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SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent Mod Projects => Topic started by: Tarkus on August 14, 2014, 02:40:04 AM

Title: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on August 14, 2014, 02:40:04 AM
(http://i.imgur.com/oquB8hv.jpg)

Introductory post last updated on August 14, 2014.



Tarkusian Moddage, as the name indicates, is my own independent venture, under which I'll be posting all my content creation projects that are not directly related to my primary focus with the NAM Team, essentially serving as the "redux" of my old "non-transit stuff" showcase.  These side projects will be a relatively sporadic affair, as my NAM efforts occupy most of my SC4 time, but I may have a few surprises here from time to time, and this thread will also serve as a catch all for any support questions that may arise when using my files.



RELEASES
NameVersionRelease DateDownload Link
Wasco Terrain Mod1.0August 14, 2014Cross-Platform (LEX) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3130)
Arthur Berkhardt Expressway Project (ABEP)3.0April 1, 2013Windows (STEX)  (http://community.simtropolis.com/files/file/26050-arthur-berkhardt-expressway-project-windows/)| Mac (STEX) (http://community.simtropolis.com/files/file/26049-arthur-berkhardt-expressway-project-macos/)
TRK-NAM Default Asphalt Streets Mod (with Maxis Gray SAM-7 Replacement)1.1November 18, 2018 Cross-Platform (LEX) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3703)
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Durfsurn on August 14, 2014, 02:47:27 AM
Glad to see a redux of the non transit thread Alex - hope to find some gems here soon :D

-Billy
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on August 14, 2014, 03:14:00 AM
Thanks, Billy!  You'll be pleased to know that there's something new on the LEX.  Some of you may remember the Wasco Terrain Mod, which I developed for use in Tarkusian Cities, and never really gave a proper release.  Well, that proper release is finally here.  You can pick up the TRK Wasco Terrain Mod here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3130).

(http://sc4devotion.com/csxlex/images/beximg/wascolexprevlarge.jpg)

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Sim.Rico on August 14, 2014, 03:43:20 PM
OOh, am I joining in at the genesis of this blog?  Cool!  Cant wait to see some of your work!
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: APSMS on August 14, 2014, 04:58:02 PM
Hey Alex,

Thanks for the upload. I may try it sometime to better replicate San Diego in my regions (it certainly isn't as lush as Lowkee's Appalachian Terrain), but perhaps some larger or more zoomed-out pictures are in order? It's hard to tell exactly what the terrain looks like at different elevations.

Also, I'm not sure your CJ/MD had a large scope of terrain to showcase the different terrain in this mod on, though I didn't peruse the archives that thoroughly.

Look forward to anything else you have to share, and as always thanks so much for all your work on the NAM, especially those new FLEXFlys.
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: figui on August 14, 2014, 08:12:00 PM
i'd second APSMS asking for larger/wider pics of the terrain mod. as he said, the looks of wasco terrain mod at elevations but also the beaches would be nice..

also hoping to find those "few surprises"  :thumbsup:
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on August 15, 2014, 02:58:53 AM
Thanks for the kind words and feedback, everyone (and great to see you around, figui)! :thumbsup:  As far as seeing more elevations and beaches, does this do the trick?

(http://i.imgur.com/u6wM1X0.jpg)

For reference, I'm using dogfight's Dark Igneous rock mod (there's lots of basalt in Wasco County--though I'm not sure there is a rock mod currently available that really does it justice--might be a project for some other time ::)).  The water is rivit's Dark Cyan water, with the Gray Sand Beach and Green Rock Foreshore options from that same set.

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: metarvo on September 12, 2016, 09:26:15 AM
I don't know about these projects specifically, but I do know that Alex has been tremendously busy with real life, and virtually all of his SC4 time goes into the NAM now, which is a hugely intensive project which he leads.  Also, this is a two-year bump; it may undesirably create the appearance of activity in this thread when there isn't any.
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on September 12, 2016, 01:17:27 PM
Thanks, metarvo! :thumbsup:  That does indeed describe the situation. 

Additionally, the only project that has been shown here (the Wasco Terrain Mod) was released two years ago, so there's nothing to update.  Pretty much all my SC4 work right now is on the NAM, so there's no new side projects for me to show here, anyway.

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: mrbisonm on September 13, 2016, 06:31:58 AM
For those who didn't know that this is a finished project:

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3130

...and it's a great Terrain Mod too! ;)

Fred
Title: Re: Tarkusian Moddage - TRK-NAM Default Asphalt Streets Mod NOW AVAILABLE
Post by: Tarkus on October 21, 2018, 10:56:46 PM
Quite some time ago, I started on a bit of a secret project, somewhat related to my NAM work.  There's long been requests for mods to switch the default Maxis Streets to have an appearance like the SAM-7 Asphalt Streets, and to swap the Maxis gray look over to being a SAM set.  Well, those requests have finally been fulfilled . . . introducing the TRK-NAM Default Asphalt Streets Mod (with Maxis Gray SAM-7 Replacement).

Here it is in action:
https://youtube.com/v/_tiPd1KASZo

(https://simtarkus.files.wordpress.com/2018/10/streets-10072018-3.jpg)

(https://simtarkus.files.wordpress.com/2018/10/streets-10072018-1.jpg)

(https://simtarkus.files.wordpress.com/2018/10/streets-10072018-2.jpg)

The texture sets are feature-complete (as of NAM 36) replacements for the default Maxis Streets and SAM-7.  Texture support for both North American and Euro-International Textures is included, as is RHD/LHD support, and both RRW and Maxis Rail crossings.

And here's the best part . . . it's now available on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3703).  Hope you enjoy!

-Alex

Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Simmer2 on October 21, 2018, 11:29:04 PM
What a colossal undertaking!! Thank you  &apls

Nick

PS The video is not working
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on October 21, 2018, 11:33:53 PM
Thanks, Nick!  Also fixed the video--sneaky YouTube sneaked an underscore into the URL that I mistakenly assumed was superfluous. :D

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: eggman121 on October 22, 2018, 12:43:26 AM
Nice work there Alex  :thumbsup:

This is well timed to some of the undercover work I am doing  $%#Ninj2

Keen to explore your work ;D

-eggman121 (Stephen)
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: northjon79 on October 22, 2018, 04:06:22 AM
Excellent work.  I've been using the Asphalt SAM in an increasing number of my smaller towns and cities. This will just make it much easier and less time consuming for me to get just so.  And now I've got my days off planned!
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tyberius06 on October 22, 2018, 04:56:03 AM
OH well it's a nice surprise mod. I'm putting it into my plugin folder right now! :)
Nice work!  &apls &apls
Thanks for sharing it

- Tyberius

P.S: and just to be cleared, it's a double override mod, so will override Rivit TSR streets (which is a maxis street replacement/override, and by default your mod is loading after his mod, but sure it would be better if I remove that mod) and I should remove MGB'S SAM7 Bikepaths mod too, right?
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: mgb204 on October 22, 2018, 04:16:30 PM
Nice mod, not sure I'm willing to ditch TSR myself, but I know this is something a lot of users have been requesting. The option to switch the SAM7 back to Maxis streets is a great addition, so you don't loose one of the SAM options in the process.

P.S: and just to be cleared, it's a double override mod, so will override Rivit TSR streets (which is a maxis street replacement/override, and by default your mod is loading after his mod, but sure it would be better if I remove that mod) and I should remove MGB'S SAM7 Bikepaths mod too, right?

As the TSR is also a mod that overrides the Maxis streets, indeed you'll need to select one or the other to use. Having both installed will conflict, although looking at it this would load later than Rivit's mod. Also, unless I'm missing something, the SAM7 override is separate, so you could keep the SAM7 Bikepaths mod if you preferred. Again looking at the load order, failure to remove the SAM7 Bikepaths would mean my mod loads after this one. In any case, it makes no scene to have duplicate mods sticking around, so prune your Plugins folder accordingly.
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Wiimeiser on October 22, 2018, 06:43:24 PM
What exactly is the TSR, out of curiosity? Tar-sealed roads?
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on October 23, 2018, 10:11:08 AM
What exactly is the TSR, out of curiosity? Tar-sealed roads?

That is indeed it.

Thank you all for the kind words on the new mod!  I'm considering porting my new version of the dark asphalt textures over to SAM-7 as well, so those who are still intent on keeping the Maxis defaults, or are using another default Maxis Street override (like TSR) can also enjoy them. 

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Kitsune on October 23, 2018, 04:55:51 PM
There is a nifty tool that allows you to do global macro's to automate repetitive tasks called Macro Express 3 .. although it does cost 44 us. It has come in handy when I do my own modding.
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: noahclem on October 24, 2018, 06:43:18 AM
What I great surprise! This is something that's been on my wish list for many years. Can't believe you kept this under your hat for so long :D  Thanks a lot man!!
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tyberius06 on November 18, 2018, 07:27:47 PM
Hi Alex!

Is this behaviour normal on your street texture replacement mod? (see picture below) On medium and high density zoning it's turning back to maxis default street at the intersections.
I have installed the NAM v36 (with the NWM MRCs, since I'm working on these paths), but I emptied everything else. In the install dir plugin folder contains the simmaster patch dll and the extra cheat dll, but apart from these nothing else.

I thought it's interfering with some other mod from Rivit or MGB or others (because I got strange turning back behaviour with street roundabouts, but I'm using some overrite mod for that, so that could cause troubles), but I don't have a clue what's the problem with it and an empty plugin folder.

Thanks in advance!

- Tyberius (Tibi)

PS: I've installed it with the RHD/Euro-International/RRW option.
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: matias93 on November 18, 2018, 08:05:48 PM
Looks like the NAM optional textures are overriding the mod. Did you try to load it after the z_NAM folder?
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tyberius06 on November 18, 2018, 08:17:58 PM
Its default folder structure is supposed to load after the NAM folders but I have the same result with five underscore (z____).
Also I don't have any wealth texture by agricultural zones, but that's not a problem.
Anyway it's more or less a clean NAM install what I used here.
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on November 18, 2018, 10:20:21 PM
The original North American version of the NAM Retexture and Cosmetic Mod by superhands did include additional mid/high-density wealth textures that looked exactly like that, for the Street x Street OxO + and T-intersections.  They weren't particularly popular, and we had quite a few requests to remove them, and eventually did at some point after the R&C Mod was brought into the Monolithic NAM.  It does appear, however, that the Euro version that MandelSoft did also included those same mid/high-density textures, and those escaped removal.

The Default Asphalt mod did not include the texture IIDs for the mid/high-density textures, so these weren't covered up, allowing the retextured Maxis Streets to show through.  In the process, I found that this also needed to be done with the RRW crossings. 

Fortunately, it was a pretty quick fix, and I have updated the mod to Version 1.1 (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3703) on the LEX as of just now.  Simply install the new version right over top of your existing installation--it will overwrite the old files automatically.

Thanks for spotting that, Tibi! :thumbsup:

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tyberius06 on November 20, 2018, 09:08:24 AM
Thanks Alex!

It's working now, but I encountered an other odd thing, which I don't understand about street roundabouts. But as I see the default NAM street (2ns pic) has the same strange behavour. See the below attached pictures. In with certain set-ups the whole street roundabout geometry is changing. I don't know if it's a new or an old leftover NAM feature or what is that, but it's only working as it is on the picture. If I want to draw any other side streets from the roundabout it falls appart. The Rivit TSR streets doesn't have this behaviour, I guess it's due to the texture replacement of some kind.

Also I was wondering if there would be a chance to get a copy from your street mod texture repository, because I would like to make a version which doesn't have any grass, if it's possible. It's basicly an NGN (No Grass NAM - MGB's mod) version of your street. MGB already made the NGN mod which covers the default maxis street and made an additional experimental "NGN-type" repository which works with Rivit's TSR Streets repository, so I could make my No Grass TSR streets. And that would be the plan for your street mod too.

Edit: well I got the information that it's not that easy, but the plan is still a No Grass TRK asphalt override...

Thanks in advance!

- Tyberius/Tibi
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: mgb204 on November 20, 2018, 04:40:53 PM
Pictures 1 & 2 show a special roundabout "End Piece", which only appears when drawing one from a cross-intersection. This is intended NAM behaviour, actually I've some work on supporting this for all SAM sets.

Picture 3 is simply an unsupported RUL setup, street roundabouts were not designed to be placed together like this. However the road ones can have multiple roundabouts strung together.
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on December 04, 2018, 10:24:34 PM
Glad to see it worked, Tibi--and to follow up on the NGN question, here (https://www.dropbox.com/s/f6fjgl28xror2ti/Tarkus%20New%20Asphalt%20Streets_Source.7z?dl=0) is a link to the source files.  I did indeed try to follow the original NAM behavior, and modeled my textures with the roundabouts to be like the NAM defaults.

And now for something completely different . . .

(https://simtarkus.files.wordpress.com/2018/12/cactree-12042018-1.jpg)

What's the saying . . . "cactus makes perfect"? ;D

In any case, I had been on the search for a proper "tree" controller to handle more Arizona-type desert flora, and as it turns out, there isn't one.  c.p. did make a bunch of models in his Mega Props Vol 02, and while both he and tfinvold over at ST did make MMP brushes that cycle through a selection, a God Mode Brush does not exist, nor do MMP brushes for single types of desert flora (i.e. being able to plant saguaros one by one). 

So, I've started diving into this whole other area of modding . . . my God Mode Brush isn't quite working well enough (still need to get the hang of FloraPreferences--only the sagebrush wants to get planted right now), though my individual MMPs, as seen above, are working well.  They're also semi-seasonal where applicable (much like CP's multi-flora brush).

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Andreas on December 05, 2018, 01:49:22 AM
Ohh, that looks very promising! :) I discovered Cycledogg's cactus and Joshua tree props long ago, and always thought "I'd have to use the Arizona terrain mod once", making a huge region with a map of the Arches National Park, but then I found out that there wasn't any flora mod that would suit such a desert area - and using MMPs would have taken ages to fill the map... I'm not very familiar with this type of desert flora, but I hope you get the hang of the flora properties (I always struggled with those myself) for a nice-looking result. :thumbsup:
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on December 05, 2018, 02:58:36 AM
Thanks, Andreas--knowing there's others out there who are also interested in this definitely gives me additional motivation, beyond that already provided by my recently acquired cactus enthusiasm. :thumbsup:  I'm probably going to make an alternate version that swaps the saguaros out for Joshua trees, for more of a Mojave look--though technically, there is a small swath in Arizona along US Highway 93 where the Sonoran and Mojave ecosystems elide for just a bit, and both co-exist. 

I've attempted to adjust the FloraPreferences a bit more, trying the ChrisAdams3997 trick of setting all 256 values to 1 for all the flora in the controller.  Allegedly, that's supposed to make everything fight for space, but the result I'm getting is nothing but organ pipe cacti--which happens to occupy the last two in IID order for my controller (the two organ pipe cacti models are set up as a cluster).  If there's anyone out there with tree controller experience, I'd love to get some tips as to where I might be going wrong, and in the meanwhile, I'll continue to experiment with it.

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Andreas on December 05, 2018, 11:07:51 AM
Alas, my knowledge is very limited as well; I once made a custom tree controller with Cycledogg's first pack of tree props, which provides such a "wild" mix. But even knowing that the 256 values represent different levels of height and different levels of moisture, I realized that I couldn't properly imagine which REP of that property does what. ;)

I ended up creating a matrix of random numbers in Excel, with values ranging from 0 to 1, and all kinds of fractions in between, and to my surprise, the result didn't look that bad. Maybe I still have the source files buried in a folder somewhere, so if you're looking for some kind of template that randomly plants a dozen types of different flora props or so, this might help a bit.
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: mgb204 on December 05, 2018, 02:41:34 PM
11241036 made a tutorial on this, which can be found here on ST (https://community.simtropolis.com/omnibus/simcity-4/tutorials/how-to-makeedit-a-tree-controller-r320/).
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Simmer2 on December 05, 2018, 03:48:15 PM
Very nice start indeed  &apls

Alex has Kung Fu!
.
(https://i.imgur.com/eFA4kfx.png)
.
Lol I could def make a model for this ^^

Nick
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: AsimPika3172 on December 05, 2018, 07:28:41 PM
Nice! Remind me... CACTUAR...

(https://www.models-resource.com/resources/big_icons/4/3896.png)

...from Final Fantasy 8 games!  :thumbsup:
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on December 17, 2018, 09:36:57 PM
Thanks, everyone, for the kind words and support!  That tutorial you linked, Robin, ended up answering a lot of my questions (somewhat surprised I missed it in my search for answers), so a huge thanks for that.  Now that I have a better idea of what to expect with the FloraPreferences property, I think I know what to do.  I did, however, get distracted in the process with more NAM work, as well as using my new MMP knowledge (and some further information I picked up from David's 3RR Plopperizer tutorial) to do something with some files I've had sitting around for quite some time.

(https://simtarkus.files.wordpress.com/2018/12/signs-12162018-1.jpg)

Those signs are now working MMPs--and in case anyone's wondering, I have models ready to go for 5mph to 85mph (the highest number seen in the US, on State Highway 130 in Texas), but have only done the MMP implementation on the ones above so far.  There are still some situations where something akin to my long-defunct Signage Piece Mod might be useful in addition to these MMPs (though probably in a FLEX implementation--since it'd negate the need for separate pieces on override networks), but I'm still investigating just what the MMP option will provide.

I also played around quite a bit with the scaling, to find the right balance between RL scaling, SC4 scaling, and legibility with an HD render, and think I have them right where I want them on that side of things.

Here's a few more images of the MMP setups in action--placed along side the new QuickChange Xpress setups:

(https://simtarkus.files.wordpress.com/2018/12/signs-12162018-2.jpg)

(https://simtarkus.files.wordpress.com/2018/12/signs-12162018-3.jpg)

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Simmer2 on December 18, 2018, 01:05:44 AM
Great idea and HD is the way to go  &apls

Nick
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: mattb325 on December 18, 2018, 01:14:31 AM
This is great! I've always wanted something like this that isn't lot-based  ;) And, given the sims drive slowly (at least the visuals), for those of us who use km/h, it's actually really accurate for the traffic flow  :D
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: matias93 on December 18, 2018, 11:54:34 AM
Wow, really cool! And I guess the models are fairly simple, so maybe a novice with scarce free time like me could make some extra models for other RL regions...
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tarkus on December 19, 2018, 02:39:49 AM
Thanks, Nick, Matt, Matias, and everyone! :thumbsup:

And speaking of km/h . . . might be time to speed those sims up with an automata plugin mod. ;D

(https://simtarkus.files.wordpress.com/2018/12/signs-12182018-1.jpg)

(https://simtarkus.files.wordpress.com/2018/12/signs-12182018-2.jpg)

(https://simtarkus.files.wordpress.com/2018/12/signs-12182018-3.jpg)

And I guess the models are fairly simple, so maybe a novice with scarce free time like me could make some extra models for other RL regions...

The models are indeed fairly simple--I might even do like artforce1 way back in the day, and offer up the source models, along with instructions for how one could swap in their variants in place of the ones I supply.

I've been making some template models for some other sign types, too, so there can be a broader cross-section of sign types.

-Alex
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Tyberius06 on December 19, 2018, 03:13:04 AM
Oh, this is a nice addition :) Amazing stuff! :)

- Tyberius
Title: Re: Tarkusian Moddage - Support and Development Thread
Post by: Kitsune on December 19, 2018, 08:15:05 AM
... in Canada we put Km/h under the sign, because of Americans. They have a bad habit of misreading the signs and doing 70 miles... instead of 70 km. 70 miles = 112 km/h. It has caused issues.