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Ground Lightrail MOD - support

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I meant the background of the rail.  I want to put grass to replace this background.  How can I do it?

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  • Original Poster
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    There is a texture with grass background; actually for straight and diagonal pieces (no curves yet) somewhere in the middle of the piece-ring.

    If you want to edit textures, you have to download iLive and to open the ZGLR.DAT file with it. Browse on the FSH-files and look for the texture you want to change. Right-click it and save it as .FSH-image.

    Then download fishman to convert it into .BMP or .PNG. Modify it with any imaging software and do then the same steps backward!

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    Posted:
    Last Online: A long, long time ago... 
     
    Hi, the puzzle is in attachment, but as Goaskin said, it's not fully functional (UDI issues).
    Another way it works ok. Remember, this puzzle will expire with new release of GLR, so be prepared to destroy them
    before installing next version .

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    Posted:
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    Guess..just wanted to say great work...am not sure what problems other had...but everything installed fine on the first try for me.  I love the GLR and can't wait for more puzzle pieces, stations and train skin...

     
    GREAT WORK..KEEP IT UP...

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  • Original Poster
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    See at my latest postings in the other GLR thread! There is a new link to my extension file. ZZZ_35.DAT and ZZ_PEDBRIDGE.DAT are deprecated.

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    Just a thought - there would probably be less crashing related to hovering puzzle pieces over transit enabled lots if the first piece to come up when you clicked the glr button was the 1-tile straight piece, rather than the 5-tile glr-to-el transition ramp. If you place rail, then a station, then switch back to rail again to extend the line, that long, unwieldy piece popping up can unintentionally come in contact with the station very easily.

    Since the straight piece is the most used, it would be more convenient too.

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  • Original Poster
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    I don't think that every piece is able to let the game crash. I think that problem only exists on pieces what require a specific network or empty terrain beyond it. For example a road crossing requires empty terrain or a road. If the road goes from north to south and the road on the selected preview goes from west to east, it rotates automaticly when you hover it over this road.

    On transit-enabled lots, there are also settings which declare the network systems going through (for example, you can drag railroad networks through a station but only in the defined direction). If you select a puzzle piece and hover it, the auto-rotation procedure fails (the game calculates infinite rotations and crashes), but if the RUL type of the puzzle piece is set to 00000000 (no requirement) and the piece can be placed anywhere, it's no problem to hover it. For example, you cannot crash the game by selecting a ped mall piece.

    I am still searching for a game setting what turns the automatic rotations of selected puzzle pieces off to prevent crashes.

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    Posted:
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    Maybe - but the glr-to-el transition definitely crashes the game and definitely is the first piece you get when you click on the glr button. Due to its size, it is at least 5 times more likely than the 1-tile straight piece to cause problems just by popping up on screen. Or, if what you say is true, it is infinitely more likely than the 1-tile straight piece to crash the game, since the straight piece doesn't do it at all.

    Either way, seems like a case for making the first piece you get be the 1-tile straight piece.

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    With a bit research, it may be possibly to declare the ramp as autobuild-piece what appears if you drag el-rail onto a straight piece. If this will work, it can be removed from the menu. Actually there are autobuild puzzle pieces for all kinds of ground highway bridges coming with the NAM.

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  • Original Poster
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    This will only work with draggable networks. My idea is that the ramp will be built when you drag el-railway onto a straight ground lightrail puzzle piece. This may be possible with a valid entry in a special RUL file which declares replacement puzzle pieces for special situations.

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    Posted:
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    Has the conflict between the NDEX rail to subway transition and the glr to subway transition not been worked out? Can't use them both at the same time still?

    If you have just one of them in the plugins folder, plop it in the game, then replace it in the plugins with the other one and plop that one, will they function at the same time in the game?
     
    Is this uncharted territory?

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    Posted:
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    pnorrell,  no it is not very difficult. The GLR version was originally made as a quickie.  It could be fixed if it was modded to use a unique ID for everything except the actual BAT model.

    Probably the best solution would be to contact the original author.  This would give us an official version (and hopefully a better entrance texture).

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    Posted:
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    Am i the only one that doesn't see his trams go through the stations. It doesn't work for me with Morifari's station.. Even if a drag an elevated rail trough it.
    Because then i still have to remove the elevated rail because i can not lay down the tram tracks.... help pleaseeeeee!!!

    I don't seem to get it right...

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    Posted:
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    Date: 5/23/2005 6:10:14 PM Author: smoncrie pnorrell, no it is not very difficult. The GLR version was originally made as a 'quickie'. It could be fixed if it was modded to use a unique ID for everything except the actual BAT model.

    Probably the best solution would be to contact the original author. This would give us an official version (and hopefully a better entrance texture).


    Smoncrie, I don't think Equinox wants to ever work on the model again.... He rendered it 54 times or more just to get the track texture aligned properly. We would be better off making a new model that has the same dimensions and depth as the NDEX model. I could mod the GLR version to remove the conflict with the NDEX version, if you want me to....

    -Swamper77

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    Posted:
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    And Smoncrie, do you do that all the way or just half way untill the middle so just two tiles??

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    Date: 5/24/2005 1:41:29 PM Author: DenMar And Smoncrie, do you do that all the way or just half way untill the middle so just two tiles??
    quote>

    DenMar,

    You have to draw the light rail all the way through the stations. The station Smoncrie has shown is two tiles long.

    -Swamper77

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    Posted:
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    If i try to drag the el. rail through the station, it's not yellow like in Smoncrie picture, but instead it turns red in that it's not possible

    Ow, adn i am using a three tile station of Morifari, don't know if that's the difference

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    DenMar - you have to lay the track puzzle-pieces, plop the station on top of them and then drag the elevated rail through the station.

    I have another question myself - thanks in advance for providing so much support on an alpha release like this.
     
    I assume the way the diagonal puzzle pieces line up with the other ones (or don't, rather) is an issue that will be fixed in future updates:
     
    <ahttps://www.simtropolis.com/idealbb/files//glr%20diagonal.jpg align=baseline>
     
    When it is, will I have to bulldoze and replace all the diagonal pieces I've already laid?

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    Posted:
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    I think i just found out what's wrong.
    I happend to have a 3 tile station from morifari with only one tile of rail in it.....
    I will remove it and see if i can get the right one in...

    So far thanks for the help you guys,

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    Posted:
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    Date: 5/24/2005 3:39:07 PM
    Author: pnorrell
    I assume the way the diagonal puzzle pieces line up with the other ones (or don't, rather) is an issue that will be fixed in future updates:
    quote>

    Try using the left and right turn pieces:

    lookinin-glrdiag1.jpg

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    Posted:
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    Aaaaahhhhh! 37.gif Of course - that takes care of most of the problem! The other cases where the track doesn't line up can be prevented in the future by planning the lay-out accordingly. Thanks!

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    Posted:
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    When I had the ground light rail mod in my plugins, the normal NAM puzzle pieces for overpasses wouldn't appear anymore. I mean: they would still be in my menu, but they don't appear in the game when I try to use them. I couldn't lay overpasses because the cursor would just not take the form of a piece of road or whatever, it just refused to change.
     
    Am I using an outdated version of the NAM, is this a known issue, or am I telling something completely new here?
     
    Once the GLR was deleted from Plugins, everything worked fine again.
    (I don't really desperately need the mod right now, but I just thought I would signal this problem.)
     
    EDIT: oh yes I should add, I hadn't laid a single piece of EL or GLR yet, this was just an independent problem (I was trying to make an overpass over a road and a piece of railway).
     
    EDIT2: Should have thought about this before posting, of course, but it seems I don't have the latest NAM, indeed. I'm first gonna check whether that helps, until then, ignore this post, thanks.
     

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    Posted:
    Last Online: A long, long time ago... 
     

    Hmmm

    I have strange issue with GLR puzzles...
    it seems i haven't any of left side puzzle
    i removed the whole old suff and install new NAM and remove left hand plugin
    ped malls cosmetic mod doesn't affect anythin
    Everything what i have after installing:
     
    <ahttp://img264.echo.cx/img264/7037/newyoshirunorth15lut1331118327.jpg align=baseline>
     
    Goaskin: in GLR main thread i made post with an attachment with darker textures for diagonal junction

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  • Original Poster
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    Hello,

    I have not as much time as the weeks before. I will update the textures for the diagonal pieces, but that needs much time because I have to use FishMan in a slow virtual machine. This has the performance like an old pentium and I need about four hours to create the FSH files.

    I will do it but not so quickly.

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    Posted:
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    Date: 6/9/2005 11:15:50 AM Author: pitero
    I have strange issue with GLR puzzles...
    it seems i haven't any of 'left side' puzzle
    i removed the whole 'old suff' and install new NAM and remove 'left hand' plugin
    ped malls cosmetic mod doesn't affect anythin
    Everything what i have after installing:
    quote>
     
    Yeah, I was puzzled about this at first, too. But the solution is easy (as Tropod told me): Just use the [HOME] and [END] keys to rotate the puzzle pieces, and the left side pieces will show up. I'm not sure if this is mentioned in the readme file, but other puzzle pieces can be rotated in a similar way.

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    Posted:
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    OK ummm why is it when I go to the link on the GLR page that should have the latest version of the NAM on it. All I get is a file not found error?

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    Date: 6/17/2005 6:25:53 PM
    Author: ^NaTaS^
    OK ummm why is it when I go to the link on the GLR page that should have the latest version of the NAM on it. All I get is a file not found error?
    quote>

    Sometimes it may take hosting sites time to get the files up or update their site, or they may have some other problem.

    try the following;
    http://ndex.simvision.net/files/signature.html

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