Jump to content
Sign In to follow this  
AndisArt

simmars-forum-threads Transit Network Workshop

292 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Thanks

I think I found the missing road textures.

I know where the highway signs are, I'll try and make some new ones

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by myself

...

I know where the highway signs are, I'll try to make some new ones

quote>

I can't seem to get anything decent... 43.gif

It just looks too cheap. Like garbage. 18.gif

Perhaps if someone can BAT some decent highway signs,

I can put them in the game. 2.gif

I can still modd the missing highway x road textures. 1.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hey, just a little question: What do you suppose this car wealth would be?

post-323759-12985106121529_thumb.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Thanks. Any idea what a sports car, a truck, a pickup, a fi- I mean, leak and seal truck, police car and a getaway van look like?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: andisart
I'd love to give it a shot, any specifications I need to know, like size poly count etc?quote>


Here's some info about SC4 highways. 9.gif

Highway Width ≈ 11.314 m (That's just 1 side, not both.)
Sign Bottom and Tunnel Ceiling Height ≈ 6.3 m

Ground Highway Altitude ≈ 0.783315 m
Elevated Highway Altitude ≈ 15.7 m


                                                 37.gif
I'm not sure how cool of an idea this sounds, but
how about calling highways something else? Something
that sounds cooler. 10.gif Like freeway, it's 6 lanes.
Or speedway, vehicles travel at high speeds on it.
Just a thought. 2.gif


Originally posted by: Soji_sim
... Any idea what a sports car, a truck, a pickup, a fi- I mean, leak and seal truck, police car and a getaway van look like?quote>


I'm not sure exactly what they look like, but for road vehicles to work right,
they should be about 2 meters wide.
If they're much wider, there'll be a collision if a vehicle's going down the middle of the highway
and another vehicle attempts to pass. 18.gif

I'm almost done the road x highway textures, I just need to find 1 more that's missing.

Done the last one, it's an attatchment.

It also contains overlay textures for use in the Lot
Editor. They override the plain road overlay textures.

roadtexturefix.zip

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Awesome! Looking great! 4.gif 

    The only thing left that I found was in the T-Intersection, there's one area where it needs fixing and then it's ready to go!

    highway2.jpg

    ______________________________________________________________________________________

    Great, thanks for the info on the highway.

    -Sign Bottom and Tunnel Ceiling Height, does this mean this is the maximum the sign should be high? 

    -The Altitudes you mention, is this where the sign should start from (it's zero point on Z-Axis)?

    ______________________________________________________________________________________

    Wanted to ask, do you know how to create new automata models? I have some car models sitting here, but don't know how to get them ingame...


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Actually, I don't. Not models. But some SC4 members modded police cars, buses, etc. Have a look at one of them when you download it. I'm just making textures, that's all. (Maybe we should open a thread specific for the "research" of automa modding and retexturing)

    Another thing is that in SC4 Tool, when you open a .sc4desc file, there is a category named "exampler type". There it shows quite a bit of choices. Still, it doesn't appear in the game U-Drive it menu...15.gif

    (Note for pic: Red shows transport things, green might attract a bit of attention)

    post-323759-12985106192431_thumb.jpg

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Originally posted by: andisart

    ...

    The only thing left that I found was in the T-Intersection, there's one area where it needs fixing and then it's ready to go!

    highway2.jpg

    quote>

    I think it's a UVW mapping error, I'll see if I can fix it.

    I've remapped the T-intersections, and now they work right.

    The dark texture (like in the middle of the highway) now appears on the highway T-intersection split/merge. A grey line separates it from the rest of the highway.

    Originally posted by: andisart

    ...

    -Sign Bottom and Tunnel Ceiling Height, does this mean this is the maximum the sign should be high? 

    -The Altitudes you mention, is this where the sign should start from (it's zero point on Z-Axis)?

    quote>

    The sign bottom and tunnel ceiling height is the bottom of sign/roof.

    Yes, the sign starts from the altitudes.

    If you have some car models, I might be able to replace cars with them.

    If they only have one texture, you can export it as a 3DS and then in Reader you can load it into the S3D file of the car you're replacing. (If you look under Vehicles in Navigator with simcity_1.dat loaded, you can find all of the cars. If the headlights and taillights are in different spots, you'll need to make headlight/taillight textures.) You then need to load the textures into the DAT file and change the texture IID of the material used so that it points to the new texture.

    >> In iLive Reader, it says Vehicule, not Vehicle.

    Hope this isn't too confusing... 41.gif

    >> I've updated highwaytextures.zip.

    highwaytextures.zip highwaytextures.zip  (403 KB)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    great! thanks for the final update 4.gif

    I worked on the highway sign:

    highwaysign.jpg

    how do I need to make the LODs or shall I send you the BAT file?

    Here are the car models, I have no clue how to get them ingame 4.gif

    Car2


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Shoji, good idea with opening a new thread for Automata Modding, I'll do that.

    I created new icons for the highway pieces:

    newhighwayicons.jpg

    bdswim, regards: renaming highway into speedway, sure! sounds good! if u know how to rewrite the text fields of the highway pieces go ahead 9.gif 

    something not so important but maybe worth looking into changing is the preview image (model?) that shows when dragging the highway pieces

    highwaypreview.jpg


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Cool highway sign. If you upload the BAT file, I can put them in game for you.

    I'll try and do the cars, too.

    About highway, I can search through SimCityLocal.dat for "highway" and edit all of the LTEXT files that contain highway.

    I'll see about the footprint textures. They were the first I replaced and I noticed that the footprint rather than the highway itself was changed.

    -BD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I've rendered andisart's cool highway sign and put it in the game.

    highwaysign.jpg

    Here's a ZIP file containing the updated highwaytextures.dat.

    -BD

    highwaytextures.zip

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks for the quickie!

    The sign needs some adjustment ingame, at the moment it doesn't sit 100% correct on the highway:

    highwaysigningame.jpg

    The lights will not show up ingame?


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'll see if I can nudge it slightly.

    For some reason, when I render something the night lights show up in iLive Reader but not in SC4. Strange. 14.gif

    I'm sure I have the EP1 update and I know I have the thing for GMAX. (Before I got it, night lights didn't even show up in iLive Reader.)

    -BD

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    hm, maybe shall I give it a try rendering? if yes, did u make any changes to the gmax file before rendering? ( if so, send me the updated file)


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm working on a Toll Booth. I've got the basic shape for the highway one done, but I'm not done texturing it yet. Here's a pic below, Low quality render.
    tollbooth.jpg

    >> I textured the grey thing, and now it has a brownish texture. I've also tweaked this to make a ground version. Then I made a one-way road/two-way road version that can also be used for avenues.

    >> OK here it is in SC4:
    tollbooth2.jpg

    Yes, I did change the signs. I nudged the signs up so that they sit on the highway, and then from those I rotated them to make diagonal signs.

    -BD

    elspeedwaysign.zip

    grspeedwaysign.zip

    elspeedwaysign_diag.zip

    grspeedwaysign_diag.zip

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    The el. highway looks very nice!! Good textures, maybe add some roof junk to that roof think in the picture above?

    Do I see the Gamma arriving soon?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Yeah, maybe an antenna or two...
    And a roof hatch! 9.gif

    Oh yeah, it's a Draft render. It doesn't look all that smooth. 20.gif

    -BD

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Cool tool both! Is it just the draft render or is there a slight connection issue? (where the highway connects to the BAT, looks like highway is slightly lower)

    Also the shadows are disconnected, any chance of improving that?

    Will test check out the updated highway sign later.

    Was thinking to make a model for the lamppost for the highway. The one in the pic above, is that the only model? And is it the same as for streets? (street lamp posts shud be replace too)


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think it might be that I added an edge so that it wouldn't look wierd on rendering, maybe it will look better it it's gone.

    I don't have a clue why the shadow doesn't work right. 45.gif

    The lamp I think is something I forgot to get rid of.

    -BD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Oh yeah...good point...I've completely forgotten about the avenues...

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Originally posted by myself
    ...I don't have a clue why the shadow doesn't work right...
    quote>

    I think I found a fix for the shadow problem with my toll booth. 9.gif
    I was tweaking with a building I had (my Bottomless Landfill) and I rendered it with a black plane (with a hole in the middle) to keep it from rendering below the z plane. When I loaded it up in SC4, the shadow was all messed up. I'll have to give it a shot.

    -BD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Any ideal textures for a avenue? I suggest using bdswim's one but take out those white hortiznal lines. Also, a reddish-yellowish color for the roads.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    No, I think black is fine, since it's going to be protected from dust storms, right? Maybe a small reddish tint.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I haven't got around to modifying the Toll Booth yet, but I'm not going to add a roof hatch. Instead, I'll add a circuit or something. But I will add an antenna.

    >> Got around to re-installing the SC4 EP1 update and found another BAT update I didn't install. Wiered how the nightlights don't show on those signs. They work on my other buildings.

    -BD

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections