Jump to content
Sign In to follow this  
simzebu

GLR on Avenue Stations

42 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

I sketched up a quick model for a GLR on ave station:

lancasteroct21171180904mr9.pnglancasteroct30171180904lm1.png

Obviously the model needs some work (this was mostly a proof-of-concept render, and this is also my second model to ever make it into the game), but mostly I need to know how to transit enable this. It fleshes up because of how the puzzle pieces are, but traffic won't go through it. So how would I go about making this a GLR station with transit enabling? I'd also like to be able to see the trains, too.

Share this post


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

Great idea, although i gave up on glr, cause i was plopping dragable glr!


Gsig.jpg

"With a purposeful grimace and a terrible sound he pulls the spitting high-tension wires down..."

Share this post


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

Originally posted by: Godzillaman Great idea, although i gave up on glr, cause i was plopping dragable glr!quote>

Yeah. Hehe....it would be incredibly useful in an already crowded CBD or something. The station would be great so you wouldn't have to constantly zig-zag across the avenues in order to place stations. Thanks for posting pics of your model simzebu! Looks quite nice already.

Share this post


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

Originally posted by: simzebu I sketched up a quick model for a GLR on ave station:

Obviously the model needs some work (this was mostly a proof-of-concept render, and this is also my second model to ever make it into the game), but mostly I need to know how to transit enable this. It fleshes up because of how the puzzle pieces are, but traffic won't go through it. So how would I go about making this a GLR station with transit enabling? I'd also like to be able to see the trains, too.quote>

 

Looking very nice so far! (But please, could you use JPG files, since PNG files are not visible in the posting when using the IE for some reason.) Unfortunately, I don't know how to transit enable those stations correctly, but I'm pretty sure that memo knows it (after all, he created the GLR-in-avenue pieces). I will contact him, so he can have a look. From what I can see, the roof has some transparent section?! I can help you with making them transparent in the game (gmax renders them either black or invisible, depending on the transparency setting of your material) when there is no object behind it. It's an easy fixable thing with the reader, though.

Share this post


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

    Yeah, it's transparent. I made the model is Sketchup, exported it into Gmax, retextured, and then rendered. I skipped the glass because I couldn't figure out how to do transparent textures in Gmax.

    Share this post


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

    If you're going to keep working on this you should add a second floor that has walkways over the avenue, or some other way to cross the road.

    Share this post


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

    @simzebu: Well, as I said, make the material transparent in gmax, and I'll do the necessary changes later in the Reader (or I can tell you how to do it on your own, depending how familiar you're with the program). I have pointed memo to this thread, so hopefully, he can give you some hints about the transit enabling.

    Share this post


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

    For transit-enabling a GLR-in-Avenue station you'll need a Lot at first. Most suitable are Lots of the size 2x3 or bigger. You can find overlay-textures for GLR-in-Avenue in Lot-Editor.

    After having designed your Lot, you can open it with the TE-Editor of SC4-Tool. It may look like this:

    Free Image Hosting at www.ImageShack.us

    You need to TE it for avenues but with several restrictions. The custom path file you are going to use is 0x58400100 in which the paths run from south to north. That's why you have to rotate the TE by 90

    Share this post


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

    I don't use GLR. Whenever I build it in a city it works perfectly well, but after I quit the city, if I ever want to load it again the game crashes instantly.

    Share this post


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

    It worked to TE it for the avenue, but the GLR didn't seem to want to travel through or get off.

    Share this post


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

    This didn't work for me at all. Memo I got a bit confused in place like, ' Each value moves one to the left (west becomes north; south becomes west; east becomes south; north becomes east). ' and 'Tile 1 and 4 have the value 00 also in the north; tile 2 and 3 also in the south.' If it's possible could you edit it slightly?

    Share this post


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

    Unfortunately I am bad at explaining. I think the pictures are sufficient for understanding, aren't they? Anyway, I noticed that it isn't the best choice to use avenues for TEing because the median props still appear. It's better to use roads, oneway roads or lightrails for that purpose. Perhaps cogeo may give a better explanation on this.

    Share this post


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

    well I used Daeley's Path Creator and that seemed to work with a park lot with ridiculous paths( just to see if it worked) and it worked. but when i tried to add (my own) custom paths to a GLR/Avenue lot i was making it didn't work I think it's something to do with IDs?

    Share this post


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

    How do I know if an ID has been used already? Is there something like the texture index?

    EDIT: I did manage to make a basic lot with custiom paths, thanks Swamper77.

    Andreas: I used daeley's path creator and it made it much easier writing the paths.

    Share this post


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

    I tried following memo's tutorial... but when I try to drag avenue through the transit enabled lot it doesn't work... Also, I'm not sure which transit switch properties to use...

    Share this post


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

    Can we make tram stops aswell?

    (Sorry for bad pic)

    clarendon_st_narrowweb__200x301.jpg

    Share this post


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

    Originally posted by: 6459978. I tried following memo's tutorial... but when I try to drag avenue through the transit enabled lot it doesn't work... Also, I'm not sure which transit switch properties to use...quote>
     

    There's a slight error in memo's tutorial. You'll have to rotate the paths 90 degrees into the other direction. memo also found out that it's better to set up the lot in north-south direction. Here's what I did with my lot, and it works perfectly:

    - Use one-way roads to transit-enable the tiles. This will avoid the avenue median props to show up if you drag a short stretch of avenue through the station to activate the automata paths.

    - Switch to expert mode when editing the individual tiles (right-click on them and select "Edit REPs (Expert)").

    Here are the dialogue boxes with the settings for all individual tiles of a 2x3 station:

    glrave02zo2.th.gif  glrave03jm8.th.gif  glrave04sa7.th.gif

    glrave05dj4.th.gif  glrave06qu1.th.gif  glrave07re9.th.gif

    Of course, you can also make a 2x2 station, then simply leave out the middle tiles.

    I used these transit switch properties for my station (I set up the station to have an included bus station):

    glrave01jf3.th.gif

    Share this post


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

    Warrior: No, in Melbourne, most tram lines have tram stops, not stations. Stops would be much simpler to design. They are exactly like bus stops but, when you hail the tram, it stops on the tracks and the passengers cross the road onto the tram. When they're crossing, all cars stop to allow safe crossing of the road.

    Stations would be too cluttered to fit on avenues unless the lanes were modified.

    Here is a link to a tram stop. When you click on it you will see just a tram line. There is a tram stop right there, I know because I live close to there.

    http://www.google.com/maps?f=q&hl=en&q=balwyn,+vic&ie=UTF8&t=k&om=1&ll=-37.814255,145.091951&spn=0.002975,0.005021&z=18&iwloc=addr

    It would be great if we had both stops and stations!

    Share this post


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

    Originally posted by: owenluby Warrior: No, in Melbourne, most tram lines have tram stops, not stations. Stops would be much simpler to design. They are exactly like bus stops but, when you hail the tram, it stops on the tracks and the passengers cross the road onto the tram. When they're crossing, all cars stop to allow safe crossing of the road.

    Stations would be too cluttered to fit on avenues unless the lanes were modified.

    Here is a link to a tram stop. When you click on it you will see just a tram line. There is a tram stop right there, I know because I live close to there.

    http://www.google.com/maps?f=q&hl=en&q=balwyn,+vic&ie=UTF8&t=k&om=1&ll=-37.814255,145.091951&spn=0.002975,0.005021&z=18&iwloc=addr

    It would be great if we had both stops and stations!quote>

    It'd be quite simple to do that... Instead of using a building, you'd just put in a sign somewhere (you need to know it's a stop somehow!).

    And does anybody else think that this is waaaay too narrow for a safe on-avenue tram station/stop? It just looks really really unsafe to me.

    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  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    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