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PathCreator

Started by sithlrd98, November 25, 2008, 06:30:19 PM

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sithlrd98

I am attempting to create a custom path for a project that I've been working on for what seems like an eternity. Although I have received help from just about the whole NAM team , I am still having problems , so I decided to give this app a try. Unfortunately , I have no idea how to use it and have forgotten exactly where on this site I got it from (can't remember thread or author and grabbed it a while back).I realize that SC4Tool can create TE , but that is not what I'm trying to achieve.I already have tried to apply the original paths to the project , but only the start and end show a path (even through rotation of the textures). I hate to let something like this get the better of me , so I really would like this to succeed.

Please help!

Jayson

Tarkus

Jayson, you can largely just get around Daeley's Path Creator by clicking points onto each grid square.  You can load reference textures in by selecting "Select Texture" under the "Path Options" menu, and you can also use the "MultiPathCreator" option to load up multiple textures to line up paths across multiple tles. 

You'll generally need to manually edit some of the path entries at the ends, as they typically need to reach +/-8 on the x- and y-coordinates to be able to exit the tile, and you can usually only click up to about +/-7.92 or so. 

Jonathan (Warrior) recently reposted Tropod's old Network Specs documentation on the Wiki, and the section on Path Files can be found here.

The numbers you see around the texture reference square are referring to the Entry/Exit coordinates--0 is West, 1 is North, 2 is East, 3 is South.  With the x-coordinates, -8 is the West Edge, +8 is the East Edge, and with the y-coordinates, -8 is the South Edge and +8 is the North Edge. 

In order for the paths to be valid in game, you'll need to make sure the first and last coordinates of each "stanza" of the path match up with the Entry/Exit points specified.  In order to change those, as well as the path name and the travel type (car, pedestrian, etc.), you'll need to go into Path Options>Edit Path and then select the path you need to change it on.  To add new paths in, you'll just need to select Path Options>Add Path. 

Hopefully, that should at least get you started . . . I really do need to write up a proper tutorial on editing Path Files using PathCreator. ;) 

-Alex (Tarkus)

sithlrd98

Thanks for that link Alex! Hopefully I'll be able to understand what I'm reading.
Quote from: Tarkus on November 25, 2008, 07:25:29 PM
I really do need to write up a proper tutorial on editing Path Files using PathCreator. ;) 
-Alex (Tarkus)
Yeah,what are you waiting for...I mean its not like your busy with any projects that are important or anything  :D

Jayson

sithlrd98

I know that I don't know what I'm doing since I still cant get this right...I'm trying to figure out how these values were determined in the first place , and why only a few seem to work here. I'm also trying to figure out how to make this "act" like a puzzle piece when plopped (showing the ave start/end texture 0x04007304 I believe). Basically , what I'm trying to achieve is , instead of T-21ing props for different situations , all that needs to be done is adding whatever in LE and have a prop laden avenue curve.

These are the values from the NAM RUL 10000000 that I have implemented into SC4Tool so that I could get rep16 values for the lot.
[HighwayIntersectionInfo_0x00009610]
;Added by Chrno 12/29/2007
Piece = 0.0, 0.0, 0, 0, 0x542BFFF0
PreviewEffect = preview_avenuelongturnpiece

CellLayout =xy..
CellLayout =ab.<
CellLayout =ab+.
CellLayout =gih.
CellLayout =+ef+
CellLayout =.dch
CellLayout =^.dz

;senw
CheckType = a - avenue: 0x02040200
CheckType = b - avenue: 0x02000204
CheckType = c - avenue: 0x01030103
CheckType = d - avenue: 0x00030100
CheckType = e - avenue: 0x01000200
CheckType = f - avenue: 0x01000100
CheckType = g - avenue: 0x00030200
CheckType = h - avenue: 0x01000003
CheckType = i - avenue: 0x02030203
CheckType = x - avenue: 0x02040000, 0xFFF954FF check
CheckType = y - avenue: 0x02000004, 0xFFF954FF check
CheckType = z - avenue: 0x00000103, 0x0000FFFF check


ConsLayout =||..
ConsLayout =||.<
ConsLayout =||X.
ConsLayout =||\.
ConsLayout =X||X
ConsLayout =.\\\
ConsLayout =^.\\

AutoTileBase= 0x542BF010
ReplacementIntersection = 0, 0
PlaceQueryID = 0x542B9540
Costs       = 570


Any Ideas?
Jayson

Blue Lightning

(Bumped as per Jayson's request)

Ok, well, heres what you want:


AB
CD
EFG
HIJ
.KLM
..N


A: 0x542BF010
B: 0x542BF110
C: 0x542BF020
D: 0x542BF120
E: 0x542BF030
F: 0x542BF130
G: 0x542BF230
H: 0x542BF040
I: 0x542BF140
J: 0x542BF240
K: 0x542BF150
J: 0x542BF250
M: 0x542BF350
N: 0x542BF0260

You MUST have the lot in the same orientation as the puzzle piece (curving down to the right)

Hope this helps,
Vince
Also known as Wahrheit

Occasionally lurks.

RHW Project

sithlrd98

#5
I already tried something similar to that , as I stated in chat, but I'm confused by your template: 14 textures are referenced. I think there are 16 that make up the whole piece and "9610" goes to Z... and doesn't show a J-N...is this correct?

I am still slightly fuzzy on how to actually manually add the path (rep 16) values in reader (as stated in chat).I've looked at a lot with paths...Marrasts underpasses , and noticed that it did have E,S,N,W values for LE included....I'm just not sure if I need to manually build a Lotconfig property with the values included in RUL 10000000 or keep trying to get SC4Tool to add a rep16 value to the lot.

Every attempt in the past to try and add values, for the individual pieces in SC4tool have ended in failure.

I'm just trying to figure out exactly how to get the paths to attach to the lot as I tried entering these values into tool:
CheckType = a - avenue: 0x[i]02040200[/i]
CheckType = b - avenue: 0x[i]02000204[/i]
CheckType = c - avenue: 0x[i]01030103[/i]
CheckType = d - avenue: 0x[i]00030100[/i]
CheckType = e - avenue: 0x[i]01000200[/i]
CheckType = f - avenue: 0x[i]01000100[/i]
CheckType = g - avenue: 0x[i]00030200[/i]
CheckType = h - avenue: 0x[i]01000003[/i]
CheckType = i - avenue: 0x[i]02030203[/i]
CheckType = x - avenue: 0x02040000, 0xFFF954FF check
CheckType = y - avenue: 0x02000004, 0xFFF954FF check
CheckType = z - avenue: 0x00000103, 0x0000FFFF check


Or these...which I can't get to work either
Example:0x542bf010


SC4PATHS
1.2
3
0
0
-- path0
1
1
1
3
0
4
-2.24,7.92,0
-2,1.44,0
-1.68,-3.12,0
-1.2,-7.92,0
-- path1
1
2
1
3
0
4
2.24,7.92,0
2.72,1.44,0
2.96,-4.16,0
3.36,-7.92,0
-- path2
2
0
1
3
0
4
-7.44,7.92,0
-7.12,0.64,0
-6.4,-5.12,0
-5.92,-7.92,0



Or am I still missing something? Also I am also going to re-do my attempts on the 90 so any clues to deciphering this would be awesome!

Jayson

Blue Lightning

Ok, well, the checktypes dont work for lots. You might have to be a little creative with the TE-ing. They don't have to completly follow the avenue itself.

The puzzle pieces don't take their paths from the RUL values; you have to manualy supply those paths. Now in your case, I have provided the path IID to each corresponding tile. The chart-thing I made does not reference to the RUL flags. Also, those "Check" lines are RUL only flags.
Also known as Wahrheit

Occasionally lurks.

RHW Project

sithlrd98

OK, I'm gonna re-try this today....hopefully I get it right!

Also can you explain how you came up with the values for your layout? The ones in the "cell Layout" don't match yours.

CellLayout =xy..
CellLayout =ab.<
CellLayout =ab+.
CellLayout =gih.
CellLayout =+ef+
CellLayout =.dch
CellLayout =^.dz           


AB 
CD
EFG
HIJ
.KLM
..N

Jayson

   

Blue Lightning

CellLayout values X, Y, and Z don't apply to lots because they are stubs, and lots are unable to have stubs (hence the check at the end of the checktypes lines for those values)

My layout differs from the celllayout lines only because a: stubs (as said above) b: values are repeated. paths are not assigned to the celllayout values. They follow their own grid layout.

...|000.100.200

000|000.100.200
010|010.110.210
020|020.120.220
030|030.130.230
040|040.140.240


My layout in the post before was simply saying that position x,y has IID z
Also known as Wahrheit

Occasionally lurks.

RHW Project

sithlrd98

I truly appreciate all your help Vince....unfortunately I'm getting the same results:



I think with the amount of time spent on this , I could have created multiple T-21 mods!

I'm attatching the lot for anyone to take a look at...I've include the textures(changed group for LE) and paths from the NetworkAddonMod_WideRadiusCurves_Avenues_Plugin.dat.

Jayson

ebina

Hi, Jayson san. Assuming that you are using SC4Tool's TE Editor, you need to edit Rep.3 to rotate or flip custom paths on lot. Rep.15 follows rotation/flip defined in Rep.3 so e.g. if Rep.3 rotates 3 times without flipping and arrow shown in the TE Editor is set to the south then arrow will face to the east finally.

Here's a result of pathing. Inner tiles are TE'd as road. Same as your picture I got red lines that tells here is dead-end on some pedestrian paths, too. I don't understand why they are there since puzzle piece version of the curve does not show that.




Attached file contains modified Lot Configuration Exemplar only, it needs to be loaded after your file.

sithlrd98

How....I must have tried a hundred different TE combination's, but either got the results I showed or either the entry piece & exit piece worked,but the middle didn't.
This is two times you've rescued me with these curves! Thank you!(Now I'll try for the 90 again!)  :)

Jayson

JoeST

Regarding the stop paths for pedestrians, would it not be easier to fill each of the blank tiles with pedmall-like paths? and have the road-y tiles just join these? rather than trying for a sidewalk-like single path. It would also benifit things at the edges of the tiles.

(I dont understand why the diagonal square has no textures?)

This is a fantastic thread, and an awesome idea Jayson, thanks :).

Joe
Copperminds and Cuddleswarms

sithlrd98

I don't know about pathing.....but to answer your question Joe: the actual puzzle piece "draws"the stubs for the start/end of the piece and those textures aren't part of the puzzle piece. I have to find that overlay again , as this was about the hundreth try, I kinda got lazy with that! :P

Jayson

JoeST

ahhh, right I get ya :D tis understandable :)

Joe
Copperminds and Cuddleswarms

sithlrd98

Ebina san....I promise not to make a habit of this , but I'm sooo close on the 90 , but am stuck!



As you can see , I know I've made a mistake , but I can't seem to get it! Would you please work your magic on this one also...I really owe you!

Jayson

ebina

I changed all tiles to be able to drag network tools over TE'd tiles. Sometimes some tiles don't apply custom paths automatically, you would need to activate paths manually then. TE'd tiles should allow dragging network tool.




sithlrd98

 &apls Again, thank you Ebina san! I will look at this and try to see where I went wrong....I also will hopefully get some screens up to show what I had in my mind for these.

Jayson