There is only one header per file, and it can come in two formats. The game engine recognizes the different names used in the header section, and the header does have an impact/influence on the network tool(s) used.
The first type of header looks like:
#(transittype)Rules#
The second type of header looks like:
#Transmogrify
A #Transmogrify# header can be used in order to automate the rules rotations and flips where applicable. It will take the supplied rule and rotate/flip it for all directions. However, in special cases such as designing turning lanes, this produces improper results in viewing. For those interested, Transmogrify means to change something with weird and often humorous results.
Common examples of headers are:
#HighwayRules# #RoadRules# #RailRules#
Comments
These files support comments, which are simply lines preceded by a semicolon. In some instances it is simply a single line, in others a blank comment line is used both before and after the comment line itself, for example:
; ;Comment or description ;
Typically, the comment simply describes the block(s) that follow the comment.
RUL Blocks
RUL Blocks consist of some combination of Type 1, Type 2, and/or Type 3 Lines. These types are so named because each line begins with either a 1, 2, or 3. Each block begins with a Type 1 Line, and may be followed by several Type 2 Lines, which are then followed by a Type 3 Line for each Type 1 or Type 2 Line. The Type 1 Line defines the central tile of the rule pattern, while the Type 2 Lines (if present) define tiles adjacent to the central tile. Type 3 Lines define additional information about each of the tiles involved in the rule. Together, each block of lines consist of the complete rule. For example:
Type 1 Type 3
is a valid RUL block.
Type 1 Type 2 Type 2 Type 2 Type 3 Type 3 Type 3 Type 3
is also a valid RUL block.
Type 1 Lines
Type 1 Lines are lines that describe the basic boundaries of the central tile. The format is:
1,A,B,C,D (i.e. 1,13,2,0,2)
The first value, "1", defines the line as Type 1.
A,B,C,D are unique values that must match the value of the tile next to it (i.e. a 2 touches a 2). Known acceptable values are:
- 0 - No connection
- 1 - Left at 45 degree angle
- 2 - Straight connection
- 3 - Right at 45 degree angle
- 4 - Shared median for 2 tile wide networks
- 11 - Off centre "blend" for left angled 1 to straight 2
- 13 - Off centre "blend" for right angled 3 to straight 2
Each of these four values corresponds to a specific side of the tile. Side A is the west side, side B is the north side, side C is the east side, and side D is the south side of the tile. In theory these IDs can be arbitrary as demonstrated in Rush Hour.
If one draws a little text art for the values shown in the format above, one gets:
+-----+ | 2 | |13 0| | 2 | +-----+
Type 2 Lines
Type 2 Lines describe the squares that must be adjacent to the tile defined in the Type 1 line. Their format is:
2,X,A,B,C,D
The first value, "2", defines the line as Type 2.
The "X" value describes the relationship of this "limiting tile" in relationship to the reference tile. There are 24 possible values for X using the following convention:
1 - West 2 - Northwest 3 - North 4 - Northeast 5 - East 6 - Southeast 7 - South 8 - Southwest 9 - West 2 tiles from center 10 - West-northwest 2 tiles from center ... 24 - West-southwest 2 tiles from center
A,B,C,D follows the same convention as Type 1 Lines.
So, expanding on the example used above for a Type 1 line, if that line was followed by the following three Type 2 lines:
2,1,0,1,13,0 2,6,13,0,0,1 2,7,0,2,13,2
These three tiles would have to be adjacent to our reference (Type 1) tile for this "rule" to be valid.
The little text art picture looks like:
+-----+-----+ | 1 | 2 | |0 13|13 0| | 0 | 2 | +-----+-----+-----+ | 2 | 0 | |0 13|13 0| | 2 | 1 | +-----+-----+
Notice how the sides line up nicely.
Type 3 Lines
Type 3 Lines state what FSH images to load into which tiles and if any manipulation is needs to be done to the image before it is place (rotated or flipped). So basically this is responsible for making sure curves work (as well as highways that often take up 2 tiles). They have the following format:
3,Y,FSH,ROTATE,FLIP
The first value, "3", defines the line as Type 3. The attributes that follow are:
- Y - Works just like X from the Type 2 lines, with the exception that zero (0) is now a valid field. A "0" denotes the image to load into the reference tile.
- FSH - This value points to the Instance ID of a FSH texture that will be used for the tile in question. It can also point to an exemplar IID for this network type.
- ROTATE - Rotation to be applied to the image before it is placed in game, if any. This standard specifies the rotation of the tile as well. Valid values are 0-3 with each increment being a 90 degree clockwise turn. 0 is the default of 0 degree turn. Changing this key just says what angle the tile is being viewed from in game in the most basic sense.
- FLIP - Flip the texture horizontally and vertically like a mirror image, however retain the rotation in-game of the piece in question. This helps to cut down on the textures needed. Values are 0 and 1 - False and True.