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Tropod

NAM General Discussion Thread

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heh, don't even get me started on what could be done if sc4 was open source.
 
ground water, regional airports, weather, tourism, etc, etc, etc would be possible.
 
dave

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crikey!3.gif

and EA/Maxis would sell more copies than they could ever dream

 

Please do not double post like you did, in such a short time frame. If you must add [short] additional comments etc, there is an EDIT button on your post to do that. Thanks.

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Date:5/24/2004 2:11:40 AM
Author:ardecila

Can anyone say:

quote>

oh my god! that is something i been wanting since day one!!! you are truly awesome ardecila, ok but enough with teasing us.. can you give us these interchanges!! lol

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YAY!!! COOL!
Just one question- is that supposed to be light like that?  It would be awesome if it were a tad darker.

SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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Am I dreaming?! Awesome man!! I have no words to tell how it'd be good to have it in SC4! Congratulations!!

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NICE! This would work great on my highway. I have one question: what are those sidewalls and where can you get them.

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ardecila, im lost for word!
 
Cheers

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oh so cool..i would love that to be in my urban centres with the overpasses. The highway looks like it is sunken? right

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The highway is technically not sunken. It's placed in a perfectly normal 12-click-deep 4-tile-wide ditch, with sloped sides. Then I used an edited version of PEG's regular CDK walls to make it LOOK sunken. I would suggest editing them like I did. They look a little weird when you place 50+ lots with a crowd prop on each.

The downside to this technique is that in order to make the PEG lots show the sidewall foundation, they have to take up an additional strip of free land on the backside of the highway, making the net width for this method 6 tiles. Yeah. A 6 tile-wide swath through your city, and only two tiles are transit-enabled. But if you want the look . . .

The only new thing in the picture is the overpass, which CAN be done. Right now, I'm scrounging up all the info I can find about SC4PATH files, which will let me run cars across the top. After that, it's only a method of consulting with an expert lot-builder.

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grat now all we need is for on/off ramp versions and multple roadtypes ave/road/oneway ect ect and for you to realese them19.gif

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OK . . . I might run into Marrast's problem here.

You can't have two network types cross on a lot and still provide visual continuity. What I'm probably going to do is copy some stuff from RedLotus' original rail overpass to make it ploppable like a lot, but rather a network tile, which can have two networks crossing. Fortunately, it's all above ground, so it can be done.

RedLotus: I could use some pointers here on the networks crossing. So far, the only thing I CAN do is make the networks connect on the edges, but only the highway can go through at the moment. So what else do I need to make them cross? I'd like to do this completely myself, because the paths would be very simple.

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  • Original Poster
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    Date:5/24/2004 11:14:04 PM
    Author:ardecila

    OK . . . I might run into Marrast's problem here.

    You can't have two network types cross on a lot and still provide visual continuity.  What I'm probably going to do is copy some stuff from RedLotus' original rail overpass to make it ploppable like a lot, but rather a network tile, which can have two networks crossing.  Fortunately, it's all above ground, so it can be done.

    RedLotus:  I could use some pointers here on the networks crossing.  So far, the only thing I CAN do is make the networks connect on the edges, but only the highway can go through at the moment.  So what else do I need to make them cross? I'd like to do this completely myself, because the paths would be very simple.
    quote>

     

    Anyone wishing to add any additional overpasses [in the form of a non-Lot type], will need to consult with either myself &/or Redlotus, in order to do this. I have written up some guidelines for adding any new overpasses with certain aspects [which I may make public], so it is important that anyone contact myself or Red in the first instance before going ahead and attempting to add anything [as far as RULs & files and the like are concerned]. This is a must to help ensure consistency throughout the files, among other things, with regards to new overpasses/etc.

    If anyone wants to email me anything, in regards to overpasses, you can send it to EDITED:  Tropodnam@ftc.com.au just be sure to zip anything being sent, and that it's no more than 4/5MB or so in size.

     

    EDIT:  Just a general reminder [for those that may not be aware]; this thread, and any/all overpasses being created in relation to this thread, have nothing to do with LOTS, at all. What's being done here is an entirely different principle, & handled completely differently, than it would be if the same things[overpasses] were done with LOTS.

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    here's just a teaser 2.gif
     
    /idealbb/files/OWRMenuButton.JPG
     
    This'll just contain some pretty basic types of overpasses though.
    If someone would like to make some Menu Icons, for Onewayroad, Road, & Avenue (& possibly also Rail & others) Menu buttons/Overpasses, that would be great [just one for each MenuButton/Network should be enough]. Something that would encompass a variety of Overpasses [for its button/network type] would be pretty good. Otherwise, I'll just have to make up something myself [which probably won't be as good].

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    Ok, well........I have not been able to get that [plain] Onewayroad over Groundhighway overpass like I wanted [it may take a bit longer perhaps], but, I do bring good news2.gif.
    Below is an URL for a file, which contains about a dozen new overpasses. Most of them are from the list on the first page on this thread. Some may find them of use, some may not. 
    There is a ReadMe file which explains some more details, like what type of overpasses there are and which menu button an overpass belongs with & other stuff. SO BE SURE TO READ IT!11.gif
    If you do not have the main mod from the mods section, I can not guarantee that the file will work for you.
    Feedback on any aspects [apart from the visual aspects of the overpasses though] would be good. Like the costs of the overpasses, the visual aid/text on the cursor, and anything else.
     
    The file is in BETA, so some bugs may exist. This is mainly for testing purposes at this stage, to weed out any bugs that I may of missed. So any bugs that you find, can be posted here [but please though, be sure that they're bug(s)].
     
    It is important that you place the Unzipped [dat] file in the same folder as the main mod, otherwise none of the additional overpasses may work.
    NetworkOverpassesPlugin_Beta.zip
     

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    Posted:
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    those are great keep up the good work25.gif, but there also like the eyecandy ones that someone made. can you drive under them on U DRIVE IT42.gif

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    Posted:
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    I've been thinking about ANT...
     
    What if it wasn't used for transit at all?  I mean, if we can't think of a good enough use, perhaps we could find a non-transit function?
     
    I bring it up because transit can be drawn diagonally when nothing else can...is there a visual detail of a city we wish we could draw diagonally?  The (only) thing that comes to mind is walls.

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    Date:5/26/2004 12:07:11 PM
    Author:Nitrous Oxide

    those are great keep up the good work25.gif, but there also like the eyecandy ones that someone made. can you drive under them on U DRIVE IT42.gif
    quote>

    In a word................yes................These aren't just eye candy, they function properly in everyway. And if they don't, then people should post their problems/bugs that may exist with them, here.

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    Posted:
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    Tropod you've out done yourself once again all these new overpasses are just unreal they make the game much more enjoyable. Goodluck on fixing your little squrts with these but I'm sure you'll figure it out. Keep up the excellant work and thank you for taking the time to create these features.

    GE1.gif'

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    Posted:
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    Tropod and Redlotus, here is the latest known file containing the 'single sided onramps' project krelf and I were working on back in the day. I don't know if the models are done absolutely correctly, but have a look if you'd like.

    At the time, we didn't know how to add effectDir information, so this only includes the game tile s3d files, and the onramps have no preview. But, the RULes, as I recall, are almost done. Just have a look and let me know what needs to be done from here.


    Awesome job again!

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    Ooooooh hopefully Red or someone can get right to work on those! I always wanted them!

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    Guest ckokotay
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    Bugs in the new network beta:

    In my version the oneways over anything work fine. When I attempt to do road and avenue overpasses (except for the original rail ones), I get a red cursor and no model - thus, no overpass.

    Also, with the oneway overpasses and the rail overpasses, it will not allow me to rotate the overpass except occasionally, and I am not sure if there is any pattern as to when it will allow and disallow me to do so.

    Just FYI - and thanks for the GREAT effort on this GREAT concept. The work of mod team has definitely inspired me to create more cities in this game!

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    Date:5/26/2004 11:58:35 PM
    Author:ckokotay

    Bugs in the new network beta:

    In my version the oneways over anything work fine.  When I attempt to do road and avenue overpasses (except for the original rail ones), I get a red cursor and no model - thus, no overpass.

    Also, with the oneway overpasses and the rail overpasses, it will not allow me to rotate the overpass except occasionally, and I am not sure if there is any pattern as to when it will allow and disallow me to do so.

    Just FYI - and thanks for the GREAT effort on this GREAT concept.  The work of mod team has definitely inspired me to create more cities in this game!
    quote>

    This should only happen if;

    -The file is not in the same exact folder as the main mod [from the mods page].

    -or you do not have the main mod, at all.

    Otherwise, not quite sure why it would be doing this. When the main mod gets updated again [whenver that will be] though, these should not be a problem.

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    Posted:
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    To everyone concerning the ALPHA file posted above. Please be advised that it was purely for getting the file up here for Tropod and Red, and also so I would be motivated to continue my work on it as well. It has many errors, is very incomplete, and is incompatable with the current network addon modd. Therefore, don't download it for any other purpose than looking at the dat file. Don't use it in your game please.


    Look forward to some progress in the near future, hopefully from myself as well as the incredible Tropod and Redlotus, who somehow have taken primitive things I almost figured out and turned them into pure majic in the past few months.

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    Posted:
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    i've hacked some games apart to make some little mods, but you guys are totally blowing me away.  this is amazing stuff you all have done so far, and keep on doing.
     
    i'd love to try to help, but simcity's .dat files usually just leave me lost.  but keep up the good work!  44.gif
     
    dave

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    Guest ckokotay
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    It gets even stranger. They were in the same directory, but I moved them out to the main plugin folder. Now, the road overpasses and one way road overpasses work, but the avenues remain red everywhere - and the original rail overpasses no longer work (from those icons in the menu).

    Just FYI.

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  • Original Poster
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    Once again, thanks EF.
     
    For those of you with the UK version [or left-hand side driving];
    Just so people know; I am well aware of the problem shown above in EF's post. I intend on looking into the problem, and fixing it [if I can]. This may take quite some time to do, since there are now so many new overpasses. So until you hear from me again about this, you can assume it hasn't been fixed [yet]. [in other words, do not bother asking/posting about it, unless of course you can fix it].

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