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GouRou

simmars-forum-threads SimMars, An Overview...

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This is the explanation thread for SimMars, there has been some question as to what it is exactly, so I will summarize it, then detail it.
 
SimMars, or Sim Mars (undecided) is a modd for SimCity4, that converts the overall look, to a Mars look. This is actually a very vague look, and for good reason. We wont know exactly what a colony on mars will look like once it expands into a self contained industrial base with money to throw around. We will concentrate mainly on the buildings, vehicles, and general user interface. Time and resources permitting we will convert one or more transportation networks, as well as convert as many of the of sim animations as possible.
 
There is much to do, but there is also much time, and I believe that will make it possible. We will convert as much as possible, and remove anything that simply doesnt fit. Our modd may not have the scope in certain areas as well as the game itself, but we will do as much as we are able. I believe one aspect we will exceed maxis is in the area of buildings. perhaps we may not have the exotic transportation networks we would like, but only time will tell.
 
Planning is currently in the planning stages, as time goes on, we will work up a structure for people to communicate and share what they have. There are guidelines posted throughout the various threads that I have written, I will collect and compile them into a comprehensive set so that a general design type can be constructed. However, I wish to make it clear, that once any society grows, and has excess resources, some people will build rather exotic structures, they may not seem so exotic, but they are excessive.
 
The same will happen with our Mars modd, we will accept some exotic buildings, we will work these into the $$$ groups as needed. Everyone has differing opionions about what a particular building should look like, and I want to point out that any building bounded by reality will probably be accepted. I know there is a general feeling that clashing styles will make the game feel unreal, and out of place. But the game works within a building system that uses Families of buildings. Grouping the types of building into proper families can greatly reduce how odd the clashing styles look. It will group the like constructs, to give it a more realistic look.
 
Many ideas will come and go, and by many I mean it to it's fullest extent. However, we must remember that a crazy initial idea will either be filtered out, or may even become common, and we will have wondered why didnt think of it earlier. Any area that seems wild or uncoordinated can be coordinated with the help of anyone, or perhaps it is better that it isnt.
 
The original discoverers, the original Modders were in untamed regions for the longest time with no plan in front of them. But they understood what they had to do, and that is how this project will work. Certain areas have to be planned, and a theme or style settled on, but many areas will remain chaotic, because that is how we will get the most diversity and creativity. I will not initiate the completion of a portion of the project that needs planned unless there is a plan. A phase that is better off left to creativity alone will NOT get a plan, but will instead get simple, very loose guidelines.
 
Our timelines are very open, but there have been some maximums set. Namely, we will have a working modd to roll out within 6 months. It will be Beta 1, and it will ship, regardless of what we have. Beta 2 will come out a month later, and so on. Our Final will ship no more than 1 year from the start date of the project. We will consider the final launch to be on March 1, 2005. If there is more content that can be added afterwards, we will use versions to keep track of those releases, April 1, 2005 will be v1.1, and so on.
 
Any unforseens will be dealt with when the time comes. I have the knowledge to realize that this project wont be quick, by any means. Several pieces will require dedicated effort of weeks or months by several people. Any singular jobs by a single person could stretch on for a long time, but I know there are such dedicated people, and it is those people who would be recognized the most.
 
Every piece to this project will be credited, we will keep track of who did what, but every piece will also be appropriately modified if deemed necessary.
 
This is a community project, anyone may contribute, and many will, and to those that contribute, I say in advance,
........Thank You from me, and from the entire SimTropolis community.
 
We will have a wonderful addition when all is said and done.
 
Any questions can be directed by PM to me, GouRou

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Points of progress, we have partial terrain and partial gui...

    <ahttps://www.simtropolis.com/idealbb/files/test33.jpg width=800>

    Possible bridges never before seen...

    <ahttps://www.simtropolis.com/idealbb/files/A-Frame%20with%20textures%20Sideangle.jpg width=798>

    <ahttps://www.simtropolis.com/idealbb/files/Close%20Up%20Wishbone.jpg width=800>

    If we are industrious, these just might be the next highways...

    <ahttps://www.simtropolis.com/idealbb/files/Super%20Elevated.jpg width=800>

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     
    our start date is 2050, so that is kind of out of the question, also, it would be rather pointless, it would be nice to have mars warmer, but thickening the air also brings up other problems, like more dust to deal with, and other stuff. It was decided practically day one to leave the weather as-is.

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    Posted:
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    Okay what is this Sim Mars is this going to be a game or what help me im confused.42.gif

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

    Sim Mars is basically a huge mod for Sim City 4 that completely converts the game to a Mars environment. We are coverting just about every aspect of the game. This includes the terrian, transportation systems, user interface, and buildings. There is tons of info on the project in this forum. If you have questions, feel free to ask.

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    Posted:
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    ok that first picture: Mars DOES NOT have liquid water at its surface. Can't you just lower the water ground level to a point beneath, or close to, the lowest ground point reachable in SC4?


    awesome pictures, though. I really like those bridges and the highway.

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    Posted:
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    Date: 3/24/2004 7:21:31 PM Author: GouRou
    our start date is 2050, so that is kind of out of the question...
    quote>
     
    Whether I can live to 2050 that's a question...
    LOL. jk. keep up

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

    I have a question:

    When we install this mod, will we be able to erase it, still make normal cities etc.?

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

    Question:

    Is this going to be a stand-alone executable or is it going to be some sort of plug-in or whatever that mods the game? I guess what I'm trying to say is, will we still be able to build real cities?

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    Posted:
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    the original plan was to have SC4 have a button to turn it into SimMars, but since our top MODder disappeared last summer, we're stuck... await further details.

    Former Moderator, Chat Admin, and SimMars cofounder.

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    Posted:
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    Edited by author: I decided all these pictures are not very beneficial and just a plain, waste of space. so I deleted a couple. All tutorials do work. Just use the Omnibus table of contents, in the left side bar.  You will find all the knowledge you need there, to get a comfortable start in the BAT.
     
     
    I know it is not My business to know who you mean, Ash.
    Man! I feel for the teams. I want to learn the BAT, but tut links do not work properly and no one really answers my ignorant questions.
     
    The sad part is; I understood the functions in BAT/Gmax, at first execute. I had no problem building a model and getting the different views rendering. Just cannot get an answer as to why, it slows down and eventually stops functioning. I fake the bump maps by making them in Bryce and then importing my new texture to the BAT. Fake ray trace? I make it a real one with Bryce. No need for PhotoShop gradients, but can still use it for enhancement. I can work and re-work a texture into anything, by importing and exporting it back and forth, several times.
     
    images below may make it a bit more clear. I normally host images, but thought the visual would inspire someone to aid me?
    I know I am asking too much, but please someone show me the step by step, or point me to exactly the right links. Yes, I am very ignorant, when it comes to the techie talk. Show me everything I need and not those broken tut links and I will give you the modeling you seek?
     
     
    Rendered models are the property of Adonai Graphics LTD and Frndofyaweh.
    <ahttps://www.simtropolis.com/idealbb/files//GalleryImage576828.jpg align=baseline>
     
     
    <ahttps://www.simtropolis.com/idealbb/files//GalleryImage443827.jpg align=baseline>
     
     
     

    Watch me make custom maps: Mapper Community

    Just one beer and I can't be beat. Just a whole case and I can't remember, who beat me up.

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

    Greetings!

    I signed onto to this site mainly (if not solely) to be able to participate on the SimMars project... or at least show a bit more (moral) support.
    This could pretty much be my dream sim game!
    I personally would have gone for a design like in the 5th Element, with flying cars, and tall skyscrapers, but still keep the Earth terrain.
    In any event, I'm looking forward to grabbing a beta. 29.gif (I would have attempted my own mod, but I don't have RH, so I can't install BAT 8.gif now yes, I know, I just need to go out and buy it, but it ain't that easy...


    ZS

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