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AndisArt

simmars-forum-threads Transit Network Workshop

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    bdswim, I rendered the 4 gmax files of the highway sign, download here:

    http://www.mediafire.com/download.php?wztlnyhmjxm

    For the highway lamp, what are the specifications? (i.e. height etc.)


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    OK, since it was suggested that they use my highway texture for the avenue, I made an avenue texture from it. Since the line looked too solid, I made it dotted.

    Texture: (Screenshot from GIMP)
    avetexture.jpg

    Result:
    avesc4.jpg

    If you want, I can make the dotted line solid, and even add lines at the border.

    I haven't changed the toll booth any yet, I thought this might be more important. 2.gif

    -BD

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    I tried those new highway textures and everything realated to highways. The textures and the toll booth didn't show up. It was still maxis default. Know anyway to fix this?

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  • Original Poster
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    hm, I'd much rather you put solid lines and add more on the side to make it look more similar to the road. I feel with the dots it resembles too much an Earth road and doesnt have so much Sci´Fi touch

    (post 999, yeeha!)


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    I've revised my avenue texture. I made the line solid, and added grey stripes along the edge.
    ave2.jpg

    I made a sample light pole. This is NOT a BAT. I made this in GMAX, so if you use it, you will need to Merge it (File>>Merge) into your BAT.

    About the toll booth, I haven't uploaded it yet because it isn't finished. And do you mean that the highway doesn't look any different?

    >> I've re-rendered the Highway Toll Booth, and killed two birds with one stone, so to speak.
    I elongated the highway, and that fixed both the shadow and fixed the edge that made it look like the elevated highway was lower than the toll booth.
    newtollboothday.jpg newtollboothnight.jpg

    I haven't added anything on the roof yet...

    -BD

    light.zip

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    Much better bdswim! When are those toll going to be released? Anyways, how did you do those transit enabled lots?

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  • Original Poster
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    Thx for the updates 4.gif

    I made a gmax lamppost model according to the example, modify if necessary.

    Is this only for highway or can we use it for roads too? 

    http://www.mediafire.com/download.php?yyyfyzymzmx

    lampposthighway.jpg

     

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    I'm not sure when the toll booth will be released.

    To make transit enabled lots, use SC4Tool.

    I think the lamp will be suitable for everything.

    >> It looks like a rich lamp too, so it will appear next to rich places. By the way could you make slum lamps and middle-class lamps?

    Also about the highway signs I don't think they can have night lighting because they aren't on lots. I even tried setting the Light property to True, and they still don't light. Even put a power line next to it. And I don't think it has to do with rendering because I rendered everthing else and the night lights work fine.

    >> Got an avenue x speedway transition:
    avexspeedway.jpg

    Tried to make the textures blend, I hope it worked.

    I'll have to take a peep at how the Maxis lamps work.

    >> Got some more standard avenue textures converted, got quite a bit more. Should be easier with my new PNG -> FSH application that I wrote. Anyways, I got the dead-end texture, most of a road x avenue transition, one of a sharp corner, and a |-| type thing. (A Road going from one side of the avenue to the other.)

    About the highway lamp, I'm not having any success getting it into SC4. It looks great, but it's creepy looking in SC4. Not sure why myself. I'll be playing with the LOD shells. And about the spotlight, that isn't working for me, either.

    -BD

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  • Original Poster
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    bdswim, any updates on the projects?

    highway lamp, toll booth, avenue texture?

    I'm gonna model the medium and low wealth lamps this weekend


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    The highway lamp is giving me a bunch of hubub 15.gif
    When I see it in SC4, it's thin on one side and nonexistent on the other side.
    Instead of seeing a light at night, I see only a brown box so big it covers up the entire lamp.

    I think I've BATted all of the toll booths, just need to tinker with them a bit, render them, and lot them (replacing the Maxis lots so that the new ones don't clutter up the menu 2.gif)

    I've done a few more simple avenue textures, but I also need to finish finding and replacing the plain avenue textures. Then I just need to put the sidewalks and middle part for the various zones.

    -BD

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    OK, I've finished all the tollbooths. (Left the stop signs on the road and avenue toll booths, just moved them a bit.)
    tollbooth.jpg

    I uploaded them onto the SMEX.

    I also replaced the toll booth icon so that you don't see the icon for the old toll booth.
    If you can't see it in the game, then try opening Remove Maxis Transportation.dat in iLive Reader and deleting all of the Tollbooth exemplars.

    -BD

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    Any suggestions for this parking garage (full size, and it's a little smaller than 2x2)?
    parkinggarage.jpg

    I'm still working on it, I'm going to add some arrows, lines, and cars.
    I will probably make it like an underground parking garage, with only 3 small floors above ground.

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    bdswim- The texture concerns me. It appears as tile rather than a metal or cement-like material. Also the green supports seem a little excessive. A color that more closely matches the color of the building would probably work better. Finally add more braces on the roof for items such as lights and signs to hang from.

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    Did you mean the floors or the walls, or both?

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    You might want to make it bigger for dense cities you know. Not for those suburban or mid-rise districts.

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    Evillions: The parking garage is mostly underground rather than all above ground. That reduces the possibility of a blowout in the garage. (Only what's above ground can blow out rapidly, even though there might be an air leak underground, but no explosion and it can't shred the building apart)
    Not only that, but the ground also helps support the weight of the cars to keep the building from collapsing.

    Updated my parking garage.
    parkinggarage2.jpg

    As you can see, I added arrows, lines, more hazard stripes, cars, light rigs (those black things stuck in the windows [they are so strong that they can hold 4 lights and a sign up!]), and as I just revealed, I also added a sign, even though you can't see it all that well here.

    I changed both the wall texture and the floor texture.

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    andisart: me ether

    bdswim: Nice Neon Lights but Where do you get that Hover ?

    shoji: Where do you upload your avenue

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  • Original Poster
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    bdwsim, looks really nice now 4.gif I can spot my car models in there hehe

    I would wish for the main structure to be broken up geometrically, atm it's just a box which is fine but it could look more intresting if there are some other parts to the structure.


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    Originally posted by: Ledah2445

    I'm so sorry ! I was Really Confusing!!!quote>

    It's okay. If I remember correctly, bdswim is working on one.

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    How to create a transit networks (Like suspended monorail) 48.gif 

    bdswim: Where did you upload your NEW avenue

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    We need someone to go and venture out of the security and safety of the SimMars category and go ask someone in the NAM.

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  • Original Poster
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    bdswim, I tried the tollbooth upload and none of the showed. after deleting the tollbooth exemplars from the Transit removal mod only one shows and it is the road one.

    Are there not supposed to be more?

    Which menu are they supposed to show up in?

    regarding replacing the lamps, I found two mods/thread on SC4Devotion, maybe this can help you:

    https://www.sc4devotion.com/forums/index.php?topic=4432.0

    https://www.sc4devotion.com/forums/index.php?topic=3297.0

    Ledah, bdswmin hasn't finished the avneue texture. it is a LOT of work (I did the road and street which took ages)

    Shoji, what are you refering to?


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