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RHW as props

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Is it possible for RHW pieces to exist as props, I am wondering how I might create an entirely eye candy RHW network with plopable cars etc.


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Why not just put the game in pause and just do it with the existing stuff.  To get cars on your roads just run it a bit, then drop back to pause.  If you need money to do all this, just use the moolah command.


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  • Original Poster
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    Because I want to create custom base textures, medians, etc with the RHW. The entire city will be eye candy and created in LE.


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    I think the basic textures for the straight sections of the RHW are available on the LE. The SC4Tool has a visual editor for transit enabling your lots. Basically it means you can create a section with a road, street or avenue texture, put whatever it is you want on the lot and then open the lot in the SC4Tool in order to connect it to a regular transit piece. It works perfectly for the Maxis streets, one ways roads, roads, avenues or rail. You should take a look at the SC4Tool in order to see if it works with all the NAM and RHW extensions. The idea is, you create lots for the straight pieces (because all the curves and complex shapes are not available as textures on the LE) and then connect it to the RHW in the game in order to create complex shapes.

     

    Another idea that would be ideal is using the SC4Tool to create your own textures, then use those textures as a base for your lots and there will be no limits to your imagination!

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    You don't need the textures as props for what you're doing.  You just need to extract the textures from the Reader (or they're already available for download as PNGs ).  Turn them into overlay textures with the PNG to FSH batch tool, and just put them on lots.

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    Eugene probably means the models of the elevated networks. I doubt you can convert them to props since they're transit models. The only solution I can think of is BAT them. Unless there's some way of converting transit models to BAT models, but I've never heard of that.

     

     

    Cheers

    Willy


    NAM Team Member   ||   Check RealRailway development   ||   Visit Port St Claire

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    We await the snapshots with bated breath.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    Depending on what exactly it is you're trying to do using model-tweaker to offset car props could be a good method. There's certainly not an easy way to do what it sounds like you want.

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    Posted:
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    Eugene probably means the models of the elevated networks. I doubt you can convert them to props since they're transit models. The only solution I can think of is BAT them. Unless there's some way of converting transit models to BAT models, but I've never heard of that.

     

     

    Cheers

    Willy

     

    In theory, it should be possible to make prop exemplars for the elevated network models.  But it's going to be a lot of work, which will require a ton of Reader manipulation.

     

    -Tarkus

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  • Original Poster
  • Posted:
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    I think the basic textures for the straight sections of the RHW are available on the LE. The SC4Tool has a visual editor for transit enabling your lots. Basically it means you can create a section with a road, street or avenue texture, put whatever it is you want on the lot and then open the lot in the SC4Tool in order to connect it to a regular transit piece. It works perfectly for the Maxis streets, one ways roads, roads, avenues or rail. You should take a look at the SC4Tool in order to see if it works with all the NAM and RHW extensions. The idea is, you create lots for the straight pieces (because all the curves and complex shapes are not available as textures on the LE) and then connect it to the RHW in the game in order to create complex shapes.

     

    Another idea that would be ideal is using the SC4Tool to create your own textures, then use those textures as a base for your lots and there will be no limits to your imagination!

     

     

    My question with this would be how to get cars on the complex shapes. It seems as though LEing a whole city rules out any advanced road networks. Hopefully I will be able to get my hands on Heblems road textures and perhaps even his eye candy overpasses.

     

    Eugene probably means the models of the elevated networks. I doubt you can convert them to props since they're transit models. The only solution I can think of is BAT them. Unless there's some way of converting transit models to BAT models, but I've never heard of that.

     

     

    Cheers

    Willy

     

    In theory, it should be possible to make prop exemplars for the elevated network models.  But it's going to be a lot of work, which will require a ton of Reader manipulation.

     

    -Tarkus

     

     

    It sounds like I might be opening myself up to a more grueling task than I can handle.


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    Posted:
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    Eugene probably means the models of the elevated networks. I doubt you can convert them to props since they're transit models. The only solution I can think of is BAT them. Unless there's some way of converting transit models to BAT models, but I've never heard of that.

     

     

    Cheers

    Willy

     

    In theory, it should be possible to make prop exemplars for the elevated network models.  But it's going to be a lot of work, which will require a ton of Reader manipulation.

     

    It should only require creation of a new Prop Exemplar based on another model then replacing the model reference with an RKT0 one referencing the IID of the model in the RHW.

     

    Then again, it could be way more complicated than I would expect it to be.

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    It should only require creation of a new Prop Exemplar based on another model then replacing the model reference with an RKT0 one referencing the IID of the model in the RHW.

     

    Then again, it could be way more complicated than I would expect it to be.

     

     

    That's basically the method I was envisioning.  It's not a difficult task in and of itself, but it could be very lengthy depending on how much of the mod one intends to set up as props.

     

    -Tarkus

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