Skyscrapersim Building Creator Reloaded

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Skyscrapersim Building Creator Reloaded is a building creator made by NothingCanStopMe357 on Scratch. It is a successor to Beno Building Creator after it closed in late 2020. Like Beno Building Creator, it allows you to create custom buildings with varying floorplans on each floor and elevators with different fixture sets. The creator allows buildings to have up to 20 basements and 180 floors, a major improvement from the original Beno Building Creator which only allowed 9 basements and 63 floors. There are several remixed clones of this creator available based on different versions of this with varying degrees of changes made to the creator ranging for just visual effects to more floors available. The most significant clone is Skyscraper Building Creator Supreme by AFKSimulator1.

This building creator's development is discontinued until further notice and Lighthouse Friesland's Skyscrapersim Building Creator will be the successor of this building creator.

Main Editor[edit | edit source]

Tools[edit | edit source]

  • Action buttons
    • |+| and |-| buttons: used for changing floors
    • Import buttons: used for copying another floor's contents onto this floor.
    • Clear button: used for clearing the entire floor so it is blank
    • Finish button: This will take you to the screen to set your spawn point and then generate the building code.
    • Paint button: will paint a object once a room, wall, or atrium is selected, using the texture set that would be appropriate for them. It can be changed by clicking on the floor/wall/window texture toggle switches.
    • Delete button: will delete a object once a room, wall, or atrium is selected.
  • Building set:
    • Select: tool used to highlight blueprint objects
    • Build (+B): used to draw rooms
    • Atrium: used to draw atriums, or floor cuts.
    • Wall: used to draw walls
    • Wall cut: typically used so either rooms can join together, or for adding exits on the ground floor.

Textures[edit | edit source]

Floor textures
Type Color Texture file
Carpet1 Blue Carpet0013_S.jpg
Carpet2 Light Yellow Carpet0002_S.jpg
Marble Silver floor065.jpg
Wood1 Dark Brown checker23.jpg
Wood2 Light Brown checker21.jpg
Window textures
Color Inside window texture Outside window texture
Lime Green windows11.jpg windows11e_inside.gif
Red windows11d.jpg windows11e_inside.gif
Blue windows11g.jpg windows11e_inside.gif
Yellow windows11e.jpg windows11e_inside.gif
Pink windows08.jpg windows11e_inside.gif
Black brick021.jpg brick021.jpg
Wall textures
Type Color Texture file
Default Orange marble4.jpg
Marble Silver marb047.jpg
Bricks Gray brick021.jpg
Granite Black black_granite.jpg
Glass White windows11e_inside2.gif

Elevator Editor[edit | edit source]

Elevator types[edit | edit source]

  • Hydraulic elevators:
    • Button panels have 2 columns total
    • The speed is 3ft/sec or .91 m/sec.
    • Works for 2-6 floor elevators.
  • Traction elevators:
    • Geared/MRL: 8 ft/sec or 2.44 m/sec. Currently disabled for 2 floor elevators that are next to each other.
    • Gear-less: 24 ft/sec or 7.32 m/sec. Requires a total distance of 26 to 50 floors.
    • High rise: 34 ft/sec or 10.36 m/sec. Fastest ones you can get in this creator. Requires a total distance of 51 floors or greater.
    • Button panels have 3-4 columns total depending on the fixture set.

Elevator brands[edit | edit source]

  • Current:
    • Dover: custom fixture set; textures and sounds already exist in skyscrapersim.
    • Mitsubishi ADA: requires the “Mitsubishi ADA” folder, which can be downloaded from the Gooper1 Data Pack.
    • Otis (except touch buttons) and Otis 67 textures: uses otis67 folder, which exists in most versions of skyscrapersim (excluding BENO edition and alpha 7)
    • Otis touch: custom fixture set; textures and sounds already exist in skyscrapersim. Door and alarm buttons use the otis67 folder although I may change it in the future.
    • Schindler MT: already pre installed in skyscrapersim. Uses the “MT” folder.
  • Not implemented yet:
    • Otis Europe: will require the “New Otis Elevator” folder, which can be downloaded from the Gooper1 Data Pack. Uses second generation fixtures.
    • Otis USA: will require the “New Otis Elevator” folder, which can be downloaded from the Gooper1 Data Pack. Uses first generation fixtures
    • Otis ZEN: will require the “Otis ZEN” folder, which can be downloaded from the Gooper1 Data Pack.
    • Sigma Palladium: will require the “Sigma Palladium” folder, which can be downloaded from the Gooper1 Data Pack.

Cab settings[edit | edit source]

  • Current:
    • 8x8 single: 8x8 elevator, center opening door available on all sides
    • 8x8 bank: bank of 8x8 elevators, use center speed doors
    • 8x6 bank: bank of 8x6 elevators, use single slide doors
  • Not implemented yet:
    • 6x8 bank: bank of 8x6 elevators, use 2-speed doors
    • 8x6 single: 8x6 elevator, single slide door available on north and south sides, 2-speed doors on west and east sides
    • 6x8 single: 6x8 elevator, 2-speed doors available on north and south sides, single slide doors on west and east sides
    • 12x12 single: big elevator, has 2-speed center opening doors available on all sides

Glass Elevators[edit | edit source]

You can specify whether the elevators have a glass cab, glass doors, both of them, or neither of them. In the future I may streamline the creator to have glass depending on what side of the cab it's on.

Stairs/Escalator editor[edit | edit source]

  • Stairs: mainly used for emergencies, can serve any range of floors.
  • Escalators: can be placed on any floor, and it goes only to the floor above it. For example, if you want it to serve floors 5-6, place the escalator on floor 5.

Text Tutorial[edit | edit source]

  1. Click "LOAD".
  2. To draw a blueprint, change the building mode from SELECT to BUILD.
  3. Drag your mouse from one point in the grid to another to draw a room. You can also change the building mode to atrium, wall, or wall removal (because there is no Jumper mechanism used on BENO's creator and it is used to connect buildings or make entrances/exits) Atriums are used to make cuts of a floor that would allow a user to see the floor below it in skyscrapersim.
  4. To change floors, press the - and + buttons next to the floor counter. The range is currently -20 to 179 (it used to be 0-99)
  5. Use the Elevator / Lift editor to add in elevators/lifts so other floors can be accessed easily. Whenever typing in a number value for the elevator section please type in just the number and not anything else (for example, type “4” instead of “Floor 4” or “Fixture 4” etc). If there are buttons, please click on the one you want. There are a total of 7 different elevator fixtures.
  6. Click "Finish building" and wait for the building script to show up.
  7. Click "See Inside" and then you right click on the "Building" list and click Export. Because this is Scratch 3.0 you will not be able to save as a certain file and instead will automatically download as "Building.txt" (this is sad because Scratch 2.0 allows you to just save the file to a custom location and rename it right away). Rename the file to %buildingname%.bld and copy and paste it into the Buildings folder in Skyscrapersim.
  8. Run skyscrapersim and load your building. I have tested it in Skyscrapersim 2.0 Alpha 10 but it also works in 1.11 Alpha.

Changelog[edit | edit source]

  • 9/20 [v6.5] - Fixed indicator
  • 9/10 [v6.4] - Another attempt to fix stairs. This time I fixed the height issue and a bug found in the creator showing the wrong direction.
  • 8/26 [v6.3] - Fixed issue with stairs and building creator.
  • 7/21 [v6.2] - Traction elevators are available for a lower amount of floors than before.
  • 7/18 [v6.1] - Updated the floor initialization code so it won't throw an error message saying "no adjacent floor"
  • 7/16 [v6] - A big update! Added escalators, updated visual appearance so it's easier to work with, import below button if you just want to copy the floor below it, and added optimizations so skyscrapersim would not take forever to load if a building only has few floors.
  • 7/1 [v5.3] - Optimized creator to cut down redundancy within code and allow for future updates. Potential to allow for door support (although not added in yet).
  • 6/27 [v5.2] - I finally tracked down the issue that is actually the problem when it comes to placing the doors. The reason is because the doors in skyscrapersim are indexed by number and not direction and I had to implement a char finder script to allow that to happen. In other words, I fixed the problem where doors won't show up.
  • 6/20 [v5.1] - Fixed an issue where call buttons won't show up on the right side
  • 6/19 [v5.0] - Added support for multiple doors, added stairs, custom spawn location. There are multiple elevator types. Hydraulics go 3 ft/sec, Tractions go 8 ft/sec, and high rises go 33 ft/sec
  • 6/10 [v4.6] - Fixed Mitsubishi ADA call button/floor button issue. I also fixed the button panel texture as it was off.
  • 6/8 [v4.5] - Attempted to fix the issue brought up by Lisa Yani (LY2017) on the skyscrapersim forum where the basement ceiling is close to the interfloor on the ground floor, causing brick textures to be shown. I don't know whether the issue fully resolved.
  • 6/7 [v4.4] - Added Mitsubishi ADA fixture set. The file uses "Mitsubishi ADA" folder in KW integration project and includes the chime. If you have 1.11 you can copy the “Mitsubishi_ADA” folder and rename it to “Mitsubishi ADA” but you will need to look for the Mitsubishi chime sound.
  • 6/3 [v4.3] - This is an emergency update so that users that do not have a scratch account at the moment will still be able to save and load their buildings just fine.
  • 5/29 [v4.2] - Dover elevator, single slide doors (use 8x6 instead of 8x8)
  • 5/27 [v4.1] - Floor limit has changed from 0 to 99 floors to -20 to 179 floors.
  • 5/22 (1 month since first release!) - Atriums are fixed, added glass elevator support
  • 5/16 - Interactive buttons for Elevator section, avoids the need of having to type, better for less experienced users. Editor 100% works on Scratch now! No glitches, no bugs! (unless you find one)
  • 5/14 - More bug fixes, elevators/lifts have custom motors/sounds
  • 5/13 - Bug fix (potentially would allow editor to work on normal scratch instead of just TurboWarp), better grid snapping [2 by 2 instead of 1 by 1] (if overlapping buildings)
  • 5/8 - Bug fixes + support for multiple elevators in one shaft, attempted to fix Atrium
  • 5/7 - Added "Otis Touch" as a fixture set
  • 4/22 - First launch!

See also[edit | edit source]

External links[edit | edit source]