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RHW-2 Textures

Started by Nique, January 21, 2009, 09:04:16 AM

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Fresh Prince of SC4D

Returning from Call of Duty . Must rebuilt what I destroyed....

Nique

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
Proudly developer of

Nexis4Jersey

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

Nique

#143
Lol indeed,

Planning on such:


Finished some RHW1 roads (btw, is this MIS?)
Proudly developer of

Nique

#144
For future addition..

RHW2 split into 2 RHW1 lanes
Proudly developer of

Nique

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
Proudly developer of

Swamper77

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
You can call me Jan, if you want to.
Pagan and Proud!

Nique

#147
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.. :(
Proudly developer of

dedgren

K-point!  This thread is definitely one of the places to be at SC4D this week.


David
D. Edgren

Please call me David...

Three Rivers Region- A collaborative development of the SC4 community
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I aten't dead.  —  R.I.P. Granny Weatherwax

Skype: davidredgren

Nique

#149
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()
Proudly developer of

sithlrd98

#150
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

Ryan B.

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!

Nique

Thank you,

Learning by doing is the best practice
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Nique

I have problems with the one-way Roundabouts. It looks like these (standard NAM) textures are lighten allot??
Proudly developer of

Swamper77

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
You can call me Jan, if you want to.
Pagan and Proud!

Nique

#155
Ok, thank you, i'm using that mod indeed.

Well, what if people do not use this mod? Because have darken the texture now..


Seems to match the real colors perfect  ;D
Proudly developer of

Nique

Every time i finish something, it feels so good!  ()stsfd()

RHW1 -> OneWay RoundAbout
Proudly developer of

Swamper77

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
You can call me Jan, if you want to.
Pagan and Proud!

Nique

#158
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)


To bad nothing has been indexed (for public?) .. i'm searching for correct instances in DAT files 60% of the time..
Proudly developer of

ebina

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.