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watercitymadero

Taxi automata modification with "Ilives reader"

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Hi everyone

 

First, thank you very much Rivit, because without this info I could never do it.  :yes: 

 

 

Edit.

 

What I do, is use the same " automata " of Srainy, and modify with the " Reader" program, so that this Taxi (or Taxicabs) can replace the originals Maxis Taxi Cabs ( in this case an automata replacement mod) , and I want to use three different textures with the same model , the new 2 ones with other IDs and textures, I mean, in this case the final product (Dat file) would have 3 clones of the same model with tree diferent textures, the exemplars, fsh files, headlights... in the same dat file?.

 

The original by Srainy have only one model for the car, the head lights, one fsh file, one exemplar, one DIR, and the IDs.

 

How I can modify an existing " automata " but do it in 3 different variations, in this case , what are the IDs that I need? For example, what would be the ID of the taxis ?. So; I ask to Rivit and he send me this very helpfull info:  :read: 

 

 

Edit. Correct IDs for the headlights in case some one want to do this.

SC4 has three taxi IDs 10ED0000, 2C030000 and 2C040000 all of which can be found in Simcity1.dat. They should all have headlights which are the 10ED0001, 2C030001 and 2C040001.

 

In reader you can clone the S3D and Texture then renumber them - first the textures then save and reload then the S3ds and the texture IDs inside the S3D. Reader will crash if you change the references in the S3D first because it will not be able to find the textures. If you need to modify the mesh then do that on one copy before cloning the extra ones. It saves a lot of work.

You will also need to clone the Exemplars making sure you change the references at model ResourceKey and headlights to the new ones.

 

 

 

In-game Pictures.

 

:)

 

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My Hometown:

The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

 

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Say you have 3 S3D models that you have cloned and re-ID'd, if you apply the same texture material ID to each you will end up with 3 instances of the same Taxi. Each Taxi's texture ID must be unique, the reader (and SC4) is not applying a given texture you select in the materials tab to the model, it's using the ID you give it to load a texture, hence three unique FSH files with the same ID will always show the same taxi, if any two textures (for the entire game) share the same ID (or any other object), whichever loads last will always overwrite any other instances. So when you created your sidewalk textures, by using the same ID as the Maxis sidewalks 0x08100004 etc, you are in effect overridding the original textures.

 

Start by getting new IDs for the other two textures, for now just right click on the FSH file in the reader and select "Generate new instance" and it will automatically assign a random new Instance. As Rivit pointed out, if you are not distributing these files, you don't need to worry about it, if you run into problems just generate a new ID and you should be fine. The first Taxi can keep the ID 1bd13001 for now, but you need to enter the new ID's for the second and third S3D file in the materials tab to match those the reader generates.

 

If you want to distribute them, you would need to apply for a reserved set of Texture IDs (to ensure they are unique and don't interfere with the textures that already exist out there), you can request a range here. I would note, if you don't really plan to make many textures, a range is probably excessive since there is a finite number of ID's for textures, if you just need a couple as a one-off I'd be happy to give you a couple from my range if that works better for you?

  • Like 1

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Hi mgb :)

     

    Well, to be more specific, what I 'm trying to do , it is a pack of 6 Taxis , 3 to replace the in game ones , and 3 more new instances in a different folder , in case someone else wants them to use. My goal is this Taxi from the STEX point is that the taxi from the original mod also use fsh textures from 512 pixels. I think let the textures of this size is more easier that change the images to a smaller size?

     

    I do not think I am correctly cloning the files that are in the DAT in the first place, How can I clone the files in the correctly way with the Reader? Excuse my ignorance and my bad english. (using my bad school english, movies, music, and translator xd)

    Greetings . Thank you mgb


    My Hometown:

    The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    To begin with you must understand that whilst you can take an existing modification, building or texture and do whatever you like with it, if you wish to distribute someone else's work you will need permission to do so. If you want to use the Red Taxi from that link it's already automata, so you don't need to make anything, just use the current mod.

     

    It sounds like perhaps what you want to do is replace all the default Taxi's with this red one? But that doesn't really make sense because you say you also want to create new instances of them? Are you going to modify the "variations" then, for example make different colours?

     

    The reader screenshots in your first post look fine, you simply need to copy all the files for a given object to make a copy. If you keep the original IDs this "copy" will override the original, if you give it new IDs it will become a unique new version. However, each of the three FSH files in that screenshot have the same ID, so it won't matter if the actual textures vary, because SC4 can only load one texture with the ID 1BF13001. So far as I can see that's where you're problems lie right now, but it would help if you could clarify exactly what you are trying to do. Otherwise, if you can upload your current DAT somewhere, I could take a look at it in more depth and see what's going on here.

    • Like 2

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Well, I would send a message to Srainy to know his permission first of course. My goal is to use them for CJs only, but , depending on what happens, maybe in the future, I can upload them to the STEX and obviously give due credit to the author , I do not like to steal anyone's work, this takes time, and I have the time and patience .    :yes: 

    What I'm really want and trying to do, is use the same " automata " of Srainy, and modify with the " Reader" program, so that this Taxi Cab (or Taxis Cabs) can replace the originals Maxis Taxi Cabs ( in this case an automata replacement mod) , and I want to use three different textures with the same model , the new 2 ones with other IDs and textures, I mean, in this case the final product (Dat file) would have 3 clones of the same model with tree diferent textures, the exemplars, fhs files, headlights... in the same dat file?.

     

    That is all, I think.

     

    The original by Srainy have only one model for the car, the head lights, one fsh file, one exemplar, one DIR, and the IDs.


    My Hometown:

    The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    On 03/05/2015 at 2:48 PM, CDM Madero said:

    Well, I would send a message to Srainy to know his permission first of course. My goal is to use them for CJs only, but , depending on what happens, maybe in the future, I can upload them to the STEX and obviously give due credit to the author , I do not like to steal anyone's work, this takes time, and I have the time and patience.

    No accusations here, just wanted to make sure you were aware of the rules on these things. In terms of using them for your game, you literally can do what you like with them.

    36237858422_11e5dc9073_o.jpg

    OK, everything is now clear. Here's your reader file showing some changes you need to make.

    1.) See that green box, I don't wish to doubt Rivit's instructions, but in my SimCity1.DAT these headlights have this ID, not 10ed2000 as suggested.

    2.) Since each of the original Maxis Props has a texture, rather than worry about new IDs, let's simply reuse them since we no longer need the originals. So our texture ID's are now 10ed000, 6be08488 and cbe084b0, as you can see Maxis used a logical system for ids *;) (sarcasm). Right now as the file only contains three copies of the Red taxi, I've simply shown the IDs for reference. You need to add the Blue and Green files as FSH files into the reader file and give them the ID's I mentioned, 6be08488 for the Green one and cbe084b0 for the Blue one, 10ED0000 will remain the Red Taxi. Once you've got your FSH textures in the dat and correctly ID'd, as Ron said, Save it, close and re-open the file before continuing.

    3.) Now we need to assign the new textures to the models for them. Because you copied the same S3D file three times, they are all the same. The only thing you need to change though is the ID of the texture, so click on the Mats (Materials) tab, highlight group 0 (the current texture in this case), right mouse click there and select Set Texture, the window above opens. You only need to enter the Instance of the FSH texture, the name is just a description, so I'd edit Red to say Blue/Green for the other two, but it's not necessary. After clicking OK, make sure you click the Apply button in the top left of the right portion of the reader. In fact, you need to do this after making adjustments on any of the S3D tabs, otherwise if you move to another view it could forget all your changes.

    Once all three textures are included and have the correct IDs and have been linked to the models, simply place the DAT in your plugins and it should work. Bear in mind, you only need to include a copy of files you modify, so if you've not had to change the Exemplar files, then you don't need them and should delete them. This only applies when you are making overrides, a new item without an exemplar would simply not exist.

    • Like 3

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    OK, everything is now clear. Here's your reader file showing some changes you need to make.

     

    1.) See that green box, I don't wish to doubt Rivit's instructions, but in my SimCity1.DAT these headlights have this ID, not 10ed2000 as suggested.

     

    2.) Since each of the original Maxis Props has a texture, rather than worry about new IDs, let's simply reuse them since we no longer need the originals. So our texture ID's are now 10ed000, 6be08488 and cbe084b0, as you can see Maxis used a logical system for ids ;) (sarcasm). Right now as the file only contains three copies of the Red taxi, I've simply shown the IDs for reference. You need to add the Blue and Green files as FSH files into the reader file and give them the ID's I mentioned, 6be08488 for the Green one and cbe084b0 for the Blue one, 10ED0000 will remain the Red Taxi. Once you've got your FSH textures in the dat and correctly ID'd, as Ron said, Save it, close and re-open the file before continuing.

     

    3.) Now we need to assign the new textures to the models for them. Because you copied the same S3D file three times, they are all the same. The only thing you need to change though is the ID of the texture, so click on the Mats (Materials) tab, highlight group 0 (the current texture in this case), right mouse click there and select Set Texture, the window above opens. You only need to enter the Instance of the FSH texture, the name is just a description, so I'd edit Red to say Blue/Green for the other two, but it's not necessary. After clicking OK, make sure you click the Apply button in the top left of the right portion of the reader. In fact, you need to do this after making adjustments on any of the S3D tabs, otherwise if you move to another view it could forget all your changes.

     

    Once all three textures are included and have the correct IDs and have been linked to the models, simply place the DAT in your plugins and it should work. Bear in mind, you only need to include a copy of files you modify, so if you've not had to change the Exemplar files, then you don't need them and should delete them. This only applies when you are making overrides, a new item without an exemplar would simply not exist.

     

     

     

    Indeed, Thank You MGB  :yes:  :golly:  :D

     

    It works like a charm  :thumb:  :party:

     

    Thank you Srainy for his original mod, thank you Rivit and thank you MGB for all your help with this.

     

    Thank you very much to all.

     

    I should post screenshots of the ingame ones.

     

     

    Kind Regards

     

    Emmanuel


    My Hometown:

    The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    This is how they looks with the Reader tool.

     

     

    :)  

     

    16740843774_1077997a42_o.png

     

    17155892997_9307f390f8_o.png

     

    17175555858_a166a8ea5a_o.png


    My Hometown:

    The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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