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This is looking excellent. Generic buildings like these are what really make a city. Skyscrapers and landmarks are great, but for every one of those, there are a hundred buildings like these, and this one's a really good one. Great job.

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    45 minutes ago, DeltaGamer said:

    You sir, should make tutorials. Very nice generic building :)

     

    I definitely want to make tutorials, I'm already helping other people to make stuff via steam chat, so anybody can add me if they want help or maybe you'd like to spectate me making stuff with teamviewer and ask questions etc. (makes me more focused on actually making stuff instead of looking out the window or browsing :D) I should get a mic. I want to make a japan region YT series one day, so maybe making tutorials might be a good way to practice my english speaking skills in advance. (I only read/write/listen right now)

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    Ronyx rhymes with electronics...  

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    We have talent here  :)

    Wonderful.


    My Hometown:

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

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    So I have no idea what I'm doing but this might turn out to be a poor man's maglev:

    k8iQ6aI.jpg

    sFas8wl.jpg

    The idea:

    • two elevated one way tram tracks (looks wider and more seperated than a single two way track)
    • above road-level pillar for tunnels (possible with modtools, script for raising pillar figured out already - so that would be a mod i guess)
    • pillars span the entire segment (12u or a bit more)
    • need a very fast tram (there seems to be some cap at ~130... tried increasing tram speed, lane speed limit or average lane speed but I can't make it faster)
    • need to remove the poles and overhead wires (possible with modtools, need to figure out a script for this)
    • elevation change is not allowed (pillars will be misaligned)
    • only very subtle curves allowed (again pillars will be visibly misaligned if it's too curvy)
    • need to replace the tram arrow decal with some cool big decal that makes it look more like maglev tracks
    • a lot of finnicky work to place the track and set the pillars
    • need to use elevated stops
    • tram requires a turnaround loop, which is hilarious for a maglev, so need to hide that underground

    So yeah not sure if it's going to be released and how but i'm going to make it work somewhat for myself at least. I'm going to make the maglev train itself as well of course, japanese style.

    It wouldn't mess with a normal tram system (unless you use oneway elevated tram tracks) so you could still use all the other tracks for regular trams, and only have the elevated one way for maglev, or maybe I should look into if bridge and elevated are seperate types, then bridge could be used for maglev instead, because you're less likely to use bridge one way tram tracks.

    Does anybody have any ideas how to increase the speed of the tram? As I said tried increasing tram speed with AVO, tried changing lane speedlimit with TMPE and modtools, also tried changing averagelanespeed with modtools, no luck, seems it's always stuck at 130 or somewhere there (maybe 128?) I'd like to make it at least 300.

    What do you think of this weird idea?

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    Ronyx rhymes with electronics...  

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    So @Tim The Terrible said I should just make a net mesh and texture as well, so that's what I did. It's based on the japanese maglev track.

    I have no idea how to make a proper mod out of this so I'll try to make a bad mod for myself and wait until network skins supports net meshes and textures so I can release it somehow.

    I still need to remove the rail, and replace the decal and the props to something more maglev looking. There's some normal problem (inconsistent lighting direction) with it, but i guess it's because i copied the mesh from a prop to the segment with modtools, the prop doesn't have that problem. Will see.

    RzBRCi6.jpg

    jiFyFbG.jpg

    E9BnqTv.jpg

    I6r7MqR.jpg

    Also still need ideas how to increase the tram speed somehow.

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    1 hour ago, Acc3ssViolation said:

    This might be a stupid question, but did you change the speed of the tram's trailers as well?

    Yeah I did but they don't seem to affect the speed of the tram at all, I also tried to slow down the tram on purpose - adjusting the tram speed, lane speed limit, or lane average speed all work from a completely stopped tram to a crawling slow tram to a fast tram and all of it seems to be capped at around 130, above that nothing has any effect anymore.

    Also it's so complicated to just replace a mesh and a texture that I'm probably stopping work on it now and just doing something I know how to do, maybe continuing roads united japan or the shinkansen or making some random building again.


    Ronyx rhymes with electronics...  

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    1 hour ago, Ronyx69 said:

    I believe that happens when it detects the body as a wheel and/or no wheels can be found. Basically, everything that is at 0 (or around that, not sure what the margin is, but it's small) on the vertical axis or attached to anything that is that low gets marked as a wheel. So are the wheels properly detached from the rest of the body, e.g. no shared vertices? And make sure no parts of the body get too close to 0 on the vertical axis.

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    I chopped two entire cars off the train and it's still doing that, and it can't be the wheels, all 8 wheels touch 0 and spin, the train drives perfectly fine. When it stops at a station it just disassembles itself and stays there freaking out until it despawns.

    https://www.youtube.com/watch?v=gNV_IcYC1Kk

    Also what's with the glowing ball on top of my pantograph car? I don't understand that one at all since I can't add lights to passenger cars anyway.

    https://i.imgur.com/RarxjNf.jpg


    Ronyx rhymes with electronics...  

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    25 minutes ago, Ronyx69 said:

    Also what's with the glowing ball on top of my pantograph car? I don't understand that one at all since I can't add lights to passenger cars anyway.

    A light source. I think it was a problem before. You can remove it with mod tools.

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    8 minutes ago, boformer said:

    A light source. I think it was a problem before. You can remove it with mod tools.

    I looked into it but m_lightPositions doesn't have any lights, if I add a light there appears one but this light on the roof doesn't seem to be related to it.


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    1 hour ago, Ronyx69 said:

    I looked into it but m_lightPositions doesn't have any lights, if I add a light there appears one but this light on the roof doesn't seem to be related to it.

    it must be in ToolController.m_editPrefabInfo.m_trailers[idk].m_info.m_effects

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    this thread has been fun to read through. lovin the creations man. excited to try out the lighting your working on. It looks like it really makes a major difference.

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    13 hours ago, boformer said:

    it must be in ToolController.m_editPrefabInfo.m_trailers[idk].m_info.m_effects

    Not sure if that's it but there's the sound and a passenger light, but others have this light listed there as well so I think that's just the light on the ground that comes from the train. Can't do anything with it anyway it seems:

    MW8mexZ.jpg

     

     

    7 hours ago, killerbake said:

    this thread has been fun to read through. lovin the creations man. excited to try out the lighting your working on. It looks like it really makes a major difference.

    You and everybody who wants to are welcome to try my lighting settings and the lut that comes along, share how it looks in your cities:

    LUT (put into the local addons/colorcorrections folder)

    Script (run with modtools F7)

    There are five main problems I tried to fix with this:

    • Buildings too bright compared to terrain, I'm sure you've seen dark terrain yet completely overexposed buildings in many cases.
    • Too strong direct light, not enough ambient light, this feels too harsh to me so I tried to even it out.
    • Almost completely black undersides of roads and whatever.
    • Can't push the contrast with the LUT because of the above problems.
    • Unpleasant color tint in different times of day, this one is very subjective and lut dependant.

    I had some issues achieving that, mainly balancing everything being too dark and fixing the overexposed buildings, also trees shade differently than their lods, so can't have too much ambient light compared to direct light. Also the trees look very dark with this, some maison's trees are basically black so I'm going to brighten and reimport them for myself.

    It may still change a bit, and I'm not sure if I'm ever going to release it on the workshop, because of the issues and unexpected results when mixed with other mods.

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    The passenger light is the problem. You can write a script to remove it:

    Idk.m_effects = new VehicleInfo.Effect[] { Idk.effects[0] };

    (Replace Idk)

    That keeps the soundeffect and removes the lighteffect.

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    3 hours ago, Ronyx69 said:

    You and everybody who wants to are welcome to try my lighting settings and the lut that comes along, share how it looks in your cities:

    LUT (put into the local addons/colorcorrections folder)

    Script (run with modtools F7)

    There are five main problems I tried to fix with this:

    • Buildings too bright compared to terrain, I'm sure you've seen dark terrain yet completely overexposed buildings in many cases.
    • Too strong direct light, not enough ambient light, this feels too harsh to me so I tried to even it out.
    • Almost completely black undersides of roads and whatever.
    • Can't push the contrast with the LUT because of the above problems.
    • Unpleasant color tint in different times of day, this one is very subjective and lut dependant.

    I had some issues achieving that, mainly balancing everything being too dark and fixing the overexposed buildings, also trees shade differently than their lods, so can't have too much ambient light compared to direct light. Also the trees look very dark with this, some maison's trees are basically black so I'm going to brighten and reimport them for myself.

    It may still change a bit, and I'm not sure if I'm ever going to release it on the workshop, because of the issues and unexpected results when mixed with other mods.

    Really appreciate this. I'll post some photos in a bit after I start my new city.

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    7 hours ago, boformer said:

    The passenger light is the problem. You can write a script to remove it:

    Idk.m_effects = new VehicleInfo.Effect[] { Idk.effects[0] };

    (Replace Idk)

    That keeps the soundeffect and removes the lighteffect.

    Yep that worked.

    Now only if I knew how to stop the train from freaking out when stopping at a station.

    10 minutes ago, Alexgru88 said:

    @Ronyx69 how to reverse script changes?

    Thx for sharing!

    They don't save anywhere, you just reload the save or maybe the whole game. Something like ultimate eye candy or timewarp might save one or both light intensities, but if you have those then just adjust them to what they were.


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    2 hours ago, OwiHH said:

    dont know it is helpfull but this mod increase rail/metro speed to 450km/h and works i use it in junction with advanced vehicle editor. Never checked with trams yet but you may find the option you need within the script.

    http://steamcommunity.com/sharedfiles/filedetails/?id=457516262

    I did hear about that, but maybe it's worth a closer look because it does actually work and I don't quite understand what it does, especially the subServiceSpeedMap part.
    Maybe somebody who understands more about code can look at it and give me a hint. Although I could probably simply change prefabcollection to expansion2.prefabcollection or something like that so it affects the trams, I'd like to understand what it does.


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    The code changes the speed limits of a network:

    NetInfo#m_lanes[j].m_speedLimit = ...

     

    For example you could change the speed limit of a single track elevated tram track.

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    42 minutes ago, boformer said:

    The code changes the speed limits of a network:

    NetInfo#m_lanes[j].m_speedLimit = ...

     

    For example you could change the speed limit of a single track elevated tram track.

    I understand that, I already did that with modtools for tram tracks, but doing just that doesn't seem to work, the code does a bit more than that I assume, what's the subServiceSpeedMap for?


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    6 hours ago, Ronyx69 said:

    I understand that, I already did that with modtools for tram tracks, but doing just that doesn't seem to work, the code does a bit more than that I assume, what's the subServiceSpeedMap for?

    Hard to tell. It's a map of the mod to Store values, so it has no direct effect.

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    On 10/11/2016 at 0:20 AM, Ronyx69 said:

    Something like ultimate eye candy or timewarp might save one or both light intensities, but if you have those then just adjust them to what they were.

    Eyecandy won't save anything until the player trigger the action. So while the current settings may be affected, stored presets are fine.

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    I'm going to start making various roof and wall props inspired by this image.

    I plan to stream for a few hours today and see how that goes. I also have a mic now so we can talk.

     

    EDIT: Streamed for 6 hours and made these 2 roof props:

    1TZOerr.jpg

    G2RXsNs.jpg

    U6ouuf5.jpg

     


      Edited by Ronyx69  

    update
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    Ronyx rhymes with electronics...  

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    10小時前,Ronyx69說:

    要我做開始的靈感來自各種屋頂牆壁狀語從句:的道具這一形象

    如果你想我觀看他們讓我打算在抽搐流今天幾個小時,看到如何繼續下去。現在可以談我也有一個麥克風所以我們

     

    編輯:串流播放6小時,並使得這2屋頂道具:

    1TZOerr.jpg

     

     

     

     

    51cbab5bac5b6.jpg535343_3.jpg

     

    https://www.google.com.hk/search?q=冷氣+水塔&newwindow = 1&RLZ = 1C1CHZL_zh-TWHK711HK712與TBM = isch和TBO = U&源=大學&SA = X&VED = 0ahUKEwjtiqvf-drPAhXCJZQKHVzlCdMQsAQILw及白車身= 1280&波黑= 894

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