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qurlix

XPath - Path Editing made Easy

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This is a topic for info, questions, comments on the soon-to-be beta program XPath.

Super-quick summary:

XPath makes SC4Path/Path file editing super easy and possibly fun, featuring

-reads uncompressed SC4Path files and plots them on a grid, color-coordinated by network type!
-simple click to place a point system
-shadowlays, let you see the texture you're drawing on
-curve smoothers, fix sharp angles
-stop point editors

More to come tomorrow.?

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May I add that I think the screenshot you posted of this is very nice. You're deffinitely working your way toward a nomination here :D

On a side note, once DM finishes the new datgen, you should consider writing a custom plugin for it, so you can have an integrated and a stand alone version

Any way to maybe get a horizontal view in there so its possible to view paths above a height of 0? :)

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wow!!!
 
I don't know if I'm the first here at simtropolis to honor you with a bunny, but it's a simtropolis tradition that goes back so far, none of us really know where it came from.  Still, we regaurd the bunny to be one of the highest compliments and 'getting' a bunny pretty much makes my day, even when I'm having unsuccessful modding attempts.  I'm just sitting here salavating, waiting, knowing that once this is done, paths for the turning lanes, interchanges, etc, will be much easier, and as you said super easy and possibly fun.
 
here you go!!!
 
35.gif
 

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    Wow! Yay! I dreamed of recieving my first bunny since when I first joined Simtrop, which was actually back in June 2003...I think (I switched usernames and emails since then).

    Unfortunately,

    aarrrg!26.gif

    Overview:
    -Program problems
    -I had hoped to have a working alpha-beta (somewhere in between) by tomorrow. Delay, sorry14.gif

    I do think I can reprogram it all by Monday if I work full-speed during the weekend. The hard stuff so far was really the logic in making things work, and the math for the slope fixer, so I think switching around my functions and loading systems shouldn't be too hard. Hmmm.

    Nothing's gonna stop me! 40.gif (my second fav 'smilie')


    PS: The reason I haven't posted any more pics is that something is scrambling the print screen function, so I have to use this little prog that takes pics, unfortunately, it doesn't show anything but the gridmap. Computers like applying chaos theory I guess. 42.gif

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    Is pathfinding harder than making the actual interchanges from scratch?

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    Date:9/9/2004 8:45:33 PM
    Author:qurlix


    Overview: 
    -Program problems
    -I had hoped to have a working alpha-beta (somewhere in between) by tomorrow.  Delay, sorry14.gif

    quote>

     

    Don't worry too much, quality is always more important than expediance.  Just ask all the people who were waiting as I was doing final tweak testing on the original Pathfinding modd I made, prior to rush hour 2.gif.

    I second karybis's idea about possibly writing a plugin for Datgen.  It's not finished yet though, so that will have to wait.  One curious thing I'm wondering about your program, are you setting it up so that you can draw paths accross more than one tile at the same time?  For example, in a large intersection, load all the tiles (say 20 tiles or so in a 6x6 square), and then draw the paths, having the program take care of splitting them up?  That would be very handy for things like the avenue turning lanes 4.gif.

     

    In any case, good luck.  I'm sure it will be loads better than what I've done for the past year (staring at numbers, dreaming of ruls and paths, wondering why on earth some of the RUL files have the order of tile sides go WNES, and others go WSEN.

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    Ok. i decided that I'm sick of using C++ because I've always been better with visual basic, and I already have a partially done version in visual basic. (my original plan)

    in response:


    1) I'll try my best to make a plugin once the new datgen comes out.

    2) The 3D model will be a feature in the second version. I have a layout of all the features I want to add later

    3) The multi-tile will also be in XPath 2.

    4) Pathmaking is part of the 'making a new interchange' process. It is normally hard because you need to draw out points by making a list of all the numbers of the coordinates. It takes a verry long time to do well with it.


    Be back soon, I hope.

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    Good News!!

    All but one of the problems have been fixed. Some of the features mentioned before need reworking (slope fixer mainly), but I've learned a lot about how dumb I am.

    wxp111a.JPG

    Notice how nothing is visible, and the list box says NO ROUTES? Yet the 'stat shot' box to the right says 3 routes. 42.gif

    Well, somewhere I messed up an If...Then, I'm sure.


    At least you can see what's going on now, and what's going on now is progress! Yay! 40.gif

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    I would just like to add my interest here, for a Pathing application.
    I, as I'm sure many others would, would love to see an easier way to draw Paths & for the Path files to be handled.
    Currently, sometimes I use MS Excel to do the task, but it's not all that great for it. The conversion process to import/export values etc into & out of a MS Excel spreadsheet (which is hooked up with a Chart) isn't the prettiest thing in the world to do. So something that can do this directly, with Path files themselves would be absolutely terrific.

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    This looks great!!! But may i ask when it will be finished?42.gif

    10 bunnies for you!!!

    35.gif35.gif35.gif35.gif35.gif35.gif35.gif35.gif35.gif35.gif

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    Hmm. yes. it would be a shame if this did not continue. it looks great!

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    Easy,guys...program writing is not easy, especially when life gets in your way. 2.gif

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    Yah, woelfwynde, life can get really hard. Well, keep at it, and give us a shout when you reach anything. good job.

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    Dont worry, I've returned. I'm not home yet, but I'm here again, which is like home, wherever it may be. (huh?)

    I mean, check out the PathTools thread for info right now. I shoulda put it here, but I saw the other one first and it looked so...uh...restful. I need some sleep. And I'm in Pennsylvania, and I live in Wisconsin. So check that thread out. Sorry I'm too tired to talk too...uh...yeah.

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    Date:11/12/2004 11:00:43 PM
    Author:qurlix


    My Personal Deadlines  (that means the latest I will finish it)

    XPath Beta A    - 'XP4_201' - November 20th 
    XPath Version 1 - 'XP4_231' - November 26th
    XPath Beta B    - 'XP4_301' - December 9th
    XPath Version 2 - 'XP4_331' - December 16th

    Current Features checklist to be updated
    Version 1 -most of this stuff is the same as PathTools except for the AddPoint stuff
    X  Base Program Frame
    X  Open / Closing Dialogs
    X  File Reading System
    0  VDOS (stands for 'variable dishing-out system')
    X  Raw Data Display
    X  'What Do Those Numbers Mean' System
    X  Route Listing
    X  Route Display (color-coordinated)
    X  File Saving Sytem
    X  ClickAPoint
    0  DragAPoint
    X  DeleteAPoint
    X  AddPointToEnd
    X  AddPointBetween
    0  Smart AddPointBetween
    X  NewRoute
    0  EditEndPoints
    X  SelectRoute
    X  RefreshView
    Version 2 -this is the advanced clicking and transforming system
    0  FollowMouse
    0  YouCantClickOnThingsSoIllGuessWhatYoureAimingFor
    0  ShadowlayImport
    0  ShadowlayRemove
    0  SnapToShadowlay
    X  AdjustStops
    0  ChangeRouteType
    X  ManualReplace
    0  FlipHorizVert
    0  Rotate90_180_270
    0  SlideAll
    0  StretchCompress
    0  Rear BMP Display
    Version 2.5 -stuff I will slowly add after comletion of v2
    0  FollowQuadratic
    0  FollowCircle
    0  SlideAllButEdges
    0  MaintainAllSlopeTolerance
    X  TrigonallyQuadraticTolerance
    0  CheckErrors
    0  Rear Path Display
    0  MatchToOtherPath
    0  MergeToAverage
    0  Rear FSH Display
    0  DuplicateRoute
    0  VehicleClearanceCheck
    0  ShortVacationSoICanBangMyHeadOnWallMumblingAboutHowStupidIAm

    quote>

    woow.....that's pretty impressive. I like the last item you've listed there too 2.gif17.gif

     

    Just one question I have at this time; is there any particular set method yet (or not?) on which way the program will route through to reading the Paths/Textures(related files), or will it be done based on their TGI IDs? (or something else). Having it read through the different RULs (& their format) to route through to the Paths/FSH/Exemplar>S3Ds would probably be rather complicated (though quite useful), so I'm just curious really. In any event though, this sounds rather promising35.gif

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    whoa,that's some bump!I think if i'm not mistaken that this is early development stages for modds such a NAM so all this is finnished i guess2.gif

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