![]() That's for example the case for slopes:īoth front slopes should be hidden and both in the back should be visible. Here the door on the right and a couple of walls on the back were placed on other tiles.Īdditional some walls can't even be placed on the same side because there's only one variant. In Parkitect placing a wall on a different tile but same border usually doesn't result in different visuals, but is than handled different: ( Castle Wall Gate, included Blueprint in Parkitect) A wall must be placed at the correct side." Hide only walls facing view" has some problems:.That's noticeable in some scenery: While lying barrels are visible, standing ones are hidden. This also prevents walls directly below the current level to be hidden too. That can be used to hide walls but not the floor: Just raise the selection box ¼. Unlike the box selections in Parkitect (like Bulldozer), the selection box can be raised in 0.25 steps.Path attachments like benches can still be selected and deleted - even when hidden because its path is hidden.The hidden objects have the same issues as objects hidden by Parkitect:. ![]() Change selected hidden object: +/ - (Parkitect keys for "Increase/Decrease object size")īoth individual as well as box selection can be exited via Esc too (just like every other tool in Parkitect).This section is only available in a Park and not in the Main Menu. See more in the Notes section below ↴.Īll shortcuts can be changed in the Settings menu under Controls in the "Hide Scenery" section. There are a couple of caveats with this option.Hide only walls facing view: hides only walls which were placed on the tile side towards the current camera (like it's the case in the first image).įor rehiding via box selection it can be toggled whether already hidden walls should be made visible if they don't face the camera or should stay hidden:.Hide Paths, Hide Scenery and further filtering based on scenery types (Wall, Roof, Everything else):.Useful for excluding walls or other objects close to tile border Especially useful for walls and roof slopes: Both jut quite often into neighboring tiles (on same level as well as upper/lower height).For example with height=4 and ε = 0.05, objects can already start at height 4-0.05=3.95 ![]()
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