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Road Top Mass Transit (RTMT) - Development and Support

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I have attached the model and lot files for the roadside bus stop.
It has been taken from simcity.com lot exchange (author: Striling1).
 
Please check if you can help (please read the posting above).
 
Thank you in advance
 

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    To madawac: The CJM's staircase prop is attached in this post.



    <ahttps://www.simtropolis.com/idealbb/files//RTMT1.jpg align=baseline> 


    <ahttps://www.simtropolis.com/idealbb/files//RTMT2.jpg align=baseline> 

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    Has this been finished? It really looks good!

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    This looks very useful!
    I wish I had seen this earlier, Did you consider using simgoobers random busstops at all? They are already smaller than the ones you are using, therefore would not require slicing or re-sizing. Plus, they're random! there is something like 21 different styles, of which you can remove any of the models you don't want and keep the styles that you do. And with that much variety, there are enough styles to please just about anybody.
    But alas, I fear I am telling you this too late. It looks like you've put alot of effort into these already.

    One request, if I may... could you try to make sure that the lots will 'remember' what they have been renamed?( y'know... after you leave the city and re-enter it). Although the berlin busstop that you are using, and the DMPO busstop are two of my personal favourites, unfourtunately I can't use them because of this problem.

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    Yes, SG's busstops would look great, but there are a few small problems:
     - They are implemented as a prop family, while mine are different, they are selectable and optional props, so I have to find a way to accommodate both techniques.
     - To be honest, I haven't yet asked SG for a permission to use them.

    I have to mention though that my busstops are interchangeable - and the set is expandable - , meaning that apart from using the stops that will be included, you can also use your own. This is the case for the other props as well (timetable, subway staircases and phonebooths)

    What do you mean by slicing and resizing. Can this be achieved by using modding-only techniques? I don't think so, you need to have the development stuff for BAT not just the SC4model files.
    Also what do you mean you cannot rename your lots? All lots can be ranamed, the game saves the name separately for each instance of all lots.

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    Maybe I read the thead too quickly, I thought there was some issue with the busstops being a little too wide to fit on the sidewalk. Never mind.

    As for re-naming lots, there are many custom lots that will revert back to the original name if you leave and re-enter the city. Last week I tested this on all the busstops I had downloaded, and removed the 'forgetful' ones. The ones I mentioned above, along with another set will not remember,
    Simgoobers busstops do remember, but don't have a hover Querry (no big deal to me). The roadtop MT, as it stands now, do remember, but, like simgoobers, do not have a hover querry- no surprise there.

    This is also an Issue with other custom lots, I like to give each building it's own street address, so I've been able to find many lots like this... especially churches for some reason. Someone even started a thread on the subject, wanting to know if it was acceptable to modifiy these lots for personal use.

    EDIT: Not possible to use prop families, eh? Too bad, I was hoping!

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    Can you mention a few lots that do not have their modified name saved? I can check waht's wrong (what causes this) before releasing my own.

    As for the hover query, there are two options:
     - set the Query as main building property to true, this will cause the building's query to be displayed.
     - set the above property to false, this will display a small hover query only containing the prop name, and SG chose this option, so as to display the design style of the busstops.
    Mine will display the main building's query.

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    Sure...off the top of my head... The St. Georges church was the first one I ever noticed. I think that many or all of the amsterdam lots have this, but don't quote me on that ( they are such beautifull lots I hate to speak poorly of them!). The Kirkwall Library, that absolutely gorgeouse old world university( the name escapes me)... I know there are a few residential lots too, but I couldn't tell you which ones without checking.
    And as I said, there is the DMPO busstop, the berlin busstops, and another set... can't remember how they were named except for the 'Rural Busstop' in that set.
    As I tend to mostly rename buldings on residential streets, so I don't know of any industrial or High density commercial lots.
     
    To be honest with you, I didn't think that anything was wrong with the lots.... I just figured it was done on purpose to discourage plagerism.

    Oh, and personaly, I don't really care that much about the hover querry, It was just something I noticed and thought might be worth mentioning.


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    The two versions till now really have this problems, and this has not yet fixed. 
    Although some workarounds already exist (zone lots of size 2 or greater, place the stop adjacent to a crossroad), I'm trying to fix it, but I'm not sure if this is possible.

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    This is great, I'm really looking forward to this.

    Regarding the bench prop, it would work if there were also a sign placed next to it. A lot of bus stops are like that, just simple benches with no shelter. The sign will actually make it look like a bus stop.

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    Do you see the timetable prop next to the bus stop?
    This prop (just like all the others and the bus and sub stop themselves) will be selectable.
    I currently have three props for the purpose, one timetable (the one you see in the images) and two signs. These props indeed add a lot to the realism of the busstops.

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    Hi all,

     

    The updated Road-Top Mass-Transit Lots are almost ready to be released. Only a few fine-adjustments and the documentation are yet to be done.

     

    RTMTAve.jpg

     

    <ahttps://www.simtropolis.com/idealbb/files//RTMTRoad.jpg align=baseline>

     

    I have received requests to provide menu descriptions and names translated to other languages as well. As I do not speak other languages I would propose that you guys who do speak, make the translations yourself. So, I have attached the locale file of the pack in this post. By using the DatGen, you can translate the LTEXTs to any language, even UK English (for example, replace subway with underground or tube).

     

    The translation is a fairly little work, the .dat file contains only 13 lot names, 13 menu descriptions (only a part of them needs translation), and two short prop names.

     

    Instructions and tips for using the DatGen editor:
    - Open the file in DatGen, and select the LTEXT to be edited
    - Replace the text displayed with the translated text. Only replace text in-place, leaving the structure as is, eg do not insert or delete newlines or parentheses. For the menu descriptions edit only the normal text (leave the field references as they are).
    - After finished editing, DO NOT FORGET to right-click on the edit-box and select Save in the pop-up menu, otherwise your changes will be lost.
    - And REMEMBER, DatGen won't ask you to save the file, and if you don't, ALL of your changes will be lost.

     

    <ahttps://www.simtropolis.com/idealbb/files//DatGenTip.jpg align=baseline>

     

    My e-mail is cogeos@yahoo.com

     

    Thank you in advance

    PS: I would suggest that if you wish to make the translation for any language, post on THIS thread, so as to keep others off doing the same work.

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    Great improvements.


    I thought I'd pop in and mention that in order to obtain the true hover query effect, you'll need to not only set the Query As Main Building property to True (0x01), but also, you need to add the property User Visible Name Key.  The game doesn't bother trying to give the prop its own minor hover query (as for individual props that query separately from a main lot's building), or even making it part of the main building's query, if there is no User Visible Name Key reference.  The easiest way to do this is to simply add the property and use 0x00000000, 0x00000000, 0x00000000 for the three T, G, and I values.

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    Any progress?.If it doesn't block the zones this will be a much needed addition to our cities.Keep up the excellent work.1.gif

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    I'm really looking forward to this package, but how is it going!?42.gif

    Anywhere near finished? or already finished, then where can I find them?
    I'm soon to start a new region and really want them in by then.19.gif
     
    Really great work anyway, love it!44.gif

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    Ok, great work guys, one suggestion though. some poeple have the mod that makes all there avenues concrete, and a patch of grass may look out of place in some areas, can you guys change this before release or release a sepereate on with the concrete base textures? thanks, and great work!!!!


    Sim City 4 Realism GURU

    ----------------------------------------------

    Parkland - Adventures in Realism

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    Can you provide a link to this mod?

    Hope you don't confuse it with the low-wealth avenues: if all the buildings in the avenues are low-wealth the avenues have concrete base texture and wooden lightpoles; later on, as the wealth somewhat increases, the texture becomes a light-coloured grass; when the (average) wealth reaches the medium level, the texture changes again, this time to dark grass (and some plants too), and the (wooden) lightpoles are replaced with cement/metal ones.
    Now, you mean that there is a mod that makes the base texture concrete for all cases?
     
     
    PS: The last version (by CJM) already contains a replacement (concrete) texture, but this is for the UK (left-hand driving) configuration only.

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    Date: 6/4/2005 3:18:38 PM Author: cogeo

    Can you provide a link to this mod?

    Hope you don't confuse it with the low-wealth avenues: if all the buildings in the avenues are low-wealth the avenues have concrete base texture and wooden lightpoles; later on, as the wealth somewhat increases, the texture becomes a light-coloured grass; when the (average) wealth reaches the 'medium' level, the texture changes again, this time to dark grass (and some plants too), and the (wooden) lightpoles are replaced with cement/metal ones.
    Now, you mean that there is a mod that makes the base texture concrete for all cases?
    PS: The last version (by CJM) already contains a replacement (concrete) texture, but this is for the UK (left-hand driving) configuration only.

    quote>
     
    What this mod does, is instead of having to build high density zoning on an avenue in order to turn it into the concrete textures (the sidewalks and concrete barriers in the middle), it changes it this way as soon as you build ANYTHING on it.
     
    This mod is the avenue sidewalk mod by swampper77, here are the links to the two mods :
     
     
     

    Sim City 4 Realism GURU

    ----------------------------------------------

    Parkland - Adventures in Realism

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    Hi Cogeo,

    I noticed that you its been 3 months since any update on the RTMT.  Any progess?

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    Hi All,


    I'm currently working on a new version of the Road-Top Mass-Transit lots.


    The original version (by DarkMatter) only had a bench prop (to represend the bus stops and/or the subway). A newer version (by CJM) had also a staircase prop (for subways) which is narrower than the SC4 subway station. In addition, a sole bench hardly looks like a bus stop.


    /idealbb/files/RT_Ave_All_CJM_Day1.jpghttps://www.simtropolis.com/idealbb/files/RT_Ave_All_CJM_Day1.jpg>


    Therefore I have decided to improve the plugin.
    As I do not know how to use the BAT (and have no time to learn it) I need the help of some experienced BATers; for them, the changes I propose may be a matter of minutes.
    For the subway station, I think it would be better to take the original (SC4) station and make it more narrow so that it can be placed on a sidewalk. Well, the stairs may look so narrow that only one person at a time can enter or exit, but I think that this will still be better than the staircases of CJM as the SC4 subway station looks more realistic (both the height and style of the ballustrade and the color), plus they will be visually compatible with the originals. If the light globes look too close, I think that it would not look bad to remove one.


    /idealbb/files/SC4_Subway1.jpghttps://www.simtropolis.com/idealbb/files/SC4_Subway1.jpg>
    For the bus stop, I have found a roadside version which looks quite cool (indeed the creator marked it as London Bus Stop) and I think it can be used as is, however I would propose the (minor) improvements listed below:
    - Narrow the stop by say two pixels, so that it looks better when placed on avenue sidewalk (surprisingly, the road sidewalks are a bit wider)
    - Place lights for the night views. As you can see, the stop at night is absolutely unlit (I have made sure that there is power where the stop has been placed, I have run the game for two months after I ploped the stop, I have switched between day and night several times, and yes, I have the Maxis plugin for the night views of the BAT buildings installed).
    - Remove the TfL (Transport for London) sign.
    /idealbb/files/RT_Road_Bus_Tfl_Day11.jpghttps://www.simtropolis.com/idealbb/files/RT_Road_Bus_Tfl_Day11.jpg>
    /idealbb/files/RT_Road_Bus_Tfl_Day22.jpghttps://www.simtropolis.com/idealbb/files/RT_Road_Bus_Tfl_Day22.jpg>
    /idealbb/files/RT_Road_Bus_Tfl_Night1.jpghttps://www.simtropolis.com/idealbb/files/RT_Road_Bus_Tfl_Night1.jpg>
    I also have an alternative, a very good BAT, originally designed as road-top (or rail-top) prop, so it fits well on sidewalks. In addition, it features excellent night views (except for the light, that should pass through the supposedely semi-transparent shelter). In the photos, you can see the prop used on road-top bus stop 2-tile long lot downloaded from simcity.com (the lot itself is crappy, it is transit-enabled as a train station, and this alone proves that it was stolen from another lot which can be found on japanese sites and is named romenset).


    /idealbb/files/RT_Road_Bus_Romen_Day2.jpghttps://www.simtropolis.com/idealbb/files/RT_Road_Bus_Romen_Day2.jpg>
    /idealbb/files/RT_Road_Bus_Romen_Night11.jpghttps://www.simtropolis.com/idealbb/files/RT_Road_Bus_Romen_Night11.jpg>
    /idealbb/files/RT_Road_Bus_Romen_Night21.jpghttps://www.simtropolis.com/idealbb/files/RT_Road_Bus_Romen_Night21.jpg>
    For the prop to be used as a sidewalk busstop, there are required some modifications:
    - Cut the prop on half. Leave only two or three segments, as the prop must be fitted on a one-tile long sidewalk.
    - Accordingly, move the light and the ad to the center and shorten the podium so that it does not protrude of the shelter so much.
    - The podium could be lowered, even brought to the same height as the rest of the sidewalk. I would not suggest to remove it altogether, as it results for most of the lighting effect at night views. Indeed, the prop was originally intented for use as rail platform, but it looks quite good even when placed on a sidewalk, so i do not regard this last change as necessary.
    One question: can you figure out why the staircases of CJM apear lit on roads and unlit on avenues?


    /idealbb/files/RT_Light_Ave1.jpghttps://www.simtropolis.com/idealbb/files/RT_Light_Ave1.jpg>
    /idealbb/files/RT_Light_Road1.jpghttps://www.simtropolis.com/idealbb/files/RT_Light_Road1.jpg>
     If you are interested, please reply or send a PM.



    Thank you in advance

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    The new RTMT package is now ready for release.

    A major improvement concerns the texturing system. The previous versions used custom (base-only) textures containing the sidewalks, the road/street/etc pavement (ie the network texture) and the markings (BUS STOP and SUB WAY). Now these items have been separated, so that they are customisable: the pavement/network textures are in a separate datfile (either standard or Euro) and the road markings are overlay textures.

    I have created markings for right- and left-hand driving configurations and both single-lane (more realistic) and wide versions (visible at more zoomed-out levels), as you can see in the images below.

    RightDriving.jpg
     
    <ahttps://www.simtropolis.com/idealbb/files//LeftDriving.jpg align=baseline>

     
    As the road markings are now configurable, it is possible to create additional Road-Markings Themes, from different countries/languages. If you want a custom theme please post the request and some photos in this thread.

    I have already started a UK Road-Markings Theme. Bus stop markings are in yellow paint, enclosed by a dashed line on red-painted tarmac, like the photo below.

    <ahttp://www.enfieldpressoc.org.uk/p5110018.jpg align=baseline>
     
     
    You can see my work so far in the following images.
    <ahttps://www.simtropolis.com/idealbb/files//UKTheme.jpg align=baseline>
    As you can see, only the one-way case looks OK.
    For the streets I have extented the painted area over the whole width of the street (otherwise the areas would be too narrow).
    For the roads case I have just duplicated the one-way marking, should I do it like the streets instead?
    What I need is some photos of more road-markings, to help me make the rest. Please post photos or links in this thread or send them at cogeos@yahoo.com .
     
    Also what about subways? If you have any images or specs of subway markings, please post them too.
     
    Please also comment on the textures (except for the draft quality, they are currenlty at early stage).

    I would greatly appreciate your help.

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    That looks great! One of the things I though needed improvement with the last road top transit series was the markings. It was difficult to tell where a stop was located unless I was zoomed in deep.

    Perhaps for the subway would just have a blue zone and yellow for both a subway and bus stop?

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    Since this is considered the official RTMT Thread I'll post my question here. To save bandwidth however (there are images involved), please read my other post . Basically I'm getting missing-prop boxes with even the simplest install. Any help would be appreciated, thanks.

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

    Hi,

     
    i am very confused! How do i do this?
     
    I am very new to sc and have never tried to install a mod like this. I have download the main file and extracted it to my documents/simcity4/plugins but when i place the object i am just getting what looks like cardboard boxes?
     
    I think it's something to do with prop files but i don't know.
     
    Please help.
     
    Thanks in advance 1.gif

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