Would a screeenie of your Room that how its done would be Good idea -
Plus - Thanks for taking over my thread on ragezone idea was a this tut
Hopefully this Tut goes to Quilty Section
(MOD - Dont u dare make your post be first! x) )
This is a discussion on Advanced Custom Room Layout Editting within the Habbo Tutorials forums, part of the Habbo Hotel category; Darkoro's Advanced Custom Room Model Tutorial Stages: Figuring out the total size Seperating off different areas Changing area heights Adding ...

Darkoro's Advanced Custom Room Model Tutorial
Stages:
Figuring out the total size
Seperating off different areas
Changing area heights
Adding stairs
Adding the door
Inserting into the database
Pre-note: I added the door in at each stage so that the room would work on my hotel. Only add the door once the room layout is complete.
The following spoiler shows how to update rooms on phoenix 3.6.4 without restarting the emulator. It no longer works on 3.7.
Spoiler:
Figuring out the total size
To begin, open notepad, or a similar program. You need to figure out the total size of the room, width and lengthwise. So if you are having, say, 4 sections in a square, each section 4x4, you would be looking at a 9x9 square (4+4+the gap inbetween each way). You then need to add 1 to this number. So for the above example it would be 10x10.
(The formula for this is (n * m) + m, where n is the width of each section, and m is the number of sections, assuming each section is the same width).
Im going to stick with this example throughout.
So in notepad, you need to start with 10 x's on the first line of notepad. and then a following 9 lines of 1x. Like so:
Next, we fill in the rest of the space with the number 0 for now.Code:xxxxxxxxxx x x x x x x x x x
This is how your room will look.Code:xxxxxxxxxx x000000000 x000000000 x000000000 x000000000 x000000000 x000000000 x000000000 x000000000 x000000000
Seperating off different areas
Now to seperate off my 4 different sections from each other, i must replace any of the 0s with the letter x, as this in a height map means "no_tile". My plan was to make 4 4x4 sections, and here's how it turned out:
Now my room is seperated into the 4 sections i desired. I do not need to set a space for the door, because it does that automatically. It should look like this:Code:xxxxxxxxxx x0000x0000 x0000x0000 x0000x0000 x0000x0000 xxxxxxxxxx x0000x0000 x0000x0000 x0000x0000 x0000x0000
PLEASE NOTE: if you do put a space for your door on the edge with a 0, then put the door on there, you will be able to put furni in your door. Whether that is desirable or not is personal preference.
Changing area heights
Now lets say i want to have the 4x4 square that will be at the top of the room to be above all the other 3, and the left and right squares to be above the bottom one but below the top one. This means I need 3 levels, numbered 0, 1, and 2. This is how it would be done:
And this is how it looks:Code:xxxxxxxxxxx x2222x1111x x2222x1111x x2222x1111x x2222x1111x xxxxxxxxxxx x1111x0000x x1111x0000x x1111x0000x x1111x0000x
When making your own room, please note that the maximum hieght on a hieght map is 9, and the minimum is 0. If you try putting 10, it will register it as a tile 1 z-level high next to a tile 0 z-levels high, and make stairs between them.
Adding stairs
Ok, so now i have 4 sections, with different heights. But now i want to link some of them with stairs. How do i do this? Some of you will be thinking "replace x's with 1.5 and 0.5". Wrong. You DO have to replace x's inbetween. But not with 1.5 and 0.5. Instead with either 2 and 1 or 1 and 0. They will both give different effects, and the 1 and 0 option is the effect I desire for this one. (I tested the 2-1 option, it mucked up on the bottom section).
Now I have stairs where the gaps were before.Code:xxxxxxxxxxx x222221111x x222221111x x222221111x x222221111x x2222x1111x x111110000x x111110000x x111110000x x111110000x
Adding the door
Finally comes the door. DO NOT DO WHAT I DO IN THIS NEXT EXAMPLE! IT IS ONLY A POINTER AS TO DOOR POSITION!
Ok, so this next example shows where I WANT to put the door. It will not be included in the actual height map. The position I plan to put the door in is marked by the V.
The position of the door in this height map is x0, y2, z2. The rotation value is 2. If you wish to find out what your co-ordinates are, this is how i found mine:Code:xxxxxxxxxxx x222221111x V222221111x x222221111x x222221111x x2222x1111x x111110000x x111110000x x111110000x x111110000x
Code:0123456789 -> x 0xxxxxxxxxxx 1x222221111x 2V222221111x 3x222221111x 4x222221111x 5x2222x1111x 6x111110000x 7x111110000x 8x111110000x 9x111110000x | V yInserting into the database
Now go into your room layouts table, and insert the x, y, z, and rotation values above. Then go into notepad, and copy the entire height map. Then go into the table again, and paste it into the height maps field. Finally, give your room layout a name, starting with "model_". Save changes and close the table.
Now go to your rooms table and pick a room (:userinfo is handy for finding room ids"). Go to the room_model field, and change it to your new room model id (the "model_" part). Save changes and close the table.
Now in order for the changes to take effect, you must restart your emulator (unless you have an emulator with an update_rooms command of some sort. Update_navigator will not do what is required).
Once restarted, go back to the room that you changed and it should be sorted!
Possible issues
o Door in an invalid location
o Room size too big (I advise 30x30 max size)
o public_items field not set to '' (to fix this, create a new query and type
and run it)Code:UPDATE room_models SET public_items = '' WHERE id = 'model_yourmodelname';
A lot of this was found out through trial and error and a few database backups had to be used in the process. Be prepared, (use a condo-) back up your database in case of failure.
Let me know if anyone comes across any problems.
Like if you found helpful, and dont be afraid to point out any mistakes i made!
Last edited by DarkoroDragon; 21-01-12 at 05:44 PM. Reason: Added the update part
Would a screeenie of your Room that how its done would be Good idea -
Plus - Thanks for taking over my thread on ragezone idea was a this tut
Hopefully this Tut goes to Quilty Section
(MOD - Dont u dare make your post be first! x) )
As i mentioned in the OP, i dont have access to a database any more so therefore cannot show a finished result. If someone does manage to follow this tutorial correctly, then feel free to post the finished result as a screenshot and link me so i can add it in to the OP.
As for the whole Plus part, im not sure i understood that... If you're saying that i took your idea and reposted it, im sorry, i only saw a tutorial with the hieght map editor program that doesnt allow for stairs etc. If not, then please reiterate what you meant because i didnt quite understand.
And thanks for the quality tut comment :3
Good descriptive tutorial, nice work.
Nice thread
Thanks guys. :3
Great Work![]()
Updated to include images and better styles. Also reformed the code to work properly, removed any "could be's/should be's", and listed some possible issues with rooms that didnt work.
To all those that take the time to read and use this tutorial, I thank you for your time. If you found it helpful please hit the like button. If you have an issue dont be afraid to post it and i'll see what i can do to help.
Love it, Thank's for this
I need a room, 30x30. Can someone make a SQL for me please?
UPDATE
My co-owner, the guy that does most of my coding and i'd probably be nothing without, found a way to update the room models without restarting the emulator on Phoenix! Follow the update above and you'll be able to do the same.
@tomad: There are two steps to thismm because im unsure how to add in line breaks in sql code. So first of all, run the below query in your phoenix db. If its not phoenix you may have to edit some of the fields/values.
Next, copy the following heightmap:Code:INSERT INTO `room_models` (`id`, `door_x`, `door_y`, `door_z`, `door_dir`, `heightmap`, `public_items`, `club_only`) VALUES ('model_30x30', 0, 29, 0, 2, 'replaceme', '', '0');
And paste it in the heightmap field of the new record. The current value should be 'replaceme'. Once you've done that, save the changes and follow the update on the OP to add it into your hotel.Code:xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000 x000000000000000000000000000000
This is probably one of the best tutorials! It's so descriptive and cool! 10/10![]()
Should be moved to Quality tutorials! Thanks for this!
No problem. Im simply glad to help the community out, rather than be a stingy ass who doesn't share his hints and secrets ^.^