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Everything posted by dolsson
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I was very happy to find the thread, even though it was inactive, because it so closely addresses the kind of work I've been doing recently. And I chose to revive it, rather than start a new thread, because I hope to continue the discussion of a "Marina Project," and I thought that having the context of the earlier discussion would be helpful. At the moment, I am working on boat props. The discussion above got me thinking about using the lathe tool, but I am having trouble figuring out how to do it properly. I can get a 180 or 360 degree mesh, but I can't get from there to a useful editable poly. I'd appreciate any suggestions. I've also played around with this shipyard tutorial but it really hasn't gotten me where I want to go; it might have if I had some cross-sectional drawings, but I don't. I'm surprised there isn't more information out there about modeling boats/boat hulls in gmax. D
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I was very happy to find the thread, even though it was inactive, because it so closely addresses the kind of work I've been doing recently. And I chose to revive it, rather than start a new thread, because I hope to continue the discussion of a "Marina Project," and I thought that having the context of the earlier discussion would be helpful. At the moment, I am working on boat props. The discussion above got me thinking about using the lathe tool, but I am having trouble figuring out how to do it properly. I can get a 180 or 360 degree mesh, but I can't get from there to a useful editable poly. I'd appreciate any suggestions. I've also played around with this shipyard tutorial but it really hasn't gotten me where I want to go; it might have if I had some cross-sectional drawings, but I don't. I'm surprised there isn't more information out there about modeling boats/boat hulls in gmax. D
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I don't know how I missed this thread. I've been working on a marina project for some time. I have currently given up on placing a marina onto game water and instead am working on a marina add-on for SG's canal pieces. Something similar to the pick below. I have the first couple of lots done except for boats. I, too, am looking for gmax/BAT boats. I guess there are no default boat props that come with the game? I'm pretty bad at gmax, but maybe I'll use the tips in this thread to try to model some of my own. I have some in Sketchup format, but they don't convert well to gmax/BAT. So, did the project featured in this thread just disappear? I'm very curious about someone else's success with a more realistic marina using in-game water. D
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Jeronij Ploppable Water: https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=172 Jeronij: I can't follow the link to your Grand Canyon CJ, even though I'm logged in at SC4Devotion, all I get is the Joomla splash screen....
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At SC4devotion I've been reading about a curved road project--I believe that curved roads would revolutionize the look of SC4 and it's something I've dreamed about for years. I hear that they will be part of an updated NAM, due out soon. Does anyone have more information on that? I tried a forum search but did not discover anything. I have been away from SC4 for a while because I have been so busy with work, but curved roads would probably bring me back. Regards, David
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As usual, I think this must have been asked a hundred times, but I've searched and searched and cannot find the answer. How do I install textures so that Lot Editor can find them? I've DL'd two texture packs from the STEX--both BSC--and they have their own installer, but the textures do not show up in Lot Editor. The have installed DAT files in my docs/plugins/ directory; isn't that what they should do? My goal is this: I am modifying a SG canal lot and need to have access to the textures from that lot. The lot came with jpegs, so maybe I should be using those? But I figured the textures were probably in one of the BSC texture packs and I thought it'd be easy to use them with the self-install feature. But my Lot Editor is showing only the original, limited number, default textures. Sorry if I've duplicated other threads, but I really did search first (a lot). Thanks, D
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Sorry my posts are not clear, Sam, I'm sure it's because I'm not real clear on what I'm doing. I've edited my original post to include a link to the canal model. I need to have a similar, but larger lot. So I was thinking about growing it using LotEditor. In doing so, I would need textures similar to those in the model, so I was looking for those in the BSC texture packs. I still don't know what went wrong in installing those packs. I moved them to the root plugins folder, but unless there are many fewer than I expected, I still don't have them (maybe a have some new overlay textures, but not very many and no base textures). I realize now that what I need to do is enlarge the model in BAT/gmax. I'm a bit worried about doing that, as the LODs are set in a particular way, but I'm researching that elsewhere. So I'm probably going to give up on my problem with the textures for now. At some point I'll probably try to install some other texture pack to see if that installs okay. It'd be good if I could find something really distinctive so I can immediately tell that it's an addition to the default textures. I thought that the BSC pack would have some water textures or something that I would immediately recognize as a new addition.
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Sam, Thanks for your input. The canal model came with jpegs but, because I understood that I'd have to modify them to use them as textures, I thought the texture pack would be an easier way to go. The packs I DLd are: BSC Textures SG Vol 01, which unpacked in C:\Documents and Settings\Mr. Admin\My Documents\SimCity 4\Plugins\BSC\BSCTextures and BSC Textures SG Vol 03, which unpacked in C:\Documents and Settings\Mr. Admin\My Documents\SimCity 4\Plugins\BSC\BSCTextures\SimGoober My directory structure is a typical one. Thanks again.
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Man, I am really excited about this. I guess I'll while away the time by returning to another interest, a truly realistic marina. I know next to nothing about creating custom content, but I'm back on the trail.... I'll keep my eyes peeled for the release of those curved road pieces. All I've seen in development are rural pics, but I think the potential for use in urban areas is terrific.
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PEG CDK3 Vandy Shipping Company
dolsson commented on Pegasus's file in CDK - Coastal Development Kit
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I did get some advice from PEG's site. Most of it missed the mark, but someone did inspire me... One member suggested that the NAM could be making things difficult. Maybe that's why my avenue connection was troublesome. I solved it by running a road perpendicular to my ferry terminal before connecting the avenue. Now I have over 7,000 cars using the ferry. The intersection of the road and avenue right in front of the terminal is a congestion problem, but things are definitely better than when I had the default terminal.
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I was very happy to find PEG's Ferry Terminal, because I should be able to run an avenue straight to it (and it's so pretty, too). But I am having trouble connecting the avenue. Apparently, it can be done, but I can't make it work. I can get service from the ferry; it'll pick up pedestrians, but no one is arriving at the terminal by car or bus. I think there's a something about the WAY that I connect the avenue to the terminal. Can anyone give me any tips? PEG gives the following cryptic advice: "Due to an oddity of transit enabled lots using avenues, you may notice that vehicle automata is making u-turns in the first set of tiles and not following the roadways in the lot. If this happens, select the avenue tool and drag an avenue from the tiles in front of the lot into the 2nd row of tiles. This seems to correct whatever transit-enabled weirdness is caused by the avenues. " (http://www.jphayden.com/pegprod/forums/viewtopic.php?t=1483&sid=b82793062f2f4365cd0bc6792a153a1f) I haven't been able to figure out what that means. Anyone else? The pic displayed below my sig shows the situation, with pedestrians using the ferry in small numbers. In the meantime, I've lost 6,500 cars and the population of my city quickly drops from 52,000 to 39,000. Help! I'm going to have to go back to the default terminal for now, and suffer with the traffic congestion.
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INFO: Map Installation Instructions
dolsson replied to bigstunna06's topic in Mapping Community Room
Date: 12/3/2005 1:37:51 PM Author: tungston EDIT: I just finished the render, and it came out just as it should. You may need to do the download again. It is a big region, so if you don't have a lot of memory, or a slow computer it can sometimes quit before it finishes.quote> Tungston, Thanks so much for the quick and helpful response. I think of my laptop as sort of middle-of-the-road, power-wise, but this did seem like maybe a resource problem. So, I shut down other programs, including my wireless network and my anti-virus, shut down as many background processes as I was comfortable with, and ran the render again. This time, it rendered just fine. -
INFO: Map Installation Instructions
dolsson replied to bigstunna06's topic in Mapping Community Room
I really, really tried to find an existing post on this, both on and off Simtropolis, but found nothing. Please help: I DL'd the Macedon map: https://www.simtropolis.com/stex/index.cfm?mode=files&filetype=Map&Str=macedon When I try to render it, a portion of the map renders correctly, but the rest remains flat, as it was pre-render. Any idea why? The jpg seems okay (I imagine none of it would render if it was the wrong format). I'll attach the jpg so you can look for yourself. I assume the problem would not be with the config, but I'm not certain. BTW, I don't know if I'd have a similar problem with other DL'd maps, because I haven't tried any. Also, I don't think I have any mods causing the problem. I have only a few mods and I think they are unrelated: PEG water mod, Urban Housing, Network Addon, Equinox Query Upgrade. Thanks for any help, David KEYWORDS: download map problem trouble install render part -
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