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Texture Request Thread - Networks

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Because I am lazy, I flipped a texture by manipulating the vers-settings in the model.

Now when I place the puzzle piece with it, it is invisible. When I hover the mouse over it, it is shown for a short time. What's wrong?

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    frimi2  
    First post, Number 3 looks good, but if you want change it still that's fine. 2nd post that also looks good.
     
    GoaSkin: under the Indx tab you may need to swap the t1 & t3 column values for the Texture to fix the invisible tile. Tiles can become invisible if you manipulate the texture via the S3D file. Try to use the Development thread for these sorts of issues though.
     
    abcd
    Yes. In future please at least look through the thread. This was answered on a previous page.
     

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    Posted:
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    @Tropod: I included flipped textures now for the outer tiles. You'll find my updated NAM patch file here:

    Download


    The GLR stuff is ready for inclusion. I have not made further changes yet on the avenue ramp because iLive does not illustrate the S3D files well and so it's difficult to move the vertex points into a suitable position.

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    I can't really tell from all of those different combanations of intersections if these following pictures have been retextured or not but here they are:
    <ahttps://www.simtropolis.com/idealbb/files//different%20texture%201.JPG align=baseline>
    This one is a road going into a 45 degree avenue corner. (note that the euro road texture mod is in use)
    And this exact same intersection but a street or a one way road instead of a normal road is 2 other possible intersections

    <ahttps://www.simtropolis.com/idealbb/files//different%20texture%202.JPG align=baseline>
    This one is a diagonal avenue branching off into one straight one way and a diagonal one way. (note that the no one way road arrows mod is in use)

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    Posted:
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    Date: 7/15/2005 6:23:51 AM Author: Tropod
    frimi2&nbsp;
    First post, Number 3 looks good, but if you want change it still that's fine. 2nd post that also looks good.
     
     
    Yes, I changed it. Completely. Including concept (grin)
    After several experiments, I found nothing wich looks eyecandy, so I changed the base.
    So, how do you think about this (the upper two tiles are identical, except flipping of course)
    <ahttp://img324.imageshack.us/img324/1371/request28qa.jpg align=baseline>

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    Posted:
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    lakeyboy

    Note that the Euro-Mod only replace existing textures in ingame default style, with textures in european style. If you like to use the new Intersections with european textures you have to wait, until they are completed (by me, by you or someone else). Personaly I do such work earliest after a NAM with the new intersections is released. So please be patient.
     

    Date: 7/15/2005 8:50:32 AM Author: Andreas Roth Nice work as always, but I still think you add way too many lines into these intersections. 2.gif

    Yes, I'm a hardliner ....muhahaha.... 1.gif

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    avenueorthogonaltxavenuediagon.th.jpg
     
    For this one, because of the code & how it is actually drawn, it really needs to stay with the marked tiles.
    Because of the possible combinations that other (potential) intersections may have, for some items it really is best to keep them similar to maxis textures for continuity. I have no objections per se for line markings, but it may mean some (future) junctions might have issues (i.e. mismatched textures). So far this has not been a problem with the intersections that have been done. But I think for these avenue ones it may be.
     
     
    lakeyboy
    We're not actually 'retexturing' really, we're adding new junctions. Some of these new junctions may bring about new drawing issues, such as those in your post. There are several drawing issues like that, that are/have currently been addressed. I just haven't been able to release the files for them yet.
     

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    Date: 7/15/2005 8:50:32 AM Author: Andreas Roth Nice work as always, but I still think you add way too many lines into these intersections. 2.gif
    quote>

    I agree there seems to be a bit too many lines and I think it would be out of place in the game.

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    Date: 7/15/2005 9:39:17 AM Author: Tropod
    For this one, because of the code &amp; how it is actually drawn, it really needs to stay with the marked tiles.
    Because of the possible combinations that other (potential) intersections may have, for some items it really is best to keep them similar to maxis textures for continuity. I have no objections per se for line markings, but it may mean some (future) junctions might have issues (i.e. mismatched textures). So far this has not been a problem with the intersections that have been done. But I think for these avenue ones it may be.
    quote>
    Ok, Sir. Sorry, Sir. (grin) I do it the way you like it. Number 3, Sir, without garlic. In a minute, Sir 2.gif

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    From this point forward, all the extra lines that frimi puts in shall be referred to as garlic.  1.gif  ( Just kidding. )

    Well done on all these textures so far, frimi.  This is sweet work you guys are doing.  Keep it up!

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    Posted:
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    Next multiple choice 1.gif What do you like more?
     
    This ....
    <ahttp://img320.imageshack.us/img320/2639/ave3inter2ig.jpg align=baseline>
     
    .... or this
     
    <ahttp://img323.imageshack.us/img323/5313/ave3inter24im.jpg align=baseline>
     
     Or something in between ?

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    Posted:
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    Date: 7/15/2005 1:55:46 PM Author: Tropod
     
    Vollkommen! 19.gif
    Hope that is how you say it.

    quote>
    Yes 1.gif Ok, I'll do so.
    If you like it more, I can redo some of the Y-Avenue-Intersections.
    It's not so much work, because I only have remove the garlic 9.gif2.gif
     

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    Posted:
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    Date: 7/15/2005 3:45:36 PM Author: Andreas Roth Some small markings in the center part of the intersection wouldn't hurt, but looking at the in-game avenue intersections, garlic-less ones 2.gif are the way to go.

    Yes, yes, yeeeeees, yo man, all in da hous, man 2.gif
    I redo those garlic-infected ave's at the weekend, no problem 19.gif

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    Posted:
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    Here is the last of the pending requests. At next, I'll redo some of the past requests, so they better fit to the games default's.

     

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    Posted:
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    Date: 7/16/2005 8:18:41 AM Author: Tropod

    yyaahhh 25.gif

    no more requests for now, least not from me 1.gif.
    Current Request List:
    - None?

    - None! done! (grin)

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    Posted:
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    Date: 7/16/2005 9:37:11 AM Author: Andreas Roth
    Date: 7/16/2005 9:27:02 AM Author: frimi2
    Date: 7/16/2005 8:18:41 AM Author: Tropod

    yyaahhh 25.gif

    no more requests for now, least not from me 1.gif.
    Current Request List:
    - None?

    - None! done! (grin)

    What about adapting the Diagonal Street Mod textures then? 12.gif *hides behind Tropod*

    ...... rrrroaarrrrr ..... it's the roaring of some B52's, it doesn't matter where you hide 2.gif
     
    But for real:
    At first I do some de-garlic-fications on the ave-intersections I've done AND THEN
    I take the time to write some codelines for PathMaker . Because Teirusu's project is still
    beta, I think he hasn't posted any texture-requests, so I can take the time to find out
    what's wrong with the functionality of PathMaker on some System's.
    But, may be, if you need someone who textures your kitchen ..... eh ..... don't call me 9.gif

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    Posted:
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    B-52s, indeed!

    Tropod:
    26311543_e3e736e0ea.jpg

    When was the red tile added? As it stands, I cannot drag this in SC4.

    Also, you made a request for a dead-end tile for the green square. Why can't you just copy the existing textures for the avenue diagonal piece (indicated in blue)?

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    Posted:
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    I have a single, tiny, 'simple' request to make...

    You know the rail tile that turns it from diagonal to orthogonal?  The one that is mostly straight, but has a slight curve on one side?  If possible, could someone (in other words, frimi2) design this tile with a road intersection.  Directional wise, the rail is coming from, let's say the East side, and goes West, where the next tile after this it is now going Northwest.  The road will simply come from the North and South.  I checked out the texture of the rail by itself and there should be plenty of 'elbow-room' to maintain the crossing designs a RoadxRail normally has.
     
    I even tried to texture it myself, but...just look at my paint skills below to estimate my texturing abilities.  If you're still confused, here is a guide picture:
    <ahttp://www.geocities.com/smithtay/railbetter.jpg align=baseline>
    You're trying to drag a road from the top colored square to the bottom one, but the middle red one normally wouldn't register. (as denoted by the huge dark red exclamation point)  That is the tile in question.  But feel free to take your time, I'm in no rush right now, and I also have other projects to tend to...
     
    Much appreciated!
     
    Also...I love this:  ...And pathes and coding is the main-work... ( -frimi2, a couple pages back )  
    To all of us who cannot handle this graphical stuff, we definitely think drawing and texturing is the main-work!  Good job, frimi!
     
    -qurlix
     
     
     

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    Posted:
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    Date: 7/16/2005 10:04:28 AM Author:  Tropod:  When was the red tile added?&nbsp; As it stands, I cannot drag this in SC4. Also, you made a request for a dead-end tile for the green square.&nbsp; Why can't you just copy the existing textures for the avenue diagonal piece (indicated in blue)?
    quote>
    This was one of the newer requests. Have a look at page 6 of this thread.
    And yes: For the green marked tile Tropod takes the ingame tile 04000200 19.gif

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  • Original Poster
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    What about adapting the Diagonal Street Mod textures then? 12.gif *hides behind Tropod*

    quote>
    18.gif
     
     
    I do have some more ideas for some more new avenuexavenue intersections (similar to the most recent ones done), but I think for now a bit of a breather is needed, especially as I'm currently just trying to get what's done organised & upto scratch.
     
     
    ardecila
    It has been done, both red & green marked tiles (I did end up using an existing texture for the green one. Thanks for the suggestion2.gif). The most recent file released in this thread (wherever it is) for this stuff hasn't got the most recent of items in it yet, & I haven't had the time to post a more upto date file with these. At the moment I am in the process of merging quite a lot of current items, from here & other threads, so that takes priority (& time depending on what needs to be done).
     
     

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    Posted:
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    @curlix

    I think, something with this structure you are looking for ?
     
    overview6nd.jpg
     
    If I'm right, I'll do that 1.gif

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