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*sticks head in*

Any questions about my puzzle pieces? I designed them so that the path files could be constrained to the road tiles. The parts in the corners wouldn't be seperate tiles, but rather an extension of the model for the center tile.

The turns are as wide as I could possibly fit in that configuration.

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What about Avenue on slope puzzle pieces?  I tried doing this, but I couldn't!31.gif

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Date: 11/15/2005 7:27:05 PM Author: mcarch What about Avenue on slope puzzle pieces?  I tried doing this, but I couldn't!31.gif
quote>
 
on slope avenue puzzle peices are alrdy in the current NAM, there all the way at the end of the menu.

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Date: 11/15/2005 7:27:05 PM
Author: mcarch

What about Avenue on slope puzzle pieces? I tried doing this, but I couldn't!31.gif



The Avenue OnSlope Puzzle Pieces are only available in the latest NAM. if you don't have them, you need to update your NAM. the download link can be found on the main page.

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Date: 11/15/2005 7:18:00 PM
Author: ardecila
*sticks head in*

Any questions about my puzzle pieces?
quote>
Yes. Are they (the ones in that picture) still being worked on? If not, would it be possible to release the progress so far so that others might finish them?

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Ehhh... I'd be happy to give the models to someone, as long as they'd guarantee to finish it.

I tried doing the whole thing myself, but due to the fact that I can't seem to find documentation on the RULs anywhere, I stalled after inserting the models as S3Ds into a DAT.All that's left would be for someone to write paths and do the RUL portions.

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If you had published them much earlier, I had finished them but now, I have really no time anymore (that means the next years) to spend much time on SC4. Sometimes, I play on a city or make modifications on LOTs but researching and work on the NAM is over for me forever.

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Well, Qurlix already volunteered...

I dunno. It's up to you guys. Right now, I'm rounding up the models from my HDD.

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O_o.....all you need to do is ask me ard 3.gif..... not like we dont see eachother enough. I'll email you the documentation info any time you want.

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Posted:
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Well, here are the models:

http://s55.yousendit.com/d.aspx?id=1XNPBCM3RP1L41CTGRBHYLUV8S

There are 4 DATs, one for each puzzle piece. They are fully done, with Resource Key Type 3 used. They don't have preview models, because I don't like the method the Interchange Tutorial uses. Anyone know a better one?

They also need to be pathed and RULed. Whoever is pathing them, please PM me so I can send you the appropriate textures to write your paths on top of.

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It is better to do it yourself. I often waited for other people who said they want to do it. Nothing happened and weeks of time was lost.

Everything I made nobody else made too but sometimes other people anounced to make it.

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Date: 11/20/2005 10:53:28 PM
Author: smoncrie

Ardecila,



I had a look at your pieces, and I must say that they are very good. I would just tweak the road and wall textures, and add shadow FSH’s.



For the preview I often just stick the separate pieces together in one S3d.



I am willing to do it, but unless I hear differently, I am assuming that Querlix will be doing that, and the pathing, RULs and network props.

quote>

Road and wall textures? I turned off the alpha channels - in game, the concrete should show up underneath the road. As for the wall textures - what are you talking about?

Oh, and how do you add a shadow FSH?

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Well, why don't you handle it...my work on network prop placement and effects directories is generally sub-par. I mainly offered since I didn't want the pieces to mysteriously vanish. I mean, how many transport/RUL modders are still around on ST? Five or six? (Ok, maybe more, but you know what I mean)

Besides, I have another major GLR contribution to work on. (the in-median avenue-GLR pieces) So if you don't mind, smoncrie...

On the shadow FSHies: Am I wrong, or aren't they going to match up worse than the others because they can't go out of the tiles like the models can? Or do we have a good solution for this?

-qurlix

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Ah, thanks. I didn't know that the sidewall textures change at zoom levels. I imagine it looks downright awful if you don't mix it up like that, though.

As for the shadows - oh, thank god. I was afraid I'd have to modify the models and go through the whole lengthy rigmarole again.

I'll get back soon with DATs containing the shadows, fixed textures, and preview models. If you wouldn't mind doing the EffDir for the preview, I'd appreciate it.

Now - pathing concerns. I said earlier that I could round up the bitmaps to aid in the path-writing process. Are you interested in that?

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Ok, I will work on these pieces.

Not having to make the preview models and shadow FSH's would be nice. I can do every thing else, including the EffDir.

Are the paths straight sections and circular arcs?  If so, a little math, using the fact that some of the paths go through the corner of the tile will allow me to find the centers of the circles.  I can then use a spreadsheet to create the paths.

When creating the shadow FSH

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ive got the latest nam, but i cant find any avenue on-slope pieces!, and you really need to have diagonal onslope pieces, badly!!!!!!!

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I realize this isn't the request thread, but speaking of daigonal on-sloap pieces, I second that. Their addition would be absolutely HUGE!!

Keep up the great work, gang! 1.gif

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I tried to move the vertex points of the avenue/ road ramp into suitable positions but it is not my thing.

freeway.jpg

The ramp, based on the ground highway exit is completely mis-positioned but included into NAM. Nobody moved the vertex points because iLive does not show the model well.

I found out, iLive shows the model well when just one point has been moved and it is possible to adjust the model, but I don't have any skill on that.

Does anybody want to try?

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Date: 11/22/2005 6:01:15 PM Author: GoaSkin Why don't you use the PathMaker-software Frimi2 released in the late summer? With this, you can simply draw the paths.
quote>
ive been looking to get into modding, or at least look at how it works, can you perhaps direct me to where this is please? thanks.

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Inspired by the Rural Highway project, I have found a new way to do GLR tracks.

I created a puzzle piece with a unique intersection attached to it.  (Edit: The unique intersection is Road: 0x00010100 lightrail: 0x02000200)  I used Intersection RUL

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