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SAM - Street Addon Mod

Started by jplumbley, June 25, 2007, 11:05:11 AM

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jplumbley

#100
Quote from: Diggis on July 18, 2007, 11:01:34 PM
Very nice.  On the note of making them Ped only, does that mean you can make the Ped mall draggable? 

Yes. 

Any.... I mean ANY texture can be dragged.  Any texture can be given paths.  If I wanted I could rotate the street texture 90 degrees and remove the car paths and put monorail paths on it if I wanted.  What the texture looks like means nothing, what paths are used dont mean much.  What makes this work is the RULs, if you have the texture rotated the wrong way or the wrong paths lined up together, your new "network" wont work.  You can do anything with anything, you just need to do it right.....  If ya know what I mean.
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Street Addon Mod - SAM

Diggis

yeah, sounds great, not sure the rotating the street and putting the monorail thing on works though.  :P

Are you needing any help.  Not sure what I can do, but am willing to learn.  Can use photoshop, and have a technical mind, so might be able to figure out some other stuff.

Andreas

Draggable ped-malls would be a great addition to the NAM indeed, although the puzzle pieces aren't that bad in this case (it's unlikely that a city will have ped-malls which extend over several blocks). The draggable park paths look very nice as well, and I could envision low or medium density housing areas for them. And the draggable parking lots could be useful for commercial areas as back alleys and stuff like this. Great work on this project so far, Jason! :)
Andreas

jplumbley

#103
@Memo

Alex was looking at my RUL setup for the SAM puzzle piece test I made.  But he has been away and I would like to get a working puzzle piece.

I have made a mistake somewhere.  I dont know where, do you mind taking a look at it and telling me what I missed?

This is the 0x10000000:

[HighwayIntersectionInfo_0x00006140]
;Added by jplumbley 10/07/07.
;PEGs Gravel Streets Straight Puzzle Piece - drag
Piece = 0.0, 0.0, 0, 0, 0x5e5ff406
PreviewEffect = preview_PEGs_Gravel___001

0x10000000

CellLayout =.......
CellLayout =...Z<..
CellLayout =...a...
CellLayout =...^...

CheckType = Z - street: 0x02000200
CheckType = a - street: 0x02000200 street: 0x00010100, 0xffffffff

ConsLayout =........
ConsLayout =...+...<
ConsLayout =........
ConsLayout =...^....

AutoTileBase=    0x5e5ff400
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5e5ff406
Costs      = 8
[HighwayIntersectionInfo_0x00006141]
CopyFrom    = 0x6140
Rotate        = 1
[HighwayIntersectionInfo_0x00006142]
CopyFrom    = 0x6140
Rotate        = 2
[HighwayIntersectionInfo_0x00006143]
CopyFrom    = 0x6140
Rotate        = 3
;rotation clones
[HighwayIntersectionInfo_0x00006144]
CopyFrom    = 0x6140
[HighwayIntersectionInfo_0x00006145]
CopyFrom    = 0x6141
[HighwayIntersectionInfo_0x00006146]
CopyFrom    = 0x6142
[HighwayIntersectionInfo_0x00006147]
CopyFrom    = 0x6143

I have gotten the piece added to the Ped Malls for a test, its there, but it is showing up as "Unsuitable are to build network" when I reach it in the TAB ring.

This is what I have written in 0x10000001:

;PEGs Gravel
Type1=0x00020002,0x00020002,0x5e54b400,3,0
Type2=0x02000200,0x02000200,0x5e54b400,0,0
Type3=0x00020002,0x00020002,0x5e54b400,1,0
Type4=0x02000200,0x02000200,0x5e54b400,2,0

0x5e54b400 is the IID of the straight texture IID. 
0x5e5ff400 is the IID of the puzzle piece I am using.
I have not changed the SC4Path file yet, is this required for the piece to be ploppable?

Attached is the file with the puzzle piece in it.
"You learn something new everyday."

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Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM

freedo50

Great work jp, just make sure that the draggable parking lots wont be used as a shortcut by all the traffic in the city  :D

Fred

RippleJet

Quote from: Andreas on July 19, 2007, 02:38:08 AM
Draggable ped-malls would be a great addition to the NAM indeed, although the puzzle pieces aren't that bad in this case (it's unlikely that a city will have ped-malls which extend over several blocks).

I would love draggable ped-malls. I usually build more than half of my city networks to be pedestrian streets or ped-malls (no car access to any commercials or industrials).


Quote from: freedo50 on July 19, 2007, 11:08:29 AM
just make sure that the draggable parking lots wont be used as a shortcut by all the traffic in the city  :D

Since they are streets, which is the network having the lowest traffic speed, I can't see why (even the most stupid) sims would take shortcuts across the parkings. $%Grinno$%

jplumbley

Quote from: freedo50 on July 19, 2007, 11:08:29 AM
Great work jp, just make sure that the draggable parking lots wont be used as a shortcut by all the traffic in the city  :D

Fred

I have nothing to do with how much the sims will use the parking lots.  It depends on how you lay them out.  The parking lots are based off of the Street network so they have the lowest speed of all the networks.  But, you know as I do sims still use streets as shortcuts for no apparent reason.
"You learn something new everyday."

http://img517.imageshack.us/img517/169/nhpjplumbleykv3.gif
Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM

freedo50

Is there any chan ce that you could set a really low capacity for the starter pieces, which would then stop this happening?

Fred

Swamper77

#108
Sorry Freedo, but that cannot be done. Any dragged or plopped network gets its settings from the base network, in this case the street network. If we had access to the EXE, we could potentially make such changes by defining new networks, but EA won't allow that.

-Jan
You can call me Jan, if you want to.
Pagan and Proud!

Glenni

Anyway, speaking of the two more fence props you wanted... did you want them with the shape and such , or a different kind like pickets? &mmm

JosefBrisko135

Wow this is looking great!
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jplumbley

Quote from: Glenni on July 19, 2007, 04:19:39 PM
Anyway, speaking of the two more fence props you wanted... did you want them with the shape and such , or a different kind like pickets? &mmm

Hi Glenni.  I would like them to be the same style.  Just 2 more broken versions to give a better variety when I make them into a prop family.
"You learn something new everyday."

http://img517.imageshack.us/img517/169/nhpjplumbleykv3.gif
Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM

Glenni

Allright, done, ;) would you like some pics, or isn't it needed?

jplumbley

Pics arent all that required, but if you can make one with all four in 4 quadrants that would be fine if others would liek to see it.
"You learn something new everyday."

http://img517.imageshack.us/img517/169/nhpjplumbleykv3.gif
Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM

memo

@jplumbley: OK, I will look for the mistakes and try to point them out to you.

Quote from: jplumbley on July 19, 2007, 09:22:18 AM
PreviewEffect = preview_PEGs_Gravel___001

0x10000000

CellLayout =.......

Firstly, that line "0x10000000" seems to be wrong and has to be deleted.

Quote from: jplumbley on July 19, 2007, 09:22:18 AM
CheckType = a - street: 0x02000200 street: 0x00010100, 0xffffffff

This line would mean that there is an intersection between a street and another street, which isn't possible. These intersections always have to be ones between two different networks.
This particular part of the puzzle piece has to be a special intersection (Alex called them false intersections, so I'll do, too), which usually isn't and cannot be built in game. The only way to build it is to plop it via puzzle pieces. So if you changed the second "street" to "road", you would have such a false intersection.

Quote from: jplumbley on July 19, 2007, 09:22:18 AM
This is what I have written in 0x10000001:

;PEGs Gravel
Type1=0x00020002,0x00020002,0x5e54b400,3,0
Type2=0x02000200,0x02000200,0x5e54b400,0,0
Type3=0x00020002,0x00020002,0x5e54b400,1,0
Type4=0x02000200,0x02000200,0x5e54b400,2,0

This part enables the false intersection to be built. It links the network layout to textures and paths. I wonder where you have put these lines of Rules, since there isn't a section called [StreetStreetIntersectionSolutions] in 0x10000001. You have to place these Ruls at the end of the section [RoadStreetIntersectionSolutions].
However, you still have to change these Rules because they don't create the false intersection you want. The Rules you have written create an intersection between orthogonal road and orthogonal street, which both run in the same direction. I'm not sure, but probably, this is impossible.
I would change them to this:

;PEGs Gravel
Type1=0x01010000,0x00020002,0x5e54b400,3,0
Type2=0x01000001,0x02000200,0x5e54b400,0,0
Type3=0x00000101,0x00020002,0x5e54b400,1,0
Type4=0x00010100,0x02000200,0x5e54b400,2,0

As you see, this creates the same intersection as the false intersection used for your puzzle piece.


I also had a look at your puzzle piece file and I wonder why there are three Effect Directory files and so many s3d-models. I think you can delete two of the Eff Dirs and you only need six models (0-5), the others can be deleted, too. Furthermore, I noticed that you didn't change the values of the exemplar file (so instead of your models, other models would appear) and you didn't change the values of the Effect Directory either. I have given a very brief instruction on how to modify Effect Directory files here: http://sc4devotion.com/forums/index.php?topic=714.msg21849#msg21849 You may also read redlotus' interchange tutorial for more information on creating puzzle pieces.

jplumbley

Hey Memo, thanks for the help!  I am a step closer to getting this to work now.  The puzzle piece is plopping now.  But, I cannot drag from it and I am still having trouble with the Effect Directory.  When I edit the preview and I save the file it reverts back to the original preview name.  I dont have alot of time to look at it right now, so I will play around more later and try to keep working on it.
"You learn something new everyday."

http://img517.imageshack.us/img517/169/nhpjplumbleykv3.gif
Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM

hconline

Do you plan to release the attachment on the LEX?
Life is like a butterfly, ephemeral, yet beautiful beyond belief. -Me

jplumbley

Quote from: hconline on July 21, 2007, 11:32:50 AM
Do you plan to release the attachment on the LEX?

Yes.  Eventually this will be part of the NAM.  I will release a Beta Release when I have the first puzzle pieces ready.  At the moment there will be 4 different texture sets ready, we will see if any others will be added.  None of the sets will have any props on them for the beta release.  Props will be added later when I have the intial setup ready.  There is no timeframe setup for releases and I will not give exact dates.

Candidates for first Beta Release:

Herringbone Brick Streets
Cobblestone Streets
Parking Lots
PEGs Gravel Streets

Possible additions depending on advancements:

Josefmayor and ScruffyDeluxe's Brick Streets - textures need to be converted for compatability with Sidewalk Mods
BSC Park Paths - Paths need to be finished intersections with other networks need to be created and RULed

Other texture sets in the "todo" list:

PEGs Dirt Roads
Torolcas Dirt Streets

Other netowrk texture sets in the "todo" list:

Possibly single lane One Way Roads
Northcountrydude's Rail Textures (if he will let me)
The japanese Rail texture set (I think it was done by NOB but I may be wrong)
HSRP (make it a optional Monorail override rather than overwriting the Monorail, maybe someone else will get there first)

This project is going to continue for a long time.  Luckily Diggis has offered help, thank you Diggis.  Glenni is doing a great job helping out with props for the networks, I hope to see some more great stuff out of him soon, thank you Glenni.
"You learn something new everyday."

http://img517.imageshack.us/img517/169/nhpjplumbleykv3.gif
Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM

memo

So did you get the puzzle pieces working by now? If not, you may send them to me or upload them as attachment, so that I can look for the problems again.

Glenni

#119


Here's basically 3 fence props, and two chainlink fence props lined up, need more variations? I don't mind doing em. :thumbsup:

Also i found some textures from half life 2 that could be potentially good textures.  ;)


(The two fences to the right are the newest ones.

Here's a small cobblestone texture i edited, it was basically 2 texture originally from the game half life 2, i have no idea how to do further expand this texture   though like making textures for  turns, intersections, t-intersections or whatever. :(

added a small preview render in 3dsmax too.