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simmars-forum-threads Transit Network Workshop

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You should be able to use the toll booth on a road/avenue/highway with the single icon, that's why I replaced the lots/buildings the way I did. That way it doesn't clutter the menu.

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I looked at the simcity_2.dat file and I found the arrows for the one-way roads. Here are the file numbers:

  • 619
  • 622
  • 625
  • 627
  • 629

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Suspended Monorail Update    

I realize the height of suspended monorail was taller than maxis monorail That because the wheel of maglev will placed above and the maxis monorail is unchangeable on its path. So the point is to taller the Suspended Monorailin 16 m  41.gif 16.5 m to projected the path of the wheels of the maglev

800px-Monorail_Suspended_small-aelk2004.

1. Designing

I was creating two types of monorail that i was thinking everyday

1. ATEX Type (orange) 2. Suspended monorail ( Andi's suggested )

Designs

 
 

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I see you got yourself Google Sketchup 4.gif

Ok, I was thinking about those two monorail types:

ATEX vs SUSPENDED MONORAIL

(Replace $ with Simoleons!)

  S-Monorail ATEX
Cost per Segment $100 $160
Monthly cost per seg. $1 $5
Travel speed 200 300
Network Capacity 3 000 3 500
 

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

Its really confusing about this two types of monorail . Those two are can't be transition because they are different rail tracks

We should use the ATEX because S-monorail has been build in Wuppertal Schwebebahn in Germany and Tennessee in USA

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Originally posted by: Ledah2445

Its really confusing about this two types of monorail . Those two are can't be transition because they are different rail tracks

We should use the ATEX because S-monorail has been build in Wuppertal Schwebebahn in Germany and Tennessee in USA

quote>

They aren't meant to have a transition...

We could use the Starter-piece technology, like the one those NAM people use for GLR.

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We need to ask permission to the NAM team...

You mean "Draggable ATEX "

Then S-Monorail will put in SimMars Beta 3 and the ATEX will place in Simmars NAM ....

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OK. But then we might need a replacement for elevated rail.

I would also be happy to mod the S-Monorail. But I need to know how to mod/create transit networks. I can also BAT the suspended trams for you.

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There are some ideas about replacement of elevated rail

1.mod our own elevated rail or

2. need to ask permission to NAM Team to replace HSRP into elevated rail

me too, transit network modding is same as automata modding (puzzle pieces, Draggable GLR ,etc) but there is some guildlines.

Oh thank you , Shoji , Pls. include the texture

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Guildlines in Transit Networks

1.The model must consist of a series of segment, fitting within a 16x16 meters ( equivalent to 1SC4 tiles)

and located at zero point ( x = 0 y =0 )

2.The overall model can be no larger than 16 SC4 x 16 SC4 tiles

3.The model must be exported in 3ds. files

4.The model must have fewer than 500 - 600 polygons

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Ah....but I don't have 3DS max...

Also, how wide is the track the monorail gets suspended from?

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Oh I forgot ...Pls. temporarily replace the BuildingMill.ms script (for gmax, this will be found in your gmax\gamepacks\BAT\scripts folder) with the one attached to this post, which will force the BAT to export in True 3D instead of isometric composites

but first Pls copy you original BuildingMill.ms

I don't know how

 

BuildingMill.zip

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Ok, thanks!

...

...

...

Umm...

..quick question: Should I model the entire train in one gmax file, or should I seperate each car into individual files?

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Separate them because those files has its own IID ( Instance ID ) in simcity_1.dat

...

and don,t directly apply the texture in gmax

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What's a RUL?

I thought you would just block elevated rail from the menu and change the monorail text.

Oh, and hi warrior...I see you still have the "2007 Red Planetary Society Award: SimMars Team" award... 2.gif

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A RUL is what defines which models or textures, and where they should be placed.

One type of RUL is:

0x12345678,0,0,0x87654321,0,0=0x12345678,0,0,0x89ABCDEF,0,0

Which means:

when the piece 0x12345678 is to the left of piece 0x87654321, then change 0x12345678 to 0x12345678 (keep it the same effectively) and change 0x87654321 to 0x89ABCDEF

the ,0,0 after each IID basically means rotate the piece 90 degress clockwise 0 times, and do not flip the piece.

if it was 1,1 after the IID the it would mean rotate the piece 90 degrees clockwise 1 time, and flip the piece

The rotate digit can 0, 1, 2 or 3 (2 would be rotate it 90 degrees twice (in other words 180), and 3 would be rotate it clockwise 270 degrees)

The Flip digit can either be 1 or 0, and 1 means flip it and 0 means don't

The HSRP in the NAM uses this type of RULs, but if you to replace Monorail or El-Rail with HSRP then you will need to use another type)

If you just block El-Rail from the menu and rename the monorail text then you will have lost a network, and you might as well keep the El-Rail thewre and replace it with something else

Jonathan

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

warrior : I think the RUL IID is 0x10000002

Shoji : I will overwrite the texture in a old FSH.file to fit the texture in the model ( automata )

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Speaking of ATEX monorai, earwax_man is attempting to reskin the monorail to make such tubes but he is having trouble. Ive been trying to help him out with it but i dont know how far hes got. Right now, he is making the glass seprate from the actaul model, and t21ing it on which works out great for simmars becsue with t21s the glass isnt attached to the model. It could just be re-renderd orange and it would work for simmars.

If earwax_man gets anywhere with his monorial reskin, ill be sure to ask him if i could have the models and such. I would know how to remake them ornage for simmars.

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This is the basic t21 prop that i've done so far:

t21.jpg?t=1256847740

I've trippled it to show translucency.

I hope to change the textures to make it look like a darker green when I have more work done on it, but until then; I'm just going to get the basic project done first.

This is what I hope  to make it look like:

ATEX

I have 2 questions:

  • Is the 500-600 polygon range for just the support and rail, or separately?
  • Do t21s have to be exported as .3ds or as props via rendering the normal way for BATs?
I'll show some work when I have more done.

- earwax_man

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earwax_man : 1. what do you mean ?..

...

2 it should be rendering the normal way for BAT then after that create a t21exemplar

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earwax_man: Lovely start, I can find/make some textures useful for just this. Also, I can model the ATEX trains too. What should they look like, and how big should they be?

Ledah: I need to know how wide the S-monorail track is...

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Wow great job waxy i like it!


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Shoji: X= 2.5 y=8 z=15.5 , i think

earwax_man : I love your T21 prop

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Originally posted by: Shoji_sim

earwax_man: Lovely start, I can find/make some textures useful for just this. Also, I can model the ATEX trains too. What should they look like, and how big should they be?

Ledah: I need to know how wide the S-monorail track is...

quote>

I'll post a rough sketch of the train soon, first I'd like to get the t21s working properly though 3.gif

I was thinking a very aerodynamic looking train with "Atex" on both sides of the first carriage in luminous green. I'll show you what I mean soon.

- earwax_man

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

Originally posted by: earwax_man

I'll post a rough sketch of the train soon, first I'd like to get the t21s working properly though 3.gif

I was thinking a very aerodynamic looking train with "Atex" on both sides of the first carriage in luminous green. I'll show you what I mean soon.

- earwax_man

 

 Please submit to the Automata Thread  5.gif

The train should be orange window like in mars


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