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MavTheMaster

NAM - Ped Footbridge

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Posted:
Last Online: A long, long time ago... 
 
First of many thanks for all those who work on the NAM, it has made the game so much more intrestting for me....thank you all very much. I have the following questions:
 
Ped Footbridge start/end:  the current version show a red green and blue box stacked on top of each other, i have been told there was no time to texture them before the last NAM release...is this in the works for the next release?
 
Highway straight ramps:  I love the straight ramps you guys made for the elevated highway, they are much more realistic than the  normal ones.  Is there any plan to made straight ramps for the ground highway??

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    What about the ground highway straight onramps?? Any word on that??

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

    30.gif[:0]24.gif24.gif20.gif48.gif48.gif44.gif12.gif40.gif40.gif35.gifi hate sim city its retarted

    26.gif
     
     
    EDIT: Sorry about that, it was my little brother writing it.

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    Posted:
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    ^^^ yeah right, someone is spamming. 23.gif

     
    When is the next cosmetic mod coming out? I could use something different then those elevator entry and exit points, they just dont fit in. I miht start using the ped footbridge if they were different.

    Sim City 4 Realism GURU

    ----------------------------------------------

    Parkland - Adventures in Realism

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    Posted:
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    Date: 5/29/2005 3:32:51 PM Author: MavTheMaster What about the ground highway straight onramps?? Any word on that??
    quote>

    I agree. Any word on that ?

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

    I battet a new elevator in january 2005.

    lift_2.jpg

    Together with Goaskin (and i think smoncrie) this BAT is now in NAM inluded.

    Here is another preview: click

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

    I sent the gmax file and the textures to Tropod. I don't know if Smoncrie got it too.

    By the way, can someone explain here Spocky how to create proper 3D models? He does not know how that works but for puzzle pieces like the elevator we need proper 3D models.

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

    Spocky, yes that is the model I used.  I got the gmax model by e-mail from Goaskin, and I did the modding to put it on the puzzle piece.   It is not yet part of the NAM, but it may be soon.

    It seems that props used on network tiles (type 21 exemplars) do not light up at night.  I tried quite hard to find an alternative way to light it at night, but I have not yet found a way looks reasonably good.

    I made the preview 3D model by hand starting with a model made by Maxis; I have lost my copy of the script mentioned in Redlotus

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    Posted:
    Last Online: A long, long time ago... 
     
    @Smoncrie: To get night-lighting working you have to set the group-IDs of the used textures to 0x1ABE787D and to transpose the instance-ID base to a free range.

    I modded a few BATs (work that makes really stupid) to make the night-illumination work for macintosh users. If you use some free values in the pedmall range of the NAM, there should be no conflict. For the BATs I started at 0x110xxxxx and modded 11 buildings (I can do better things in this time).

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    Posted:
    Last Online: A long, long time ago... 
     
    Goaskin, I tried that, and unless I screwed up, it did not work.  There are a number of things that do not seem to work on network props.  For example the cars that leave a parking lot at night, and come back the next day do not work on a network prop.   (Animation based on Sim time of day does not work, but animation based on the day/night change does work as shown by street lights)  For the moment I am assuming that the exec does not support night lighting on network props, even in the original way that works on Macs.
     
    I will mostly work on other things, but I will not drop my last attempt entirely, because if I can get it working (big if) things like multi-colour night lighting might be possible. It uses things like streetlight light cone textures, the Resource Key type 4 multi-prop capability, and day/night state change.

     

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