Hello there,
Today i tried to make a start with replacing the RHW2 textures (nam v3.0) with dutch (autoweg met nieuwe markering) textures. (dutch).
I installed all the programs i needed and started with the first texture. So far so good..
C:\Users\%USER%\Documents\SimCity 4\Plugins\zz_NAM\textures\nl.dat
Who wants to join me?
I cannot use FiSHman to extract the bitmap / alpha so i tried using Dolphin from NBAk2006 or something.. but with this program, i can NOT export alpha channels.
So here we go, the first problem arrived. I cant do anything, i need that alpha channel or else the sidewalks are just white in the game.
I'm a little surprised that nobody but a few are using Windows Vista. I have no idea how to make FiSHman work on Vista so my request here is: please fix it! :'(
As i can NOT find any (but one very obsolete) European texture replacement.. i toke action to make a new one.. and yet then i cant make a new one because these programs are never been updated since 2003!
How am i suppose to contribute ?
Dolphin will not extract the alpha file as a seperate image file, it will export a png with the alpha included, so you can't open it in paint(if you are) because it doesn't support alphas. (there is then a way which you can export the alpha from the png using the GIMP)
I'd use the GIMP, it's free and supports alphas also has massive improvements over paint.
There is a recent Euro textures mod here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302
Also if you do want to import textures back into the game either seperate the alpha from the png using GIMP and use the SC4Tool to create textures. or use dolphin, by clicking import(note the texture being imported must be the same size as the texture you are replacing) and thn closing without clicking save (There will then be a file called fshname.bak.fsh this is the old one so you can delete it, and the fshname.fsh will be your modified fsh)
Vista and textures don't mix at the moment, we just need someone like Wouanagaine to find time to make a new Tool (unless the X-tool has texture creation abilities) that works ;)
Hopefully I've helped
Jonathan
Thank you for your reply..
I use Photoshop is it possible in there?
I'd say yes!
For me I use dolphin (when I really need textures, else I just get others on xp to export) and I get the alphas out inside the png, so I don't know why you aren't.
Now it is out of my league and you'll need someone else to answer questions about photoshop :)
Jonathan
As far as the Euro Textures Mod , Andreas is presently working on updating it , so unless you are attempting to do the RHW , I would wait a little longer.
Jayson
Quote from: sithlrd98 on January 21, 2009, 09:44:48 AM
As far as the Euro Textures Mod , Andreas is presently working on updating it , so unless you are attempting to do the RHW , I would wait a little longer.
Jayson
Haha.. pfeeeuww.. thanks man! :-[
But i will try the RHW then,
this might be strange to ask, but is there a sort of PSD file these guys are using to texture? In photoshop u can use slices so it would be easier to design a whole bunch @ once.
Why you can't use FishMan to extract both colour and alpha? I have done this a lot of times.
First you save the textures (as .FSH) using iLive. Then you can open these in FishMan, and export the colour and alpha, preferably as .BMP or .PNG (.JPG is not recommended because of its "lossy" compression).
The only problem I have met, is that the exported image isn't of as high quality (it's somewhat distorted/blurred/pixelated). But I'm not sure which conversion causes this, BMP->FSH in FishMan, BMP->FSH in SC4Tool, or FSH->BMP ?
Quote from: cogeo on January 21, 2009, 10:46:40 AM
Why you can't use FishMan to extract both colour and alpha? I have done this a lot of times.
First you save the textures (as .FSH) using iLive. Then you can open these in FishMan, and export the colour and alpha, preferably as .BMP or .PNG (.JPG is not recommended because of its "lossy" compression).
The only problem I have met, is that the exported image isn't of as high quality (it's somewhat distorted/blurred/pixelated). But I'm not sure which conversion causes this, BMP->FSH in FishMan, BMP->FSH in SC4Tool, or FSH->BMP ?
I bet you are on Windows XP..
I'm using Vista. FishMan doesn't work on Vista.
I have used screen capture from the level 5 (usually IIDs ending in 4 or e) FSH file pic in Ilive's Reader for years. You can select the image without the alpha or the alpha by itself.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F780%2Freader09012102xt7.png&hash=aed216a94ee7396764226ece5f266c22d633c8f2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F6397%2Freader09012101vs2.png&hash=540cc7b8f9c3de7273ecbb2b547baac17cb3626f)
It can be pretty efficient, at least in Paint Shop Pro, because the crop tool setting and placement is persistent from crop to crop, and once set and positioned, you have a cookie-cutter ability to just click and save.
There's a little post-processing in your graphics program that is required using this technique, though. Because the Reader cuts off the leftmost and topmost pixel rows of the image, you wind up with a 127x127 pixel texture square. For some that are non-critical in terms of where things are, you can address this by doing a 128x128 pixel resize. For the rest (certainly all transport textures) you have to do a canvas resize to 128x128 (remember to tell the program to position the pic at the lower-right!) and then cut and paste or paint in the missing pixels. If this sounds laborious- well, different strokes for different folks, but I've probably created over 1,000 game textures to date, and never viewed this as much of a chore.
Good luck!
David
Quote from: cogeo on January 21, 2009, 10:46:40 AM
The only problem I have met, is that the exported image isn't of as high quality (it's somewhat distorted/blurred/pixelated). But I'm not sure which conversion causes this, BMP->FSH in FishMan, BMP->FSH in SC4Tool, or FSH->BMP ?
this is because FSH stores its pixel data in DXT1 or DXT3 (lossy) compression format. For most transit textures this should not be that noticable though, you should only see it on textures with very sharp color transitions.
You can read up on DXTn compression here: http://en.wikipedia.org/wiki/DXT3
To bad there is no export feature in the reader :'(
And, while making a road texture. I'm aware of the possibility in Adobe Illustrator that you can let your pattern fallow a drawn path. So this would make making corners etc much much easier to do. I'll post a update with a tutorial (maybe) if I'll be able to find this tool.
As mentioned above, I'm already working on an update of the SFBT Euro Road Textures Mod, and as far as I know, Shadow Aasassin also wants to do an upgrade of his RHW Euro textures. :)
I'm reasonably certain that Shadow Assassin is still working on his textures for RHW v.3 - he mentioned it in the ST Live Chat recently(ish)
Okay, but i still want to change the RHW-2 to my local 'provincial road', But i have this as a problem, it says its a invalid ID i gave, but as you can see.. it is Not invalid at all...
Also, is there a main pattern file without marks on it? i want to keep the asphalt intact, i want to change the marks on it.
As i can not save the 0x5.. ID, i go on as far i can..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2FRHW2_IDs.jpg&hash=a2d71da48c30c15523c95dca59c21525763cb58c) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2F0x5e004b04.jpg&hash=c2edf6fe162368290ccb8302204ab7b742ab7510)
that is not the valid ID...you need to drop the 4 at the end and put a 0 on it....remember you pulled the closest zoom to work with, hence the 4...but you need to creat zooms 0-4 with your new texture. It'll create all 5 for you when you nix the 4 at the end.
Omg, oh !! &apls
I was stupid :bomb:
thank you for waking me up
Not sure if you've figured this out yet , but since these are NAM numbers (I believe that they're not the original ANT numbers), what you will need to do , is create the .PNG files ,(I would open reader and save blank.dat as a new .dat for the next step) then you will have to run them through SC4tool so you can not only convert them int FSH , but it will give all zoom levels. Then you will have to manually change each .FSH to the same instances that the original are . I haven't found an easier way of doing this , and apologize in advance if I'm wrong or if this is info you already know. Now also , if you are going to attempt the puzzle pieces , well its a little more work.
Jayson
The original ANT IIDs are in the NAM range as the NAM team seperated the ANT from the road tool.So that IID is correct.
Btw, the same basic shape of the textures must stay the same all the time, else you'll have to RUL new textures.
Jonathan
I managed it to got it work well. I post screen soon. I just use the add texture tool
Who has those basic shapes?
Im improvising but this takes a lot of work
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Fdutch-motorway-green-line-means--1.jpg&hash=3cf2517e0070a8e4764cbaae7e4442dd0e448c6a)
Does someone have a map with the ID's behind it? Im getting really sick of searching for hours and hours for that piece ;).
what exactly are you looking for?
Jayson
I think he's wanting a chart or table with pictures of the textures and their ID's. I don't have time to make one as I'm busy with other stuff.
-Swamper
I don't either...if it were me , I would use SC4tool and export the textures (that way you have the Ids and you can get the .png (or .BMP) whichever you want. These mods are usually time consuming , so be patient!
Jayson
Yea i am on Windows Vista so That SC4Tool does not work properly.
I thought maybe someone was crazy enough to index those parts on a page / wiki ... with ID so it is easy for the rest to see if there are changes and 'what' changes where make. (I saw that some ID's are not the same anymore since NAM3.0 / RHW3.0).
But now i have installed Virtual PC with Windows XP.. and as far i can see it is working. (but slow ;) ).
If i have time i will code (php/mysql) a webpage to index all the pieces with ID number
Okay, at the moment i have done some textures. I'll show them below. But first, i have absolutely no idea why the texture on the road at the left renders 2 steps (or something) sidewards from the normal road? Is this a common problem?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Fprovinciale-weg-1.jpg&hash=2242d7d55a07d02f38e2883a6a574c200fae35c9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Fverschuiving.jpg&hash=61c1d88f0a10e9494da6f888b58a13f4c3b02148)
&mmm
Ok , I'm not exactly sure what method you are using...texture replacement via copy/paste over the existing texture in a photo editing program or creating from scratch. If it is copy/paste , then i would take both textures (yours and existing) put them in one folder , set folder to filmstrip , and go back and forth between them ...I'll bet you are just a smidge off (I had a lot of problems at first matching exactly for my mods) If you are creating new , they have to be the exact size as the original.
Jayson
Well i think it is not possible while i just restyled the 'basic' texture also (straight piece).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Fdutch_provincial_patterns.jpg&hash=adbc4ae45d1ac5fca0221751b967701aea264e1f)
I think it has something to do with the fact that the default euro texture style uses 3 pixels in the middle... but you cannot put 3px width in the middle of 128px. So one side is smaller than the other. When you flip the pattern horizontaly (in game vertical) you will notice that it moved some pixels ...
So the best solution is to make the road exacly in the middle. With the marks on it.
Well whatever the outcome , I like what I'm seeing so far! :thumbsup:
Jayson
Thnx,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Fwhatthe.jpg&hash=450f2156842e6f39f185eb2d2ed79010aca5c0bc)
Now i got it totaly in the middle, maybe i toke the wrong 'road' ID?
By the way: The green line in the middle means the driver may speed up to 100 Km/ph
They really use green lines like that in Holland? Cool!
As for your problem there, I think it's our classic '1-pixel offset' bug. Even I have problems getting around that.
Quote from: Nique on January 22, 2009, 07:05:11 PM
By the way: The green line in the middle means the driver may speed up to 100 Km/ph
I had no idea!
As far as the last pic... ()what()
Jayson
Well i think i have fixed it.. :) When the road is not in the middle, you will have problems or you have to make 2 types: one for up and one for down. As i don't (yet) know how to do that.. i decided to center the road more.
(real green markings:)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.motoer75.nl%2Fimages%2Fclip_image003.jpg&hash=cb22a8ff4a343ad14e8bf4c741c1f3177914ffff)
Back to the game, i fixed it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Ffixgap.jpg&hash=a7bc445ad502e52ef962e6a33457207946e179be)
Anyway, new mission: Get rid of that stupid white gap..
It may be an Alpha issue, or there may be a one pixel strip at the very edge of the texture that's not quite covered.
Otherwise, it's looking very nice. I've not seen the green strip down the middle before myself--that's a pretty cool concept.
-Alex (Tarkus)
Quote from: Tarkus on January 22, 2009, 08:02:13 PM
It may be an Alpha issue, or there may be a one pixel strip at the very edge of the texture that's not quite covered.
Otherwise, it's looking very nice. I've not seen the green strip down the middle before myself--that's a pretty cool concept.
-Alex (Tarkus)
I will look for the damn transparency spot in that region ;),
Do you (or someone else) know why 'plopped' pieces are brighter than the normal 'dragable' network? Can i fix it?
Thank you
Quote from: Nique on January 22, 2009, 09:56:39 PM
Do you (or someone else) know why 'plopped' pieces are brighter than the normal 'dragable' network? Can i fix it?
Yes--it's because the draggable pieces are generally textures (exceptions being the Elevated RHW-4 and MIS), whereas plopped pieces are always model-based. The game renders the textures slightly brighter when they are applied to models. Usually, you need to adjust the coloration on the textures being applied to ploppables. There's a few formulas floating around. I generally use -22 Brightness, -6 Hue, which worked fairly well on the RHW Texture Set I did, though it probably could be tweaked a little further.
-Alex (Tarkus)
Quote from: Tarkus on January 22, 2009, 10:02:59 PM
Yes--it's because the draggable pieces are generally textures (exceptions being the Elevated RHW-4 and MIS), whereas plopped pieces are always model-based. The game renders the textures slightly brighter when they are applied to models. Usually, you need to adjust the coloration on the textures being applied to ploppables. There's a few formulas floating around. I generally use -22 Brightness, -6 Hue, which worked fairly well on the RHW Texture Set I did, though it probably could be tweaked a little further.
-Alex (Tarkus)
Ahh cool, I hope you know how to do this without affecting the image itself ;). Add a Adjustment Layer on top of the current piece.
1) Select what should be affected
2) (topmenu)> LAYER> ADJUSTMENT LAYER>Brightness & Contrast
You can adjust the brightness within Photoshop.. Look below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Fphotoshop_adjustment.jpg&hash=51ec1ceb5e0d75104a29e074f6de114e54ec9961)
As for the dashed lines between pieces- change every S3D subfile EXCEPT FOR THE PREVIEW S3D in the puzzle piece using the reader as shown in the pic below.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F1497%2Fclambtr0.png&hash=db8a4ef647b1ec46ee0b7894176ecc68418d1041)
The properties screen to the right comes up under the "Mats" tab. Starting from "Flags" down, every S3D Mats tab should look just like this.
The preview S3D can be recognized by its having multiple Mats entries. It will likely also not have an IID ending in 0-4 or A-E. In the above example, the preview S3D ends in 5.
This fix, which was developed by our great friend ebina, should solve the problem.
* * *
Heh!- Nique:QuoteBy the way: The green line in the middle means the driver may speed up to 100 Km/ph
Any driver speeding along up here in Alaska at 100 KPH (62 MPH) is likely to wind up getting run over by folks in the slow lane doing 75 (MPH/120 KPH).
David
So your thinking of making a texture database hey? sounds like an immense project :D good luck. Also nice textures :)
Joe
Quote from: JoeST on January 22, 2009, 10:56:34 PM
So your thinking of making a texture database hey? sounds like an immense project :D good luck. Also nice textures :)
Joe
Well i try to archive every piece while im working with it in a Text document. Afterwards, 'if' i have time i will try to archive them. But i really hope they will not change the ID numbers again. While it takes a lot of work 'now' ... in the future people will be able to contribute much faster because they can find the pieces they want to edit much faster.
By the way.. thanks for the dashed lines tip.
I'm making good progress now.. in the mean while, just to change work.. is there a good tut around to put props on the side of the road (like milestone's (km piles)) (without plopping around, just like those crash barriers that have been added last summer).
Nique, as far as automatically adding props to the side of the road, the way to do that would be through Type21 exemplars. Swamper77 did a tutorial, which you can find here (http://sc4devotion.com/forums/index.php?topic=70.0).
-Alex (Tarkus)
Quote from: Tarkus on January 22, 2009, 11:10:42 PM
Nique, as far as automatically adding props to the side of the road, the way to do that would be through Type21 exemplars. Swamper77 did a tutorial, which you can find here (http://sc4devotion.com/forums/index.php?topic=70.0).
-Alex (Tarkus)
Cool, thank you.
I'm currently just doing this road to 'learn'. When i got this finished, i will look if i can do something more for international purpose) I think we shouldn't underestimate the RHW2 road. Such roads are very popular in less populated area's. Even it can handle a lot of traffic. I saw all the attention goes toe RHW4 and higher.
I have also a question about path's. I want to change the RHW4 -> RHW2 Transition path by switching the lanes to 'a more realistic' way. The right lane is mostly the lane for freight trucks and slower cars, but at the end on that transition they have to go to the 'faster' lane to merge on a RHW2 road.. and thats kinda weird ;)
(sorry for my English)
This is the closest i can get.. It seems that not only the gamma is weird, what about the 'hardness' of the picture. This ruins alot :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Fclosest.jpg&hash=b866c9a7750b7fba71a11035f3f8d5513b8a1e96)
Quote from: dedgren on January 22, 2009, 10:40:09 PM
As for the dashed lines between pieces- change every S3D subfile EXCEPT FOR THE PREVIEW S3D in the puzzle piece using the reader as shown in the pic below.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F1497%2Fclambtr0.png&hash=db8a4ef647b1ec46ee0b7894176ecc68418d1041)
The properties screen to the right comes up under the "Mats" tab. Starting from "Flags" down, every S3D Mats tab should look just like this.
The preview S3D can be recognized by its having multiple Mats entries. It will likely also not have an IID ending in 0-4 or A-E. In the above example, the preview S3D ends in 5.
This fix, which was developed by our great friend ebina, should solve the problem.
Hi,
I don't understand what you mean by this. I do not have S3D files for the RHW (only bridges) tiles
Nique,
Any of the textures you come across should maintain their ID's in future versions of the RHW. In the very early versions of the RHW, the texture ID's were scattered all over the place in random ranges. Since then, the NAM Team has grouped them together in specified ranges to keep like items together. For example, all the RHW2 textures for the drawn sections are in one range of ID's and all the draggable RHW4 is in another range of ID's. Alex has been making sure the ID's don't get changed much.
-Swamper
Quote from: Swamper77 on January 23, 2009, 01:14:05 AM
Nique,
Any of the textures you come across should maintain their ID's in future versions of the RHW. In the very early versions of the RHW, the texture ID's were scattered all over the place in random ranges. Since then, the NAM Team has grouped them together in specified ranges to keep like items together. For example, all the RHW2 textures for the drawn sections are in one range of ID's and all the draggable RHW4 is in another range of ID's. Alex has been making sure the ID's don't get changed much.
-Swamper
Okay, thats very good!
Who (from NAM team) does organizing this? There must be sort of a list or it will be terribly hard to work with :P Im looking for such a list.
For RHW2 i have done it like this::
RHW2 Double offramp ( /|\ )
=====================================
-??????????- -0x5CEA050A- -??????????-
-??????????- -0x5CEA051A- -??????????-
-??????????- -0x5CEA052A- -??????????-
Wow man, and I thought that there's no-one doing this! Sweet!
By the way, can you make a version without the green solid line? These are more regular here in Zuid-Holland.
Keep it up!
Maarten
Quote from: mrtnrln on January 23, 2009, 06:34:51 AM
Wow man, and I thought that there's no-one doing this! Sweet!
By the way, can you make a version without the green solid line? These are more regular here in Zuid-Holland.
Keep it up!
Maarten
Yes, it is possible,
in fact.. i used one PSD file to put all pieces in. I just have to make the 'green' line layer invisible, and voila, no green line ;) But first i finish this one. (by the way, they will make those green lines more often, also in south holland, just a matter of time).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Ftextureupdate1.jpg&hash=fbc3aebfbf2ff3b788c61bbd8b5ec5d5b2818882)
I updated the texture's to make the sidelines more visible (not blurry anymore).. Still need to update 2 pieces although
EDIT: Ohh i see i made a mistake, the 'tiretracks' at the ramps are not very realistic as i used the dark texture to create the track :P .. omg i have to invert that.****
(als je mij wilt helpen.. kan jij toevallig beetje 3d modellen maken? (sketchup ofzo), ik wil graag die kilometer paaltjes toevoegen.)
Wow your very good at making textures :thumbsup:
I'm not 100% sure but I think the RHW-2 IIDs are the same as the road except the first 2 numbers are 5E.
You can get a list of all the road textures in the reader by going to Tools then Texture Veiwer, and selecting a zoom and then Road on the left pane.
You can also right click these textures to save as a FSH file.
Jonathan
Quote from: Warrior on January 23, 2009, 08:53:28 AM
Wow your very good at making textures :thumbsup:
I'm not 100% sure but I think the RHW-2 IIDs are the same as the road except the first 2 numbers are 5E.
You can get a list of all the road textures in the reader by going to Tools then Texture Veiwer, and selecting a zoom and then Road on the left pane.
You can also right click these textures to save as a FSH file.
Jonathan
Thank you!,
Well i can only see the textures in Windows XP, and im running Vista. So i use 'sometimes' virtual pc to get in XP to view, but its very very anoying ;) besides that the loading time is huge.
I am running Vista and it works for me.
Jonathan
Quote from: Warrior on January 23, 2009, 09:30:01 AM
I am running Vista and it works for me.
Jonathan
Yea but those are just maxis roads, cant see any RHW files in there.
Major changes at the Ramps.. New masks created & little texture improvements
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2Ftextureupdate2.jpg&hash=a43e72bf319a5995b7ee0d67d64a3ecd150ccaf1)
QuoteI don't understand what you mean by this. I do not have S3D files for the RHW (only bridges) tiles
Ahh- I see. I read things too quickly and for some reason thought that you were creating "puzzle piece" ploppables. So, never mind. It looks like very nice work, though. Good Luck!
David
Quote from: dedgren on January 23, 2009, 10:43:24 AM
Ahh- I see. I read things too quickly and for some reason thought that you were creating "puzzle piece" ploppables. So, never mind. It looks like very nice work, though. Good Luck!
David
Well, in the future i plan to make a longer ramp section for the RHW2, so the width of the ramp is 5 instead of three
⋅⋅↓↑⋅⋅
⋅↓↓↑↑⋅
⋅↓↓↑↑⋅
↓⋅↓↑⋅↑
↓⋅↓↑⋅↑
In this case the puzzle piece = 5 tiles width and 5 tiles long
And what about a 'one way' splitters for RHW2 that you can extend to a highway ramp?
Type A↓⋅⋅↑
↓⋅⋅↑
↓↑
↓↑
Type B↓⋅↑
↓⋅↑
↓↑
↓↑
Type C↓⋅↑
↓⋅↑
↓↑
↓↑
About indexing the pieces: pieces i found so far:
Ramps
RHW2 Double Arm Ramps ( /|\ )
=====================================
-??????????- -0x5CEA050A- -??????????-
-??????????- -0x5CEA051A- -??????????-
-??????????- -0x5CEA052A- -??????????-
Transitions
RHW2 => RHW4 ( |\ )
=====================================
-0x5E140000- -0x5E140100-
-0x5E140010- -0x5E140110-
-0x5E140020- -0x5E140120-
-0x5E140030- -0x5E140130-
-0x5E140040- -0x5E140140-
------------ -0x5E140150-
RHW2 => RHW4 ( /| )
=====================================
-0x5E140200- -0x5E140300-
-0x5E140210- -0x5E140310-
-0x5E140220- -0x5E140320-
-0x5E140230- -0x5E140330-
-0x5E140240- -0x5E140340-
-0x5E140250- ------------
Quote from: Nique on January 23, 2009, 07:58:59 AM
(als je mij wilt helpen.. kan jij toevallig beetje 3d modellen maken? (sketchup ofzo), ik wil graag die kilometer paaltjes toevoegen.)
Tuurlijk!
I have made a lot of signs, so this shoulnd be that hard. Also T21-exemplars are my terrain.
Best,
Maarten
Teaser :D (It's NOT finished yet).. just a lot of work done!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Fexplanation-1.jpg&hash=fb72b17dea698785deaf5d5aeebbf2b0a2085092)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Fscreenshot.jpg&hash=a61c97fd71e0892cf6c17ea7aec6472554b1c520)
now that is NICE!!!
More screens.. I'm almost finished with RHW2
Transition with normal Road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2FRHW2_to_Road_rc1.jpg&hash=f29f2d9283abe6864eb362befb939a8e207a9ca5)
Straight Piece (dashed):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2FStraight_rc1.jpg&hash=a7758e083b837cf89b87052fb768d5bc26782d09)
Straight Piece (long line) _ no ID yet as this will be a cosmic piece!:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2FStraight__Cosmic_longdash_rc1.jpg&hash=7676b215b26eddc9b64e591f6daa1d685ac1881f)
The RHW2 Double Sided Ramp:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2FRHW2_Ramp_DoubleSide_RC1.jpg&hash=cdace304492334838ab43e9b1ca35c3bb3482ad7)
My masterpiece so far, RHW2 to RHW4 transition (North to South):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2FRHW2_TO_RHW4_NorthSouth_rc1.jpg&hash=79ac8f80bc4aa6850c89512a0c13c84ec669a5f1)
RHW2 to RHW4 transition (South to North):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Ftextures%2Frhw2%2520dutch%2FRHW2_TO_RHW4_SouthNorth_rc1.jpg&hash=5f624e5083a83527bbfc158e56669035269b8b83)
Those are excellent textures. Masterpiece, while often overused, is a perfect fit here.
Way to go, Nique!
David
yes indeed, they are very nice textures :)
Joe
Thank you,
I'm Sorry, but i have tot tell you guys i have problems with modify the 'path' for traffic on these transitions. I have no clue where to begin, and, if i can 'overrule' NAM main file (zz_RHW2 rules) to add another tile on both transitions.
Is there someone out there that can help me? I create the textures, but i really need someone to do the path thing, and/or modifying/add new (better) those transitions.
I have no idea about how to 'add' new puzzle pieces. I replaced the existing textures so far, but i heard from Alex that there will be a cosmic mode in the next release. In this case i shouldn't overwrite, but also.. i don't want to wait for the next version (don't know when it comes out).
Can someone help me out here.. what should i do?
Experimenting with 8 tile long double sided on and off ramps.
80 km/h Against 100 km/h provincial road: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2FRamps%2FDouble%2520Sided%2520Type%2520II%2Fsample.jpg&hash=095078f87624c957713b001a77c7a2e5c2aab1ee)
| (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2FRamps%2FDouble%2520Sided%2520Type%2520II%2Fsample2.jpg&hash=e471823afa80c84b8044bc62f53c3f07ce027fb2)
|
I have a somewhat ... dumb question ... What exactly is the purpose of the green line down the center of the higher-speed highways?
In the United States the closest thing to that is yellow centerlines, and yellow lines on the left on divided highways... No lines are only used at certain speeds - a road with a 25mph (a bit more than 41 km/hr) speed limit would have the same markings as one with a 70mph speed limit (about 112km/hr).
Quote from: nerdly_dood on January 26, 2009, 05:25:22 PM
I have a somewhat ... dumb question ... What exactly is the purpose of the green line down the center of the higher-speed highways?
In the United States the closest thing to that is yellow centerlines, and yellow lines on the left on divided highways... No lines are only used at certain speeds - a road with a 25mph (a bit more than 41 km/hr) speed limit would have the same markings as one with a 70mph speed limit (about 112km/hr).
look on top of the image ;).. its also for speed
These textures are looking great...looks like your on a roll! &apls
Even though SA is reported to be updating the Euro textures , I think these would also be a great alternative!
Jayson
Yea, i have the spirit right now. Don't know where it comes from but these hours in Photoshop seems to work, i have found a new way (for myself) to design these textures faster.
I'm 100% using the Layer feature in PS so i can switch fast between 'road markings' etc.
texture artists are fantastic!! &apls
great job thus far!
Let's take a snap from the game ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2Fscreenshot2.jpg&hash=801b236f9f13fe886706542e180cfe830e3646be)
Sorry for breaking the forum up.. but i wanted to show the whole section.
As you guys can see, these arrows aren't placed yet.
Anyway, besides the textures, i want to
1) replace the crash barrier with this one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsketchup.google.com%2F3dwarehouse%2Fdownload%3Fmid%3Ddeff9239b1ddf85c5a233e989a47d3aa%26amp%3Brtyp%3Dlt%26amp%3Bctyp%3Dother%26amp%3Bts%3D1230993323000&hash=7b410481baecbf7ce947efbb5e633f3609fa3b7d)
2) adding hectometer poles
3) Adding lightning (depending on wealth level).
== High wealth.. (as rural road is dragable.. this should be posible?!)
http://upload.wikimedia.org/wikipedia/commons/3/3e/Amsterdam_motorway_ring_(A10).jpg (http://upload.wikimedia.org/wikipedia/commons/3/3e/Amsterdam_motorway_ring_(A10).jpg)
EDIT by Andreas: The last pic is a liiiittle too wide. ;)
Well, lighting like that could be a problem (see below), but I have a pack released on the STEX that gives you the ability to plop them.
FOUR REASONS WHY YOU SHOULDN'T ADD T21'd MEDIAN LIGHTS ON THE RHW-4.
1. The RHW is seperatable. Many people often use this feature. This will completely mess up the look of your highway.
2. The wired dutch lights are not suitable to be slope-conform. If the terrain is a bit hilly, then the lights will look ugly.
3. Wealth differences. This can be a problem if you want uniform lights. If the surrounding area has a slight wealth difference, this will mess up the whole set-up.
4. The curves can be very tricky. Not only the models must be excact, but also the placement of the models. And I didn't even mention the difference between 'hard' and smooth curves.
That's why I think that ploppable lights are a better solution.
Best,
Maarten
Hmm ok..
But that crash barier should work right?
I've created a sonic barrier. (sound wall) but i can't import the sketchup model into the bat Editor.. well, it does import but it looks like a box then...
anyway, i still need to retexture some curves
Are turning lanes on RHW2 possible?
They are, all you need is a lengthwise override, as described on the wiki here:
"
There is also another type of intersection-based override, known as a Lengthwise Override' (LWO), which is less common, and generally used over short range. It implements an override based on a normally draggable setup. Primary examples of LWO include the Road Turning Lanes (both the current and future versions) and the Avenue Turning Lanes.
"
I personally don't know how, but you could ask one of the NAM Team members.
Source: http://www.wiki.sc4devotion.com/index.php?title=Override_Network (http://www.wiki.sc4devotion.com/index.php?title=Override_Network)
Alex is planning to have Turning Lanes in one the RHW in the nearish future.
So you can make textures but you won't be able to use them for a while.
Jonathan
Looks great &apls
Don't forget to add some G3's (http://www.vbb-brommobiel.nl/images/borden/g03.jpg) and G4's (http://www.vbb-brommobiel.nl/images/borden/g03.jpg) on the end of the motorway and maybe occasionally a emergency pole from the ANWB. ;)
Thank you guys,
If Alex plans to have turning lanes in the future on RHW2 it would be great! I saw some textures (i think) with American turning lanes on it, but they aren't used yet.
I also need your help out here to decide, because I'm in Photoshop for hours, i can't decide what the real (new) asphalt color is anymore $%Grinno$%. Which one is better?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Fbetter.jpg&hash=3a687cece07c7cec4ee12ec88e61ed5bbc1e5767)
The right one seems a bit more yellower but other than that I don't notice any difference, great work though :thumbsup:
Jonathan
i think i like the left one more.. ;)
Don't worry guys, after i have released this texture replacement, i will release the PSD file also. Then you only need to change the white lines for the yellow (if you 'd like) which is very very easy because its a loose layer.
I say go to the left as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Flangescreenshot.jpg&hash=9dadb12fe531f23c092aa605ddb1cb5a3c5b3cfe)
&apls I like the left as well. Looking great!
Jayson
I love the lines but are dutch roads that well mantained? To be honest the asphalt look like was paved yesterday...... like it has'nt been used. &Thk/( Not entirely a bad thing, though this is some constructive cristism
Other than that this something I going look foward to replacing textures with :thumbsup:
That is... Awesome! I don't know what else to say. ;)
Best,
-Haljackey
Quote from: Fresh Prince of SC4D on January 27, 2009, 07:16:23 PM
I love the lines but are dutch roads that well mantained? To be honest the asphalt look like was paved yesterday...... like it has'nt been used. &Thk/( Not entirely a bad thing, though this is some constructive cristism
Other than that this something I going look foward to replacing textures with :thumbsup:
While people in my country are complaining allot.. (it's common here).. the quality of dutch roads are one of the best in the world. These green lines on the road where introduced a couple of years ago, so the asphalt 'must' look new ;).
Also, I'm now writing the new PATH files for the
1) RHW2 to RHW4 and the RHW2 to road. transitions. Yes its a hell of a job! :-[
ExamplesInsane tidy(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F3%2F32%2FPL_A2_Poznan_Komorniki.JPG%2F800px-PL_A2_Poznan_Komorniki.JPG&hash=6101a2f92497bd9dd2c5712f6d6f5e2dbed20453)
Rainy(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.flitsservice.nl%2Frpics_2005%2F07052005%2FN381%2F001.jpg&hash=ed6ffe75e8891600ffb0484f7cd4ca2d2e25ad00)
Rainy(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm1.static.flickr.com%2F30%2F57947472_f5d82c427a.jpg%3Fv%3D0&hash=a61dd20bc51e0807e4bb1f6653edf4e2671d71d5)
Oh and yea, of course we do have bad roads..(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm3.static.flickr.com%2F2010%2F2177077977_5a1f0c6076.jpg%3Fv%3D0&hash=7363e8954e1518910dc71d2d21efc17a1af8fbca)
Note the sign @ the right: "! Bad road surface"
you know its awesome when Hal says its awesome :o AWESOME!!!!
Joe
That is really awesome, Karma Point :thumbsup:
btw I meant I liked the left one better :)
Jonathan
Pure awesomness!
I know what I am going to use as my new RHW Texture set!
Quote from: JoeST on January 27, 2009, 10:43:55 PM
you know its awesome when Hal says its awesome
Indeed. This is just some fantastic work Nique. I've been following this thread since the beginning and it looks like you're getting the hang of it. The in-game pics just look fantastic! Nice work!
Best,
-Haljackey
Thank you for your confidence :thumbsup:
The thing with me is... i'm a perfectionist, if something doesn't look good.. i build it up again .. from the scratch :P.
I'm now doing some T21 jobs, replacing some crash barriers and trying to add some more props to the highways
Well don't start over because of what I said. You did a better job than I could ever dream of doing. But I got to see what it would look like if you lighten the asphalt a little....... &Thk/(
Hey,
It's easy to enlighten the asphalt. maybe i will release different packages
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2F2009-01-29_014649.jpg&hash=f6ddef0b484399c4e0f8323916df1a942d4945ee)
New Crash Barriers ;D
I'm having problems with putting signs as T21 exemplars along the RHW2 roads..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2F2009-01-29_024206.jpg&hash=223bb42b1454ea2bf93bb5403effeaf543f6096e)
gives:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2F2009-01-29_023935.jpg&hash=bec32e832fb45961100892ac15017056671bbd57)
should be:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_024438.jpg&hash=2f1bf912071f33f626f9a3a9e1d307e822716f49)
And Nique ordered: "Enlighten the Asphalt" &idea
:-\
:-\
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_033950.jpg&hash=218811eb76abcd859b57f39c54725a722f6099df)
Ok, from what I see ,you've instanced the texture and the building, LotConfigPropertyWealthTypes should be set at 0x00,0x01,0x02,0x03 so it shows up whenever...the prop you are using ,does it have Resource Key Type and Resource Key Type 1xm? Kinda hard to see what you've got going on. Also , the best way to check these is to take the texture you are wanting to T-21 , make sure its Group is set at 0x0986135e so it can be seen in LE then build your "mock-up" See if that works.Also , you may have to make it load after the RHW mod.
Jayson
Oh and it doesn't appear that you Reindexed the lot config.
Nique,
The T21 exemplars only support props or flora. Remove the lines starting with 0x00000000 and 0x00000002. Then "Re-index LotConfig". This command should appear when you right-click in the pane that lists the properties.
Also you may want to adjust the property "kPropertyID_NetworkPlacement Pattern".
Quote from: sithlrd98 on January 28, 2009, 07:20:05 PM
the prop you are using ,does it have Resource Key Type and Resource Key Type 1xm? Kinda hard to see what you've got going on.
His prop doesn't necessarily need the property "Resource Key Type 1xm". He only needs that if it is going to be on tiles that get flipped, such as curves and intersections.
-Swamper
Quote from: sithlrd98 on January 28, 2009, 07:20:05 PM
Ok, from what I see ,you've instanced the texture and the building, LotConfigPropertyWealthTypes should be set at 0x00,0x01,0x02,0x03 so it shows up whenever...the prop you are using ,does it have Resource Key Type and Resource Key Type 1xm? Kinda hard to see what you've got going on. Also , the best way to check these is to take the texture you are wanting to T-21 , make sure its Group is set at 0x0986135e so it can be seen in LE then build your "mock-up" See if that works.Also , you may have to make it load after the RHW mod.
Jayson
Oh and it doesn't appear that you Reindexed the lot config.
I will look, but it's in the same file as the crash barrier is in.. that does show up. As that did show up, i cloned that file, and changed the parameters to this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_043450.jpg&hash=5e1887ea19fdaba7a8385ff3ac9a5ecb454d01db)
And how can i get the texture inside the lot editor? I can't find the RHW texture with LotEditor
thank you
Quote from: Swamper77 on January 28, 2009, 07:33:23 PM
Nique,
The T21 exemplars only support props or flora. Remove the lines starting with 0x00000000 and 0x00000002. Then "Re-index LotConfig". This command should appear when you right-click in the pane that lists the properties.
Also you may want to adjust the property "kPropertyID_NetworkPlacement Pattern".
His prop doesn't necessarily need the property "Resource Key Type 1xm". He only needs that if it is going to be on tiles that get flipped, such as curves and intersections.
-Swamper
i've set this to : kPropertyID_NetworkPlacement Pattern 0x01,0x00,0x00,0x00
I dont exacly understand what you mean by this:
"Remove the lines starting with 0x00000000 and 0x00000002"
What lines ? Which name?
Quote from: Swamper77 on January 28, 2009, 07:33:23 PM
His prop doesn't necessarily need the property "Resource Key Type 1xm". He only needs that if it is going to be on tiles that get flipped, such as curves and intersections.
-Swamper
Sorry , I've only been doing curves ;D
Quote from: Nique on January 28, 2009, 07:35:50 PM
I will look, but it's in the same file as the crash barrier is in.. that does show up.
And how can i get the texture inside the lot editor? I can't find the RHW texture with LotEditor
thank you
For the textures to show up in LE the Group needs to be set at 0x0986135e ....
Jayson
Quote from: Nique on January 28, 2009, 07:38:22 PM
I dont exacly understand what you mean by this:
"Remove the lines starting with 0x00000000 and 0x00000002"
What lines ? Which name?
In your picture , if you look at LotconfigPropertyLocation , you'll see 4 files...0x00000000,0x00000002. Get rid of those ,you only want the props...0x00000001 and re-index the lotconfig.
Quote from: Nique on January 28, 2009, 07:38:22 PM
i've set this to : kPropertyID_NetworkPlacement Pattern 0x01,0x00,0x00,0x00
Looking at Memo's notes, the tile with the props will only appear once in one row and column and not again for 4 tiles in either direction.
You missed this part of my message:
QuoteThe T21 exemplars only support props or flora. Remove the lines starting with 0x00000000 and 0x00000002. Then "Re-index LotConfig". This command should appear when you right-click in the pane that lists the properties.
You need to remove the building (Line starting with 0x00000000) and the texture (Line starting with 0x00000002). T21 exemplars do not support buildings or lot textures. They only support props (Lines starting with 0x00000001) and flora (Lines starting with 0x00000004).
-Swamper
Quote from: sithlrd98 on January 28, 2009, 07:41:20 PM
Sorry , I've only been doing curves ;DFor the textures to show up in LE the Group needs to be set at 0x0986135e ....
JaysonIn your picture , if you look at LotconfigPropertyLocation , you'll see 4 files...0x00000000,0x00000002. Get rid of those ,you only want the props...0x00000001 and re-index the lotconfig.
Im sorry if i'm looking to be stupid butt..,
there is no LotconfigPropertyLocation ?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_044810.jpg&hash=fcca672130afa494a895c1f28ca9aa0f785982ef)
sorry,LotconfigPropertylotobject Data...I'm sick and can't see what I'm typing :)
Jayson
Quote from: sithlrd98 on January 28, 2009, 07:50:10 PM
sorry,LotconfigPropertylotobject Data...I'm sick and can't see what I'm typing :)
Jayson
lol np.. thanks
I'd recommend maybe using 0x01,0x01,0x01,0x01 on the kPropertyID_NetworkPlacementPattern. memo did a little mapping of the different patterns in the T21 tutorial thread here (http://sc4devotion.com/forums/index.php?topic=70.msg110013#msg110013). That'll put it every 4 tiles (since the Pattern Size is set to 0x04).
-Alex (Tarkus)
Quote from: Tarkus on January 28, 2009, 07:54:15 PM
I'd recommend maybe using 0x01,0x01,0x01,0x01 on the kPropertyID_NetworkPlacementPattern. memo did a little mapping of the different patterns in the T21 tutorial thread here (http://sc4devotion.com/forums/index.php?topic=70.msg110013#msg110013). That'll put it every 4 tiles (since the Pattern Size is set to 0x04).
-Alex (Tarkus)
Yes, i have that open in another tab, but i want to display those 'mile' signs only once in 4 tiles. .. like this:
Y
N
N
N
Y
N
N
N
Y
.
.
.
i'm sorry to be such a hard learner :( but where do i set the group 0x0986135e? .. But the most important question, do i have to delete this one to?)
it's 5am in the morning.. maybe thats it :(
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_050628.jpg&hash=e264db0604f3872120c394cc58f9185080b7b54c)
0x01,0x00,0x01,0x00 may be your option, then. You could also try increasing the Pattern Size, though it tends to be finicky with values other than 0x03 or 0x04.
And yes, I'd recommend deleting the 0x00000000 line. Just leave the 0x00000001 lines.
-Alex (Tarkus)
So, this should do it..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_051052.jpg&hash=40f3ce0d8231a29ed1d386079fb3cbe99b587e41)
(on the screenshot i didnt reindex yet, but i've done it now)
Edit ()sad() ohh for :angrymore: sake .. it doesn't show up..
I don't understand as the Crash Barrier was a piece of cake..
This is the piece of road (texture 0x5E004B00):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F0x5E004B00.jpg&hash=c228a6dccde73d96a393bc16dfb8d907e6b0ebc6)
This is how it must look like ingame (don't mention the texture)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_024438.jpg&hash=2f1bf912071f33f626f9a3a9e1d307e822716f49)
This are my settings now (after copying the LotConfigPropertyLotObjectData lines from the custom lotfile in the pic above )
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_051052.jpg&hash=40f3ce0d8231a29ed1d386079fb3cbe99b587e41)
The screenshot was made before i pressed 'Reindex Lotconfig'
It still doesn't show up..
Now, do i have to change the kPropertyID_LotConfigNetworkTileId ?
Edit: O my god, i think i put the wrong Exemplar ID in there.. :P i have to look for the right exemplar ID
No, it was the right ID.. &mmm
Well at the start, i cloned an exemplar file.. so what happened..
There was a clone of the instance ID also.. but how in the hell can i change that Instance ID.. and to what? As i can never ever find the right Instance ID of that 0x5E004B00 (this is the texture ID of the RHW2 straight file). Where is InstanceID based on?
i'm really getting frustrated here.. &hlp
I'm @ the point giving up as i don't understand what i have to do. I've read the tutorial (http://sc4devotion.com/forums/index.php?topic=70.msg218285#msg218285) but this tut is based on already existing files.. The RHW2 straight has no T21 files yet. So i cannot 'modify' / copy or check any Instance ID's ..for that particlar tile.
I know it is possible, because someone has done it already on 'clean' transit tiles..
In my current exemplar everything just looks good.. and still it does not work in the game. i'm beaten up.. spended 9 hours on this one freaking little model.. T21 file..
those lighter tiles are awesome :)
Joe
If there is no other T21 for the RHW-2 the the InstanceID(IID) should be 5e004b00, the IID is in red below.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FT21.jpg&hash=9af9073abfa256890d2da424c2e1a4246806fc6f)
Also I have no idea if it makes a difference but in your picture there is "LotConfigPropertyLotObjectData" where in my pic (Which is part of the NAM I didn't make it)
It is "LotConfigPropertyLotObject"
Jonathan
Quote from: Warrior on January 28, 2009, 11:47:17 PM
If there is no other T21 for the RHW-2 the the InstanceID(IID) should be 5e004b00, the IID is in red below.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FT21.jpg&hash=9af9073abfa256890d2da424c2e1a4246806fc6f)
Also I have no idea if it makes a difference but in your picture there is "LotConfigPropertyLotObjectData" where in my pic (Which is part of the NAM I didn't make it)
It is "LotConfigPropertyLotObject"
Jonathan
When there is a second prop there will appear a LotConfigPropertyLotObjectData, On your file there is only 1 light prop.
;)
This are my configs now
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_091910.jpg&hash=3a32166586ca790cb8c2ad3cd89cf01971794905)
I wonder what i have to do with the 'group'
YEAHHH!
after 10 hours of messing!!
I rebuilded the DIR... changed group to all the other groupnames, and because there was no instance i set the typeID there. No doubt about my persistence
edit soon screenshot
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-29_102201.jpg&hash=d005eaa19bb3037b0d55aeea7665c5b1a3374d66)
But.. now im stuck with the west to east line. I'm looking for a solution to let it make apear every 4 tiles in both directions
Okay, as i don't know anything about these hex codes.. (yes i can count to 16 :P)
can someone tell me please how set the fallowing pattern?
North to south on every row:
1
0
0
0
East to west on every row:
1 0 0 0 ... etc
Try 0x01,0x02,0x04,0x08.
You'll get this pattern
0 0 0 1
0 0 1 0
0 1 0 0
1 0 0 0
Quote from: mrtnrln on January 29, 2009, 05:44:03 AM
Try 0x01,0x02,0x04,0x08.
You'll get this pattern
0 0 0 1
0 0 1 0
0 1 0 0
1 0 0 0
Yes that works better, but it's not exacly what i want.. I want it realistic, those signs should be placed every 6,25 tiles but that is not possible so i have to make it 4 tiles.
The problem is that these are km signs along the road. they must be placed like this:
vertical
1 1 1 1
0 0 0 0
0 0 0 0
0 0 0 0
1 1 1 1
0 0 0 0
0 0 0 0
0 0 0 0
and horizontal
1 0 0 0 1 0 0 0
1 0 0 0 1 0 0 0
1 0 0 0 1 0 0 0
1 0 0 0 1 0 0 0
Posible?
i dont know... because on a 4x4 tile this is what you will get..
1 1 1 1
1 0 0 0
1 0 0 0
1 0 0 0
And those ones at the left and top are conflicting each other.
OK, another idea:
Make two exemplar files. The first file has a kPropertyID_RotationsAllowed with a value of 0x05 (north & south rotation) and the second 0x0A (east & west rotation). Then, the Pattern of the first file is 0x0F,0x00,0x00,0x00 and from the second file it's 0x01,0x01,0x01,0x01. See if that works.
This does work :thumbsup:
Hello there, i'm designing again,
Done some 'basic' corners for RHW2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_024252.jpg&hash=360c72e9e4ba41edad717f807ea7bd27f791c7d1)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_024137.jpg&hash=9a64272367311a1bc4802ec00962e09a42d15238)
Thats what I talking about :satisfied:
When i'm finished with these dutch (green line) road, i will release a EU package (Only White lines) and later (I'll try to make) an American (with Yellow Lines) with this type of asphalt.
Maybe someone from America can do it using my Photoshop source file. It is a lot of work for just one man :)
Hey Nique,Great job so far :thumbsup: Glad to see you've gotten a handle on T-21-ing , not bad !
Jayson
Quote from: sithlrd98 on January 29, 2009, 06:28:12 PM
Hey Nique,Great job so far :thumbsup: Glad to see you've gotten a handle on T-21-ing , not bad !
Jayson
tenacity ;P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_044348.jpg&hash=84daafcd756e4101e2324528f1e9959105d8e0c9)
now THAT is awesome... :o
I will definitely use the EU set! :thumbsup:
I think the EU set will come soon after the Dutch set as i only have to change the line layers, and remove the green line.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_075122.jpg&hash=4a03289435a9b37312b8e28b3a72275314d51139)
But remember, i do not re-texture the 'normal' road set, this is just RHW.
The basic roads is to much for me, maybe later.. when i'm in a team or something.. can't do so many alone.
This is how i work (33% zoomed out) :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_080215.jpg&hash=e22830ae7cb56f11b1df948b97cb51c99a55b905)
I see you've managed to understand the fine art of T21 examplars. Well done :thumbsup:
awesome stuff &apls
I actually might even use the dutch set with the green line instead of a EU set, I like it a lot. And I'm from Belgium, can you imagine that ;)
This is just a temporary Intersection as i'm aware of the future Turning lanes on RHW2..
I will design the turning lane intersection also.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_103506.jpg&hash=1ce07527db99a81e9d28a7f2c95aafb178d52475)
Now a T crossing
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_120003.jpg&hash=ee00e511759f43edb97d81bece0e10b2ed2fd6fb)
your making me drool....
I'd just see that you've done awesome things since I posted here lastly yesterday. Well done! &apls
&apls
agreed....
i'm even inclined to use this set......looks fantastic!
Looks Dutch to me!
Why's that? ;D
lol,
good to see..
Changed the intersection .. more realism
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_202405.jpg&hash=4f1f2ab4f954e817d5fed827f63b42e5ad7fbf70)
:o :o :o :o :o :o :o
Yea,
But i might need some help to convert the euro roads (when they're finished) to lefthand driving ones.
And.. it would be a good idea to use the same pattern. I will share my patterns for free, so people can make their own roads. Thats the way a community should work. Let's keep it open.
Making a standard asphalt texture for various roads.
How about a ploppable side parking
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-30_213743.jpg&hash=ba5ec3af191990f74a091ea7c744e3231f4080af)
Quote from: Nique on January 30, 2009, 11:57:54 AM
And.. it would be a good idea to use the same pattern. I will share my patterns for free, so people can make their own roads. Thats the way a community should work. Let's keep it open.
Couldn't agree more.
that would be awesome
Quote from: Nique on January 30, 2009, 11:57:54 AM
I will share my patterns for free, so people can make their own roads. Thats the way a community should work. Let's keep it open.
That is much appreciated! And the newest textures look great!
Jayson
Nice , is there a possibility of Eye Candy Traffic Light at the + Intersection & a yield or stop at the T-Intersection ?
Quote from: Nexis on January 30, 2009, 01:04:24 PM
Nice , is there a possibility of Eye Candy Traffic Light at the + Intersection & a yield or stop at the T-Intersection ?
Yes, that's the plan. But first the textures ;)..
Anyway, those traffic-lights will not work because there is no support for such a feature on the paths on RHW roads
well i actual meant eye candy lights, it would be the ultimate touch up for it, and Dutch style lights would be so catchy :D
Lol indeed,
Planning on such:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.soundandvision.be%2Frijbewijs%2Fvoorrangwet%2Fafbeeldingen%2Fvoorrangwet1.JPG&hash=c2ffe70767c8941944cdc0059e7f813dcb4bdc56)
Finished some RHW1 roads (btw, is this MIS?)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-31_000250.jpg&hash=68b5523b67bb652a1ba9fb69bad67f0c409d6576)
For future addition..
RHW2 split into 2 RHW1 lanes
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-31_012054.jpg&hash=977cb4861346442cc95c72f59e20c77817241d82)
Some posts earlier somebody suggested to add my textures to a specified group so i can see them in LE (LotEditor). But i've tried anyting, i can't see them in in the LE.
Is there a tut for this? How to add a texture to let it be visible in game?
I want this to add props and flora along the road using the T21 feature
Nique,
- Make a copy of the DAT file that your new texture set is in.
- In the Tools Menu of the Reader, you will find an option called "TGI Editor"
- The TGI Editor should show a list of all the files in the DAT. Select all the files.
- In the Group box at the top of the TGI Editor, enter 0986135E into it. Click apply.
- Now save the file with a unique name, such as "RHW2Overlays".
After doing this, you should see your textures in the Lot Editor, with the Overlay textures.
-Swamper
Quote from: Swamper77 on January 30, 2009, 05:24:15 PM
Nique,
- Make a copy of the DAT file that your new texture set is in.
- In the Tools Menu of the Reader, you will find an option called "TGI Editor"
- The TGI Editor should show a list of all the files in the DAT. Select all the files.
- In the Group box at the top of the TGI Editor, enter 0986135E into it. Click apply.
- Now save the file with a unique name, such as "RHW2Overlays".
After doing this, you should see your textures in the Lot Editor, with the Overlay textures.
-Swamper
Thank you!
Another quick question; How to remove all the smaller (0123 zooms) all @ once, or isn't this necessary ?Thanks!
Edit: OMG i am really stupid.. never mind!
I've got managed it to see them in LE.
But when i press SAVE in the LotEditor, it zooms back to normal height, and the texture (as overlay) is gone.. :(
K-point! This thread is definitely one of the places to be at SC4D this week.
David
Quote from: dedgren on January 30, 2009, 06:56:14 PM
K-point! This thread is definitely one of the places to be at SC4D this week.
David
Thank you!
Quote from: Nique on January 30, 2009, 06:44:41 PMI've got managed it to see them in LE.
But when i press SAVE in the LotEditor, it zooms back to normal height, and the texture (as overlay) is gone.. ()sad()
Its ok if the overlay texture disappears as the only thing you are trying to achieve is getting a placement hex for you to copy over to your t-21 exemplar. If you are able to save with the props in the place that you want , you should be good.
By the way , when it comes time to t-21 ing puzzle pieces (not what you've done already ) the exemplars will be set up a little different....
Never mind , it looks like you may have lucked out on that , the road curves and FAR pieces were a little tough since the texture Ids were different than the piece instance numbers.
Jayson
Quote from: dedgren on January 30, 2009, 06:56:14 PM
K-point! This thread is definitely one of the places to be at SC4D this week.
David
Someone ring the bell. :P Nice work, Nique! The patience you're showing while learning this stuff is a real inspiration!
Thank you,
Learning by doing is the best practice
I have problems with the one-way Roundabouts. It looks like these (standard NAM) textures are lighten allot??
Nique,
If you are using the "OneWay Arrow Reduction" mods, then the roundabouts are using models instead of textures for the tiles that make up the roundabouts.
-Swamper
Ok, thank you, i'm using that mod indeed.
Well, what if people do not use this mod? Because have darken the texture now..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-31_093914.jpg&hash=64bbf71234b3203fde3bbf1b5bf83794cd9f9e2e)
Seems to match the real colors perfect ;D
Every time i finish something, it feels so good! ()stsfd()
RHW1 -> OneWay RoundAbout
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-31_101148.jpg&hash=bb2b1554a2c205ae529de09afe901dca4482b1dc)
Quote from: Nique on January 31, 2009, 12:34:49 AM
Ok, thank you, i'm using that mod indeed.
Well, what if people do not use this mod? Because have darken the texture now..
I believe the mod uses a different set of IDs for the models' images than the normal roundabout images.
-Swamper
Quote from: Swamper77 on January 31, 2009, 01:37:13 AM
I believe the mod uses a different set of IDs for the models' images than the normal roundabout images.
-Swamper
IC, because i can't put a prop on this piece.. (This is what i know: 0x5DE951F0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-31_111132.jpg&hash=12968f07902dc12d4d7b18b8ee47c4bd36b7f8e8)
To bad nothing has been indexed (for public?) .. i'm searching for correct instances in DAT files 60% of the time..
Quote from: Nique on January 31, 2009, 02:12:21 AM
IC, because i can't put a prop on this piece.. (This is what i know: 0x5DE951F0)
0x5DE951F0 is IID of darkened texture, tile itself is 0x5DE95100. I just used 0x######F0 for darkened texture according to regular OWR roundabout ARP.
Quote from: ebina on January 31, 2009, 02:22:29 AM
0x5DE951F0 is IID of darkened texture, tile itself is 0x5DE95100. I just used 0x######F0 for darkened texture according to regular OWR roundabout ARP.
Thank you!! :thumbsup:
Still no props visible.. &Thk/(
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-31_115212.jpg&hash=0add4459e7bf448403b90a2470d86812c1f36e2e)
()stsfd()
Looking good there, Nique.
In the NAM, there is a sign prop based on the European "Roundabout" sign, if you want to use it. It looks a little like a yield sign and there is only an orthogonal version of it. I made it back when the NAM's roundabouts were first being created.
-Swamper
Quote from: Swamper77 on January 31, 2009, 02:54:59 AM
Looking good there, Nique.
In the NAM, there is a sign prop based on the European "Roundabout" sign, if you want to use it. It looks a little like a yield sign and there is only an orthogonal version of it. I made it back when the NAM's roundabouts were first being created.
-Swamper
Thank you for mention it!
I'll check it out. Couldn't find it ()sad(). What's the name? But if it is to high i replace it ;). Dutch Roundabouts have little roundabout signs.
Well... little details bring much joy!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-31_124753.jpg&hash=37b8bcb11835cb9c5488c8fba0cfe9d6c9b9f367)
I think it fits better in the middle ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-31_125622.jpg&hash=eb37506a3634845e3190fb2c814c0937fa1bf904)
Quote
Thank you for mention it!
I'll check it out. Couldn't find it Sad. What's the name? But if it is to high i replace it Wink. Dutch Roundabouts have little roundabout signs.
I just looked for in the NAM files, and I couldn't find it either. I'll talk to the NAM Team about that because the Road Roundabouts Plugin references that sign prop for the T21's. The sign was 4 meters tall, like a normal road sign, so it would probably be too tall for your purposes.
-Jan
Thanks for batting to ehbk2006
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2F2009-01-31_220602.jpg&hash=06404ea74d0a6d17cd51ed40c57130273839db1f)
Hmm, i made the guardrails darker
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Fbat%2F2009-01-31_223938.jpg&hash=fda07f46fc94c5169bb2a496f433e81e403d0e65)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Fbat%2F2009-01-31_223627.jpg&hash=e573dbd3f1fde68a6cd8d68499cc3f2f7b0ecfab)
Resulting in:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-31_231207.jpg&hash=ccb0c0e96f15e5cabc364169ee0acfcdd5ae15a2)
Edit, a little more space in the middle
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-31_231935.jpg&hash=a689ae195d7598f8f227990667a1efaec26beb88)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-31_233352.jpg&hash=a49ee3894a5781a278b5d5c7b73a530519fabad7)
Let's hope the other EU set (for basic roads) will come out soon (not by me), this bridge looks weird :P
The double guardrail at the edge looks a little strange, but still great.
You changed the RHW-4 Texte !?!?!
It looks great, much UKish than the Euro textures :thumbsup:
It might be an idea to import the barrier as a true 3D model (but still T21ed) so it has better detail,
I love what you have made, and it quite a quick time too. I am tempted to give you another K point.
Jonathan
Quote from: Warrior on January 31, 2009, 02:51:18 PM
The double guardrail at the edge looks a little strange, but still great.
You changed the RHW-4 Texte !?!?!
It looks great, much UKish than the Euro textures :thumbsup:
It might be an idea to import the barrier as a true 3D model (but still T21ed) so it has better detail,
I love what you have made, and it quite a quick time too. I am tempted to give you another K point.
Jonathan
Yes thats true, i need to do some curves of RHW4 roads. Maybe in a later stage i will expand the set with support for RHW6 and higher, first things first ;).
Do you mean the middle Barrier? or the sides that look strange?
About the true 3d model.. how do i do this? This would be very very cool :P
Thank you!
http://img155.imageshack.us/img155/2623/video20090131220914pt5.swf
I'm not 100% sure how you'd make it 3D and make it a prop,
but if you export it from Sketchup (That's what your using?) as an 3DS file, then get a random S3D file from a dat, and copy it to a new one.
Then click the 3DS function and press import, then open you 3D model you exported from Sketchup. Then skin it in the reader.
And in the exemplar file which points to the model set the Resource Key to Type 0, and point it to the model to save doing all the rotations.
And I meant the side barrier, the middle one looks great.
Jonathan
Quote from: Warrior on January 31, 2009, 03:21:35 PM
And I meant the side barrier, the middle one looks great.
Jonathan
Thank you,
What should i do with the outer Barriers? more widen? or smaller?
Will you make that an option?
You are definitely taking this to a new level! &apls Lookin real sweet , keep it up!
Jayson
What option?
--
Thank you
--
i don't know how to skin in the reader. When i import my 3ds file, it puts the barrier on his side, without a skin.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-02-01_010643.jpg&hash=e117fa57f372483e1a1b725136b742d8c6e28bb5)
Ziet er goed uit Nique ;D Die vangrails ziet er goed uit. Toch vind ik die gele stangen bij de borden van de rotonde lelijk. In de werkelijkheid ook, dus helaas :)
(Translation: Looking good, Nique. Those guardrails are looking good. Even so I think the yellow bars on the sign at the roundabout are ugly. But then again, so are they in reality :) )
Sorry I was repling to another forum by accident my posts were mixed-up
What wanted to say was this " Those barriers are nice and really an improvement to the RHW, though the seem a little strange"
I'll have to remove the crashbarrier. There are problems with heights..
How to make the barrier go on like this fence
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-02-01_015934.jpg&hash=9845f47e9ec9a59b81a727c6b370c1adbc9bdf44)
I would send a pm to buddybud about that. He knows how to make stuff slope tolerant :P I'm sure others like jeronij know as well.
Quote from: Nique on January 31, 2009, 04:59:16 PM
I'll have to remove the crashbarrier. There are problems with heights..
How to make the barrier go on like this fence
In the prop exemplar, set the property "Orient to Slope" to "True". The hex value of True = 1 (False = 0)
-Jan
Quote from: Swamper77 on January 31, 2009, 06:50:28 PM
In the prop exemplar, set the property "Orient to Slope" to "True". The hex value of True = 1 (False = 0)
-Jan
Wow Thanks man!
Now, my latest piece of work.. It's not sure if it will be implented this way, but this is amazing! (i say it myself.. ) Toke me 4 hours to design..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2Fkruispunt1.jpg&hash=dbcc70e1ebef050f03656d94e02e5b70a2792a73)
Now, i have calculated this,
Every lane is at least 3 meters in width. The turning lanes are 3 meters in width, the others 3.125 meters
And believe it or not.. there is also 1 meter of sidewalk space.. ;P
By the way, those lines are 'layers'. so i can remove them easily
Whoa no way man! That is amazing!!!! :thumbsup: :o :o :o
Thank you,
Maybe i should move that left turning lane a little down so the cars from the right can take a nicer curve to get their ass in the lane.
Gorgeous. Absolutely, positively gorgeous.
David
WOW, That's amazing :thumbsup:
Great work, I can't wait for it to be released (but don't rush it ;) )
For the side barrier, I wasthink it should only be one rail, so like half it?
I forgot to say you need to rotate it on it's side before you export, so when you get it in the reader it is the right way up.
Jonathan
Cool. That intersection looks realistic to me :thumbsup:
Ok, i will try it Warrior.
Busy with some dutch stuff
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Fbat%2F2009-02-01_105435.jpg&hash=91dcc6443d143fa4969e73e8483d62fb8ff3e921)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Fbat%2F2009-02-01_115523.jpg&hash=2d5defbaac1446a0715f99ac6e8d0d8475f37da6)
Amazing work Nique! Amazing!
Quote from: Warrior on February 01, 2009, 12:12:14 AM
WOW, That's amazing :thumbsup:
Great work, I can't wait for it to be released (but don't rush it ;) )
For the side barrier, I wasthink it should only be one rail, so like half it?
I forgot to say you need to rotate it on it's side before you export, so when you get it in the reader it is the right way up.
Jonathan
These crashbarriers, or "vangrails" as we call them, are allways like this. I like 'em!
I think all the white needs to be darker, converting from GSU to Gmax makes everything brighter.
Quote from: ehbk2006 on February 01, 2009, 03:28:01 AM
I think all the white needs to be darker, converting from GSU to Gmax makes everything brighter.
agreed..
By the way, just to remember, the next couple of days i'm gonna post less frequently .. got to live these days :P
Meastro, Ok, In the UK you find a double one in the median and a single on the edge.
This is the best picture I could find: here (http://www.travelpictures.co.uk/TP/TRAFFIC%20&%20ROADS/231366d%20M25%20OrbitalMotorway.jpg)
Carry on how it is in the netherlands though it looks much better than being empty :)
Jonathan
so your not going to attempt to retexture/t21 the puzzlepieces?
and MAN DOES THAT LOOK GOOD *drools*
Usually (at least in Germany), crash barriers are only applied where there's a risk of a crash, such as on a median, or where the roadside ditch is somewhat dangerous, i. e. next to a slope. In most other cases, only guide posts are present, like in this pic: http://upload.wikimedia.org/wikipedia/commons/c/cc/B41-Kreuznach.jpg (this is only a few kilometers from my place, actually :) )
we have crashbarriers everywhere ;D..
Womens in this country can't drive :'(
Yes i will retexture the puzzle pieces and try to T21 them
Quote from: Nique on February 01, 2009, 05:14:22 AM
Womens in this country can't drive :'(
Correct! It is always the fault of the ladies, not us men! :D
By the way, are those lights T21'd? If so, that's no a good idea &mmm. I still prefer ploppable lights.
Quote from: mrtnrln on February 01, 2009, 07:02:35 AM
By the way, are those lights T21'd? If so, that's no a good idea &mmm. I still prefer ploppable lights.
Hmm, this is where we think different.
I absolutely hate plopable lights as it takes more space than needed. For instance, if you want to build a sound wall around the highway, you have to move around that lamppost / sign ..
The picture was just a test. These lights will not be shown if no wealth is attached to the road.
Well where is the traffic light going? Is this going to be for the roads or RHW2? Only one light would make sense for a Road X Road intersection.
I liked the new turn lane intersection you came up with. I got an idea. This is advance modding but what if you could chose which turn lanes on one side? If you do RHW in the X, left turn lanes automatically before the X and do a override using street 2 tiles of street to RHW before the intersection that overrides as RHW with right turn lanes?
Nique , I am really enjoying what you have done already. In my opinion (which isn't much :)) that last picture is perfect. I love the texture , the rails ,the lights , it has taken the RHW to yet another level. This is very cool!
Jayson
Let me Think about that J-Dub, i think i have to contact the NAM mods for it because thats kinda 'hard' modding.. which i do not understand (yet).
Sithlrd98,
I have another idea to make this road look very very perfect. What about creating, let's say 50 T21 files with different looks of the asphalt. Like strokes of 'new' asphalt.. some cracks over the surface etc. these will popup randomly.
Just an idea..
I don't know anything about T21, but i know that if people want to add stuff on it, they just have to add another prop into the exemplar files.
Anyway.. this is a boring job to do (50 times) ;)
I also have to redesign the CrashBarrier as i want to make nice curves and start/end pieces. With the old model i couldn't do that.
Now, this is on a 1:1 scale, but i have to size up to 200% to make it realistic in the game, everything seems to look very small if i create real scale models.
This is what i used
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.wvdheuvel.nl%2Fimage%2Ftechnishe%25201.jpg&hash=571810652c494eb4c158c881c6932c4bbf4cc4e1)
This is (without texturing) what i have created by now
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2Fbat%2F2009-02-02_035226.jpg&hash=2842846b425590ff37163db0ddaba151af5de08a)
ziet er goed uit!!
Maar zijn deze dingen wel allemaal compitabel met ander mods?
Dex, this is just a texture replacement for the RHW.
Quote from: Dexist on February 04, 2009, 01:31:53 PM
ziet er goed uit!!
Maar zijn deze dingen wel allemaal compitabel met ander mods?
English please, this is not the Dutch board ;)
The pack will be compatible with Shadow Assassin's as far as i know. I'm putting some extra zzz in front of the dat.. and it works ;)
Hey Nique, so what happened with the traffic lights? Do you really have them before the intersection in the Netherlands like how the game was made?
http://www.youtube.com/watch?v=0DWR1TtNjJg
This car accident above looks like it was filmed in a Dutch city? True?
Quote from: j-dub on February 12, 2009, 01:16:04 PM
http://www.youtube.com/watch?v=0DWR1TtNjJg
This car accident above looks like it was filmed in a Dutch city? True?
Wrong, it's Germany. ;D The Cobra 11 series is an German series about criminals on the Autobahn.
Oh. Okay. So you guys have the same traffic lights? How is having them before the intersection working anyway?
Quote from: j-dub on February 12, 2009, 01:30:29 PM
Oh. Okay. So you guys have the same traffic lights?
Not exactly, but all European traffic lights sort of look the same.
g7-Ampel.jpg (http://www.spd-badhomburg.de/g7-Ampel.jpg) Germany, mind the Lambo on the left. :D
Verkeerslicht.jpg (http://upload.wikimedia.org/wikipedia/commons/3/34/Verkeerslicht.jpg) Holland
Verkeerslicht_Antwerpen.jpg (http://upload.wikimedia.org/wikipedia/commons/9/97/Verkeerslicht_Antwerpen.jpg) Belgium
Dutch signals have two poles supporting them, on each side, right?
Any way there will be a set for just RHW2?
I'm American, and am LOVING the green line.
But i still want the yellow lines on RHW4-6-8-10
? ()what()?
It looks AWESOME! &apls :thumbsup:
Quote from: Bluemoose on February 12, 2009, 02:39:13 PM
Any way there will be a set for just RHW2?
I'm American, and am LOVING the green line.
But i still want the yellow lines on RHW4-6-8-10
? ()what()?
It looks AWESOME! &apls :thumbsup:
Nique's just doing RHW-2. But ShadowAssassin's making euro textures for RHWs 4-10.
EDIT- Or so we're told.....
Quote from: Fresh Prince of SC4D on February 12, 2009, 02:33:20 PM
Dutch signals have two poles supporting them, on each side, right?
It's not necessary it depends on the situation and crossing lay-out.
Thats good
the green just intrigues me!
Looking good! Any progress?
I've discovered this topic this morning and it looks wonderful! Great work! :thumbsup:
Quote from: Nique on January 28, 2009, 07:57:00 PM
Yes, i have that open in another tab, but i want to display those 'mile' signs only once in 4 tiles. .. like this:
Y
N
N
N
Y
N
N
N
Y
.
.
.
The distance between two "hectometerpaaltjes" (100 meter signs) is in real life 100 meter. 1 tile in SimCity is 16 meter, so the distance between two "hectometerpaaltjes" is actually 6 tiles (6 * 16 = 96 meters) instead 3. Can you change this, Nique?
Quote from: jmvl on February 17, 2009, 12:48:58 AM
I've discovered this topic this morning and it looks wonderful! Great work! :thumbsup:
The distance between two "hectometerpaaltjes" (100 meter signs) is in real life 100 meter. 1 tile in SimCity is 16 meter, so the distance between two "hectometerpaaltjes" is actually 6 tiles (6 * 16 = 96 meters) instead 3. Can you change this, Nique?
Nope, this is a limit of the game's code.
Your textures are awesome!! &apls
I haven't seen progress in the last weeks. I hope this project isn't dead... :(
He's working on his open source simcity now.
(http://sc4devotion.com/forums/index.php?topic=6920.0)
Quote from: mrtnrln on February 18, 2009, 06:21:13 AM
I haven't seen progress in the last weeks. I hope this project isn't dead... :(
same here, it all looks so...real and European
He hasnt been there for a while either :(
He was last online on the 12th, last week please come back Nique : &cry2
Jonathan
I have had some busy weeks, but I'm here.
I need help continuing this project. I can not complete this on my own.
Need some help with T21 stuff (adding stuff along the roads).
You can download the texture PSD here (http://www.megaupload.com/?d=W9UEQZNJ)
Has this project died? Cuz im eager to see some results again and hoping for a beta release anytime :D
Last active: May 15, 2009, 02:00:22 PM, so I wouldnt get my hopes up
My computer crashed several months ago.. too bad, i had to replace my hdd and lost all the resources, except for the psd file (http://www.megaupload.com/?d=W9UEQZNJ)
I was really disappointed about this because i've put a lot of work in this. The next time i start up a project i will save it to the web to be sure :(
Bummer! Glad you have your computer working again :thumbsup: Let's hope it won't happen again!
I really love the textures. Can't wait till they are put online!