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well, i hate the ingame red/white powerlines. after playing around with the bat it would be easy to build betterlooking ones. the only problem is: i can

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Last Online: A long, long time ago... 
 

This is the wrong section for me but...

I've searched for better powerlines many time and like Andreas said, hardcoded. (there's soo many threads on this subject)

But I've seen some ploppable eye-candy power lines... Not sure if they looked good in-game but it's an alternative. Sorry but I don't have any links.

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Last Online: A long, long time ago... 
 
There are several different versions of the red and white power poles with IIDs 0x0ad20000 - 0ad50430. You can probably replace them with models that use the same IDs.
 
I gather that the lines between the poles are controlled by the exec.

The power poles are not props, buildings or lots, so you cannot use the lot editor.

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Schattenparker:

Wenn ich der Moderator auf diesem Forum waere, wuerde ich dir den Hosenboden stramm ziehen fuer das was du oben geschrieben hast. Bitte, diese Grossen Worte sind hier nicht erlaubt.Danke.1.gif

mrbisonm


"I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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Last Online: A long, long time ago... 
 

It seems like you could just BAT a couple of buildings (pole, wires) that you could place in the pattern you wanted.  They would 'conduct' power just like zones and buildings do anyway.

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Last Online: A long, long time ago... 
 

This topic about power poles has come up several times, and I have made the suggestion that the poles could be changed several times, but there has been no response.   This time I will post a picture.

This is the result of a very quick test where I changed one of the power pole FSH files:

 
<ahttps://www.simtropolis.com/idealbb/files//smoncrie%20powerpole.jpg align=baseline>

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Oh, me likey! Any possiblity of releasing a quick mod for that?

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Last Online: A long, long time ago... 
 
Sorry kassarc16 and Andreas,
 
The picture just shows that the power poles can be changed.  What I used was very much a shortcut and nowhere near a working mod.

As I said, what is needed are new BAT models. Unfortunately, I do not really have the time to make good ones.  If the BAT models use the correct IDs, the game will use them in place of the original ones.  There is more than one model to allow different orientations of the wires connected to the pole.

If someone makes the BAT models, I would be willing to help turn them into a mod.

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I'm game for making some BAT models, what is needed? Also, is the position of the wires hardcoded? because that would have an effect on the necessary models.

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Yay! 6459978. to the rescue! 39.gif

We will end up having the most realistic power poles we've ever seen, complete with fully interior night lighting. 17.gif

Seriously though, a more neutral colour would go better with the game IMHO.


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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@T Wrecks: And don't forget the roof junk. 18.gif
 
@6459978: As far as I know, the wires are hard-coded, yes.
 
@smoncrie: Well, the shape of the power poles looks good for me, they only stick out a bit because of the color. So I thought you re-colored the FSH file with a uniform grey (much like the vehicle mods) - this would have been enough for me, except of the brightness of the color.

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Last Online: A long, long time ago... 
 
6459978,
 
Thanks for your offer to help.
 
Andreas is correct: the position of the wires is fixed.  The height of the Maxis model is 41.65489.   If necessary I could try to tease out the positions of the wire attachment points.

Night lighting may not work in this case, and I suggest that it should be avoided in the first model.

Here are wire frames of the four Maxis poles.  It looks like two rotations of two models.
 
smoncrie%20powerpole2.jpg

Andreas, in my picture the shape was preserved by alpha maps, but as you pointed out, it still does not look very good.  Since 20 FSH files would need to be changed, let

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I think another thing to do would be getting rid of the concrete base and put an earthen one. I'd say get rid of the base completely, but it needs to have something level.

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Well, I was thinking for the base, maybe actually retexture it with a FSH, included alpha map, so it's actually invisible. Like a foundation of sorts.


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Posted:
Last Online: A long, long time ago... 
 

The pilons look much better in grey as they don't stick out too much like the red and white ones do. They red and white ones really scar a beautiful mountain if it needs crossing. Yes the grey would do this too but not to such an extent. 19.gif

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Okay, here's my first attempt at a transmission tower. It's based on one I can see from my bedroom. The other 3 variations should be easy to derrive from this model, so I can have them all exported by the end of the night.

<ahttps://www.simtropolis.com/idealbb/files//powerline1.jpg align=baseline>
 
Are there any special LOD requirements for this model? I'll try to make them as close-fitting as possible I suppose.
 
<EDIT>
 
Ummm.... this throws a bit of a wrench into things: When I preview the render it looks fine, just like above, but when I export, the model comes out looking bloated.... like all the splines suddenly became chunkier... Any solutions to this dilemma?

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