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deathtopumpkins

DTP Productions

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Hmm... Nice work! Dumb question, but a median will appear on the ave if there is something placed next to it as always right?

BTW I added a custom DTP Productions userbox on the SC4 Wiki for all you DTPP team members!

Best,

-Haljackey

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    haljackey: Yes. And thanks again for the userbox, but DTPP is still just me, I've just also joined UD Productions to get some help, so that's why un1 posted the pics.


     

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    Maarten: Thanks. Though I am scaling it back a little now that it's under SCRT, as I've found a couple problems with my plans. It will still cover the avenues and FHW though, just not modify intersections as planned.


     

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    Wonderful news:

    Shadow Assassin this morning PM'd me saying that I am free to unlock the RHW textures. So, they are unlocked, and if you did not get the chance to download them before they were locked back in July, feel free to now!

    Patricius: Yeah, me too 9.gif


     

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    Well, I actually took a few minutes just now and deleted the messed up textures from the dat, and added the straight avenue one.

    BUT, I have come across a slight problem when it comes to highway textures... they don't work exactly as I planned, so I'm going to talk to Maarten (mrtnrln of HRS fame) about them and see what I'm doing wrong.

    Hopefully it won't be 15 days until the next update again!


     

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    Well, what's wrong with the highway textures? Do you mean that the yellow line is on the wrong side on some pieces (like the T-interchange)? I'm experiencing that too, so it's not your fault if that's the problem.

    By the way, shouldn't you update the top post?


    Read the Readme or drown in bugs and glitches; the choice is yours...

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    maarten: No, actually just that I have no idea what I'm doing... 20.gif I THOUGHT I could just go in SC4Tool and replace the textures, but apparently that's not how it works... I have to texture the actual models, right?

    And yes, I should update the first post. Thanks, I knew I was forgetting something...


     

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    I've found SC4 Tool can be a little weird sometimes,like when it only saves lot info you edited to the backup file! Other than that, it's okay, but I can't imagine texturing all those models!!! Maybe you could just end the lines at the interchanges so that they don't get flipped?

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    sim-Al2, hmmm... never really had a problem editing lots with it myself, might just be yours. And I don't think it's actually all that many models, but it'd still be a good amount of work. But there's no way I'm ending any lines through interchanges, because then the textures would still be incomplete!


     

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    deathtopumpkins: The NAM Team makes special models (ex. Avenue Overpasses) that use the textures that you have, no need to redo the models. Although, I am not to sure about hghways, you could go into Ilive Reader and somehow find the models to see if the textures are "white" (If so you don't have to texture the models, just retexture the textures).

    Also, I have gone through some highway texture replacement mods to find out they only have "FSH" files.

    I hope this helps,

    -un1


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    Originally posted by: deathtopumpkins maarten: No, actually just that I have no idea what I'm doing... 20.gif I THOUGHT I could just go in SC4Tool and replace the textures, but apparently that's not how it works... I have to texture the actual models, right?

    And yes, I should update the first post. Thanks, I knew I was forgetting something...quote>

    SC4Tool doesn't work. You'll need the FiSHman to edit them.

    Follow these steps:

    1. Open the reader.
    2. Open the file with the original texures (or textures from a highway texture mod.
    3. Select the FSH files
    4. Right-click with your mouse and select the option "Save decoded file". The reader should export the an .FSH- and .FSH.TGI-file somewhere in your plugins or in the iLive's Reader directory.
    5. Open the FiSHman.
    6. Open the FSH-file
    7. Delete the original texture (if yes, goto step 9) or save the texture as Windows bitmap.
    8. Edit the texture with a bitmap editor (for example, MSpaint) and after that, goto step 7 again.

    9. Import the bitmap file into the FiSHman. Click "Save as" (IMPORTANT!) and save the FSH file.
    10. Import the file in the reader.
    11. Tadaa! There you have it!
    Best,

    Maarten


    Read the Readme or drown in bugs and glitches; the choice is yours...

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    Well Maarten, I believe this is working! I've gotten to step 8 and so far so good...

    Thank you so much!

    Haljackey, you requested shorter lines?

    file_dec00000101.jpg

    I chopped 8 pixels off of each line, but I can do more... What do you think? Oh, and on here the yellow looks a little off, but it's the same as the RHW textures...

    un1: Thanks, got it now! You're pretty much right.

    TINN: Thank you, I should finally finish in a few months! 21.gif


     

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    packersfan: Thanks!

    n-m-2k8-yeah: Thanks a lot! Don't know when I'll get them done though.

    thinboy66: Slowly but surely...


    OK, I know it's been a while, but I've made some progress:

    curvetemplate.png

    With the greatly appreciated assistance of Alex (Tarkus) in ST chat tonight, I managed to finally get the corners sorted out. Over the holidays I plan to copy that over to all the other wealth textures, and work on a mod requested by newyorkrunaway1.

    Announcement: I am going to do a small alpha release when the rest of the curve textures are completed, so I can see what other people think after seeing the textures in-game, so drop me a PM or email if you want a copy. They should be out by January 5th at the latest.


     

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    Ooh, an alpha release. 4.gif Looking gret DTP! 9.gif I'd like to get a copy of the alpha. 2.gif

    -un1


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    Great textures, DTP! I have your RHW textures and they are great. Really make the RHW look that muvh better. I look forward to your FHW textures...

    Just a note, though:

    The picture in your post from 10/17/2008 is un-available.2.gif

    Great Job, DTP.4.gif

    -sim_link


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    The picture from the 17th of October was, as you've probably guessed, of the FHW textures, and I will find it and post a working link later (can't copy/paste on my iPod). Watch for an edit of this post.


     

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