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Tropod

Texture Request Thread - Networks

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No, I'm not a texture artist, I'm far from it. But hopefully those that are capable of Texturing will be willing to help out9.gif.

Essentially, this thread is for the request of textures, but namely in respect to Networks &/or Network Related items, for New items that currently do not exist. A number of intersections (& other items) are possible to add, except for the fact that we do not have proper textures for them.

Texture format for standard Network tiles (such as road for example):
-A single 128x128 Bitmap colour image, for each of the 4 wealth levels (not all 4 would always be needed).
-A single 128x128 Alpha bitmap image.

Texture format for non-standard Network tiles:
These may vary, & as such may need to be done on a case by case basis.

I or others can &/or will convert them to FSH format if need be.

If you're not sure about anything, or would like to actually help with Textures but need more info, please don't hesitate to post & ask.

EDIT: list modified & removed. See the posts within this thread for any updated lists/requests.

If you're able to help out & would actually like to help out with Texturing, just simply post here in this thread to show your interest. Thanks.

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Dead-End is for me Dead-End 1.gif but I think with Diagonal Avenue Dead Ending into Straight Road you need something like this (and flipped of course). I'm right ?

 
<ahttp://img51.echo.cx/img51/5528/northdiavestraro1ds.jpg align=baseline>

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Hi Tropod,

I can give a hand with those textures.
Since I am not English, sometimes I have difficulties understanding certain things. So some example pics would be really welcome 19.gif.
I remember I have seen the textures for the different wealth levels attached to a post of you. But i dont remember in which thread 43.gif. Can you point me to this file or attach also in this thread?

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Okay, for anything diagonal into a corner, there are two pieces required.  Amounting to 8 textures total.  (For the different wealths) Here is a general outline for those pieces.  (Very crummy, I know.  ^^; )  The light grey is the incoming diagonal and the dark grey is the corner.

<ahttps://www.simtropolis.com/idealbb/files//dia_corner1.gif align=baseline><ahttps://www.simtropolis.com/idealbb/files//dia_corner3.gif align=baseline>
 
Like these road textures.  Except the incoming diagonal is another network like one-ways.
 
<ahttps://www.simtropolis.com/idealbb/files//dai_corner1.jpg align=baseline><ahttps://www.simtropolis.com/idealbb/files//dai_corner3.jpg align=baseline>
 
For the Double Diagonals into a corner and the Diagonal  Avenues into a corner a single piece is needed.  Amounting to 4 textures.  (Again for the different wealths)  Here is a simple outline.
 
dia_corner2.gif
 
Like this.  And again, the diagonals would be another network.
 
<ahttps://www.simtropolis.com/idealbb/files//dai_corner2.jpg align=baseline>
 
-Teirusu

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    frimi2:
    That looks absolutely terrific! That would be the Diagonal Avenue Transition into Straight Road though. If possible, it's preferable if any textures are kept to a single tile ~ some limited exceptions to this would exist though (otherwise ruleoverrides are needed for the neighbouring tiles, for all manner of things, & things start to become complex & buggy). A flipped version shouldn't be need, as the rules should be capable of handling that sort of thing where needed for Intersections between two different networks.
    As for diagonal Avenue Dead Ending into Straight Road; in that picture, the road would continue to go the whole way through in the North/South direction. So it would kind of be like this;

    |../
    |./
    |/
    |
    |

    | = road
    / = avenue
    . = ignore


    jeronij:
    So you are able to make textures? Is that right? Do you just need some other Textures (files) for comparison to help get started? As for IID assignment, I will most likely handle that myself, so you don't need to worry about that.


    Teirusu:
    That looks pretty good. That should definately help.


    Just so you're all aware;
    I've made sure that certain configurations are possible with some sample testing (especially those involving street). So all those listed in the first post, should by all means be doable.

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    Posted:
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    Some tiles I found in my toolchest 2.gif tell me if they are usefull. Most of them for rails. Have a look

     
    EDIT: 1 (one) Tile i think is not enough space. On one tile you can do only something like this, I think
     
    <ahttp://img265.echo.cx/img265/2057/3diavestraro3vb.jpg align=baseline>

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    Date: 6/20/2005 10:23:16 AM Author: Tropod 

     jeronij: So you are able to make textures? Is that right? Do you just need some other Textures (files) for comparison to help get started? As for IID assignment, I will most likely handle that myself, so you don't need to worry about that. .
     
    That

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    2 tiles is my last offer 2.gif because ....

    <ahttp://img145.echo.cx/img145/4971/zweitiles1ic.jpg align=baseline>

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    frimi2:
    I'm not saying it must be one tile, just that it is preferable is all. That Diagonal Avenue dead ending into Straight Road would be one of those exceptions (overrides would come into play with that particular one because of the nature of the intersection). That texture.zip definately helps. Thanks!


    jeronij:

    <ahttps://www.simtropolis.com/idealbb/files//DiagonalAvenuexRoadCorner_001.JPG align=baseline>
     
    <ahttps://www.simtropolis.com/idealbb/files//DiagonalAvenuexOneWayRoadCorner_002.JPG align=baseline>
     
     
     
    For wealth levels;
    See the attached post. Hopefully that should be sufficient.

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    Posted:
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    How do you think about this ? I hope you like it, because it's in the Zip 1.gif

    <ahttp://img81.echo.cx/img81/2475/zweitilesver34lx.jpg align=baseline>

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    Posted:
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    I have no Problems with it, but it's very short, may be you have it already downloaded1.gif

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    Try this (I'd email it, but at the moment I can't send email attachments for some reason).

    http://members.optusnet.com.au/defaultoptus/Textures_Wealths.zip


    For all textures:
    would it be possible to create the Alpha Maps for the textures. Seems a slight issue is going to prevent proper BMP>FSH conversion without the alpha maps, least on my end (I'm trying to pin point the cause).

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    Posted:
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    A few textures that would be cool:

    Straight Street Dead-ending into an Avenue Corner
    Straight Road Dead-ending into an Avenue Corner
    Straight Street Dead-ending into an Road Corner (done to avoid a T-intersection with stoplights)

    A yield-end is a term I invented to describe a dead-end with a yield. All of the above are yield-ends.

    I could probably make the above textures without too much trouble - just a little copy/paste/erase in photoshop. I had to figure out the Pen tool for my Dual-Networking switches, I could probably do that one too.

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    Date: 6/20/2005 3:32:40 PM Author: ardecila A few textures that would be cool: Straight Street Dead-ending into an Avenue Corner Straight Road Dead-ending into an Avenue Corner Straight Street Dead-ending into an Road Corner (done to avoid a T-intersection with stoplights) A yield-end is a term I invented to describe a dead-end with a yield.&nbsp; All of the above are yield-ends. I could probably make the above textures without too much trouble - just a little copy/paste/erase in photoshop.&nbsp; I had to figure out the Pen tool for my Dual-Networking switches, I could probably do that one too.
    quote>
    I will do that in the next days, but now I'm a bit busy with a piece of software (for making life with PATHes a bit easier). It's more interesting, you know ? 9.gif
     
     
    But in the Zip are some ALPHA-Maps. May be, that they need a bit finetuning 1.gif
     

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    Date: 6/20/2005 1:19:29 PM Author: frimi2

    How do you think about this ? I hope you like it, because it's in the Zip 1.gif

    <ahttp://img81.echo.cx/img81/2475/zweitilesver34lx.jpg align=baseline>

    quote>

    I like that one, very nice. Also, it seems compatible with RHD and LHD without changing around too much. Nice work everyone!

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    Posted:
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    Actually, the ones you built in the game are different than the ones that Tropod wants.

    The ones in-game are actually straight road-into-street corner, since there's a special turn right before the intersection.

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    Date: 6/20/2005 4:30:24 PM Author: ardecila Actually, the ones you built in the game are different than the ones that Tropod wants. The ones in-game are actually straight road-into-street corner, since there's a special turn right before the intersection.

    Hi Ardecila. I understand this. I

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    Well .... ahem .... I like it .... not realy 1.gif ... but say something. (The other 3 pieces are untouched) 

    <ahttp://img229.echo.cx/img229/5887/diavecorro6mk.jpg align=baseline>

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    diavecorro6mk4ot.jpg
    frimi I just messed up your pic. 2.gif
    Let the green area be pavement of some kind and the red area be striped.
    Another than that. Nice looking! 44.gif

    What programs are you using, for editing the texture? Photoshop ? A like to join in.

    PCk4tXG.jpg

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    Date: 6/20/2005 5:54:57 PM Author: frimi2

    Well .... ahem .... I like it .... not realy 1.gif ... but say something. (The other 3 pieces are untouched)

    diavecorro6mk.jpg

    quote>

    I think you should try to cut down the number of lines (the same goes for the texture you posted above, the  |/  one). Keep it simple by adding only median lines, stop lines and those crossed-out areas, but not those guiding lines across the lanes of the road. (In German, it's a bit easier to explain for me, so here we go 2.gif : Ich meine damit die Mittellinien, Haltelinien und die Sperrfl

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    @Andreas
    I think, you are right for the Single-Piece-Joke: The less the more. That is the reason why i don't like it 1.gif Ok, let the thought's walk 2.gif We will see
    But for the double-piece-end I have to say: It looks good for me and cannot do it better, that is the Kingpin. So I have to leave it, as it is. But thank you very much for your thoughts 1.gif
     
    @Fester
    It doesn't matter, what Editing-Software you use, as long the result ist a true-color-bitmap of 128x128 size, with (if required) a 16-bit-gray alpha-bitmap of the same size. (But I prefer Ph*t*-Impact, it is good, but it's cheaper as Ph*t*Sh*p)
     BTW: You are looking very much better this morning 2.gif ....muhahaha....
     
     

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    Tropod,

    I just remembered this.  Back in the original texture request thread that Trumpets created back when, he had me create a handful of textures, but they were never finished before he and I left originally.  They were all for one-ways becoming avenues.  They were simply known by the number of which he requested them.  Here's the first two (ZIP w/textures included):
     
    <ahttps://www.simtropolis.com/idealbb/files//request_3.jpg align=baseline><ahttps://www.simtropolis.com/idealbb/files//request_4.jpg align=baseline>
     
    -Teirusu

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    And the other two (ZIP w/textures included):

    request_5.jpg<ahttps://www.simtropolis.com/idealbb/files//request_6.jpg align=baseline>
     
    -Teirusu

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    jeronij:

    As Ardeclila has pointed out, those type of intersections you posted are slightly different. In your picture, number 1 & 3 are the same & would use the same Texture; number 2 & 4 are also the same & use the same texture, just different rotation/flipping which is handled by the Rul file. Hopefully these pictures showing the difference will help:
    So in these pictures, only 3 different types of Set-ups or configurations for the blank tiles actually exist. The RUL file handles the Rotating & flipping needed for the different directions.
    Diagonal Road, Orthogonal Street Corner. Diagonal Road heading OUT in relation to Orthogonal Street.
    <ahttps://www.simtropolis.com/idealbb/files//RoadDiagonal_StreetOrthongal_001.JPG align=baseline>
     
    Diagonal Road, Orthogonal Street Corner. Diagonal Road heading IN in relation to Orthogonal Street.
    <ahttps://www.simtropolis.com/idealbb/files//RoadDiagonal_StreetOrthongal_002.JPG align=baseline>
     
    I hadn't actually requested this, but guess it could be done. Street corner with Diagonal Road completely through the corner.
    <ahttps://www.simtropolis.com/idealbb/files//RoadDiagonal_StreetOrthongal_005.JPG align=baseline>
     
     
     
    frimi2
    Looks good! I myself am not really fussy with what they may look like, lines or no lines. If you care to change them based on others feedback, that's fine by me, just so long as they're compatible for Right & Left hand versions. Thanks for the alpha maps.
     
     
    Teirusu
    That first set looks like they could possibly be used for double diagonal onewayroads (as well). Thanks!
     
     
    newyorkrunaway1
    In due time, the rules will be done up for this stuff (for those textures that have been done). The images have to be converted first, & then pathed before anything can be released.
     

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    Date: 6/21/2005 6:58:55 AM Author: Tropod <?xml:namespace prefix = o ns = urn:schemas-microsoft-com6.gifffice6.gifffice />

    frimi2

    Looks good! I myself am not really fussy with what they may look like, lines or no lines. If you care to change them based on others feedback, that's fine by me, just so long as they're compatible for Right &amp; Left hand versions. Thanks for the alpha maps.

     

    Ok, 3 versions are inside: The first you've already seen, the second with less lines and the third with pavement. 1 alpha for all. I hope that they are usefull for you.

    BTW: I think, it is a good idea, to post new wishes in new posts. Editing old post leaves some requests unsolved, may be  1.gif

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