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Trigger_tre

I need to delete base texture properly....

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Posted:
Last Online: A long, long time ago... 
 

Okay I have a 2x1 lot that only occupies a 1x1 tile. Because of this I am able to have one end of the lot show the correct ground textures beneath it. However, the other end has a base texture which occasionally does not match-up to the underlying ground texture.

I would like both ends of my lot to look like this when certain network mods are used ingame.....For some reason my images are broken so I had to create a link......
http://img96.imageshack.us/my.php?image=tunnel50ha.png

I found a post by Swamper77 but his picture links are broken so I could not follow what to do.

I am confident in using Ilive and changing/altering any properties and/or values.

Here is what I need....

1.) The properties in either the LOT exemplar or the BUILDING exemplar that needs to be modified.
2.) The HEX value I should enter to achieve a non-existing base texture.

I know about the dumb building file on the STEX however I have heard of bugs/issues with it. Also I have added custom Images and sound and I am affraid LOTEditor will override the work I have done with the crappy pics it uses.

thanks in advance, and yes I searched before posting,

-trigger

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Posted:
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Trigger,

Sorry about my images missing. They were probably hosted on a SimCity fansite server, which no longer exists. I have found a tutorial over at Pegasus' website in his Simposium: http://www.jphayden.com/pegprod/forums/cms_view_article.php?aid=10 . His tutorial goes step-by-step and is rather through.

-Swamper77

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Thank you swamper77 for your prompt response,

    I will check the link a.s.a.p. Oddly enough I am experiencing the same problem with pics and I use imageshack all the time. however tonight they are all broken so I have had to link my images. I also have another question though which might be answered in your link....I attempted to find the base texture I used without success. Is it possible that it is an overlay texture that is causing this problem. Again I havent check the link yet so I might answer my own question. Here is a pic of my lot when I turn the ends around and the textures are on top of the underlying road.

    OMG again my pics are broken when I preview them. Here is another link to the picture.

    http://img89.imageshack.us/my.php?image=inlandempirejun14211382509956b.png

    thanks Swamper77,

    -trigger

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Okay followed the link,

    It worked to a point. When I tested ingame it removed the base texture completely44.gif so the underlying ground (grass) could be seen. However when I connected a road through it the grass now shows on top of the road. here is a pic... I mean link.

    http://img26.imageshack.us/my.php?image=inlandempiremar54211382527115z.png

    I not sure why this is I will continue testing..

    -trigger

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    Posted:
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    Trigger,

    Networks will not show through a transit-enabled lot that has no textures. They also will not change their appearance when placed onto special network textures (ie turn lanes). The cars will still follow the paths because the game's RULs override the transit-enabled tile connections of the lot. It's rather complicated to explain and I'm still learning how the game's RULs for networks work15.gif

    If you want particular textures to appear on your lot, you will have to make custom overlay textures. SC4Tool is capable of extracting and creating textures. There is a link for it on the home page and in the Lot Editor Forum, where the program has its own thread. The alternative is to make a prop of the roadway you want to appear on your lot. Props of roadways aren't affected by texture changes of the networks they represent.

    -Swamper77

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    thank you for your help Swamper77,

    I was really wanting this 1st lot to be able handing different ROAD types like since there are so many road addons like.....
    1.)Normal maxi ROAD
    2.)Modified ROADs with turning lanes
    3.)Modified ROAD crossings (zebra crossing)
    ...I was wanting a more flawless transition.

    I think my easiest solution is to recreate this in BAT and extend it to be a 3x1 lot but have it only occupy a 1x1 tile and have that tile in the middle of the BAT. This should allow me not to need base textures at all on the outer tiles.

    thank you very much Swamper77,

    -trigger

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