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Author Topic: RUL 0x10000002 - Tutorial to making texture overrides  (Read 29986 times)

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Offline Jonathan

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #40 on: February 06, 2008, 11:18:34 AM »
It is possible to create Subway RUL overrides, the road RUL file controls the subway. But an override would have to be made the old RHW way (pre v13) side by side. These RULs would effect the Road, Subway and Pipe networks.
I dont know the NSGID for the subway or Pipe, but Tropod may be able to find some more possible IDs.

This a PM from Tropod

Quote
Waterpipes; possible Network GroupID Exemplar
0xA951171C
(1C1751A9)

0x82C2FF49
(49FFC282)


Subway; possible Network GroupID Exemplar
0x8A15F3F2
(F2F3158A)

0x8A15EE13
(13EE158A)

0xC17BB329
(29B37BC1)

When using the above IDs, use the ones with *0x* in them. The ones in brackets are just for reference purposes.

I haven't tried to test any of these, so I can not say with any certainty if any of them will work or not. The limited stuff I have managed to pull from the exe & use for the game (DirtRoad IID for the cursor images, Dirtroad GID, Street GID) have been achieved through trial n error.

Also I searched for files IIDs range 06000000 - 06ffffff in all the dats and it came up with some FSH and S3D files in Simcity_locale.dat but I couldn't find the locale file they were in.


I hope some of this has helped someone figure something out.

Offline JoeST

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #41 on: February 06, 2008, 12:29:32 PM »
You know who I really want to hug right now....  :o :o :o :o OMG, thats great

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Offline Jonathan

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Re: RUL 0x10000002 - Tutorial to making texture overrides New theory on NSGID
« Reply #42 on: February 06, 2008, 12:47:07 PM »
Okay... Pipe network doesnt neeed any form of NSGID, just the IID of the model must be in the same range as current models.


Offline Tropod

Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #43 on: February 06, 2008, 02:37:53 PM »
Something that just occurred to me; it is quite possible that there does indeed exist a RUL IID file address specifically for Subways, and that the road rul is just a fall back. It wouldn't be the first occurrence for something like this to take place in the game.

Warrior;
Those IDs you've mentioned; this in relation to referencing (making use) in any specific RUL? ie overrides / interchange RUL.

Offline Jonathan

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #44 on: February 06, 2008, 02:42:57 PM »
This is the only RUL I added to make it work:

06009999 being the underground highway piece.

Code: [Select]
0x4b00,0,0,0x4b00,0,0=0x06009999,3,0,0x06009999,1,0
The 0x4b00 references Road(00004b00), pipe(06004b00) and subway(07004b00) pieces

0x06009999 refences 06009999 and 07009999 and possibly 00009999 somehow.

Offline RebaLynnTS

Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #45 on: February 06, 2008, 03:48:57 PM »
I have a feeling that if we put our minds to it, we could make a game of our own :)
Becca

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Offline Tarkus

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #46 on: February 08, 2008, 01:29:00 PM »
Now that is absolutely amazing, Warrior.  This is a real discovery here!  I think you've just opened the floodgates . . .

And thanks for correcting me memo--I hadn't run across that file in my search attempts in the past.  I must have missed it. ;)

-Alex (Tarkus)

Offline Lollo

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #47 on: March 30, 2008, 01:43:53 PM »
First of all, thank you! This is a brilliant and easy-to-understand tutorial.
I'd like to know if it is possible to make an override on 3 side by side textures (texture1 beside texture2 beside texture3)?

Keep an eye on the Lair!


Offline Lollo

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #49 on: March 30, 2008, 04:10:13 PM »
Buahh! it would be nice.... really...
And what about overriding an override?
texture1,texture2=texture3,texture4
texture4,texture5=texture4,texture6

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Offline Lollo

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #51 on: March 31, 2008, 06:19:44 AM »
Good! thank you for clarifying this.

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Offline videosean

Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #52 on: May 30, 2008, 09:24:53 AM »
I was trying to figure something out and make sense of this by looking at an example:
Code: [Select]
1,00,02,02,00
3,0,0x00000F00,3,0
;Modified for Road Turning Lanes
1,00,02,02,02
3,0,0x5F005700,0,0
I don't see how that matches up with:

First I assume that the ;comment refers to the line(s?) directly below it.  Second there is only one texture being RULed.  So.... why is it x,x,IID,x,x in my sample code? What is the other line that is x,xx,xx,xx,xx?

0x10000002 is the IID the RUL needs to have?  All RULs from Maxis are in simcity_1.dat?

Code: [Select]
;overrides for ave road (head to head)
0x04009800,0,0,0x04007300,2,0=0x04009800,0,0,0x04009900,0,0
0x04009800,2,1,0x04007300,0,1=0x04009800,2,1,0x04009900,2,1
0x04009800,3,1,0x04006100,3,0=0x04009800,3,1,0x04005800,3,1
0x04009800,1,0,0x04006100,1,0=0x04009800,1,0,0x04005800,1,0
0x04005800,0,0,0x04006100,2,0=0x04005800,0,0,0x04005900,0,0
0x04005800,0,0,0x04006100,0,1=0x04005800,0,0,0x04005900,0,0
0x04005800,2,1,0x04006100,2,0=0x04005800,2,1,0x04005900,2,1
;overrides for ave street (head to head)
0x04009700,0,0,0x04007300,2,0=0x04009700,0,0,0x04009900,0,0
0x04009700,3,1,0x04006100,3,0=0x04009700,3,1,0x04005800,3,1
0x04009700,1,0,0x04006100,1,0=0x04009700,1,0,0x04005800,1,0
0x04009700,2,1,0x04007300,0,1=0x04009700,2,1,0x04009900,2,1

0,00,1
1,01,1
2,02,1
3,03,1

In this case, mirroring produces an incorrect diagonal for driving on the right.  So... can I simply get rid of all the 1s?
Code: [Select]
;overrides for ave road (head to head)
0x04009800,0,0,0x04007300,2,0=0x04009800,0,0,0x04009900,0,0
0x04009800,2,0,0x04007300,0,0=0x04009800,2,0,0x04009900,2,0
0x04009800,3,0,0x04006100,3,0=0x04009800,3,0,0x04005800,3,0
I don't know what textures 4007300 and 4006100 are yet but I'll find out somehow :)
They are the curved pieces that show up when you (for instance) connect a OWR to one lane of an ave... with NAM installed.
If that's workable... it's still going to create a problem of some kind I'm sure since you wouldn't be able to connect the road to one lane of the ave after I do that?  I'm going to try it and see what happens... and yes I will be making my RUL file in the DAT file I've made with my new textures... not editing the existing Maxis simcity_x.dat files.

Even if this code works at all the question is still going to be what IIDs should I use for new textures with proper diagonals?

*edit*
haha getting rid of the 1s made it so I can't drag any road to avenue connections :D
No... I don't know what I did wrong yet... crap.
« Last Edit: May 30, 2008, 09:51:45 AM by videosean »

Offline Jonathan

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #53 on: May 30, 2008, 09:44:53 AM »
Quote
I was trying to figure something out and make sense of this by looking at an example:
Code:

1,00,02,02,00
3,0,0x00000F00,3,0
;Modified for Road Turning Lanes
1,00,02,02,02
3,0,0x5F005700,0,0

I don't see how that matches up with:


Your right it doesn't match up, you are looking in the wrong RUL file.


Quote
0x10000002 is the IID the RUL needs to have?  All RULs from Maxis are in simcity_1.dat?

Yes, and No.

0x10000002 is the correct IID (RUL 10000002 is not the same RUL as you put in the code box above.
Yes all the maxs RULs are in Simcity1.dat but only one RUL file can exist at the same time time that has the same IID, so the NAM RUL files also contain all the Maxis RULs, if you do add RULs, you must add them to the NAM RULs otherwise quite a lot of stuff in the NAM won't work. This means you can't put a RUL file in your dat( you can put it in your dat while it stays on your PC but when you release(I presume you are) the dat, you'll need to remove it from your dat and give it to the NAM team who can then update the NAM with your RULs.


I'm not entirely sure how mirroring works but 0,0 is sometimes mirrored vertically and sometimes horizontally,  And then the mirror rotated 90 for each number.

So 0,1 will be 0,0 mirrored
1,1 will 0,1 rotated 90  (Not rotated 90 then mirrored) So that's: 1,1 is 0,0 mirrored and the rotated 90.

Reading my post over I make it sound much more complicated than it really is. ;)
Hopefully you'll understand some of it.

Offline videosean

Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #54 on: May 30, 2008, 10:02:08 AM »
This means you can't put a RUL file in your dat( you can put it in your dat while it stays on your PC but when you release(I presume you are) the dat, you'll need to remove it from your dat and give it to the NAM team who can then update the NAM with your RULs.
Well crap.  So much for testing my theories.  I really don't want to go messing around with my NAM files.  Since I copied the RUL from simcity_1.dat and edited it after it was in my DAT it has the same IID still... and that is why I can't do anything in the game now I guess... conflicting IID.

As far as releasing goes... if I can get this to look and work to the point where I can't find any faults in it and people like it I'm more than willing to hand it over to the NAM team... let someone else handle the stuff I don't want to deal with kind of a thing I guess :)

I'm probably better off just making the alternate diagonal textures and letting NAM team experts deal with the RULing and IIDs if they want it.

Offline jplumbley

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #55 on: May 30, 2008, 10:10:16 AM »
@Videosean

Im somewhat confused as to what you are trying to do.  I have seen in another thread that you are replacing the Road to Avenue textures.  You should start by replacing the 4 textures that are already in the original set by MAXIS as full IID replacement.  Meaning you should have 4 textures with the same 4 IIDs, then you dont have to worry about RULs at all.

Now, if you so happen to have made a transition that is 3 tile instead of the 2 tile one originally created by MAXIS we can use the RULs to add the extra textures and it will be much, much easier to do so if you have replaced the original MAXIS IIDs first.
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Offline videosean

Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #56 on: May 31, 2008, 08:53:26 AM »
Now, if you so happen to have made a transition that is 3 tile instead of the 2 tile one originally created by MAXIS we can use the RULs to add the extra textures and it will be much, much easier to do so if you have replaced the original MAXIS IIDs first.
It would have to be a 3x2 tile set so you could do the RULs?  ()testing()

Offline jondor

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Re: RUL 0x10000002 - Tutorial to making texture overrides
« Reply #57 on: July 07, 2011, 10:50:26 PM »
Woo, thread necromancy at its finest.  One little thing that's always bugged me about this tutorial is the lack of a visual chart showing the order and direction of flipped tiles.  Working on diagonal ruls is a nightmare without one, so I made one:



As you can see, first the rotation is applied, then a horizontal mirror.
« Last Edit: September 13, 2011, 12:41:26 AM by jondor »
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