Difference between revisions of "Network Specs/RuleOverrides RUL"
sc4e>Warrior |
sc4e>Warrior |
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Revision as of 13:15, 11 November 2008
TGI Info | |
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Name | RUL Overrides |
Format | RUL File |
Type
Group Instance |
0x0A5BCF4B
0xAA5BCF57 0x10000002 |
Comments | |
See also: RUL_0x10000002
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Probably the most simplest RUL file in format, but hardest to grasp in practise.
This file works by saying that if two textures are aligned next to each other like this(it also works with models):
If Texture1 is next to Texture2 is True
Then Texture1a replaces Texture1 and Texture2 replaces Texture2a
0x03001c00,2,1,0x0324fd00,2,1=0x03aa6600,3,0,0x0324fd00,2,1
Format
ID1,Rot1,Flip1,ID2,Rot2,Flip2=ID1a,Rot1a,Flip1a,ID2a,Rot2a,Flip2a
These particular rules are very powerful, since one line makes them work in all four cardinal orientations. The left/right perspective is not set in stone to a cardinal direction. Rather, the right side of Tile1 has to border the left side of Tile2.
Having zeros in the ID1a and ID2a spots causes a bad draw (red line). This is to keep things from being constructed which don't look right, but still conform to all the other Rules.
Notes
The RuleOverrides RUL is used to fix bugs & replace intersections/junctions &/or set-ups for whatever reason. They are also used to enforce, &/or follow on from, a set of rules from another RUL file (like the IntersectionSolutions RUL) to enhance a junction. One such example of this is the Avenue-to-Highway Transition. Note that the RulOverrides rul can make impossible junctions possible, but doing so may require quite the number of rules.