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Making Models for Transit Networks: Some General Specifications

Started by Tarkus, February 22, 2008, 05:33:12 PM

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mtg

I think I have RUL2 and flipping textures under control now  ;D



Now let's get into the more difficult stuff
HEMIS over EMIS over RHW4
I think first one will have diagonal RHW4 with orthogonal EMIS and HEMIS.
Or am I pushing it to much now?
Questions about it, witch FSH crossing should I use in the RUL2

MandelSoft

I think you are missing quite a lot overpasses. Maybe you should try HEMIS over ERHW-4, Monorail, El-rail, GLR, Maxis Highway (both ground and elevated), Avenue and OWR.
Lurk mode: ACTIVE

mtg

I guess your right, most of them will involve the same trick wouldn't they? except for the ERHW4 and EMIS passings they would involve creating a new model.

-edit- I'm rushing stuff again, one step at a time! ;)

mtg

hmm, some questions, How does the game know witch way the OWR goes when I drag RHW2 over it?
For elevated rail, monorail, and Highways(maxis) Do I use a plane with the texture or do I have to make a model?

mtg



mtg

I already thought so   :)
but I still don't know how the OWR works. I could just copy the existing RUL for the EMIS and just chance the numbers to revere them to HEMIS, but I rather write it myself and know how it works!  ;)

mtg

QuoteMaking the el-rail, monorail and highway models should be the same as the way you made the HEMIS over EMIS

hmm easier said than done. HEMIS over EMIS was quite easy since I already had the models to export from MAX. Where can I find the models of the Maxis stuff? I've been browsing trough SimCity_1 .dat but there's so much stuff, It would take me ages to get the right models. There must be an easier way.........

Jonathan

The OWR is exactly the same as road, street, rail etc.
All the directional stuff is done in the Paths.

The straight tile for the networks are: (you can find this out by looking in the texture viewer in the reader)
El-Rail: 08031500-4
Monorail: 0D031500 (note there is only the IID ending in 0)

For each network:
Take The highest zoom S3D (ends in 4 for El-rail but ends in 0 for monorail)
Right click it and select save decoded file (remember the filename)
Make a copy of your straight HEMIS.
Give this the IID of the underpass you are making.
In the S3D pane click Add S3D, and browse to the file you saved above.
This will combine the 2 S3Ds.
Make the neccesary exemplar etc.

Jonathan

mtg

QuoteThe straight tile for the networks are: (you can find this out by looking in the texture viewer in the reader)
El-Rail: 08031500-4
Monorail: 0D031500 (note there is only the IID ending in 0)

ahh I thought the texture viewer just showed the textures IID's not the IID's of the models, I wonder how I could have made that mistake  :D Thanks again Jonathan  :thumbsup:


mtg

QuoteIt shows the textures of the previews which must be the same IID as the model.

So it is a little bit of a coincidence.

Now I really wonder how I missed that  &ops I know that..... when I read back a few pages
allot of info was kicking my brain the last few months, so I have to read back  "$Deal"$ sometimes. maybe I should do that more often, anyway thanks for bringing that again to my attention!  :thumbsup:

mtg

Hmm, I have some trouble with the elevated light rail overpass, everything works perfect except one texture doesn't show in game and it doesn't show in the reader?

 



mtg

Got it had to flip the plane! I was a bit confused that it didn't show in the reader!  ;D

mtg

I'm working on the opposite ramp, but I have some issues, for a start the preview model isn't showing and the stubs are wrong? I've updated the files on the NAM associated forum so you can check it out!


mtg

Hmm, I used the same starterpiece as I used on the other ramp should I make a new one for this one??

Tarkus

Quote from: mtg on April 02, 2010, 12:36:42 PM
Hmm, I used the same starterpiece as I used on the other ramp should I make a new one for this one??

You don't need to.  The trick is to rotate the starter 180 degrees by changing the CheckType on the "false intersection". 

For example, if the cross network is set to 0x00010100 in your current rotation, 180 degrees away would be 0x01000001.  To rotate clockwise, just move each bit flag (two-digits) one position over to the right (0x00010100 becoming 0x00000101), and vice-versa for counter-clockwise (0x00010100 -> 0x01010000).

-Alex

mtg

I had this,

CheckType = a - Dirtroad: 0x02000200
CheckType = c - dirtroad: 0x02000200 onewayroad: 0x00010100, 0xffffffff optional
CheckType = b - Monorail: 0x00010100 dirtroad: 0x02000200, 0xffffffff optional

and chanced it to this

CheckType = a - Dirtroad: 0x02000200
CheckType = c - dirtroad: 0x02000200 onewayroad: 0x00000101, 0xffffffff optional
CheckType = b - Monorail: 0x00000101 dirtroad: 0x02000200, 0xffffffff optional

But now i've got a red arrow!?

Tarkus

Quote from: mtg on April 02, 2010, 11:33:47 PM
I had this,

CheckType = a - Dirtroad: 0x02000200
CheckType = c - dirtroad: 0x02000200 onewayroad: 0x00010100, 0xffffffff optional
CheckType = b - Monorail: 0x00010100 dirtroad: 0x02000200, 0xffffffff optional

and chanced it to this

CheckType = a - Dirtroad: 0x02000200
CheckType = c - dirtroad: 0x02000200 onewayroad: 0x00000101, 0xffffffff optional
CheckType = b - Monorail: 0x00000101 dirtroad: 0x02000200, 0xffffffff optional

But now i've got a red arrow!?

It looks like you only rotated it 90 degrees rather than 180.

Try this instead:

CheckType = a - dirtroad: 0x02000200
CheckType = c - dirtroad: 0x02000200 onewayroad: 0x01000001, 0xffffffff optional
CheckType = b - Monorail: 0x01000001 dirtroad: 0x02000200, 0xffffffff optional

That should do the trick.

-Alex