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SAM - Street Addon Mod

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

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ShultzCity

I'd LOVE this set to be included in the SAM: http://www.simtropolis.com/stex/details.cfm?id=11613

If it is not a possibility (I understand if it isn't) - will it work with the SAM? If so, is there anything extra I need to do?

Cheers, Jacob :)
I'd love it if you could check out my photography! Click on of the links below:
http://www.jacobshultz.com.au
http://www.flickr.com/photos/jshultzphotography/

Diggis

To add those to the SAM you would need to obtain permission from the creator. I'm not sure if they are around still.

You could download the SAM creation set from the LEX and create something similar yourself.  Even if you did use the originals you'll still need to add a lot more pieces such as diagonals that weren't in the game at the time that was created.  When we did the original sets we found it was easier to start from scratch and all the textures in those sets are new even where it's someone else's set originally.

joelyboy911

Is rivitoz, perhaps the same person as rivit (who lives in oz?). If it is (which seems likely) I'm sure he wouldn't object to having the textures used.

(to clarify: rivit is active in the community currently)
SimCity Aviation Group
I miss you, Adrian

ShultzCity

#1243
Thanks Diggis and Joel. Diggis - so I could create a set just for myself personally?

Joel, that seems logical. I might see if I can contact him. Does anyone know of any tutorials to create transit texture (diagonals, etc.)

Edit: Just looked at the creation set, and it looks like it includes tutorials. What are the 16 textures that are included for?
I'd love it if you could check out my photography! Click on of the links below:
http://www.jacobshultz.com.au
http://www.flickr.com/photos/jshultzphotography/

Diggis

There should be more than 16 textures in there, but it's been a while and I can't remember what I did so I could be wrong.  They are guide lines to allow the SAM sets to join into the original ones, to save you having to find the originals in the game files.

As for creating your own... Yup, pretty much.  If someone can do a full set up and is happy, I should be able to get it added into the SAM as another option.  So far many people have started but no one has finished one.

ShultzCity

Awesome, I think I'll be having a go once I contact Rivit. Cheers :)
I'd love it if you could check out my photography! Click on of the links below:
http://www.jacobshultz.com.au
http://www.flickr.com/photos/jshultzphotography/

noahclem

The SAM is great! Thanks everyone who contributed and happens to be reading this :)

I was wondering if it is possible to replace the loathsome default Maxis streets with Hableurg's asphalt streets automatically (without the use of SAM starter pieces) and be able to use SAM starter pieces for the other networks. Any tips would be much appreciated!

A question about the posts above: have any of the people that started made substantial progress on other textures? If any exist that have basic straight pieces and a couple basic intersections but lack "diagonal s-curve under 30m elevated rail" than maybe an unfinished release would be better than none at all. Has anyone done anything with the streets in front of Ill Tonkso's more recent incarnation of St Pancras station?

http://www.simtropolis.com/stex/details.cfm?id=15467

I'm not particularly experienced in this type of thing but do have a massive surplus of time at the moment, being stranded in the middle of nowhere in a foreign country waiting for the business I came here to work for to open, so I might be able to help.

Thanks for your time!

Diggis

Noahclem,  To replace the default streets with the ones you want you'll have to reIID ever piece to match the original texture.  Not hard work, just tedious.

I'm not sure if anyone got far enough to make a set worth a release. At the very least it would need all the straight pieces and road intersections and I don't think anyone got there.

wes.janson

Quote from: Diggis on April 27, 2010, 07:19:09 AM
I'm not sure if anyone got far enough to make a set worth a release. At the very least it would need all the straight pieces and road intersections and I don't think anyone got there.

Except for most of the transition textures (I've only done the straight ones), and some minor tweaking my set is almost complete.


Henrik Sedin: 82gp 29g 83a 112p - 2009/2010 Art Ross/Hart Trophy winner!

Diggis

Quote from: wes.janson on April 27, 2010, 08:48:03 AM
Except for most of the transition textures (I've only done the straight ones), and some minor tweaking my set is almost complete.

Great!  Once you get the transitions done up (not much use in it if you can't join it to anything :P) let me know and I'll see what needs to be done to get it included in the SAM download.

wes.janson

Quote from: Diggis on April 27, 2010, 09:12:30 AM
Great!  Once you get the transitions done up (not much use in it if you can't join it to anything :P) let me know and I'll see what needs to be done to get it included in the SAM download.

No worries.. It's only the half dozen odd transitions that I never use myself (The weird curvy ones). All the standard/intersections/diagonals are done.


Henrik Sedin: 82gp 29g 83a 112p - 2009/2010 Art Ross/Hart Trophy winner!

ShultzCity

Just awaiting a reply now from Rivit. I have read through the SAM .pdf on how to do it - I am liking what I'm reading! Not to difficult...

I'm thinking of making the straight to diagonal transition a bit longer (more like a wide radius curve piece) without making a puzzle piece. Am I correct in understanding that I would need to redo the alpha maps for the curves?
I'd love it if you could check out my photography! Click on of the links below:
http://www.jacobshultz.com.au
http://www.flickr.com/photos/jshultzphotography/

noahclem

Thanks for the reply Diggis! I'll see what I can figure out with those IIDs. I'd like to mess with the highway textures (and paths) down the road so it will be great to learn some real basic stuff first.

Those streets are looking great wes,janson, looking forward to their release!

ShultzCity

What file type should I be saving the textures as? At the moment I am saving them as png's - is this correct? How do I name them? I have read how to IID, but I'm not sure whether I should be replacing an existing SAM set or should I be creating a new one. If I need to overwrite an existing one, I'd like to replace the parking textures. Would this be 'A'? If not, should I use the letter that comes after the last SAM set? ('G' I think?)

Jacob.
I'd love it if you could check out my photography! Click on of the links below:
http://www.jacobshultz.com.au
http://www.flickr.com/photos/jshultzphotography/

superhands

Hex is only up to 16- that being F. ;D :D
Png is the best format as jpeg reduces the quality. Jpeg alters the pixels with out making it to noticeable to the human eye.

the best and easiest way to name them is by the ID. (later this becomes handy in sc4tool as you can copy/paste the id into the sc4tool texture creator id panel- remember letters need to be in capitals (or the other way round)as the tool goes bannas on the id entry)

so:
5e5**x00   x = the set  ** refers to the texture id.

overriding the parking textures is the way to go as then you can test them. By all means grab Reader (if not already) then you can really see whats going on between your dat and the sam parking texture dat.

-Dave

ShultzCity

Ahh I see, didn't realise it ran of the hex system. OK, thats what I though re file types.

So if I check the parking textures in the Reader, I'll find out there ID, and I can use that in my own textures IID's?
I'd love it if you could check out my photography! Click on of the links below:
http://www.jacobshultz.com.au
http://www.flickr.com/photos/jshultzphotography/

Diggis

You can't replace the parking texture with a full set, as it's not a full set itself.  And it's one of my favourites ;)  (attached to a post somewhere here is a T21 file for it which will put cars and trees in your parking bays(at least I think I attached it))

ultimatly I would like to make this an additional texture, but for now, replace one of the other sets for testing and I'll talk to the geniuses in NAM about adding another set to the list.

The sets are numbered so the parking set is 1 I believe and then up to 9, then A-F and I guess maybe 0 after that.  (we didn't get that far)

ShultzCity

OK, I might just test one of the other sets that are complete. Easier that way ;)
I'd love it if you could check out my photography! Click on of the links below:
http://www.jacobshultz.com.au
http://www.flickr.com/photos/jshultzphotography/

ShultzCity

Just started doing road intersections - do I need to do something different for Euro textures?
I'd love it if you could check out my photography! Click on of the links below:
http://www.jacobshultz.com.au
http://www.flickr.com/photos/jshultzphotography/

Diggis

Quote from: ShultzCity on April 29, 2010, 02:44:05 AM
Just started doing road intersections - do I need to do something different for Euro textures?

Yes, but for now I would just go with getting the default set done.  Once they work we can talk about changing the necessary textures to sit with the Euro set.