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SAM - Street Addon Mod

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

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ShultzCity

Thanks Diggis. I have done the standard set, 4 way intersection, and avenue intersections, as well as the diagonal texture. I'll probably try and get this working in SC4 and looking right before I spend my time on the other 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/

ShultzCity

Initial tests of a straight piece:



What do you think?
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

Nice!  Good start.  look forward to seeing more.

jdenm8

#1263
I'm currently collaborating with CSGdesign to produce a SAM replacement set based on his dirt track park lots.
I've got about a third of the textures done but I'm a bit confused as to what I actually do with them and the Alphas.

I would like for them to override Trocla's dirt streets (I prefer Peg's dirt street to Trocla's one).

These would be for very low use routes that still require access and I thought SAM would be ideal for that.

I have most of the modding tools installed on my laptop (well, the ones that work in Windows Vista).

The textures do need re-aligning a little, I know that.

Samples:



"We're making SimCity, not some dopey casual game." -Ocean Quigley

Diggis

Hey, good start.  A couple of things to note here:

1) the texture you have looks like it's supposed to be one way. (as in there are only 1 set of tyre tracks)  because of the pathing on the SAM the cars won't go over the tracks you have and will go either side as per normal.

2) You need to turn off the kerb lines before you export.  They were put in as guides for people creating hard textures.

3) when considering the joins, they need to match when mirrored and rotated. It's hard to get perfect, but looks funny if you don't.  There should be tips in the creation set guide on how to best do this.

4) The alpha map needs to be black where you want the texture clear and white where you have colour. However, as you are doing a rural set, you probably don't want alpha maps for any but the first wealth as you won't want side walks to show up. 

woodb3kmaster

Quote from: Diggis on April 29, 2010, 01:27:01 AM(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))
Looking through all 64 pages of this thread, I can't find any such (obviously-named) attachment - unfortunate, since I'd love to get my hands on such a file. Do you still have it?

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Diggis

Quote from: woodb3kmaster on April 29, 2010, 10:58:34 AM
Looking through all 64 pages of this thread, I can't find any such (obviously-named) attachment - unfortunate, since I'd love to get my hands on such a file. Do you still have it?

Huh, sorry about that, it's possible I never released it in any form, which is weird.  I'll take a look at it and check if I used any dependencies and get it uploaded.

thingfishs

Quote from: ShultzCity on April 29, 2010, 04:55:46 AM
Initial tests of a straight piece:



What do you think?

Great idea to use this set for SAM, and I'm hoping Rivit is OK with it (Rivit's a girl not a guy btw, at least I'm pretty sure ;)). I use these as is but there are occasional conflicts with other street mods etc.; it would be great to be able to just deliberately place it in areas.

Also good luck with the tyre tracks jdenm8.

noahclem

Nice seeing all the activity around here! As a follow-up to my earlier question about Hableurg's asphalt textures, I was wondering if there are any options for wide-radius curve streets besides the original maxis. Thanks.

Tarkus

Quote from: Diggis on April 29, 2010, 01:27:01 AM
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)

Actually, it's 1-5 and 7-9 that are in use right now.  Oddly, there never ended up being a SAM Set 6, though I actually made a starter piece in for the eventual possibility 2-3 years ago (either before SAM Version 1 or 2).  The entries have actually been present but disabled in the NAM Controller the entire time, so there's one open slot ready to go.

Additionally, before Jason (jplumbley) went into retirement, he had considered the possibility of another SAM version and had asked me to make a few more starters just in case.  I made 5 then, so there's actually 6 open slots (and 14 total).  They're in the same situation as the Set 6 starter--disabled but in place and ready to go.  I think I even copied the necessary RUL Override entries over for the new sets as well--even if I didn't, that's a 5 minute job, thanks to how Jason structured the IID scheme.

Quote from: noahclem on April 29, 2010, 01:59:08 PM
Nice seeing all the activity around here! As a follow-up to my earlier question about Hableurg's asphalt textures, I was wondering if there are any options for wide-radius curve streets besides the original maxis. Thanks.

Yes, actually, there are some Wide Radius Curves for some of the SAM Sets (including the Asphalt set) in the Rural Roads Plugin that David (dedgren) did last March, which you can find here.

-Alex

ShultzCity

Cheers guys. @Thingsfishs - yes, I have checked with Rivit (hes a guy not a girl actually  :P ). I found that the intersection on his set were not exactly brilliant, so I am giving them a bit of an update while I am going.

Tarkus, that would be great. For now I'll do my testing with the herringbone textures, and after testing, we can maybe see about getting them another slot.
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/

thingfishs

yikes  :D, my apologies to Rivit... I wonder why I thought he was a she... ()what()

fafalone

Quote from: woodb3kmaster on April 29, 2010, 10:58:34 AM
Looking through all 64 pages of this thread, I can't find any such (obviously-named) attachment - unfortunate, since I'd love to get my hands on such a file. Do you still have it?

jeronij's Street Side Mod for SAM does the exact same thing you're looking for I believe.

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364

Andreas

IIRC, SAM6 was reserved for the SFBT Sand Path textures that Khiyana created back then for her park set. They are almost as wide as the streets, but unfortunately a little more narrow, so the automata paths would have to be adjusted a bit. Khiyana went MIA quite some time ago, though, so if there isn't someone picking up the texture work, I guess this ID range could be used for another SAM texture set.
Andreas

jdenm8

Quote from: Diggis on April 29, 2010, 06:17:06 AM
1) the texture you have looks like it's supposed to be one way. (as in there are only 1 set of tyre tracks)  because of the pathing on the SAM the cars won't go over the tracks you have and will go either side as per normal.

We're not too worried about that. We're going to pretend that they only drive in the middle when you're not looking  ;)

Quote from: Diggis on April 29, 2010, 06:17:06 AM
4) The alpha map needs to be black where you want the texture clear and white where you have colour. However, as you are doing a rural set, you probably don't want alpha maps for any but the first wealth as you won't want side walks to show up. 
This is what I was really confused about. I may even be able to use the alpha maps to my advantage...

I'll ask here again if I have any other questions.


"We're making SimCity, not some dopey casual game." -Ocean Quigley

Diggis

Quote from: Andreas on April 29, 2010, 03:03:14 PM
IIRC, SAM6 was reserved for the SFBT Sand Path textures that Khiyana created back then for her park set. They are almost as wide as the streets, but unfortunately a little more narrow, so the automata paths would have to be adjusted a bit. Khiyana went MIA quite some time ago, though, so if there isn't someone picking up the texture work, I guess this ID range could be used for another SAM texture set.

I was going to use the sandstone base texture to do a full street set, but didn't get to it.  I've got a few things on my plate at the moment, but it's on my list.

ShultzCity

Ran into my first problem while trying to get my second texture to work  ;D

90 degree turns have been installed correctly (as well as corresponding wealth textures):



But no luck in game:

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/

Tarkus

For some reason, I seem to recall the actual IID for the 90-degree bends for SAM sets being 0x5e590x00 . . . try that out. :)

-Alex

wes.janson

Quote from: Tarkus on April 29, 2010, 03:58:29 PM
For some reason, I seem to recall the actual IID for the 90-degree bends for SAM sets being 0x5e590x00 . . . try that out. :)

-Alex

Alex is right. 0x5e590200 (since, like me, you are overriding the herringbone texture) is the texture you need.

I found it easier to name my files with the IID in the front to make it easier to find.(I.e. 0x5e590200 -- 90 Turn.png)


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

ShultzCity

Thanks Alex, worked a treat. I'm just finding the corresponding texture from the Herringbone set and using the same ID (in this case though it wasn't the same?). Wes, I'm just naming them with the IID and without a normal name. Seems to be working for me so far :)
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/