Jump to content

224 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Glad to help.

I do get the sense that most things are covered, aside from the above-mentioned items. Some lots may benefit from finicky custom overrides on one-off tiles (on-lot road crossings being the most common case), but that seems well above and beyond the scope of the project as it stands.

Here's a question: this will use the customizable texture system, right? I'm actually rather happy with the default RRW appearance, but would also enjoy messing around with different looks.

  • Like 1

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Where the on-lot road crossings have been done with base Lot tiles they will probably have to be made that way, for those using a ground base and overlays the common set will probably do - but its not actually all that hard to make the tiles. The only painful things will be baked-in rail on buildings and props, but if its important enough eventually someone will do it - either by re-rendering a model  or taking advantage of a Lot or Model texture or editing them directly. 

    The mod is set up to be able to make any combo of sleeper/ballast/grass/paving  and takes about 3/4 hour to run from scratch, which isn't bad considering how big it is. I have made a "sampler" which is a version of the mod which has just enough textures to people play around with colors. When we get a bit closer to launch, we will release this so people can experiment for themselves. You'll need to know how to use GoFSH to run a script and an image editor to make the sleeper and ballast tiles but we will do an explain for it. 

    The main mod(s) will come out in say 4 varieties with an installer to start with as a drop-in like you've just done and as people come on board we will consider making more, and in the long run, for the hardy and adventurous release the sources so that you can completely roll yur own. 

    For now though we are going to work on NAM36 to make sure it has everything in it. We know we have the textures,  Eggman has done quite a lo of exciting new stuff, and things like crossings and pathing that didn't work have been fixed. It will be a big NAM for Rail.

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    One more, the 4x9 Large NBVC Filling Station as pointed out by @ROmeoBOT:

    There is a branch texture not lined up quite right.

    Sawdust-Apr. 25, 111488665239.png

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Yeah, spotted that one in his/her post yesterday - is now fixed.

    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    We really appriciate the hard work you guys are putting into this.

    Are these going to be part of NAM 36?

    Tell me if I can help testing anything!

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Sometimes you can get lucky. The Estacao da Luz by Frogface is one of those very old lots (2005) that has the rail baked into the model - but on investigation it also has been completely lotted with rail underneath the model. As an experiment I took all of the textures and where the rail was changed the Alpha (from white to black) to make that part transparent . The result is as below. Close observation as trains enter and leave will show that there are still bits of the LODs that are wrong but overall its pretty usable. Below the image a file for the patch - I have also fixed the exemplar for modern transit lot values. You will need the original for this to work. 

    Lazarus-DaLuz.jpg.107256d97e7d9bd3fce7219b0d325b85.jpg

    Estacao da Luz - RRW patch.dat

    • Like 6

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Urrg... I do hate it when someone models something that should be textures into a model, it's so unnecessary.

    Great work on fixing it though, I've done similar things a few times and the results can be quite hit and miss. This looks pretty decent though and it brings new life to a nice station model I wasn't previously aware of.


    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I found the missing texture pack for Paeng's MTP logging lots -

    With this installed, I can see that Logging Freight Station from MTP Addon Pack has a DTR/custom dirt crossing which is not handled yet in the Reskin version I have been running.

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Nice one @CT14 - I've fixed it straight away to make sure I don't forget it. Link is to up-to-date BSC lot Support - just put over the one you've got -it also has the filling station rail fix 

     

     

    G2 BSC LotSupport.dat

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    That was fast!

    Also the Estacao de Luz fix seems magic... I had no idea that could be done.

    Here's the result of retesting Logging Freight Station with the new G2 BSC LotSupport.dat file.

    I also found the Logging Road pieces to make a proper connection to the lot next to the rail crossing (here, an End piece).

     

     

    Bridge City-Sep. 22, 041488855173.png

    Eight or nine lampposts though, that's a few too many lampposts.

     

    • Like 2

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @CT14 That logging lot sure looks good. I was quick because I just happened to see your post almost as you made it.  The editing trick works because a model is really only a small mesh (or meshes) with a texture hung over it, and SC4 uses transparency to delimit the edges of the texture. So sometimes, if its in the right place, you can fool SC4 into believing the edge is somewhere else by poking holes in the alpha map. The same trick can be used when making automata to save a lot of triangles. In this case they were at the extremities of the model so its not very disruptive, but if you look in night view you will see that the rail is now unlit as its no longer part of the model. Small price to pay for a more unified look though.  

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The Foz Real Railyard pack v1 (by Fantozzi).

    This lot bundles its own early version of RRW_Lottex. I really like the look of the ground textures for these sidings... gravel to dirt to weeds.

    I'm not sure if this should be supported, since I just found out there is a V2 which was updated to use the SM2 released textures... I'll test that next.

     

    New City-Jan. 22, 001488941812.jpg

    And the link to the new version which should already be ok:

     

    • Yes 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    There are three Lot texture sets that are not at present configured in the RRW reskin . They are Lottex_FZ, Lottex_SW and Lottex_SM2.

    These sets are non-consistent with normal RRW lot textures in a couple of ways - they are darker than the other lot textures (presumably by design but which can be compensated for) and they show compression artefacts after unFSHing. (which means the originals are needed to do a good job with them). 

    The FZ set also is semi-transparent - that is the ballast is semi-transparent which is unusual for rail textures. Normally grass grows over/between ballast and not under it.  Aside[ A better technique might be to leave holes in the texture for grass to show through on a lot, or just color the ballast accordingly.] 

    The SW set is a large collection of RRW textures re-IDed as LotTextures and in my view should probably be avoided (decommissioned) as the most common ones are in other sets, and these are unlikely to be (have been) used for a lot. Normally the Original NW texture is directly renumbered as a Lot Texture when needed, rather than an entire reissue with new IIds.

    The SM2 set has been catered for with the Simmer2 transitions already in the Reskin as these are designed to be predominantly on Simmer2 lots, so will not be converted.

    Jury is therefore out on the first 2 and I welcome views by stakeholders... 

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Sorry, missed this topic so far.

    When I made the first version of the Real Freightyard there were no lot textures for RRW around. So I made some myself. Then @Simmer2 got into it and his textures are much more elaborated.

    So I made a second version of the Real Freightyard. It's totally the same except of the rail textures changed to Simmer2.

    Please update to this and don't make any further use of 'RRW_lottex_FZ.dat'. It must be considered as outdated as Simmer2 textures covers everything in a much better way.

    I left the old version, V1 on STEX just because for the information that this set is outdated so everyone checking for an update and is able to read there can see a big fat link to Version 2 on this page.

    But also I see that V1 was downloaded ~3500 times and V2 ~300 times - so there is still a big lag.

    But please don't use RRW_lottex_FZ.dat anywhere. Please help to avoid redundance and confusion - as those old textures do nothing different than the ones by Simmer2. I guarantee this - there's nothing you can do with these old textures that can't be done with Simmer2's packs. Those textures were in need only for a short period and only for this outdated pack - but everything they covered now is covered by Simmer2's textures in a much more pleasent way - I swear. As I use them myself too and threw mine into the garbage can. I will refuse any support for those textures or permit any further development. Kill them, bury them. This is the only right way to go: Replace the old version with the new one. There is no difference in the content, only the rail textures are replaced.

    To update - please bulldoze all instances in the game before and save. Replace old version with the new one.

     

    [EDIT]

    Also I made this textures with an old version of Corel Draw which put a lucency along the transparency borders - you can see it on the pictures. So there is a an evident quality reason not to use them.

     

    • Like 2
    • Yes 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    3 minutes ago, Fantozzi said:

    I left the old version, V1 on STEX just because for the information that this set is outdated so everyone checking for an update and is able to read there can see a big fat link to Version 2 on this page.

    You should be able to do that whilst locking the download so no one can continue to download the outdated pack. If you need help with this, just ask :).

    4 minutes ago, Fantozzi said:

    But also I see that V1 was downloaded ~3500 times and V2 ~300 times - so there is still a big lag.

    That's a reflection on how quiet things are I'd imagine too. Mods I could have got 400-500 downloads a month for a year or two back, might get that in 6 months today.

    • 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thankyou very much Fantozzi for that info - One less set to have to think about making.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well, @Simmer2 also mentioned to me, that these early RRW lotting textures won't be supported with the Reskin mod. I just started to make a huge roundhouse lot (main buildings from Oppie Roundhouse and WMP Railyard) using RRW_Lottex_SW.dat, RRW_Lottex_SM2.dat, RRW_Lottex_SM2R2.dat and SM2_RRW_nsb_Tex.dat (it was confrim by him, this last one won't be affected at all, because it doesn't use any ballasts and sleepers), mainly because I don't really like the RRW version of NCD's textures, and with more or less using these texture packs I could make the track layout (railyard setup) for the Lot, as I wish.


    cfd497e958cc61e7cde6d727b54068f4.png

    So my question is, will we get full new sets of rail textures (base/overlays) which is compatible with the new MOD, and these old ones will be obsolate eventually, and or will we get connector textures between the Reskin textures and these old ones, so the rail yards could be more unique? I like the current design on these lots and I'm curious how they can look like beside the new skins, like on the picture above, where 2 tracks are connecting to the lot (only one can go through functionally), and a third one is a normal RRW track.

     

    - Tyberius

     

    P.S.: I do understand that's a huge project of yours, and I do appreciate what all of you're doing, amazing possibilities! Thank you very much!

     

    • Like 1

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hi Tyberius, our real problem is that which occurs at the boundary of lots. So Simmer2 has made a number of tiles that are boundary tiles on his lots (and in Lottex_SM2, SM2R2) - these make a neat join from the Reskin texture to the original lot texture. What this means if you use those boundary tiles then your lot can theoretically use the SM2 textures without side effect.

    The SW texture pack is the wildcard - since we have no idea how many of the 366 textures in that set have been used or might be.  Because they don't match other lot textures in colour I would prefer not to change them. They match with the SM2/SMR2 etc.

    Attached below is the set of transition tiles Simmer2 has supplied - with this you can at least see if we have enough transitions - otherwise we can work with you to make some that might also be useful for others. Now these are obviously not the right colors but at least you can see if you've got one them. Just put this file to load last, they will override any you have used automatically and you can see them easily.

    Other lot tile sets will match outside rail in the end, as you've probably seen in CT14s pics.

    G5 Simmer2 LotSupport.dat

    • Like 4

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Rivit.

    You mentioned that you could batch color correct some of my packs. If that is still possible then go ahead. I can provide you with the texture ranges I used for those packs if you need them. Furthermore, I can even lock the dl page until further notice. I had uploaded them on the LEX only.

    Simmer2

    • Like 1

    There are those who lead and those who follow. Don't look too far...

    Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

    Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

    w11resized2.png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    What you are doing here might actually convince me to try out the new Railway stuff.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm not sure the problem is related to the RRW overrides. If you check the comments, they've updated them to say it was fixed by installing a missing dependency. To my knowledge that one is covered by the RRW overrides in our files.


    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I might have misread it, it looks like they had to install the old pack to resolve it. I'll test it properly and report back.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I couldn't find a rail-served version of Schwartz Chemical Company in my plugins...

    The Timber Lumber Company has a slight glitch at the upper siding, where the track goes from DTR to STR.

    TimberLumberCompanyGlitch.jpg

     

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    So I'm attempting to color correct a RRW piece. I grab the piece in Reader, save as PNG, and then when I have gofsh adjust the color, all I get is black box. If I convert it to BMP it works fine. The adjust color does say it supports PNG . any idea why I cant get the PNG to work? 


    Known as Kitsune on sc4e. NAM Team Member.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well redfox you may just have found a bug. I have almost always worked with BMPs because Windows isn't completely at home with PNGs so its distinctly possible this slipped through testing. GoFSH reads the PNG by using Windows code.

    If you can send me a PM with the PNG attached I can find out if it's me (GoFSH) or the nature of that tile. If you use GoFSH to convert from PNG to BMP does that work correctly with this PNG? (I cant tell from your post if this is how you converted it)

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Just to confirm - redfox85 did highlight a bug which I hadn't seen in testing.

    The PNG texture he was using had transparency. Windows loaded this correctly, but saved it as an empty file after the color processing. Since I cannot change or bypass the underlying GDI+ code I cant remove the bug.

    From a deep search on the web it looks like Windows .Net (GDI+) will not save the PNG correctly if it has transparency which this does. All examples of saving PNGs avoid the issue. PNGs that have no transparency are OK. Ironically BMPs are correctly made from transparent PNGs but not going the other way.

    The GoFSH PNG<>BMP conversions always produce separate color and alphas for that reason.

    So I would always use the bmp path to color correction.

    Use GoFSH fsh<>dat to get the texture, unfsh it, color convert, enfsh it, (fsh<>dat) done

    You wont need to change any ids except GroupID if you're going from network to lot texture.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Cool program! *:yes:

    Today I installed GoFSH, read the manual thoroughly up to page 27 (which includes the worked example 1), and then tried my hand at it. Here's what I was able to do:

    img0060.jpg


    *:)

    • Like 4
    • Yes 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections