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AndisArt

simmars-forum-threads Transit Network Workshop

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Stations are on SMEX, Andi. Also for you - Nov/Dec Rewards are at MediaFire ( http://www.mediafire.com/?bjlrmzq01tm ) if you want to look them over.

un1 - check SMEX for possible new Terminal! I wasn't even thinking about such but the model I was working on refused to agree with my vision for it, so I'm offering it to you.  If you see anything you would like to do differently I'll gladly reshoot it or send you the .gmax file. If you don't like it, maybe lot it up as a commercial office.


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    Thanks! I createds customer icons for the BATs. The two stations have missing ground textures. Which ground texture did you use? There might be a conflict with the existing ones? Did you have SimMars in Plugins folder when creating them?


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    I must be using a BSC texture - it's the only thing in my plugins except for SimMars and my own work.


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    you should remove them to avoid using them without noticing it. I tried to change the texture but afterwards the freight station didn


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    I worked on the subway station, added a few things. had the idea of having color themes for transit to make it easier to distinguish. the idea came after seeing your blue rail stations.

    So blue will be color for rail, I suggest red for subway:

    Do u like it?

    subwayje2.jpg

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    I SOOO!!! hate you! It looks beautiful. I wish I could get my lighting to work like yours does.


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    But Tim, I just placed a few Omnis in the scene, even without changing their values!!! Have you tried Omni lights?

    Do you know that you have to tick "Cast Shadows" for all lights?

    What u think about the red and the S-sign?


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    Beautiful!! That actually would be useful as an entrance to larger venues (stadiums, skyscrapers) as well.

    The S sign works for me.

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    I want the .gmax, so I can study your settings.

    To be honest, my first impression was to call you up and cuss you out. But my second impression was to EAT it so I called that good.

    This BAT, Ped8, was designed to be part of the ped mall tileset. The face were you have the S connects to the other pedmalls; the opposite face is the street entrance. It looks good there, so I wonder if I should add a similar object to the other pieces so they all match up. I understand that you are thinking of using it as a standalone subway terminal and I concur. I would also like to incorporate the red material into some of the other ped mall tiles when I reshoot the group.


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    Oha, it looks like I mixed it up here! I was thinking that the model actually WAS intended to be the subway station, what fooled me was that it was transit enabled to subway.

    I didn´t realize that it was meant as part of the pedmalls, sorry about the mixup!

    So that makes me think further, wouldn´t it be possible to leave the model to become the subway station and this way it can be placed into a pedmall arrangement if wanted? 

    You shouldn´t have to redo all the pedmall tiles, we just place the sign somewhere else!

    Also in this case we can keep the blue if that is the way you made the other pieces!!

    Oh man, now I also get why you placed some flowers there... 

    .... and I but some hatches in the scene.... ulala ladida 45.gif

    The gmax scene:  http://www.mediafire.com/?mjwz2xo0q42


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    No, really - what you have is great. None of the other pedmalls have the blue, I just love that red you're using and there are places in the rest of the set that I could use it to bind the whole together. Ped8 was supposed to replace the crosswalk pieces but the design parameters in the I Ching (this is one of my first hexagram BATs) said "...going down is good fortune..." so I made it a subway connection. Blue is simply the color for the Unified Rail system in my CJ (Hell_S) and migrated to several other BATs while I was working out the textures.

    I reshot the large passenger station with a yellowish concrete instead of bright blue (the ovals in the canopy are still UR blue). I'll try to get it on SMEX for ya'll as I think it is much nicer.

    By the way - I looked through my plugin folder and I actually have quite a few non-SM files in there besides BSC. I'll see what I can do, but some content is for research purposes and I wont guarantee that some non-SM textures wont creep in occasionally. My lotting generally sucks so I guess I just assumed someone else would do the final lot.  I'll try to be more conscientious.


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    What do you mean with research purpose?

    In order to avoid any issues with ur creations you really should only have the SimMars stuff in your Plugins folder. I suggest you put the other stuff in a different plugins folder.

    In regards to subway stations: so be it then and we will use the model, I render it and send to warrior to tranist enable.


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    By 'research' I mean that there are still many parts of the beta mod that I do not understand. I investigate the various parts of the mod by adding or subtracting them from the beta and then observing the changes in the game. I do not rewrite any part of it - just trying to figure out what the different parts do and where any possible problems might be. In addition, I have several non-SM lots that help fill-in where the contents of the beta are lacking (PEG's AirScrubber, PEG's SolarCollector, the water filtration plant from Raphaelninja, a 'money cheat' for testing, etc.). Naturally, if they conflict with the beta they are of no use to me and are either modded to comply or discarded.

    I have initiated a vanilla SM region for test purposes and removed all non-SM textures. There does seem to be an ID problem with the BSC textures though, as removal of the file caused me to see many new SM textures in my Lot Editor that were not visible before.

    Keep in mind that for nearly a year almost no one posted in this forum and I assumed I was working alone.  Glad to see that's not true! I will adjust my mindset accordingly.


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    Here is a proposed Ferry or SeaPort replacement - this part is 9x2 and will have a 2x2 footprint. I want to put it at the upward limit of the lot editor so it looks like it's in space. Two other peices will go with it to make the ferry - a 4x4 'crashdown' recovery site where airbag wrapped capsules bring cargo or passengers down from the space station, and a 3x3 rocket-assisted launch site for the return.

    Taranta21_Ezekiel2.jpg

    It's the Bridge section of a Super Taranta Colony Class immigration ship.   The outer rings rotate.  I had so much fun I'm tempted to do the whole ship so I can scavenge the engines and infrastructure for industrial BATs. It still needs alot of work.

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    I saw that you guys wanted some textures for avenues, and I just wanted to help out cause I love this mod. Here's my idea. I kinda ripped off the road texture, so I hope whoever created that doesn't care.

    MarsAvetexture.jpg

    I'm doing an interstate and one way road too.

    Suggestions, comments, etc. are welcomed.

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    ODST_27, that is exactly what I wanted to see! This way it will blend in with the existing road texture.

    Great to have ur help 9.gif


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    I agree with Andisart...that is beautiful. 21.gif

    The Avenue-Road transfer should be easy...get an idea of it from the default Maxis textures.

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    Originally posted by: un1 So I said, I would do an airport... Well I finally got to it. 3.gif


    SimMars Landing Strip

    To Do:

    -Make Runway longer.

    -More props.

    -Make it functional.

    -Basic modding/custom icon.

    -Terminal.

    -Parking lot.

    SimMarsCity1-Feb1001230743300.jpg

    I was hoping someone could BAT me a 3x3 terminal for this airport, since I can't BAT.. Even if I could, think about how hard it would to BAT SimMars style...

    quote>

    I could do a terminal for you. Pic below

    And even that, you could change it into VIP airport.

    post-323759-12985103352298_thumb.png

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    I got a new monorail station! A few things to fix:

    -I can't nightlight the windows. Can someone do it for me?

    -Do I need monorail texture on it?

    -Is the width ok?

    post-323759-12985105144331_thumb.jpg

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    i made a highway texture but it probably looks too well-maintained

    i made the elevated highway pylons reddish-orange, too

    intersections with roads cause the game to use the default

    road textures. yipes! 22.gif

    post-342615-12985105838749_thumb.png

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    hey bdswim, welcome to Simtropolis, and SimMars! 9.gif

    that looks like a very good start!

    A suggestion: One thing that stands out is the edge of the track. From the inside it looks like it has no border because the inner texture is just one element. Maybe you can try a different texture so that the borders (I mean the vertical part at the edge) looks different from the texture of the track to make it more distinguishable so it looks correclty.

    Hope this makes sense

    AndisArt

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    i've improved my highway

     - the outer edge doesn't look so sharp
     - there's no visible seam in the middle
     - i've darkened the colours
     - the divider and edge doesn't have the same
       look as the pavement

    viewattachment.cfm?attachid=8017&forumid

    I also made a blimp thing.
    viewattachment.cfm?attachid=8018&forumid

    post-342615-12985105866978_thumb.png

    post-342615-12985105868766_thumb.png

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    bdswim, thanks for the update.

    could you make a test with a version that has the brownish texture (arrows) replaced with some texture like on the side (marked with box)?

    can u then send me the three different versions so I can make some tests?

    highway.jpg


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    I've modified the highway textures, and the ZIP
    file attatched contains three DAT files.

    HighwayTexturesA.dat - Reddish replaced with brownish
    viewattachment.cfm?attachid=8049&forumid

    HighwayTexturesB.dat - Sides of barriers are reddish
    viewattachment.cfm?attachid=8050&forumid

    HighwayTexturesC.dat - Brownish replaced with reddish

    I couldn't find my pic of HighwayTexturesC.dat, but I think it's what andisart wanted.
    I attatched pics of HighwayTexturesA.dat and HighwayTexturesB.dat, respectively.

    >> B will be used. Click here to download it, as well as the T-intersection fix and the highway sign fix.

    post-342615-12985105981469_thumb.png

    post-342615-12985105983216_thumb.png

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    bdswmin, thanks a lot for your quick response!

    I checked all three versions and I find that version B fits and looks best so I would like to go for it!

    It's amazing that the texture applies to the whole set of highway pieces! I wasn't aware of that.

    It looks great, you did a great job 9.gif

    Look how beautiful that looks:

    highway.jpg

    As you already said, there are just a few pieces left where road texture is involved. Maybe you could get some help from the NAM team specialist?

    Regarding the highway signs, they should definitely be replaced as well. Do you know how to replace them?


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