The Buildings Section

The Buildings section allows you to load additional buildings, into separate simulation engines, and have them all be visible and usable in the same scene. This section is small, and mainly exists to provide clarity in scripts. Additional buildings also have their own script interpreters, so their scripts (and things such as includes) are completely isolated from each other. Note that this section is skipped when reloading the building (Ctrl-R). This section should be placed at the beginning of the script file, so that the progress bar during load can be accurate. When the script is finished loading, the primary building (the one included in the main script) will be automatically cut for each child building (using the section's Cut parameters), making it easy to integrate new buildings into existing spaces with large landscapes, or even city blocks. Nesting of this section is also supported, so that if a child building also has a buildings section, it'll process it, and the parent building will be cut for each child building.
The section starts with this header:
<Buildings>

and ends with this footer:
<EndBuildings>

Parameters (all are optional):

1. ConcurrentLoads - if this is set to true, load all buildings simultaneously. Default is false, which loads each building in order.
Example: ConcurrentLoads = true

2. CutLandscape - if this is set to true, cut the Landscape mesh of buildings, discarding the area outside of the building's set boundaries. Default is true
CutLandscape = true

3. CutBuildings - if this is set to true, cut the Buildings mesh of buildings, discarding the area outside of the building's set boundaries. Default is true
CutBuildings = true

4. CutExternal - if this is set to true, cut the External mesh of buildings, discarding the area outside of the building's set boundaries. Default is false, since this may have an unnecessary performance impact
CutExternal = true

5. CutFloors - if this is set to true, cut the Floors meshes of buildings, discarding the area outside of the building's set boundaries. Default is false, since this may have an unnecessary performance impact
CutFloors = true

Commands:

1. Load - load a building, creating a new Engine Context (script interpreter and sim engine pair) for it. This command requires a building filename to be specified, and optionally allows the position to be set (which overrides the Position value in that building's Globals section), the rotation (Y axis, which is left/right) in degrees to be set, and the bounds values to be set (which also overrides the building's Bounds value). For the rotation value, if "90" is specified, the building is rotated so that it faces the right. If the value is "270" or "-90", the building faces the left. The Bounds values are used to determine the position limits of what are considered that building, where if a building has a position X value of 200, and the MinX is -100 and MaxX is 100, the global positions of 100X to 300X are "inside" that building's space (200 - 100, and 200 + 100). Subfolders are supported, so a filename of "myfolder/mybuilding.bld" will load the building file at "buildings/myfolder/mybuilding.bld".
Syntax: Load filename[, X, Y, Z, Rotation][, MinX, MinY, MinZ, MaxX, MaxY, MaxZ]
Example 1: Load Simple.bld
Example 2: Load Simple.bld, 200, 0, 200, 0
Example 3: Load Simple.bld, 200, 0, 200, 0, -100, 0, -100, 100, 0, 100
Example 4: Load myfolder/mybuilding.bld