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buddybud

UnderBridge Scenery pt2

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Wow, looks like ST really is coming back, so many old faces- and masterpieces with them.

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Looking like a great update there! We were worried for a month lol.

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I've been waiting for this for years now, if/when this is released, sc4 will become perfect in my eyes, you know i love all you've done for the game buddybud and this takes the cake!

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  • Original Poster
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    Silur : thanks man

    Elaclairee : backed up and ready to be reloaded...heh...and ya i want to do that next if possible

    Simfan34 : i would concur....

    bbfan02 : sorry to worry ya. im still here...kinda

    aleking : thanx as always

    a little update. just worked on the onslope pieces a bit to make sure they work on various slopes. here ya go.

    sloopydedo02mg6.jpg

    and for fun with my highway walls.

    sloopydedo01mr1.jpg

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    This is so cool!Do you know when you will release it,I mean I know how long it takes but this is just amazing!

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    Pretty cool stuff you've got going here. Just wondering, is there any chance you'll return to the stuff you were working on before your hard drive corrupted?

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

    Really cool demonstration. I've noticed that the track seems to be more of sitting on the supports rather than be a part of it. Have you considered changing any of the network textures to make it blend/mesh a bit better?

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    jugioh1012 : no idea when the release date would be. i havent touched diagonal crossings below the elrail, el rail intersections, diagonal pieces, curves. lots still to do. and technically this is just for one wealth/zone type with no randomness added yet.

    bwatterud : yes.

    sim shady : thanx

    hello elcaclairee ...your absolutely right. ive done mostly nothing to alter the default maxis model or texture. ideally yes that would be altered but i have yet to even go there. first i would need to get a copy of 3dmax to make true 3ds models. then learn how to use it. then make about about 30 variations of that model at least.  they would be needed to conform to the various network configurations. and then further develop a new texture to work with said new models and my new props. then learn how to import that in game. So no not yet and maybe never. thats a lot of work and i haven't even really completed more than a small portion of the bottom prop parts as it stands. then again i may have just misunderstood you 4.gif

    rampolini01ji8.jpg

    sloopydediag02xt4.jpg

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    Jesus man, this is incredible! Glad to see you're back in action.

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    Posted:
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    You understood me perfectly. As far as I'm concerned its just a very minor thing. Finishing this project to your expectations is more important. Because.... then you may uh, move onto other projects. 3.gif Very nice though, I see you haven't done the diagonal yet. Hope it goes well for you. The transition piece is very well done. I'm curious how this system works though, never understood it. Is it just like the original version, but using the originator puzzle piece to change the look?

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    Originally posted by: Elaclairee  I see you haven't done the diagonal yet. Hope it goes well for youquote>

    diags in the pic above and more here with slopes conforming bases that im working on.  Ignore the textures, im just getting the props modeled right at the moment.

    sloopydediag03hg4.jpg

    sloopydediag04id3.jpg

    Originally posted by: Elaclairee The transition piece is very well done. I'm curious how this system works though, never understood it. Is it just like the original version, but using the originator puzzle piece to change the look?quote>

    Im a bit confused what you mean here.  if your refering to the el rail as opposed to the heavy rail. el rail only carries passangers.  while the heavy rail caries passangers and freight.  if however your asking why im doing this its simply to finish what i started 2 years ago. a systematic approach for covering up the green spots. i chose to do this primarily with props as opposed to models because the props you can make change due what they sit next to. wealth or zone.  theres like 11 or something possibilities and then you can throw in randomness within those.  for example this portion i intend to complete is really meant to be for low wealth industrial. the other approach would be to have say 11 seperate pluggins. say 11 colours each with its own props. like the tunnel entrance mod you could install all 11 prop sets. then before you load the game decide what colour of line you want. move dat for particular colour line into plugin folder. load game. place appropriate el rail. exit game change colour dat . load game. your existing colored line will still exist and now you place the second. exit game. change colour dat again....etc.    blue line. red line high tech low tech what ever......but its lots of work...hehe.

    now if you mean something else altogether im completely lost. lol

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    Outstanding work from one of the best SC4 "explorers" .. 4.gif

    As usual.. very impressive.. hehe

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    Posted:
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    Originally posted by: Elaclairee Is it just like the original version, but using the originator puzzle piece to change the look?quote>

    I think that he's making it a replacement mod for el rail tracks. 

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    Posted:
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    Ah, thanks. Figured as much, just thought it might have somehow co-existed with the current in-game version.

    And by diagonals I meant the actually supports. 3.gif

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    Elaclairee : a it will co-exist, but you would have to exit the game to change from default to a certain el-rail skin. below shows default, my planned version and and a shape version for figuring out patterns. the leg thing can be dealt with.

    diagdone04dr2.jpg

    oh and an update on the diags

    diagdone02cy7.jpg

    diagdone01kv8.jpg

    and heres a shot using patternplacement to utilize three different lots (t21 exemplars).

    diagdone03ep7.jpg

    EDIT>>>>>

    heres a shot with a pylon and path added using the same patterns above.

    diagdone05oj5.jpg

    heres four t21 exemplars implemented.....remember these can individually be randomized.

    diagdone06vx2.jpg

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    Looking good! I hope to use these.2.gif


    Gsig.jpg

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

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    Awesome job and smart thinking with shapes for the trial and error stuff.

    Happy New Years!

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    happy new year

    for years end i implemented mirrored props. ending 99% of the technical hurdles...

    cheers one and all

    mirrorohmy03qm1.jpg

    mirrorohmy04fe5.jpg

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    looks can be decieving. i still have to complete all the curves and intersections for the light rail itself. then i have to finish all the various underrail intersections for road street etc. in other words atleast another couple months till a useable beta. then some serious lotting to get it where it should be. mind you now that the technical hurdles such as mirroring props are out of the way, im only slowed by the fact that i have a real life to attend...lol... but ya theres no turning back now....cheers and happy new year sim shady

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    Posted:
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    Hmm, thought about making a matching station to go with the mod? Just an idea... 2.gif

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