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GlobexCo

The Hanging Monorail Project

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The Hanging Monorail Project is part of the Sci-Fi City Project (https://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=106939&enterthread=y), but this forum is more appropriate. After copying the High Speed Rail dat (example of network) I started with modifying the 3ds in the dat. But when I try it in the game there are no difference between the two dat files. These are the photos of the file in 3dsmax and the Ilives reader. Why the modifies of the dat are not shown in Simcity 4??

http://img364.imageshack.us/img364/9708/hmn1.jpg
http://img364.imageshack.us/img364/3451/hmn2.jpg


 

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Hmm... I already have BTM, so maybe it could be compatible with that? Cool idea 9.gif

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A few questions -

Did you replace\test it on all zooms? Many of the transit network files have separate entries for different zooms. If you only replaced one model, you may want to go back and check it out in game from a distance.

How did you go about choosing which piece to replace? What was its instance ID? If you just did it by appearance, you may not actually have the piece you think you do, and may be replacing some tile you haven't been testing. 2.gif The holds particularly true for many of the rail network tiles, which don't always fit as you expect after the first look. Even with the basic straight pieces, the models are sometimes used in other special situations.

Are you sure you don't have something else overriding your replacement? Especially considering you are modifying the HSR files, which have taken on a variety of implementations over time... We all know how easy it is to leave a stray file or two in our plugins folders after an uninstall. If you have any reason to believe it is a conflict, perhaps you should try moving all of your plugins out of your folder and modifying the default networks. (ie create your own DATs...don't go replacing things in the Simcity_#.DAT's of course)

If it isn't one of those easier-to-solve problems, it may have something to do with implementation, but that's less likely given the network tiles are just remained unchanged. If you'd like a list of IIDs for basic tiles in a network I can fetch one for ya, if you tell me which network you'd like. (Presumably you are first tinkering and not going to immediately start learning RULs... 3.gif )

Hope your problems are easy to solve!

-qurlix

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as i understand, its a lengthy process to export the model correctly from MAX. the HSRP using the RKT3 property, so you must have a unique model for each zoom level for the model to be a direct replacement of the HSRP mod. if replacing monorail, it uses the RKT0 property, which is one model for all zoom and rotations. if its not replacing the model in-game, start looking into the model ID's (s3D) in the DAT's....

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So... It would just take a long time to sort everything out?

If this does get completed, then I'll be extremely happy 9.gif

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    @ earwax_man
    I started with replacing the pieces in the monorail network (or HSR here), probably the train skin of the bullet train will be compatible with it. But before testing it with other mods I have to finish it.

    @ qurlix
    In the HSR_plugin.dat there's only one model for different zooms. In the exemplar file of the model the resource key type says 0x5AD0E817,0xBADB57F1,0x5DDF0000,....... (same TGI of the replaced model). I replaced only the straight pieces of the network; I can try to replace the puzzle pieces (for example diagonal p. above road). I can try also removing the NAM, maybe there's somthing in it. Modifying the Simcity dat will be more difficult because it's bigger than the HSR dat, but I can also think about it.
    I hope the problem is one of them, because my knowledges of editing new dat.....emh....dat?47.gif

    @ ch0c0
    I simply replaced the model exporting the s3d from the dat, modified it and imported in the dat. I can also replace the model with another dat and same ID, but maybe I'll replace the model of all the HSR dats and not only the model of the dat I have copied.

    Thank you all.


     

    my website:

    www.victorfleur.com

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    actually, the straight piece is IID 0x5DD31500....this may be why it wasn't showing up for you.

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    @ ch0c0

    I have to write the new IID in the exemplar file, only in the model or both (maybe it change something, I don't know)?


     

    my website:

    www.victorfleur.com

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    Before you make the models you should keep track hieght in mind or else you would have to do some major repathing. By deafult, the bottom of the monorail train is at 15.5 m In order to do this, you need to make the bottom of your track be at a height of 15.5+train car height. If you dont do this the track will go through the train if you dont repath which would take a looonngg time.

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    @ Xyloxadoria
    I've already made this, I don't want to modify the path because also stations will be more difficult to build!!
    I could also take the NAM higher monorail as base to mod but I choose something with easier path (I don't understand exactly all those numbers in the reader18.gif)


     

    my website:

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    This may sound like stupid question but when you said you removed the NAM I though I'd better ask.

    Are dragging just monorail, if you make the piece with the IID of 5DD31500 then you will need to drag HSR in game. You must have the NAM installed for the HSR to work.

    And about the the Resource Key Types there is only one model per piece in HSRP, but the exemplar uses RKT3 and you'll notice all the IID values are the same, this is because I didn't know about RKT0 when I made HSR.

    What I'd do is export the model from Max into a brand dat file. Then create a folder in your plugins folder "zzzz" and put the dat in there. You don't need to worry about exemplars, paths and such (well at least not now).

    If this hasn't helped you then if you send me the model I can put this piece together and you can see how it works and then use that to learn how to do it and make the rest of the network.

    I think it's great though that you decided to do this SciFi project

    Jonathan

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    @ warrior

    What is the extension of the file I have to export from Max, 3ds? or export (SC4model)?

    When I'll put it in the dat, do I have to modify som TGI??

    Thank you.


     

    my website:

    www.victorfleur.com

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    I think I'll send you the models, if you explain me what you are going to do.

    In the .zip there are two models - HMN with pilon - HMN no pilon

    The models are saved with .max and .3ds

    31.gif I know something but it's my first dat.

    Tell me if you need something else, warrior.

    HMN.zip


     

    my website:

    www.victorfleur.com

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    Wait! Look at this photo, in the starter piece (already replaced) there's my model 9.gif !!

    Probably modifying the HSR dat, IIDs were incompatible (because they were the same), so I put the original HSR_plugin.dat in another folder.

    And....he,he...another problem, why I can't see my model when I drag?

    (textures are a future problem)

    http://img355.imageshack.us/img355/5999/hmnprova1n.jpg

    Wow!


     

    my website:

    www.victorfleur.com

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    Well don't modify the HSR dats, create new ones that load after the HSRP ones with only the model file in it, with an IID of 5DD31500.

    If the IID is incorrect then the piece won't show up in the right place.

    Here's a file with model in it just put it in the HSRP folder. And it will replace only the straight draggable tile like you want. No exemplars just one model is all it is.

    You'll notice though that the pylons are separate to the track though, so you'll need to export one model without the pylon (I think you already have) and then you'll need to export the pylon without the track.(The pylon will also need a modifed exemplar but that will be very easy)

    Jonathan

    zzzzzhanging monorail override.zip

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    Could you make it chunkier or more metallic? It seems way too thin

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    Thank you warrior. So I only have to export models in a new dat with same IID and modify them in the new dat?

    And if I don't want to replace the HSR, but create a new different dat, do I have to change only the IID in both dats?

    earwax_man, this model is only a test; I can make it fatter a with new textures, but if you have a photo or a picture, I can understand better your idea.


     

    my website:

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    good work GlobexCo! repathing the trains is fairly easy, so they wont be riding on top of your model....

    i'll be keeping an eye out for progress.....1.gif

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    I haven't modified the path of the HSR, so the train is in the same position. When all models will be replaced (I hope two or three weeks) I'll replace and reskin my actual monorail train to add "arms" that cover the tube. Maybe I'll use the train in Xyloxadoria's picture - very similar to '70s sci-fi


     

    my website:

    www.victorfleur.com

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    Ouff....I always find something strange in this dat. I exported the diagonal model with diagonal avenue, and when I import the model in it, textures don't want to cover the right piece. In the image there's the imported model where I can only see the avenue texture. In my dat there's a FSH for the HMN texture, do I have to put also a FSH for the avenue texture or there's something that I have to do in UVmap?

    http://img99.imageshack.us/img99/7175/hmnddavenue.png


     

    my website:

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    wow, this is an awesome idea! and it looks like you've made quite a bit of progress so far... it would be very cool to have german-style hanging monorails, it would make for some cool opportunities for puzzle pieces, like recreating this type of rail over road:

    http://en.wikipedia.org/wiki/File:Schweb02012006-008.JPG

    it would also be cool to have the very industrial-style supports for it, rather than futuristic ones (maybe as an option), would be a great way to get workers to and from industrial parts of town!

    http://en.wikipedia.org/wiki/File:Wuppertal_Schwebebahn_2005.jpg

    looking at this, you could easily make a suspended monorail over canal piece too! so many options, i love that there are still such great mods being created more than 6 years after the game came out!

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    khayman: there's a lot af work to do, and I'm faster with BAT than MOD. After the release of the sci-fi hanging monorail (it's a maglev, it's different from the Wuppertal one) maybe I'll work on a HM above street/road/avenue. About the HM above canal, it would be a really good work if the canal were separate from the network (you can put PEG canals or BSC...), but I don't think that it's possible to transit enabling out of the network tile. I've got only two hands and a PC and can't stop time, but I hope everything will be done.


     

    my website:

    www.victorfleur.com

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    Wow, it's actually starting to look way better now, what's the next step in this project?

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    earwax_man: I'm going to replace diagonal and curve models (I discovered the "bend" mod in s3dmax) and I've got a little idea for an HM station. This network will be available on STEX with the first part of the sci-fi city project, a prop pack and a texture pack (I don't know when).

    More difficult will be HM overpass above roads (since no one at the moment answered at the texture question - some posts before this). I also think about a ground version (mod for GHSR). Someone asked me an HM german version, a very long work because pilons are very hard to create and texture are different.

    In the next picture (if I find the IID of the right diagonal piece) I'll show an HM curve.


     

    my website:

    www.victorfleur.com

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    looks to me like the avenue texture is being applied to the HM model. looks to be several of the same groups added to that overpass.....hard to really see from here.

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    For the intersections you'd be better off creating your own.

    You'll need to get a flat plane from something like the GLR plugin dat in the folder.

    Copy that into a blank dat

    open the HM dat and right click the HM section you want over the intersection (Diagonal or Orthogonal) and select save as decoded file (note the name in the msg box that appears)

    go back to the blank dat with your plane in it and click add S3D and then browse to the file you saved in the previous step.

    Then change the materials as needed.

    If you use existing overpasses then the model will get cluttered and sadly the reader doesn't let you remove materials from the model.

    If you need any more help I'll do my best to help.

    EDIT: and the reason that's happened is because the numbers in the Anim tab are not correct(the anim tab links the all the parts of the S3D file together(Verts, mats, etc the tabs)

    Jonathan

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    Yesterday I replaced Curve 1 to 5 of HSR and the diagonal piece. When I tried to drag my models in the game, maybe because a bug of NAM's draggable HSR, my models don't want to show!

    Thank you all.

    wdiag1.jpg


     

    my website:

    www.victorfleur.com

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