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nathkel

Need tutorials on creating overhanging textures

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I'm sure there are some nifty sets of instructions on creating lots with overhanging textures. I can't seem to find any here or at sc4devotion. Or i'm using the wrong search terms.

Please provide links. I'm especially interested in overhanging diagonal extensions much like MGB's many varieties.

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Having approached this problem myself, I'm pretty sure no tutorials exist for this. There are two realistic ways to go:

  1. Learn to BAT and render them as models
  2. Use my method, which is a 2D plane (RTK0), with textures applied, turned into props.
    In essence, this is how Transit Models are created for the NAM.

Method 2 is much, much better as you end up with more flexible pieces and don't need to spend ages messing with colour-correcting your BAT textures. It would take me a considerable amount of time to explain how I did it in great detail. Long and short, you need a pretty firm understanding of how S3D models work within iLives Reader. Each model was created manually by using math to work out the coordinates and U/V mapping. I've a solution using 3DS Max to make more complex models too, but I think that's outside of the scope of what you need here.

If all you need are diagonal half-tile overhangs, you can simply re-purpose the models from my Diagonal Filler Set:

  • Using Reader, find the model/exemplar pair you want to use and copy it into a new DAT.
  • Highlight both files, right click and select “Generate new Group and Instance”.
  • Then in the Exemplar, give it a new name.
  • Edit the Resource Key Type 0 property, to give it the newly generated Group (GID) and Instance (IID) of the S3D model.
  • Lastly, in the Mats tab of the S3D, find the main texture (not the Diffuser) and edit the texture ID to the one you want to appear on the model.
    Note, this texture must use the Transit Texture GID of 1ABE787D. However, the Diffuser handles colour-correction, so a suitably re-id'd lot texture is ideal.
    S3D_Mat.jpg.53cd077ff8621647490d280111ce0718.jpg
    Note here to see the model, I've set "Wireframe" mode. Textured will not show without switching off Group 1, due to a quirk of how these are made.

Within the released set are 13 different models, comprising of different shapes and/or offsets, although they are re-used with many different textures. If those are sufficient for your needs, then you won't need to worry about the complexities of creating the actual models. There is one caveat to this however, each model is setup to use a single 128x128px texture that repeats if the model spans more than one tile. This can be changed by altering the UV mapping values, but this is not something easily explained in two minutes. If it's just the half-tile diagonals you need, it won't apply either. So one step at a time, I recommend you try to get one such piece working, then we can address any problems you might run into along the way.

Just to help you, in the MGB S3D Props.dat, it's items 8/9 you'll need for the half-tile piece (shown in screenshot above). The offset variants are 12/13 & 14/15, plus I've a single model that covers both offsets and the square tile as one piece, 20/21. This latter piece would need adjusted UV mapping to use a 256x256px texture with suitable alpha channel.

  • 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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  • Original Poster
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    Ok, thanks! I'll work with your post to see what i can do. I'm just hoping it's easy and fluid, because there is a lot to do. (Get it? a LOT to do! *:D)

    UPDATE:

    Your instructions left out a lot of details, and it took me a while to find the right DAT — in this case, "...\SimCity 4\Plugins\Diagonal Filler Lots\Filler Set\MGB S3D Props.dat."

    I opened and found what you were talking about, some templates, if you will, of various overhangs and fillers. I had to click on Wireframe view to find the right one.

    It took me a minute to figure out which exemplar went to which S3D file, by matching the TGI (in the Entries list) of the S3D with the exemplar which showed the same TGI in its Resource Key Type 0 (RKT0). Then i followed your instructions for generating new Grp & Inst values for both files, renaming the new Exemplar, and matching the RKT0 numbers to that of the newly-generated TGI for the corresponding S3D.

    Now i'm stuck. The GID of the texture i want to use (which have not been imported into a DAT file — they still exist as PNG files in my project folder), how are these made and used? That is, how do i bring in textures to be called from the S3D Materials section? I have received a texture ID range from SC4devotion; does this come into play now?

    I'm also noticing the accompanying Exemplar does not have the usual Icon placement properties. What all do i need to add to make it selectable in-game?

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