Jump to content

Archived

This topic is now archived and is closed to further replies.

mkid6985

NAM puzzle piece

5 posts in this topic Last Reply

Highlighted Posts

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

    while I just recently figured out how to get the turn lanes to work correctly with having either 1 or 2 lanes on each side, I was just curious is there a way to have 3 lanes on each side with the yellow part in the middle so that we can put in 1 or 2 turn lanes without sacrificing any of the 3 lanes on either side. In the puzzle pieces the 2 lane on each side says 5 piece to have the yellow thing in the middle, so Im assuming there has to be a 7 piece, I just havent seen it so if anyone knows where to find it or if that specific piece is not needed and I can still have 3 lanes on each side with the ability to create turn lanes please let me know how.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The first thing you would need to do is make a texture of what you want. It will then become the road texture that is used.

    You have to make it so that each tile is 256x256

    Here is an example of the texture used in the double center turn lane it appears at the higest zoom:

    tulep072120091.jpg

    If you can make that then you can do the modding to make it work or send it in to the NAM team to be modded.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
    Currently: Viewing File: One World Week Flag Props
     

    If you're asking if there is a way to currently continue this pattern - TLA3, TLA5, TLA7...

    Centerburg-Sep14471277676035.jpg

    Then, no, there are no networks or pieces for a TLA7. As Xyloxadoria explained, it would need to be made.


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    thanx capt city....u answered my question....but I am curious what programs do the nam team use to create all these pieces?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Originally posted by: Xyloxadoria

    You have to make it so that each tile is 256x256

    quote>

    Actually, I've gone back to using 128x128, as the 256x256 was producing too large a file size even when imported in-game and compressed, though 256x256 is useful when making the source files.

    As far as the programs we're using, there's a few.  The main thing we work with is a program called the Reader by ilive.  Version 0.9.3 is available here on the STEX.  ilive actually returned to the community recently after a 6-year hiatus, and has been updating the tool as well.  He has a development thread over at SimCity 4 Devotion (SC4D), and you can find a link to his SourceForge depository there as well.

    Additionally, depending on what you're aiming to make you'll need some of the following:

    -A graphic program (for texturing): two good free options include GIMP and Inkscape, the latter of which is a vector imaging program.  I usually use the two in tandem.

    -A modeling program (for producing models): Gmax is the free program designed to work with the SC4 BAT Gamepack Plugin, used in making SC4 buildings--it's basically a scaled down version of 3ds Max.  Additionally, if you're attending an accredited high school or university, you may be able to get a free, 13-month academic license for the full 3ds Max program.  Check out Xyloxadoria's thread here for more details.

    -Something to convert PNG files to the SC4-native FSH file format.  I personally recommend null45's Batch PNG to FSH tool, which was updated just a few days ago.  It supports "drag-and-drop" functionality.

    There is a bit of a steep learning curve at first to the actual mechanism of making transit items, particularly if you haven't had any programming experience, as all the hexadecimal TGI stuff is a bit tricky to wrap one's head around at first, though it's by no means impossible.  As my experience in that front was rather limited then (my SC4 modding experience actually led me to take a few computer science/programming electives at my university) I myself spent about a month just staring at .dat files in the Reader, becoming acclimated to how the files were set up.

    And as far as the TLA-7 goes . . . well . . .

    nwm052420101.jpg

    Orthogonal-only functionality is tentatively planned (subject to change) for the next full NWM update (excluding the upcoming Version 1.0.3 bugfix release). 

    -Alex (Tarkus)

    Share this post


    Link to post
    Share on other sites

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections