Ranokoa Posted August 4, 2010 Share Posted August 4, 2010 Anytime I copy a large section of something, or really, any multiple items, when I have to use Snap to Grid, such as if I'm copying a room with the intention of pasting it again to save time, it will be off alignment with my Snap to Grid, and thus never get fit just right. I tried disabling Snap to Grid, I tried lowering it, I tried loading a different cell and coming back, deleting and repasting, unselecting, refreshing my copy by copying an irrelevant item and then back to the relevant ones, I tried a variety of things. Sometimes along the various things I do it finally gets right and pastes in alignment, but most of the time it's a major hassle. Anyone know exactly why this happens and how to fix it? Be well, sleep well, fight well, live long.~Ranokoa Link to comment Share on other sites More sharing options...
Megatarius Posted August 5, 2010 Share Posted August 5, 2010 Do you mean, you have Snap to Grid turned on when you paste, and it pastes offset to the actual snapping point, thus you can never quite snap it properly? Have you tried pasting with the Snap to Grid turned off? And then turning it on and moving the objects? Is this what you meant by "disabling snap to grid", because when I do it this way, it works fine for me. Link to comment Share on other sites More sharing options...
Ranokoa Posted August 5, 2010 Author Share Posted August 5, 2010 Turned on or off it does not matter. Copying multiple no matter what there is a 90% chance it will always be off of alignment and make it impossibly annoying to get one room to connect with another. Makes me begin to wonder the purpose of warehouses if I can barely ever exploit them. Link to comment Share on other sites More sharing options...
Ranokoa Posted August 5, 2010 Author Share Posted August 5, 2010 ZOMG! I don't know if it's the heat and my idiocy for still, even to this point of realizing it and typing this, wearing a coat, but after spending 34 minutes, exactly, on trying to get ONE ROOM to connect to another... ONE! I coulda just made it from scratch by now! (Time saver my rear) I am just starting to be really agitated. And all of the sudden knowing I'm making publicly known my agitation I am less agitated, but still quite fairly frustrated. I've just resorted to making an entire separate interior for one singular room... A room that should, by all means, be part of the main interior to which it is connected! Grr! Link to comment Share on other sites More sharing options...
ub3rman123 Posted August 6, 2010 Share Posted August 6, 2010 First, place the whole mess as close to lined up as possible. Next, deselect everything but the tileset bits (Deselect clutter, npc's, lighting, etc), and then turn on snap to grid. Then move it all into place in one go. If you lined it up closely enough, the clutter shouldn't even need shifting to match it. Link to comment Share on other sites More sharing options...
David Brasher Posted August 6, 2010 Share Posted August 6, 2010 I do something similar to what ub3rman123 does. I turn off snap-to-grid, lower my movement speed to .01 and place my mess really close to perfect alignment. Then I turn on snap-to-grid, grab the architectural pieces one by one and hook them up properly. I will have to try ub3rman123's way. I have discovered that certain doors, lights, and sound generators throw off snap-to-grid. If you could discover the pattern and know exactly which objects to deselect, then you could always deselect the right items and move all the rest of your clutter along with the architectural tiles and have it match up with the grid perfectly. Sometimes I get lucky and can save some time. Link to comment Share on other sites More sharing options...
ub3rman123 Posted August 6, 2010 Share Posted August 6, 2010 How do you lower the movement speed? I have problems with that when I have to move non-snap to grid pieces close together. Link to comment Share on other sites More sharing options...
zprospero Posted August 6, 2010 Share Posted August 6, 2010 There's a snap-to-grid function? (I'm not joking, I seriously didn't know) What I do, which now seems insane by comparison, but would still be a good for fine-tuning or as a last ditch effort.It's ugly but it completely circumvents the 'Snap to Grid' because I've never used it, but it makes you build everything from scratch. Most of the tile-set meshes are based on mathematical constants (so a wall corner may be 256 units wide, etc). The way I've always built interiors was to place the first mesh (usually the entry) at Position X=0, Y=0, Z=0. Then drop the second mesh (the wall or whatever) and trying to line them up as close as possible. If the second mesh is exactly to the right of the doorway, for example, I know that I can set the Y position to 0 and the Z position to 0, and then I look at the X position and see which power of 2 it's nearest (usually around 256 or 512). The round it up or down to that value. Then it lines up with no seams. ALL interiors I have ever made I have done using this technique. I seriously have never even known about the existence of the 'Snap to Grid' feature of the CS.(Please someone tell me where this button is :turned: ) This is pretty hard to explain, so if you don't understand I can go into more detail. Link to comment Share on other sites More sharing options...
UncleRoe Posted August 6, 2010 Share Posted August 6, 2010 There's a snap-to-grid function? (I'm not joking, I seriously didn't know) What I do, which now seems insane by comparison, but would still be a good for fine-tuning or as a last ditch effort.It's ugly but it completely circumvents the 'Snap to Grid' because I've never used it, but it makes you build everything from scratch. Most of the tile-set meshes are based on mathematical constants (so a wall corner may be 256 units wide, etc). The way I've always built interiors was to place the first mesh (usually the entry) at Position X=0, Y=0, Z=0. Then drop the second mesh (the wall or whatever) and trying to line them up as close as possible. If the second mesh is exactly to the right of the doorway, for example, I know that I can set the Y position to 0 and the Z position to 0, and then I look at the X position and see which power of 2 it's nearest (usually around 256 or 512). The round it up or down to that value. Then it lines up with no seams. ALL interiors I have ever made I have done using this technique. I seriously have never even known about the existence of the 'Snap to Grid' feature of the CS.(Please someone tell me where this button is :turned: ) This is pretty hard to explain, so if you don't understand I can go into more detail. It's directly underneath the "characters" menu tab. they key is actually designed after a simple grid. Link to comment Share on other sites More sharing options...
ub3rman123 Posted August 6, 2010 Share Posted August 6, 2010 Zprospero: You were in charge of a huge modding project.. And you didn't know about snap-to-grid? We're revoking your modding license. The button for it is on the toolbar, it looks like a grid. The default settings work for almost all the tilesets, the only ones I've seen the snap-to-grid doesn't work for is the Imperial City Tower, the Ship interiors, and the sewers. There's also snap-to-angle, which works for rotating an objet exactly the number of degrees you want to. I usually set it to 15. The button for that is right beside the snap to grid button, looks like a red angle. Link to comment Share on other sites More sharing options...
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