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NAM General Discussion Thread

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long post there, I do recommend that you read the very first post of this thread, the NAM has nothing to do with lots or bats and none will be included in the NAM, this includes el to rail transistions, sub to rail transitions, ped mall connectors, pedestrian overpasses, and the like.

as for the avenue turning lanes, roundabouts and new ped malls/ parking lots, I'm sure these will be added as they get completed.

hope this helps...

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i see.. but surely railway to subway and railway to EL is a network addition.. i mean, seriously?

its BATed possibly, thats true, but so are the highway interchanges and other such NAM features... whats the difference ? 20.gif its a modification and a network add-on.. so are the tunnels and other transportational features... same with ped malls, and their connectors

e.g.whats the difference between a rail-to-EL, and a road-to-one way..? they both are transitions, both need to be BATed, and both need to function

ive read the first post.. im still a little bewildered as to why these things cant be included 1.gif


(and... bringin skills and creations together and improving eachothers work, is what creates a bigger better working system 9.gif)

im had the time to learn the skills for how to implement these things, and had the time to create them with gmax (and was getting PAID) id start on all of my suggestions right now and relese them all in a add-on pack for the NAM 17.gif

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Date:9/14/2004 7:48:48 AM
Author:greyveil

long post there, I do recommend that you read the very first post of this thread, the NAM has nothing to do with lots or bats and none will be included in the NAM, this includes el to rail transistions, sub to rail transitions, ped mall connectors, pedestrian overpasses, and the like.

as for the avenue turning lanes, roundabouts and new ped malls/ parking lots, I'm sure these will be added as they get completed.

hope this helps...
quote> Greyveil: If it does not include lots or BATs, then what is the Avenue Y and the diagonal to orthogonal cloverleaf doing here? Those were BATted, no doubt about it. So the rail to el rail could be added to this.

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mm i have to stand by my case that there are BATs and lots in the NAM already, and i think those i suggested would improve it, just my opinion

well, i hope i can see some of the things soon 1.gif

all the work done so far is brilliant, Maxis should have done it in the first place [:P] they have much better equipment, much more money, and much more workers.. people do this stuff for FREE, at home. where would we be without you lol 9.gif

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Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
okay.. here i am again.. id like to see all these things in NAM, is it going to happen??

quote>

I'll try to just give a blanket statement and hope it answers all your questions.

In general, the NAM only really includes things which could NOT be in separate modds. There are about 15 or so RUL files which the NAM uses, but if there was another modd which edited the same RUL file, the game would just use one instead of the other, meaning that one of the modds simply wouldn't work.

Any transit enabled lots by definition do not alter those RUL files, meaning it is perfectly okay for someone to download those lots and use them with the NAM. So the reason the NAM doesn't include these Transit enabled lots is that by not including them, we are allowing the end user to customize what they want to clog up thier menus.



The things which you mentioned that are not lots are either being worked on now, or we just need someone to model them, and do the steps in the Interchange Tutorial. Roundabouts, Ped mall tiles, turning lanes, and parking lot puzzle pieces are being worked on, but if you want to lend a hand, we can always use some help 3.gif. We could in theory make the culdesac into a puzzle piece, allowing you to place it where you want.

Thanks for all the suggestions and thoughts, though!



Date: 9/13/2004 9:06:21 PM
Author: Ryanr

I just noticed that the points where off a little. So I entered in exact #'s instead of the strange decimals that where there. Also I changed the height of the plane from .2 to .1. For some reason tropod had it higher then it need to be. To make the tiles darker I just darkend the texture in photoshop. For some reason the game brightens the tiles.


I'd be willing to help make the lots into ped. tiles, but I'm afraid I don't know how to do that. If tell me how you wouldn't have to do all the work.
quote>

They're really not that hard, and typing in the correct coordinates is easy enough to do, so for now I think I'll just take care fo them 2.gif. If you want to figure out how they're done though, look at the interchange tutorial, just understand that the 3d model is ultra simple, since it is just a flat square. I got the lots from dominohobbes, and they look great. Does anyone else have some they'd like to submit?

Concerning the 'brightness' of the tiles, it has to do with the fact that the game uses a different rendering engine for the 3d transit network pieces than it does for the lots and 2d network pieces. The lots are purely sprites, set upon a texture, but the 3d network pieces are actually full 3d models, meaning thier perspective and look is calculated by an in-game rendering process. You can notice the same thing wherever a network crosses underneath or on top of another network, like a highway underpass. You'll see the non-3d network appear slightly brighter underneath the 3d network (monorail, highway, or eltrain). There is really no way around this, other than to darken the textures, as you did.

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okay i understand now.. im gonna search the STEX for the particular things im after which i know have been created, somewhere!

i may have a toy around with gmax, and see what i can come up with (for things that can be part of the NAM).. ill read the interchange tutorial too

i dont actually have the BAT plugin installed, and i dont know how i can access original game textures (roads/highways and other transportation) to build onto with what i might create

but im pretty handy with gmax after having only used it for one week - here is my first and only creation so far:

result.jpg

ignore the AFTER pic.. there are some problems, as ive still not worked out how to use a free rendering program perfectly yet

but anyway, i feel i could model some of the NAM-featurable things ive mentioned to a pretty good standard 1.gif just need to make some time. my 'expertese' is also needed elsewhere lolol

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sounds great, we can always use a few more modelers :)

The in game textures and models are located in the dat files, you can use the reader or datgen to export them to FSH textures or models which can be imported to gmax through the BAT.

I've never done it before though, so I'm not totally sure the exact procedure with the BAT. Ardecila may be able to help you though.

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Disclaimer: I have not done any technical work or investigation of the possibilities of modding in SimCity, whether it be lots, transit network, or other wise. I have, however, read all 89 pages of this thread. My responses here are strictly an attempt to condense information and all assertions can be sourced from this thread.

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
1. id want to see the rail to subway and rail to EL available in the NAM?? is this going to happen?? the japanese one i downloaded didnt show up in-game
quote>

The transition you are talking about is a lot, not a network piece. Moreover, it is not actually connecting subway and rail to elevated rail. It is instead acting as a transfer point. As far as the game is concerned, sims enter the lot on one type of transit system, get off, and walk to the other type of transit system to leave. They are NOT passing straight through on a single vehicle. The way the lot is constructed is a visual hack to make it LOOK like they are.

Why is this not possible?
Think about the type of vehicle you've got here. El trains and cargo trains are not the same type of car. They are incompatible with one anothers' tracks. A comparison was made to a road/one-way road junction, but the analogy doesn't work. With the road junction, you're still driving cars on both. An El/train junction would be as useful as a road/train junction. One just cannot drive on the other's track.

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
2. id like to the 'actual' roundabouts (which there is now a thread about, included in the NAM, will this happen?
quote>

Agreed! This has been talked about many many many times and everyone seems to think it's a great idea. I've never heard anyone say it isn't possible, it's just not been done. Perhaps there's a lack of agreement on how it should be done; I'm not sure. There is a thread, as you said, working on this. If you'd like to see it included in the NAM, you'd have to get their permission, as well as the approval of whoever our new NAM gatekeeper is... the7trumpets, is that you now?

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
3. could marrast's underpasses be included??
quote>

Marrast's underpasses are eye candy lots only. They are not UDI (You Drive It) compatible. As the NAM doesn't include discussion of lots, don't expect to see it here. The plausibility of creating a similar effect with the transit system has been discussed several times, but repeatedly dismissed as impossible. You CAN, however, accomplish this with lots of meticulous teraforming. If you lower the level of the land to create a trench before laying the road, you can sink the road and, in theory, lay the other across as an overpass which should APPEAR as a bridge. There were some photo examples of this posted using the overpass puzzle pieces several weeks ago.

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
4. the different texture ped malls...

...

cant this be changed with the ped malls? id like them to give residents access too
quote>

Unforunately, residential lots will only develop if given access to roads. Apparently all Sims are at least wealthy enough to afford some form of vehicle. Even if they prefer to use mass transit, they won't live where they can't drive.

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
...
i also use the 'ped mall connector' from STEX, instead of a mass transit stop to give access to ped malls, cant his be included in the NAM too??
quote>

As this is a lot, don't expect it to be included in the NAM. If an exception were to be made for this, however, you'd again have to obtain permission from the original author and approval from the NAM gatekeeper, as with any outside work whose creator didn't intend it for the NAM.

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
5. the car park lots!!! they look promising.. i think they could just be puzzle pieces as suggested, so you can fix them all together how you like..
quote>

I've been wondering about these since they first came up last week... I don't understand the usefullness of car-enabled ped malls. Since the ped malls were originally derived by disabling car access across road segments and retexturing them, wouldn't this just turn them back into regular roads again? If it's just to create parking space, why not use a parking LOT? (which, btw, functions as the mass transit lot needed to allow pedestrians access to the normal ped malls.) I'm sure there is a good reason to do this, but I haven't grasped it yet. I'd appreciate if someone could explain the practical use for it.

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
6. the light rail system being designed and modded through a thread here, it should be included, definitely.
quote>

There was initially some discussion of turning the ANT into a light rail system back in the early days of this thread. It was, unfortunately, never acted upon. I'm not exactly sure why. I'd love to see it added to the game somehow.

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
7.
roadonewaytransitionpath.JPG
i think that road to one way switch is perfect!!

...

heres an example:
l l
_______l l________
_ ____ ____ __
l l i i lXl
l l i i l l
l l i i l l
l l i i___l l
l l l ___l
l l____l l
l_____X l
l l
quote>

Every example I've seen referenced for how to make this junction practical has involved an intersection at it's change point. Am I missing something again here (as with the parking lots above)? Seems like this is already possible to do where another road crosses, and I can't fathom a reason to change it where one doesn't... I'm not against it, but I'd like to see a good reason for it.

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
8. i like the prospect of having cul-de-sacs available.. but i doubt id use it while it still replaces ALL ends of roads, i want to choose, or place it manually - it doesnt look like thats possible so if anything id rather it not be in the NAM
quote>

Early in this thread (first 20 pages, or so) there was much discussion over whether the road/avenue interchanges should be placed automatically, manually, or prompted when appropriate. Eventually, the decision was to not prompt (because it happens frequently) and to allow people to place them manually. But this brings to mind the question of whether or not the cul-de-sacs could be made to prompt whenever an unconnected end is created, instead of replacing them all automatically. Maybe someone more technically experienced than I can answer that question?

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
11. further to all this, id also like to some more types of onramps (such as cloverleaf for road/avenue-to-raised or ground highway.. and options for 1 leaf, 2 leaf, and 3 leaf on ALL cloverleafs)
quote>

Several places earlier in the thread, there were lists of all the interchange types they wanted to create. They were very long lists and only a fraction of them, I believe, ever got worked on. I'm not sure if it's been updated in a while, but it might be a good time to revisit the list and reprioritize...

Date: 9/14/2004 7:30:30 AM
Author: edcase2k4-thugangel1983
13. ermm, there was a picture of a ped-enabled footbridge over a avenue a while back in this thread, i dont remember if someone told me where to get it?? i want it please? maybe it should just be put in the NAM too 3.gif
quote>

I don't recall ever seeing instructions for where to find that. I looked for it also. It would be nice if the ped malls could be made dragable and that type of crosswalk could be an overpass option just like the other networks have. It would also make it possible to connect a ped mall on one side of the street with a MT lot on the other, which I think would be VERY useful.


I hope I was able to bring some of the insight from early discussion into the current topics. I won't guarantee the accuracy of my statements, as they were just coming from my memory. But I'd encourage anyone with questions to go back and read the early parts of the thread... maybe not all 90 pages of it, but there was a lot of productivity back in the page 10-30 range.

[EDIT:] Just getting rid of a dangling bold tag.

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Date: 9/14/2004 12:44:14 PM
Author: galileo



Date: 9/14/2004 7:30:30 AM

Author: edcase2k4-thugangel1983

5. the car park lots!!! they look promising.. i think they could just be puzzle pieces as suggested, so you can fix them all together how you like..

quote>


I've been wondering about these since they first came up last week... I don't understand the usefullness of car-enabled ped malls. Since the ped malls were originally derived by disabling car access across road segments and retexturing them, wouldn't this just turn them back into regular roads again? If it's just to create parking space, why not use a parking LOT? (which, btw, functions as the mass transit lot needed to allow pedestrians access to the normal ped malls.) I'm sure there is a good reason to do this, but I haven't grasped it yet. I'd appreciate if someone could explain the practical use for it.


quote>


They would in theory function symilar to a parking garage connected to ped mall lots, connected to Commercial zones. The difference is instead of sims driving to the parking garage and walking up to the store, they would drive through the parking lot entrance and up to the store.

The advantage to doing it with parking lot puzzle pieces is largely cosmetic, but it would allow for creative design of parking lots, as well as actual automata going in and through the parking lot.

I hope that clears it up, but if not, don't hesitate to ask.

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thanx for your comments galileo

remember, some things are for aesthetics and realistic effects rather than serving a massively useful purpose. and things are also very different across the world.. things you might not have ever seen can be everywhere in another country. more will become clear if i show examples and went into some of the points you mentioned further.. but i wont right now

ive decided what the first type of model i am going to make will be.. it is highway connections

im considering various ways of approaching this.. many of the models i make may be more for aesthetics than an entire new purpose. if this is okay? 1.gif and some may be similar to others or those we already have, just with slight changes.. they dont all have to be included in the NAM, that is down to the community's opinions in my view. im also toying with the idea of making pieces of intersections i.e. onramps/offramps, and whatever else i can think of.. and also making complete intersections - which could be large (smaller than 16x16) ploppable eye-candy but fully functional and purposeful structures (connecting many types of roads) whats peoples opinions? sorry if what i start doesnt work out, im being quite ambitious i think, but i know that patience determination and hardwork are the keys

i dont think ardecila is online right now, i cannot start anything until i have the original game textures and models in gmaz

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if anyone can help me with the ecact procedure how to get the textures and models, before Ardecila is here, itd be appreciated

a quick question..? how many tiles wide are the sim cities lol i cant remember..?? are the small maps 64x64?

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Date: 9/14/2004 11:04:47 AM
Author: the7trumpets
I got the lots from dominohobbes, and they look great. Does anyone else have some they'd like to submit?
quote>
In case you didn't notice, I edited my previous posting and attached the lots I made some time ago, here's the link: Download It's a 1x1 and a 1x2 lot - the 1x2 looks great when you put it into a row, since the lamp-posts are spread a bit more compared to the 1x1 lot. I also used a randomwalk effect prop (green diamond in LE); I don't know if this works with puzzle pieces as well, but it looks very realistic - you can see people walking into the stores on both sides of the ped-mall. 1.gif I'll see if I can do some more tiles this evening.

Some pics: Screenshot 1 - Screenshot 2 - Screenshot 3

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Date: 9/13/2004 9:06:21 PM
Author: Ryanr


I just noticed that the points where off a little. So I entered in exact #'s instead of the strange decimals that where there. Also I changed the height of the plane from .2 to .1. For some reason tropod had it higher then it need to be. To make the tiles darker I just darkend the texture in photoshop. For some reason the game brightens the tiles.


I'd be willing to help make the lots into ped. tiles, but I'm afraid I don't know how to do that. If tell me how you wouldn't have to do all the work.
quote>


Erg... well, after trying to do this, I'm realizing that my ability to work with s3ds is even more limited than I thought it was. If you wouldn't mind creating the flat s3d squares (rectangle for the 2x1 lot Andreas Roth did) which just have the texture, that would help out immensely. I tried replacing the texture in the MAT section, but I just don't really know anything about this end of it, and I got some really funky weird results, so if you could create these s3ds that would be awesome.

dominohobbes didn't include the texture he used for his two 1x1 lots. It must have been from some custom lot he had installed, hopefully he'll post the texture up here soon. The flat s3d model for both of his two lots is going to be the same since it's on the same texture, and they're both 1x1 tiles. So once he posts the texture, if you could make that model that would be great.

The two lots that Andreas Roth made are linked to above. If you could take that texture, and make one 1x1 s3d out of it, and one 2x1 s3d, that would be a HUGE help.


Like I said, I feel very confident with everything else about this process (exemplars, RULes, blank props for desirability effects, etc). It would just help a lot if you could make the flat s3d bases.

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Date: 9/14/2004 2:22:15 AM
Author: Birdin


Date:9/9/2004 7:55:53 AM
Author:dklap3

/idealbb/files/bird-8-way-int.jpg


I wouldn't suggest that anyone spend time modelling this for SimCity - not only is it overly complicated, but it is exceptionally rare for a freeway interchange to have more than 5 legs in real life, let alone 8. I'm going to bed now. RyanB, remind me to put together a decent page for my ideas.

quote>
It would be a disgrace and an overt admission of a roads-obsessed culture if this is ever created in SC4, let alone in real life. One of the junctions in Baltimore is already bad enough; with this one I'm looking at bridges as tall as an uphill rollercoaster track. Pathing that would be next to impossible, and such an interchange could take the space of a small city map.

14.gif

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So has anyone thought about my previous post?

Recap:
Anyway, if anyone can help, in the Highways menu for Custom Interchanges, it's screwed up now. It used to have the partial cloverleaf and the diagonal&straight Elevated overpass. Now after getting the latest update, I only have the option to create the Y Avenue exchange. Also, the Avenue exchange does not have a little model above the cursor, it's just a Green Pointer (I got color on) and the grey square under it. I can't see where I'm putting it, but when I place it, it's fine. All I need is the menu fixed (Remember: everything's gone! Except the Y Avenue Exchange, and add a model icon thingie over the cursor, so I can see where, how, and what not I'm putting down).

But as I say, the Y interchange works ONLY when I place it.

Please help!

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lol, my thoughts exactly.  but ill take my hat off to him for creativity and ingenuity. cars are strangling the earth, socially and environmentally, but in a perfect world, id love to see it built.

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You know, it might be useful to create a forum section just for the NAM. One sticky could be requests, another for submitting/recieving work, and the last for bug reports and problems, with general discussion below. It would help organize things immensely, a lot of things are getting lost in this 60-page thread (with two new pages every day!)

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I have 2 things to say.
 
1: Is there some way if you drag rail up to a subway (& Vice Versa) or an Elevated Rail up to a ground rail line (& V.V) and automatically plop the station made by a japanese guy which changes Mono - Elevated rail when u drag the 2 together?
 
2: Who is the offical replier for this thread now tropod has gone or is there going to not be one?

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Date: 9/14/2004 11:58:35 PM
Author: thpwrthtbe

lol, my thoughts exactly. but ill take my hat off to him for creativity and ingenuity. cars are strangling the earth, socially and environmentally, but in a perfect world, id love to see it built.
quote>


i agree with you to a point also i have lived in atlanta and driven through chicago been in other big cities but done limited driving in them. I have never seen anything more then a fourway cloverleaf with maybe a major exit or 2 built into the intersection or something along those lines. But nothing 8 way. Simply put an 8 way would not be relistic and i would not like to have it in the nam cuz it would be the biggest intersection by prolly three times.

Most of us have limited resources and we all have limited time. Time that would be better spent doing something else.

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Date:9/15/2004 12:24:25 AM
Author:Thalassicus

You know, it might be useful to create a forum section just for the NAM. One sticky could be requests, another for submitting/recieving work, and the last for bug reports and problems, with general discussion below. It would help organize things immensely, a lot of things are getting lost in this 60-page thread (with two new pages every day!)
quote>

 

i agree.   I dont have a lot of time, but if someone would be willing to split this thread 30/30 with me, id be happy to go over my half and compile a list of all requests, and ideas that have not yet been fullfilled.  

  point being that the list could then be given to those participating in the mod, and they could decide how or if to proceed. 

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Date:9/14/2004 3:21:49 PM
Author:the7trumpets



dominohobbes didn't include the texture he used for his two 1x1 lots.  It must have been from some custom lot he had installed, hopefully he'll post the texture up here soon.  The flat s3d model for both of his two lots is going to be the same since it's on the same texture, and they're both 1x1 tiles.  So once he posts the texture, if you could make that model that would be great.

quote> I've been trying to find that texture all night last night11.gif but I'm not sure i know the proper place to look for it. Could somebody please tell me where all the Lot Editor Textures are located? Thanks 1.gif

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What group and starting instance ID's should I use for the parking lot FSH files? Or are they just going to be applied to a 3ds object...now that I think about it why are they needed in FSH format if they're for puzzle pieces? 42.gif

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Date: 9/15/2004 10:14:06 AM
Author: dominohobbes
I've been trying to find that texture all night last night11.gif but I'm not sure i know the proper place to look for it. Could somebody please tell me where all the Lot Editor Textures are located? Thanks 1.gif
quote>
I suggest downloading the BSC Texture Index by geoffhaw. It's available on the STEX and includes a list with all texture IIDs. Just look up your texture in the LE and browse through the index.

Unfortunately, I don't have time to make any new ped-mall lots at the moment, but if there's still need for them in the next few days, I'll try to squeeze it into my schedule.

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dominohobbes -

The lot editor offers you textures by searching all of the stock sc dat files as well as all of your plugin files in both plugin folders. It displays all the textures which have the right GID (group ID) in the window where you can choose your texture.

With that said, the easiest way to find out which plugin file it's in is probably to remove half of your plugin files from your plugin folder, load the lot editor and see if the texture is still available. If it is, close the lot editor and do it again starting with the half that are still in your plugin folder. If it's not there any more, close the lot editor and move the half you just pulled out of the folder back in, and take those that were in the folder out. Eventually you'll it narrow down to the one plugin file left, and you can open that file in the reader and put that FSH file in its own dat, zip it, and attatch it here.



Date: 9/15/2004 1:14:03 AM
Author: thpwrthtbe




Date:9/15/2004 12:24:25 AM

Author:Thalassicus


You know, it might be useful to create a forum section just for the NAM. One sticky could be requests, another for submitting/recieving work, and the last for bug reports and problems, with general discussion below. It would help organize things immensely, a lot of things are getting lost in this 60-page thread (with two new pages every day!)
quote>

i agree. I dont have a lot of time, but if someone would be willing to split this thread 30/30 with me, id be happy to go over my half and compile a list of all requests, and ideas that have not yet been fullfilled.

point being that the list could then be given to those participating in the mod, and they could decide how or if to proceed.
quote>


I couldn't agree more. I don't think it warrants its own forum section, but at the very least we should split it up into its applicable threads. I'll work on some well-constructed first posts and put up the threads. I think I'll put up the following threads, like you suggested:

NAM: Bugs/Problems
NAM: Requests
NAM: Development

I think we'll need to consolidate the requests which have been made in the requests thread, in order to create a list of plausable ideas and projects we can work on. If any models or other work has been submitted but not completed, put that in the development thread. The Bugs/Problems thread will just need some sort of FAQ describing how to solve the simplest and most common problems.

At the very least, this should help those with problems get quicker answers, help us to consolodate and keep track of requests, and have a dedicated place for those actually developing content to work. I'm not promising how quickly I'll get the threads up, but hopefully fairly soon.




Date: 9/15/2004 11:08:53 AM
Author: Thalassicus
the7trumpets: What group and starting instance ID's should I use for the parking lot FSH files? Or are they just going to be applied to a 3ds object...now that I think about it why are they needed in FSH format if they're for network tiles? 42.gif
quote>

Well, yes. Eventually they will need to be flat s3d models. As you can see on an earlier post by me on this page, I can't even figure out how to do that with the BAT or the reader 14.gif. Don't worry too much about the IIDs, I'll probably just change them to the correct ones based on the nomenclature specified for interchanges after you send them to me. But, if you know how to make the flat s3d models, and could send me the FSH texture along with the flat s3d which includes that texture, that would be a huge help to me. (otherwise I'll have to beg someone else to do it 2.gif)

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Date: 9/15/2004 11:18:56 AM
Author: the7trumpets
With that said, the easiest way to find out which plugin file it's in is probably to remove half of your plugin files from your plugin folder, load the lot editor and see if the texture is still available. If it is, close the lot editor and do it again starting with the half that are still in your plugin folder. If it's not there any more, close the lot editor and move the half you just pulled out of the folder back in, and take those that were in the folder out. Eventually you'll it narrow down to the one plugin file left, and you can open that file in the reader and put that FSH file in its own dat, zip it, and attatch it here.
quote>
Or you can probably just open up the reader's Index Analyzer and search for the instance ID you're interested in and check 'Extend Search to Plugins .dat' 35.gif

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Date: 9/15/2004 11:24:19 AM
Author: Thalassicus


Or you can probably just open up the reader's Index Analyzer and search for the instance ID you're interested in and check 'Extend Search to Plugins .dat' 35.gif
quote>


DOH!!!!

I should have just let you guys respond. Sorry for confusing the situation 18.gif, I hope you'll forgive me.


EDIT

In trying to keep this thread as clean as possible, I edit my posts freequently. Scroll up to my previous post and You'll see my answer 2.gif

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Although sometimes that hasn't worked, not sure why. Most of the time I can find them that way.

the7trumpets, about my question above?

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