Difference between pages "RUL File" and "Network Specs/RuleOverrides RUL"

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'''RUL Files''' are internal game files which control the placement of [[Transit Network]] items in-game.  There are numerous RUL Files used by the game, each of which has its own particular function.  There are three different types of RUL Files: [[Network-Specific|Individual Network RULs]], Multi-Network, and [[Bridge RULs]]In addition, the [[Network INI]] file effectively functions like a RUL File.
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{{NetSpecsNav}}
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{{Infobox TGI
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| name        = RUL Overrides
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| format      = [[RUL File]]
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| type        = 0x0A5BCF4B
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| group      = 0xAA5BCF57
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| instance    = 0x10000002
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| comments    = {{also|RUL_0x10000002}}}}
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Probably the most simplest RUL file in format, but hardest to grasp in practise.
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The [[Network Specs|Network Specs Folder]] written by many of the people who discovered the file formats is helpful for learning Transit [[Modding]] even if it is a few years old and a few things need to be updated
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This file works by saying that if two textures are aligned next to each other like this(it also works with models):
  
The function of the RUL File is defined by its [[IID]].  It is not possible to add new RUL Files, though it is possible to define new Bridge RULs for networks that do not already have them.
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If '''Texture1''' is next to '''Texture2''' is True
  
== Network-Specific RUL Files ==
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Then '''Texture1a''' replaces '''Texture1''' and '''Texture2''' replaces '''Texture2a'''
''Main article'': [[Individual Network RULs]]
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<font color="green" face="Courier New, green" >0x03001c00,2,1,0x0324fd00,2,1=0x03aa6600,3,0,0x0324fd00,2,1</font>
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==Format==
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<tt><pre>ID1,Rot1,Flip1,ID2,Rot2,Flip2=ID1a,Rot1a,Flip1a,ID2a,Rot2a,Flip2a</pre></tt>
  
Each in-game network has two Network-Specific RUL Files, one Main RUL which defines the basic placement of the network, and one Supplemental RUL, which defines same-network overridesThere are 18 total Network Specific RULs.
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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.
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== Multi-Network RUL Files ==
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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.
There are three Multi-Network RUL Files, known by their IIDs: [[RUL 0x10000000]], [[RUL 0x10000001]] and [[RUL 0x10000002]]. These all handle situations that can handle multiple networks.  RUL 0x10000000 is a particularly special case, since it deals exclusively with [[Puzzle Pieces]], ploppable network pieces, as opposed to Draggable Network items, the only such RUL to do so.
 
  
== Bridge RULs ==
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==Notes==
''Main article'': [[Bridge RUL]]
 
  
Bridge RULs allow for more control over custom bridges.
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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.
 
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{{NetSpecsNav}}
== Network INI ==
 
''Main article'': [[Network INI]]
 
 
 
The Network INI file, while technically not a RUL file, combines many functions of the various RUL files. It also controls bridge shadows, Left-Hand Drive path substitution, Powerlines, and various Bugfixes.
 
 
 
 
 
{{navbox/FORMAT}}
 
 
 
 
 
{{expand}}
 
[[category:File Formats/SC4|RUL]]
 

Revision as of 11:01, 28 January 2009

TGI Info
Name RUL Overrides
Format RUL File
Type

Group

Instance

0x0A5BCF4B

0xAA5BCF57

0x10000002

Comments
See also: RUL_0x10000002

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.