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RedRalphWiggum

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Aug 10, 2008
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In most city builders, you can rotate building through 90 degrees before placing them. In there any chance we could have a more fluid system in C:SL? Terrain often means that placing a city at a right angle to the next building makes no sense, and the city look far more realistic when it is less uniform.
 
I like city view with jagged angle buildings too. More organic...

I recall from a user-made CiM2 video, an entire plopped residential lot with trees could be rotated infinitely, and hotkey to fixed angular increments. But it was within the context of a map editor.

In C:SL case, there's manipulation at the Lot Design stage, and I presume, a Map editor stage, and of course In Game.

I expect custom content modellers to be free to place the building model in various angles at the Lot design stage. This should suffice for the goal of randomising skylines. But if users could plop the entire lot in game and at any angle, that would be awesome. The more on the fly tweak-ability, the sexier it is to typical sim mayors.

I definitely want to be able to plop individual lots in game, instead of just zoning. I'm still not sure if that's possible. If it is, then there's probably hope for the popular Wall-to-Wall buildings feature workaround, which has to do with angles and probably how Unity speak LOD or collision. As usual I'm hyper-extrapolating in the dark...
 
In CIM2 you could also do that in game, not with buildings and trees which aren't available in game, but with the depots and landmarks. You could hold down the right click on the mouse and move them by infinite degrees with the mouse wheel.
 
Just "snap to road" would be good enough, surely? That's what most people will want to to most of the time anyway, isn't it? Just stick the front of the building where it should be.
 
As I had posted long ago in another thread, something like this (near 1:00) would be nice:

[video=youtube_share;yrqm9qK_Mlo]http://youtu.be/yrqm9qK_Mlo?t=1m[/video]

The dynamically changing lot configurations (and thus building choice) that are dependent on where you lay your roads, would effectively appear random/procedural for grown areas. Likewise, plopped buildings would conform to the road layout.