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mikeseith

Light rail modding help

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Posted:
Last Online: A long, long time ago... 
 
could someone make the Melbourne Trams, I'm from the world's most liveable city and I and several others (eg: the yeti 2001, tropod, deadwoods, etc) would love melbourne trams.
quote>


I am from Melbourne too & would also love to see Melbournes trams in my game.

I hope its possible 1.gif

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looking at my (very basic) testing, it seems that anything that has paths and RUL's willgo over that network... I seem to remember Tropod posting pictures of how he made monorail go over the network with an actual monorail on the ANT. This leads to my assumption that the traffic generated automata are most likely undependant of their network. I'd even go as far as saying that if anyone could create traffic without a network, you'd probably see cars there too. I noticed that transit enable tiles of lot do not seem to count as network pieces, which strenghtens this last statement.
 
so my suggestion would be as follows: we enable eltrains on the ANT network ant get a way to retexture it (if there's a way to make the trains go slower in corners, I don't even think we'd need to use the trainlike 45

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Here are some textures I have made. I will try it with other base textures, and then make the other textures.
 
post-2-1094763392.png border=0
Normal texture
 
post-2-1094763722.png border=0
Cross texture

Why does one drive on a parkway and park on a driveway?

Why is delivery by boat called a cargo and one by land called a shipment?

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Well, here's what we need to get started
 
/idealbb/files/ANTLR.jpg
 
Each red line indicates a set of tracks.
 
To start, we won't be able to have two sets of tracks entering or exiting the same side of the tile.  Some additions might be possible later with the use of overrides.  Basically, we need the first three tiles on the top row, and all the ways they can be placed on top of each other.  Even though it looks a bit different, the right side of the second and third tiles on the top row should be the same.  The middle tile (tile5) is the same as the bottom lef tile flipped and rotated (tile7), and tile 4 (left middle) is empty.
 
So here's an exaustive list of what we need:
 
Tile 1
Tile 2
Tile 3
Tile 7
Tile 8
 
Tile 1 + Tile 2
Tile 1 + Tile 7
Tile 1 + Tile 1 rotated 90 degrees (like a + )
 
 
There will be others later, but these will get us started.  Please make good textures, with alpha maps, FSH files compressed with DXT3 in Fishman, inserted into a DAT file, zipped, and posted here.  They should be 128x128, 64x64, 32x32, 16x16, and 8x8 in size, and have 3 wealth levels and undeveloped, if desired.

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Posted:
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I love this amazing work!3.gif
I really could need it for my L.A. region!
 
When could we expect the release?

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Posted:
Last Online: A long, long time ago... 
 
Date: 9/12/2004 4:20:44 AM
Author: abcd

I love this amazing work!3.gif

I really could need it for my L.A. region!


When could we expect the release?
quote>
Patience abcd patience, it takes time to make these mods.2.gif

I'm no pro at textures but i'd like to try: how do you get the texture in to FSH format??

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WOW!  Not one, but 'two' texture artists?  Awesome!
 
To put things in FSH format, you'll need DarkMatter's program called FishMan, as well as datgen or the reader to extract or insert them into dat files.
 
Datgen wrote a tutorial which is in the tutorials section of the modding page on this site which is very good.  It's centered on adding base and overlay textures for lots, but the same principles apply for networks as the overlay (DXT3 compressed) textures, you just need different versions for different wealth levels and zooms.
 
smoncrie is right, the elrail textures would serve us well as an example.  Of course the look could/should be slightly different, but it's up to you guys!  The most important thing is that the track width is the same, and that they still look like they 'belong' with the stock simcity transit networks. Good luck!!!

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I'm wondering, should this project be moved to the new NAM - Development thread, especially as the ANT is being considered as the network of choice for this project. Maybe a post of all the requests posted here could be added to the NAM - Requests thread so that folks that are new here or have never read this thread don't start posting requests for trams and the work being done here will reach a wider audience.
 
Yeti.
 
PS. T7T: can the ANT make neighbour connections? 

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Posted:
Last Online: A long, long time ago... 
 
Any progress, was it moved to NAM. this is bigger than anything we've accomplished. we must complete this.

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Is there any progress on this? Or is this now a DEAD project?

I too believe it would be better as a NAM setup...

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Posted:
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it is not DEAD... it is pending... we are currently waiting for some good textures :)
I do not have the skill (nor the time to get a good grip at it) to create some decent textures for this, so I'm just waiting for someone to give a good contribution...

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

any release date known yet, i dont mind if it is a beta or something :)

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Posted:
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Date: 9/20/2004 10:12:43 PM
Author: Gizmos robot
were do you put the textures42.gif

BUNNY ATTACK35.gif
quote>


Do you have textures to post???  yipeee!!! if that's the case 2.gif

The best thing would be for you to convert them to FSH files with FishMan (DXT3 compressed, with alpha maps), and then insert them into a dat file.  The zip the dat file and post it here.


Seriously folks, we just need some simple textures shown above, and then I'll start cracking on the RULes to see how probable/plausable this is.  Textures anyone?

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wow this looks really good, im not sure whats happened but simtropolis seems to have 'died' over the last week, with no new lots etc! But still this looks amazing, i cant wait for it to be finished :P
I decided to add some pictures of the Wimledon/South London Metro system, i got a bit carried away though and think i might have added too many, theres more if you want them for some reason though.
Trams2.jpg
This is the typical color scheme
TramsMoving.jpg
This is coming out of the depot
Nescafe.jpg
Some of the street cars/trams are re painted with adverts! which looks kinda neat i think 44.gif
I dont suppose theres any chance re painted trains will ever be available in sc4? like every now and then the station spawns a random different colored train. 37.gif
And Finally here is a train at night:

Image removed. Images are to be 800x600 at the most thanks.

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well that nice and all but we need textures!
we can't continue the work without textures... Dexter  where are you? The first ones you made were pretty good... if only you could do a follow-up on them with the curves T7T requested... modeling requests should be aimed at Mike, he should be fairly good with it ;)

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Posted:
Last Online: A long, long time ago... 
 
Hey people, do some textures for det simtropolis community 44.gif I would do it myself but ain't much of that artist man tough...sorry 21.gif

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  • Original Poster
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    So sorry about my absence but a storm after hurricaine frances fried my DSL modem and with all the damage in the area, my service provider would not do anything for a week. Then they shipped me a new modem. Just got it yesterday and now I have to put up the shutters again and probably go to work tonight for the next hurricaine.

    If this thing gives us a glancing blow like the last one, and my new modem dosen't get fried, and we aren't threatened by yet another hurricaine, I will try to do the needed textures. I will start this afternoon, then after the storm, I should have something next week sometime. I don't promise great looking textures but I know this thing needs to get a good push to get out of this rut we are in.

    If you hear that hurricaine Jeane hit the Fort Lauderdale area, don't expect to hear from me for quite awhile. About one more month and hurricaine season is over, Thank goodness.

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  • Original Poster
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    The7trumpets,
    I have been working on making the textures you asked for, but I was having problems drawing them up the way you want them. Would it be possible to do the project using the maxis supplied rail combos? I have most of the rail combinations extracted and have been working on making them into a light rail type of track.
    rail combos.jpg

    I'm finding that on the texture-making side this is the easier method. As you can see, some of the textures are done (at least 128x128 size). Tell me what you think before I really get involved with this.

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    Posted:
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    Unfortunately the ANT simply will NOT recognize rail type RUL codes in its RUL files, because the drawing engine is controled by the exe.

    The result is that we are having to 'mimic' a rail type network with road type rules. That requires two things:

    Tighter turns
    Only one set of tracks exiting a single tile at a time.


    So unfortunately, we need them like I posted above, the rail type pieces simply cannot be drawn correctly with the ANT network.

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  • Original Poster
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    Ah well, I have some of the pieces there. Guess I'll have to find a way next week.

    By the way, I still have power and the wind must be 70 MPH outside1.gif
    I just hope the shingles stay put on the roof.

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