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Author Topic: AntigOne's Project  (Read 505726 times)

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Offline tigerbuilder

Re: AntigOne's Project
« Reply #2540 on: March 02, 2017, 03:52:45 PM »
Since you are an obviously very skilled modder, I thought I would point you to the S3D files of your preferred automata. The tables that make up the model can be easily edit/paste in a spreadsheet. There you can adjust the trucks (bogies?) by bringing the X values closer to center. Perhaps eggman or someone similar knows the exact X values for RRW. I have only guessed to what looks good. I would like to know that number.

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Re: AntigOne's Project
« Reply #2540 on: March 02, 2017, 03:52:45 PM »

Re: AntigOne's Project

Offline mgb204

Re: AntigOne's Project
« Reply #2541 on: March 02, 2017, 04:21:36 PM »
Easily worked out... RRW rails are spaced 10px apart and are each roughly 3px wide. (I say roughly, some transparency is involved). If one texture (128x128px) = 16x16m, that makes that distance between them 1.25m.

The problem could be though, that scaled like this, the models don't look right. Adjusting the bogies separately can be done, but could be a tricky proposition, it really depends on the model.

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Re: AntigOne's Project
« Reply #2541 on: March 02, 2017, 04:21:36 PM »

Re: AntigOne's Project

Offline eggman121

Re: AntigOne's Project
« Reply #2542 on: March 02, 2017, 04:28:26 PM »
Hello tigerbuilder

Vester does alot of automata modding and he would have the ability too make custom bogie set for the RRW. I do agree that the current automata has the mismatch of the bogies fitting the RRW. If you have a set that you would like converted I'm sure we can sort something out  ;)

-eggman121


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Re: AntigOne's Project
« Reply #2542 on: March 02, 2017, 04:28:26 PM »

Re: AntigOne's Project

Offline Badsim

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Re: AntigOne's Project
« Reply #2543 on: March 06, 2017, 07:09:10 AM »
Hi ,

Thank you all for your comments , Ive got not enough time to spend here for individual replies but I think that any who having posted a question or an advice will find his/her reply   ;)

@Sciurus , thank you for your files , but bad timing , unfortunately   ::) your BATs would deserve to be all HD , &apls  for sure Im gonna use them all for a next rural project . :) I would have a suggestion though ( for Krasner as well ) for your next releases : a version with black roofs so they could match with Vnaoneds village set @Missvanleider , while were speaking about Vnaoneds BATs , his work is stamped VIP Team , the decision to upload them as a BAT prop pack is in Girafes hands . Already requested by me , I sent him the MODed pack 3 months ago and I can only insist to him to do it

Ive opened 4 various main projects since last October ; Port-Royal , a texturing studio ( with a promised upload ) , MMPs MODing with 700 props extracted from automata ( half finished ) and some works about RRW and ,  like if it wasnt enough , Ive opened these last days a fifth project : a Terrain MOD . None of them is finished and Ive got from now only 3 weeks before to stop any SC4 activity until the end of September , thats hard for me but cest la vie , at least this is mine . So this probably is  the last update of this MD for the 6 next months : Im gonna spend the remaining time to re-index my textures and upload them .  :-[

So , Pixelrage has reawakened another dragon   ;D what has happened to my  hybrid Terrain MOD  ? Well , nothing . :P  At that time I was just able to copy/paste FSH files  from a MOD ( MAXIS terrain Mod revisited by Pegasus )  to another ( Pyrenean Terrain Mod from Orange ) but since , Ive developed my texturing abilities and discovered a fabulous tool : GoFSH . Ive got still many things to improve ( corrections with some overscaled textures , tiling problems with some zoom levels and a general look too green for my taste  :-\ ) but here the first results , clickable full sizes :

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It will be a Terrain MOD dedicated to mountainous environment ( nothing revolutionary for flat lands ) . Ive used the PTM MODing from Orange as basis but almost all textures are going to be replaced with 1024x1024 FSHs this is still at prototype stage and Im waiting for your suggestions here . Most probably my first work when Ill come back . ;)

After a dozen of texturing tests , this is my final RRW Reskin version :

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If you like it , better than to upload and download heavy files , download directely  these two pictures , convert them to .bmp ( I wonder  why Imageshack dont let me upload it as .bmp ?   ()what() $%Grinno$% ) thats all what youll need once the RRW Reskin automation will be publicly released :

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Ballast.

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Sleepers.

Waiting for eggmans fabulous catenaries release ( I know hes overwhelmed by various MODing tasks and that its not his priority so Im not sure they will one day see the light   :'( ) , Ive created 2 MMPs ( available at the end of this post ) with Citymaxs ones . Better than nothing ( Plunderes ones and corresponding MOD are outdated ) as Citymax has had the good idea to release an offset version of them all , with the grid ON to see free adjacent tiles and a lot of patience  ;D , its perfectly possible to make a decent railways electrification even  along curves and puzzle pieces . Both set have ortho , 22.5 , 45 and 67.5 angled catenaries , each model repeated 4 times and a ghost piece at the end for more flexibility . Reminder for those uploding these two MMPs ; you need to download Citymax rail props pack THERE   ( Click on  Tlcharger  button )

Last point , for tigerbuiler and all others worried by trains automata driving out of the rails ; this is what I did using SC4ModelTweaker , resize all S3D files of your favorite trains automata with a 0.95 factor , then ( it cant be done at the same time ) correct the X value with -0.2 value as following :

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Not absolutely perfect but a good compromise , even if you have a fixation for that kind of details ( otherwise we should reduce more S3D files and I would not recommend it , thats already "at a push" for visual scale consistency ) .

Finally  , for Antoine : Im very fond of your latest Corail train you sent me for testing   &apls , so familiar as I took them so many often . ;) The end car has a problem though , it doest take curves properly as you can see on that last picture :

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Found it strange as I thought that only freight trains has a particular end carriage ...  &Thk/(


Greetings. ;)

C.

                                                                 



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Re: AntigOne's Project
« Reply #2543 on: March 06, 2017, 07:09:10 AM »

Re: AntigOne's Project

Offline vester

Re: AntigOne's Project
« Reply #2544 on: March 06, 2017, 08:18:16 AM »
Stunning work (as always)  :thumbsup:


I think that problem you see in the last picture is due to the length of car is a bit longer than the game like.

Will check my pm's when I get home and reedit this post. Think I have a PM from Rivit about it.

Rivit wrote:  As far as I have been able to determine 24m is the longest without getting into problems.
« Last Edit: May 12, 2017, 01:51:29 PM by vester »

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Re: AntigOne's Project
« Reply #2544 on: March 06, 2017, 08:18:16 AM »

Re: AntigOne's Project

Offline Simmer2

Re: AntigOne's Project
« Reply #2545 on: March 06, 2017, 11:54:52 AM »
Oh boy! &apls
________________________________________________________________________________

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Re: AntigOne's Project
« Reply #2545 on: March 06, 2017, 11:54:52 AM »

Re: AntigOne's Project

Offline kbieniu7

Re: AntigOne's Project
« Reply #2546 on: March 06, 2017, 12:17:30 PM »
Wow! The terrain textures looks great. If it was issued, maybe I'd even thought about changing my old terrain mod ?$%#Ninj2

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Re: AntigOne's Project
« Reply #2546 on: March 06, 2017, 12:17:30 PM »

Re: AntigOne's Project

Offline Krasner

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Re: AntigOne's Project
« Reply #2547 on: March 06, 2017, 12:23:58 PM »
Oh my god  :o Great, great work on the rocky terrain, on the RRW re-skin as well  &apls &apls &apls

To congrat Girafe as well, his corail train showed here is a great achievement  :thumbsup: Exactly the same, I realize, that the ones which drive along the sadly crippled, slowly disappearing Intercits lines. On the Lyon-Nantes line, through the Massif Central mountains for example  ::)

To respond about the black slates roofing suggestion, I can totally consider to make alternative versions for some models - the smaller ones, which have a neutral-enough architecture to seem like it's from Bretagne just by switching the roof texture. I have small houses in the making which could come along that quite easily, it will be something to discuss in the future. I already made a breton-like version of my railroad crossing keeper house, which is visible in my BAT thread. It is supposed to be part of the railroad pack I prepare with Sciurus, but I think I can send them to you sooner if you want to work with it  :)
« Last Edit: March 06, 2017, 12:39:40 PM by Krasner »
ANARCHIST !!

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Re: AntigOne's Project
« Reply #2547 on: March 06, 2017, 12:23:58 PM »

Re: AntigOne's Project

Offline _Michael

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Re: AntigOne's Project
« Reply #2548 on: March 06, 2017, 04:00:29 PM »
Boy that is one nice terrain mod. And those MMPs look great! I'll get downloading...

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Re: AntigOne's Project
« Reply #2548 on: March 06, 2017, 04:00:29 PM »

Re: AntigOne's Project

Offline eggman121

Re: AntigOne's Project
« Reply #2549 on: March 07, 2017, 04:23:48 AM »
Quote
Waiting for eggmans fabulous catenaries release ( I know hes overwhelmed by various MODing tasks and that its not his priority so Im not sure they will one day see the light

When they arrive they will be on a top secret project the NAM team is working on  $%#Ninj2

It is more the wires I am concerned about but I have found a very neat solution.

Armed with FreeCAD and Cogeo's SC4 Model Tweaker I have been able too make wires with a set base by scaling and rotating a specific wire once copied too a new instance.

The wires are simple enought to be True 3D models instead of isometric BATs which can prove quite hard to batch export since everything has to be correct calculation wise.

If they do eventuate on the RRW it will be FlexTrack only! That is because the Puzzle pieces are too abstract to put wires on. That is what led me into FlexTrack in the first place!

Aside from that, I do want wires. Timewise however, it is hard to fit the time in. I will see what I can do!

-eggman121

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Re: AntigOne's Project
« Reply #2549 on: March 07, 2017, 04:23:48 AM »

Re: AntigOne's Project

Offline Nanami

Re: AntigOne's Project
« Reply #2550 on: March 09, 2017, 09:40:28 AM »
thats really cool addition toward the RRW reskin project... also that mmp will be really usefull even with me who not yet using RRW (waiting for the eggman's awesome catenary first ;) ).

Not forget the terrain mod is awesome as well!  :thumbsup:

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Re: AntigOne's Project
« Reply #2550 on: March 09, 2017, 09:40:28 AM »

Re: AntigOne's Project

Offline art128

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Re: AntigOne's Project
« Reply #2551 on: March 11, 2017, 03:19:57 AM »
These new tracks look awesome!

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Re: AntigOne's Project
« Reply #2551 on: March 11, 2017, 03:19:57 AM »

Re: AntigOne's Project

Offline Mikey Knox

Re: AntigOne's Project
« Reply #2552 on: May 12, 2017, 12:20:32 PM »
What Terrain Textures are you using, they look very nice  :thumbsup:


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Re: AntigOne's Project
« Reply #2552 on: May 12, 2017, 12:20:32 PM »

Re: AntigOne's Project

Offline noahclem

Re: AntigOne's Project
« Reply #2553 on: May 12, 2017, 12:41:18 PM »
That's some real impressive work with the terrain mod  &apls  I've enjoyed dabbling in that but it's quite difficult work, especially to do an entire set. Tiling and scaling are big headaches and just getting things to show up where you hope for is tricky. Those "moisture" values are so odd. The one I tried from the ground up (besides the .ini and terrain properties files) achieved some things I hoped for but never got close to something worth releasing. I do still use a fairly highly modified version of gobias' terrain mods though, and have had ambitions lately of improving on it. In any case, best of luck with what you're doing there and what you've accomplished so far is really something.

Your RRW textures really turned out excellent--think I'll be giving them a try ;) And I can't believe you got MMP catenaries to behave so well! Always a pleasure to see what you've been up to here  :thumbsup:

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Re: AntigOne's Project
« Reply #2553 on: May 12, 2017, 12:41:18 PM »

 


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