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Maybe @Girafe could say a Word to this?

I´m sure, he is out of the winter sleep right now ;-)

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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Currently: Viewing Topic: Advanced Lot Plop - new GUIs with DLLs
 

@BartonThinks Actually what I want to achieve is to create a water texture based on an image rendered with 3DsMax and Vray. No, rendering the image from the top is not a solution, it looks horrible. :(

I think that the technique I am referring to would help us to "bake" the shadows of the terrain textures in the direction of the game.

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Discord: JLeCoultre#9124

My Simtropolis BAT Thread

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1 hour ago, Barroco Hispano said:

@BartonThinks Actually what I want to achieve is to create a water texture based on an image rendered with 3DsMax and Vray. No, rendering the image from the top is not a solution, it looks horrible. :(

I think that the technique I am referring to would help us to "bake" the shadows of the terrain textures in the direction of the game.

If I'm understanding you correctly, I don't believe there's a way to do this. The game's sunlight and shadows change in different orientations, but the shadows on your textures will be locked into one orientation, so they will only match up with the game when viewed from one direction.

Edit: I suppose this would theoretically be possible if there was a way to either: A) have the game's sunlight and shadows rotate with the player's view, or B) have multi-orientation textures that change with the player's view. Option B) would be the only viable solution for any texture that's not somewhat "flat" in appearance already. However, I haven't seen anything that would indicate that either of these solutions are possible.

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🚜 Get well soon, Cori! 🚜

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3 hours ago, Raymond7cn said:

Anyways, I wonder that whether or not we have already had a similar one?*:read:

There are three documents in the omnibus that cover commercial, industrial and residential buildings, not sure there might be one that covers reward buildings as well ... on phone so a bit difficult to go rummaging

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8 hours ago, Raymond7cn said:

In terms of playing SC4, You all knew I'm quite a Newbie. *:blush: so I have made some documents so that I could refer to some infos constantly. This is one of them:

5ncvxt7.gif

These values come from Web, so I'm not sure if they are completely correct, I was supposed to cross-check them in Reader, and also I'd like to add more useful infos and the pictures for convenient searching, Anyways, I wonder that whether or not we have already had a similar one?*:read:

thank you for this info  I always assumed the Tv studio was a positive for residential growth

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7 hours ago, Terring said:

spacehole.jpg.bb432e26f0b3a33a29a16d2ca89ad4c0.jpg

Speaking of, I've actually been looking for "floating island" lots that create a sky hole, wondering if such a thing would ever get made...

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    Thank you @CorinaMarie, This will be helpful when I begin my Terrain mod.*:blush: whereas it's not what I was thinking, The case is I couldn't see a shadow after putting my animated Prop (that Dragon*:D) into game, then I added some Properties, the shadow came out, However, the shadow was static though the Dragon working hard on waving there.*:D Then I was thinking (just a Newbie guess), I assumed that there maybe a map or to say a dark gray picture inside the game, The game pre-render all shadows with this picture, It would explain why my shadow couldn't be animated.

    Meanwhile, I recalled my wild test about reverse the color of all png and fsh of vanilla. I found that the Building itself and its shadow's color seemed changed a bit, so I was curious that if I could make it more darker than default so Maxis Night's BAT looks like Dark Night's BAT.

    Anyway, since this is a Newbie thread, so I often speak some words randomly without pressure, Sorry.*:blush:

    8 hours ago, CorinaMarie said:

    like the SimCity 4 Building Index site.

    Ah, I haven't delve into this site carefully, I dimly remember you have shared it to me about some post related to Naomi, Thanks for sharing!*:thumb:

    @Terring @Barroco Hispano, Thank you Terring and Alejo, Isn't it Crazy?*:lol: Frankly, I just wanted to add some pictures on the street as some place in the downtown of my city, Then when I was browsing Pinterest, I found a picture which has a hole (fake) on the street, The artist painted this 3D picture there as a real one. then I had this thought.

    7 hours ago, Barroco Hispano said:

    The question is how to convert the plane and wagon into a "flat" base texture without distorting the image.

    Yes you're right, Alejo, I used to make this with Photoshop since I haven't learnt 3ds max, it's too hard. Anyway, Just as you said, It's just interesting.*:D

    BBTW @Terring @City_Slider , Do you still remember that sunken hotel in china? Friend of mine just sent a copy of its blueprint to me yesterday, It looks promising!*:8)

    6 hours ago, BartonThinks said:

    you might try contacting @vortext.

    Oh, I know him, Robin has shared a thread of him before, isn't his portrait an Einstein? Thank you Barton, I will contact him with PM.*:thumb:

    6 hours ago, BartonThinks said:

    Regarding shadows -- I don't think I've ever seen a True3D prop generate shadows in the game

    Yes, You're right, I agree with this as above.

    5 hours ago, catty-cb said:

    There are three documents in the omnibus that cover commercial, industrial and residential buildings

    Thank you so much catty, I will go look for it, I haven't finished the industrial part, Thanks!

    1 hour ago, sejr99999 said:

    thank you for this info  I always assumed the Tv studio was a positive for residential growth

    Pretty glad that you like it, @sejr99999 I should check all content carefully again and again under the tips of Cori and Catty, Then I will beep you definitely when it finished.:}

    --

    CoriBoom™ made this wonderful research when I was in hospital, I just looked it carefully until yesterday, You both are genius! *:thumb:It works like a charm during my test. I'd like to delve into some cheats someday as well, such as Getviewtarget and placelot.*:8) 

    BTW, CB, @Cyclone Boom 

    On 9/5/2020 at 4:26 AM, Cyclone Boom said:

    @The Edge

    Also to add how you may have seen this from our file entry, but I'll just post the reference list of Maxis Parks sorted by their effect magnitude.

    As follows:

    M = 10   R = 10   Open Paved Area
    M = 20   R = 80   Ranger Station
    M = 25   R = 15   Small Plaza
    M = 25   R = 25   Medium Plaza
    M = 30   R = 15   Open Grass Area
    M = 30   R = 30   Basketball Court
    M = 30   R = 30   Tennis Court
    M = 30   R = 50   Soccer Field
    M = 30   R = 50   Softball Field
    M = 30   R = 60   Skateboard Park
    M = 35   R = 30   Large Plaza
    M = 40   R = 35   Community Garden (All 4)
    M = 40   R = 40   Gazebo
    M = 50   R = 15   Small Park Green
    M = 60   R = 15   Small Flower Garden
    M = 60   R = 15   Small Playground
    M = 60   R = 30   Medium Park Green
    M = 70   R = 30   Medium Flower Garden
    M = 75   R = 25   Medium Playground
    M = 75   R = 45   Large Park Green
    M = 80   R = 10   Beach
    M = 85   R = 45   Large Flower Garden

    (M = Magnitude   R = Radius)
     

    If useful sometime, I can compile a list of the other Maxis items like the Art Museum reward has Park Effect too.

    The thing about these is they perhaps give too much of a strong effect for the aura produced, and how they do accumulate also. So like if having multiple in a close vicinity to each other, then the aura mounts up and is seen stronger from Cori's Parks Aura data view as visible.

    Being positive and Lovely though, it's still a good thing. *;)

    May I know the secret of the colourful "Cori's Parks Aura", It's so nice!*:golly: (the effect changed after I quoted it*;))

    Yours,

    -- Raymond

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    What is impossible with men is possible with God…!

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    28 minutes ago, Wiimeiser said:

    Speaking of, I've actually been looking for "floating island" lots that create a sky hole, wondering if such a thing would ever get made...

    count me in,*:D @Terring we looking forward your repository, speaking of this, I forget if I have talked with you about this:

    JmDN2hm.jpg

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    What is impossible with men is possible with God…!

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    This is so sweet of you @catty-cb Thank you so much!*:thumb:

    @Cyclone Boom Hiya CB, You may knew this, with a small size city and some random Buildings within, then input "Demolish 0 0 200 200 None" or "Demolish 0 0 200 200 Explode", it will clear out everything quickly. one to four arguments are probably the cell number which can be found at "TerrainQuery" (cell x cell z), the fifth is the effect.*:D

    Edit: 

    "SetPopupModalDialogsEnadled 0"

    Then you can't quit the city by clicking the button below, You have to :

    "SetPopupModalDialogsEnadled 1"*:D

    "SetCityEstablished" After inputting this, The city is established even at God mode stage.*:D

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    What is impossible with men is possible with God…!

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    4 hours ago, Raymond7cn said:

    Do you still remember that sunken hotel in china?

    You mean this? :)

    China-has-built-the-world%E2%80%99s-firs

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    "If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

    "Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

    "Without deviation from the norm, progress is not possible." - Frank Zappa

    "The wisest men follow their own direction." - Euripides

    Welcome to Fairview, my new city journal *:D

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    5 hours ago, Raymond7cn said:

    May I know the secret of the colourful "Cori's Parks Aura", It's so nice!*:golly:

    Certainly! *:yes:

    This is a little bit of HTML magic I used for that:

    <strong><span style="font-family:Verdana,Geneva,sans-serif; color:#7B5C94;"><span style="color:#FF00FF; text-shadow:1px 1px 12px #FF00FF;">Cori's</span> <span style="color:#9933FF; text-shadow:1px 1px 12px #8000FF;">P</span><span style="text-shadow:1px 1px 12px #01FFFF;">arks</span> <span style="color:#9933FF; text-shadow:1px 1px 12px #8000FF;">A</span><span style="text-shadow:1px 1px 12px #01FFFF;">ura</span></span></strong>

     

    Featuring the text shadow which makes it:

    Cori's Parks Aura

    *:thumb:


    It might be possible to edit this using developer tools in browser, since there's a Source mode in the post editor which is an admin tool we use.

     

    3 hours ago, Raymond7cn said:

    @Cyclone Boom Hiya CB, You may knew this, with a small size city and some random Buildings within, then input "Demolish 0 0 200 200 None" or "Demolish 0 0 200 200 Explode", it will clear out everything quickly.

    Wow, very nice find. I didn't know that command, and perhaps it could come in useful for a selective bulldozing at a particular target cell. Those other 3 commands you mentioned could be handy as well, and reminds me how something I wish is data views could still be seen even with UI panels minimised.

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    Quick Links

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    8 hours ago, Terring said:

    You mean this? :)

    China-has-built-the-world%E2%80%99s-firs

    Yes exactly, Terring, I have got a blueprint (AutoCAD) , It will help me to reduce some guesswork.:} I plan to learn some tricks of PEG's dam, or consult matt as you told me.

    @Cyclone Boom Remarkable, CB! Have you ever considered modelling?*:D

    7 hours ago, Cyclone Boom said:

    and reminds me how something I wish is data views could still be seen even with UI panels minimised.

    Yeah, This would be awsome.!

    and This is Tractor 03z-9501 - Tractors Tests - v0.08 - New Generator L.zip , Thank you (and Cori) in advance for helping me with the dimension.*:thumb:*:blush:

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    What is impossible with men is possible with God…!

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    1 hour ago, Raymond7cn said:

    This is Tractor 03z-9501 - Tractors Tests - v0.08 - New Generator L.zip , Thank you (and Cori) in advance for helping me with the dimension.*:thumb:*:blush:

    I seem to have forgotten how to do this. Everything in your files looks right and yet I cannot get your new Tractor 03 to spawn. I get the first two only:

    7010b-0197.jpg

    ^ Yes, there are a bunch of them because I plopped so many of the generator lot. *;)

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    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.

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    Me again. *;)

    I figured it out. One teeny tiny mistake so here it is now generating properly:

    7010b-0198.jpg

    7010b-0199.jpg

     

    And the size looks good. *:yes:

    (Refresh this in a few minutes and I'll edit in what the little bug is.)

    Edit: @Raymond7cn, Here's the wee little trouble:

    7010b-0200.jpg

    ^ This would be a leftover from cloning Tractor 02. *;)

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    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.

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    21 minutes ago, CorinaMarie said:

    I seem to have forgotten how to do this. Everything in your files looks right and yet I cannot get your new Tractor 03 to spawn. I get the first two only:

    7010b-0197.jpg

    ^ Yes, there are a bunch of them because I plopped so many of the generator lot. *;)

    Ah, I thought it's since I missed something in your generator, I couldn't spawn the new one as well, It's strange, nothing special than before, I also checked the vertical limitation, This one is less than the Red one, Anyway, Thank you Cori for testing, I will check it out again.:}

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    What is impossible with men is possible with God…!

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    16 minutes ago, CorinaMarie said:

    a leftover from cloning Tractor 02

    My goodness, How careless I was, *:blush: Thank you Cori, I haven't added light and shadow, it will be done tomorrow, Besides, I still need 9 IDs for others.*:D

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    6 minutes ago, Raymond7cn said:

    I still need 9 IDs for others. *:D

    I've reserved these for you:

    1. 0xF8B442E9 = Tractor 01
    2. 0xF8B442EE = Tractor 02
    3. 0xF8B442F4 = Tractor 03
    4. 0xF8B442F9
    5. 0xF8B442FE
    6. 0xF8B44304
    7. 0xF8B44309
    8. 0xF8B4430E
    9. 0xF8B44314
    10. 0xF8B44319

    And I have plenty more to spare if you need them. *;)

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    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.

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    15 hours ago, Raymond7cn said:

    Friend of mine just sent a copy of its blueprint to me yesterday, It looks promising!

    Hello Joshua,

    don´t make me nervose ^^

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    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    1 hour ago, CorinaMarie said:

    And I have plenty more to spare if you need them

    Aye, Ma'am, I think it depends on if you wish other kinds of performances (even Dragon) appear in your Kingdom.*:lol:

     

    @City_Slider Frankly Oliver, That hotel is not very hard to model, I just used to be struggled with its part which connects to the cliff, But by now, I think I can handle it, Anyway, I will beep you when it starts.*;)

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    What is impossible with men is possible with God…!

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    That would be sooo cool. And i´m going to cook you a special German dinner, if i´m vising you and your Family ;-)

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    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    8 minutes ago, Raymond7cn said:

    Aye, Ma'am, I think it depends on if you wish other kinds of performances (even Dragon) appear in your Kingdom.*:lol:

    That's certainly a possibility I'd want some other things. And other peeps prolly will too. As we discussed long ago, the range I've been assigned is huge so if you need a hundred or two that won't inhibit my usage. Or, you could request your own range. We've got the linky to the Devotion thread around here somewhere. (Note: The range is for textures, but we've used them for your models instead.)

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    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.

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    1 hour ago, CorinaMarie said:

    linky to the Devotion thread

    1 hour ago, CorinaMarie said:

    range is for textures

    Here it is
    https://www.sc4devotion.com/forums/index.php?topic=2101.msg536961;topicseen#new

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    Kloudkicker
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    @Kloudkicker Hiya Nick, I intended to make a Spotlight which you can put into your trees, but I failed, Never thought of there are 199x5 frames that means huge works, Anyway, I will try to consider other ways to light up you beautiful tree text.*:8)

    --

    Maxis must have a tool or approach to achieve this, which means when generating the animation, The group and frame are just as same as it was making, I have thought about the Batch script by Reader, but it seems impossible since there is no logic in the S3D's groups.

    I made this one just for fun:*:D

    a2WaVXQ.gif

    Hiya @justforfun, I tried to modify the frame rate in S3D's anim tab, but no avail there, Do you know how to deal with it, Thank you!!*:blush:

    Yours,

    -- Raymond

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    What is impossible with men is possible with God…!

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    I tweaked it a bit.*:D Simtropolis_SpotLight.zip, (In park menu) Appreciate any help on testing, Looking forward your new thoughts.*:thumb:

    I was thinking a while about Lua script, it maybe possible to modify the groups and frames of Anim tab in Batch, Yes, the Reader may don't know the logic but I do, I will try to write one which can save a lot of manual works. @CorinaMarie *:8)

    Spoiler

    S3D Group

       s3d = s3d_Decode(entry)   

          Decode the entry to fill the s3d struct   

       s3d_Encode(entry,s3d)   

          Encode s3d values and fill the entry

       s3d_Release(s3d)

          Release a s3d (if modification has to be canceled)

       count = s3d_Count(s3d, block_id)

          Get the number of element depending on block ID

          Block ID can be :

           1 : vertices

           2 : indexes

           3 : primitives

           4 : material

           5 : animation

       block = s3d_GetBlock(s3d, block_id, index)

          Get the data block adressed by index

       s3d_SetBlock(s3d, block_id, index, block)

          Set the data block

       s3d_ReleaseBlock(block_id, block)

          Release the data block (if modification has to be canceled)

       

    block 4      

       flags, alphafunc, depthfunc,srcBlendFactor,dstBlendFactor,alphaThreshold = s3dmat_GetInfo(block)

          Get information about material block

          flags values :

                0x0001 - enable alpha test

                    0x0002 - enable depth test

                    0x0008 - enable backface culling

                    0x0010 - enable framebuffer blending

                    0x0020 - enable texturing

                    0x0040 - enable depth writes (unused - currently set by code)

                    0x0080 - enable color writes (unused - currently forced on)

            alpha func, depthfunc :

                  0 - never

                1 - less than

                    2 - equal

                    3 - less than or equal

                    4 - greater

                    5 - not equal

                    6 - greater than or equal

                    7 - always

          srcBlendFactor,dstBlendFactor

                0 - zero

                    1 - one

                    2 - source color (destination factor only)

                    3 - one minus source color (destination factor only)

                    4 - source alpha

                    5 - one minus source alpha

                    8 - destination color (source factor only)

                    9 - one minus destination color (source factor only)      

       s3dmat_SetInfo(block,flags, alphafunc, depthfunc,srcBlendFactor, dstBlendFactor,alphaThreshold)

          Set information about material block

          

       pos = s3dtext_GetHeadPosition(block)

          Get the position of the head element of the texture list

       s3dtext, pos = s3dtext_GetNext(block,pos)

          Get the list element identified by pos, then sets pos to the POSITION value of the next entry in the list

       s3dtext = s3dtext_Add(block)

          Add a new texture

       s3dtext_Del(block,pos)

          Delete a texture

       id, wrapModeS, wrapModeT,magFilter, minFilter,name = s3dtext_GetInfo(s3dtext)

          Get information about texture

             wrapModeS,wrapModeT : Texture addressing mode for S (U)/ T (V) texture axis

                2 - clamp

                3 - repeat

             magFilter : Texture magnification filter hint 

                0 - nearest

                1 - bilinear

             minFilter : Texture minification filter hint 

                0 - nearest, no mipmapping

                1 - bilinear, no mipmapping

                2 - nearest mipmap nearest

                3 - linear mipmap nearest (bilinear with mipmapping)

                4 - nearest mipmap linear

                5 - linear mipmap linear (trilinear)

             name : Null-terminated name of texture               

       s3dtext_SetInfo(s3dtext, id, wrapModeS, wrapModeT,magFilter, minFilter,name)

          Set information about texture   

          

    block 1      

       pos = s3dvert_GetHeadPosition(block)

          Get the position of the head element of the vertices list

       s3dvert, pos = s3dvert_GetNext(block,pos)      

          Get the list element identified by pos, then sets pos to the POSITION value of the next entry in the list

       s3dvert = s3dvert_Add(block)

          Add a new vertex

       s3dvert_Del(block,pos)

          Delete a vertex

       vertex_format = s3dvert_GetFormat(block)

          Get the format of the vertex

       s3dvert_SetFormat(block, vertex_format)

          Set the format of the vertex

       x,y,z = s3dvert_GetInfoPos(s3dvert)

          Get the world position

       s3dvert_SetInfoPos(s3dvert, x,y,z)

          Set the world position

       b,g,r,a = s3dvert_GetInfoColor(s3dvert)

          Get the diffuse color

       s3dvert_SetInfoColor(s3dvert, b,g,r,a)

          Set the diffuse color

       u0,v0,u1,v1 = s3dvert_GetInfoCoord(s3dvert)

          Get the first/second texture coordinate

       s3dvert_SetInfoCoord(s3dvert, u0,v0,u1,v1)

          Set the first/second texture coordinate

          

    block 3      

       pos = s3dprim_GetHeadPosition(block)

          Get the position of the head element of the primitives list

       s3dprim, pos = s3dprim_GetNext(block,pos)

          Get the list element identified by pos, then sets pos to the POSITION value of the next entry in the list

       s3dprim = s3dprim_Add(block)

          Add a new primitive

       s3dprim_Del(block,pos)

          Delete a primitive

       type, first, count = s3dprim_GetInfo(s3dprim)

          Get information about primitive

          type

             0- triangles

             1- triangle strip

             2 - triangle fan

             6 - quads

             7 - quad strips

          first : first vertex used by primitive

          count : Number of vertices used by primitive        

       s3dprim_SetInfo(s3dprim, type, first, count)

          Set information about primitive

     

    block 2      

       pos = s3didx_GetHeadPosition(block)

          Get the position of the head element of the indexes list

       s3didx, pos = s3didx_GetNext(block,pos)

          Get the list element identified by pos, then sets pos to the POSITION value of the next entry in the list

       s3didx = s3didx_Add(block)

          Add a new index

       s3didx_Del(block,pos)

          Delete an index

       t1,t2,t3 = s3didx_GetInfo(block,s3didx)

          Get information about index

       s3didx_SetInfo(block, s3didx, t1, t2, t3)

          Set information about index

       

    block 5   

       frameCount,frameRate,animMode,displacement = s3danim_GetInfo(block)

          Get information about anim

          animMode

              0 - ping pong

              1 - one -shot

              2 - loop 

       s3danim_SetInfo(block, frameCount,frameRate,animMode,displacement)   

          Set information about anim

       pos = s3dmesh_GetHeadPosition(block)

          Get the position of the head element of the meshes list

       s3dmesh, pos = s3dmesh_GetNext(block,pos)

          Get the list element identified by pos, then sets pos to the POSITION value of the next entry in the list

       s3dmesh = s3dmesh_Add(block)

          Add a new mesh

       s3dmesh_Del(block,pos)

          Delete a mesh

          

       pos = s3dfrm_GetHeadPosition(s3dmesh)

          Get the position of the head element of the frames list

       s3dfrm, pos = s3dfrm_GetNext(s3dmesh,pos)

          Get the list element identified by pos, then sets pos to the POSITION value of the next entry in the list

       s3dfrm = s3dfrm_Add(block)

          Add a new frame

        s3dfrm_Del(block,pos)

          Delete a frame

        vertBlock,indexBlock,primBlock,materialBlock = s3dfrm_GetInfo(s3dfrm)

          Get information about frame

        s3dfrm_SetInfo(s3dfrm, vertBlock,indexBlock,primBlock,materialBlock)

          Set information about frame

     

    • Like 5

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

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    1 hour ago, Raymond7cn said:

    I was thinking a while about Lua script, it maybe possible to modify the groups and frames of Anim tab in Batch, Yes, the Reader may don't know the logic but I do, I will try to write one which can save a lot of manual works. @CorinaMarie *:8)

    CB and I did do a lot of coding with the easier part of Building Exemplars with Reader 1.5.4's Lua Scripting. There are a couple of bugs within Reader's integration of the Lua. We did have some ideas for possible workarounds, but then got sidetracked with some other major project. There is just enough similar problems with the S3D implementation of the Lua in Reader to suggest it would also need the same tricks to possibly get it to work.

    If we knew enough to compile from the source code of Reader 1.5.4, it seems like fixing those wee little bugs might not be overly difficult. I've never tried that and I don't even know exactly where to start or if the language itself is available to the public.

    • Like 1
    • Thanks 2

    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.

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    5 hours ago, Raymond7cn said:

    Appreciate any help on testing, Looking forward your new thoughts

    DUDE, your rotating Simtropolis spotlight sign is AMAZING. I love it, it's so cool.

    Colors are great and the size is also. The one thing I believe could help is to lessen the transparence. Ground objects show through a little to much, to me. I think it takes away from the visibility some. Maybe even/or brighten it up some.

    AmazingWork.jpg.d32d0a72ecfdba121c8cbddb2ba6f646.jpg

    And the spotlight trailer is pretty cool also. Did you make that as well?

    I noticed when the sign was going over a airport is when I saw the boarder of the sign take over ground graphics. (See airplane in picture.) Not an issue for me, just thought I would mention it. Sill it's kick a**! *:ohyes:

     60b14fcda4169_AmazingWork2.jpg.65dead31b6f5f81fc2f65aa6acac853c.jpg

    • Like 4
    • Thanks 1

    Kloudkicker
    Life's cold and I'm chillin
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