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Everything posted by ardecila
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Version 1.0
7,926 Downloads
Hereis my latest modd - using rivitoz' High-Detail Herringbone BrickTextures and some of trolca's brick textures, I made this modd. It has 4 DAT files in it, one for each wealth level. It willoverwrite nearly all the street tiles of a particular wealth level withbrick. This modd cannot be used together with trolca's modd, so be warned. -
Tutorial: Converting Microsoft Flight Simulator aircraft into props
ardecila replied to ardecila's topic in SC4 BAT & Lot Workshop
Date: 7/5/2005 2:32:30 PM Author: dzignguy -
can someone make a prop?
ardecila replied to prince_of_sims's topic in SC4 Modding - Open Discussion
The XML does nothing, really. It's just used by the Plugin Manager, so that it doesn't have to process each exemplar, which takes time. -
can someone make a prop?
ardecila replied to prince_of_sims's topic in SC4 Modding - Open Discussion
No; smoncrie is talking about modifying the actual 3d-models generated by the Reader, not the Lot. You can create a seperate prop that uses a different model, that is pre-rotated. For some models, there will be distortion. it depends upon the nature of the model represented by the BAT model. Obviously, the Power-plant fence prop is very nearly a plane object, so it will have minimal distortion. Something like the California Plaza, though, would have a great deal of distortion when changed in this manner. -
can someone make a prop?
ardecila replied to prince_of_sims's topic in SC4 Modding - Open Discussion
No; smoncrie is talking about modifying the actual 3d-models themselves, not the Lot. You can create a seperate prop that uses a different model, that is pre-rotated. -
can someone make a prop?
ardecila replied to prince_of_sims's topic in SC4 Modding - Open Discussion
Well, I can't help you with the BAT. However, to rotate things in LE, use the Page-Up and Page-Down tools. Also, you can flip textures using the F key, and duplicate using the D key. Oh, nvm - Reader. The third rep of the LotConfigLotObject property specifies rotation. 0 = North, 1 = East, 2 = South, 3 = West. If you put an 8 in the first place of the 3rd rep, it flips the object. Example: 0x80000002 Don't forget to reindex the LotConfig.... -
Tutorial: Converting Microsoft Flight Simulator aircraft into props
ardecila replied to ardecila's topic in SC4 BAT & Lot Workshop
Oh, BTW - I'm looking forward to seeing the Lockheed Constellation in SC4! That really is a beautiful aircraft. Please contact me if you have any technical questions about setting up a prop, or even making a UDI. The BAT is meant for making buildings and props. If you want to make UDI models, you must go under the hood of SC4, so to speak, using a modding program such as DatGen or iLive Reader. The funny thing is, I often use Microsoft's scenery textures when I model a building. I never use them in the finished product, but they work great as an overall guide ot the modelling! -
Tutorial: Converting Microsoft Flight Simulator aircraft into props
ardecila replied to ardecila's topic in SC4 BAT & Lot Workshop
Date: 7/4/2005 6:49:31 PM Author: dzignguy Hi, I am new to Sim City but have been working in Flight Simulator for awhile and am a developer that has a current FS9 (Century of Flight) model that I created in MAX/GMAX. That aircraft is the FSDZigns L-049a Constellation. I would particularly like to see many of the high resolution features that Sim City displays, on the ground, be available in FS.... However I would probably be just as happy to have an avenue in SC4 to do what we do in FS. In any case I think that soon both simulation technologies will come together and we will all be playing in the same virtual sand box......:-) Sim City will have the L-049a Constellation soon as I am working on its conversion now.. I have a litte bit of a learning curve to go before I'm porficient in this format..... Now, having said this, I would like to say that most if not all of those 'MDL' files are copyrighted. Mine certainly are and I will defend that right if it is infringed..... I consider any decompiling or converting to 'DXF' formt, of the model, as not 'COOL.' At least NOT without the permission of the original author.... I intend to start developing for Sim City also and will not tread on others work without permission or following porper protocol..... I would suggest that anyone reading this thread, along with anyone interested in having good, well developed aircraft come into SC4, .... do the same and consider this issue. I dont mean this reply to be harsh but just a friendly reminder that there are many other 'legal' things involved in such a conversion..... However, the courteous things are just as important....IMHO There are other ways of getting good aircraft models into SC4 and some would be sanctioned by the FS authors and developers. So, When in doubt, I would say that you should ask first!!!! Who knows, you might be surprised.......... Nuf said on this issue...... Best Regards, Johnquote> First of all, welcome to Simtropolis! --Copyright Issues-- The MDL files are indeed copyrighted - which is part of the reason I haven't distributed my props/U-Drive-It aircraft to the general public. I have emailed several of the people whose models I used; some have granted me permission, others not. For instance - I have converted quite a few models originally made by the MSFS designer Shigeru Tanaka. However, I can never release that SC4 content, because Mr. Tanaka expressly forbids distribution of his copyrighted works. However, as far as I know, it is perfectly legal and fair to take an MDL which you download, and import it into SC4 for personal use, as long as you do not distribute it. Also, a great deal of 3DS and DXF models are available in the public domain, which means I can spread them all over the internet if I want to, and no one can stop me. I highly suggest that someone search for one of these models before trying the above method. PS - the B-1B shown above was obtained from a public-domain model and textured by me; it's just as much mine as it is anyone else's. One more thing - the MDL2DXF tool is not compatible with any MDLs created in GMAX, because it does not have the programming to understand such models. But, the newer, more detailed, higher-quality aircraft are now made with GMAX. So I and everyone else are limited to the older, less-detailed aircraft. Of course, those aircraft are STILL the copyrighted works of the creator, of course... --SC4->MSFS?-- Nearly all of the buildings, both in the game and available on the internet, have been produced using the BAT, which uses an irreversible conversion process. SimCity 4 has 5 camera zoom levels and 4 camera rotations. The BAT renders 20 views (5x4) of the model in question, then applies each one to a seperate box for each zoom/rotation combo. Since the buildings and props in SC4 are just made of rendered pictures with an alpha channel, overlayed, they really cannot be ported to MSFS, which requires a 3d model. However, many people enjoy MSFS; I'm sure at least several BATters here would be willing to donate their models to be put into MSFS. masher: I'm not too clear on isometric games like Starcraft and AOE, but I believe they use sprites for ships, vehicles, and other craft. Sprites are bitmap animations (little movies) that contain 4 or 8 different rotations of the same animation, not true 3d data. If you want to import things from those games, you'd have to use a completely different method of importing. If the game is a full-3d game, and a program exists to convert its models into a common 3d file format, than its models can be placed into SC4. -
When was the last time you updated the BAT?
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Replacing the 3d models should be very easy. However, it must use full-3d models, which cannot be created through the BAT exporter. If you want, I can show you how to import the gmax models into Reader as S3D files. There are only about 40 different El-Rail models; it shouldn't be that hard to replace them, versus thousands of road textures.
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Yes, congrats to jeronij! His CJ is the best, although it is difficult to follow unless you have 24 hours to devote to the forums. His updates are daily at the least, and usually more than one per day. Also, MrBisonm! Great, useful BATs and an interesting CJ! Nice job!
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Use the Sunken lot in the Hole-Digging Lots set, on the STEX. That should get you to the right height of slope so it stays flat.
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Yes, and it would have all those features. I think the NAM has done a great job, showing perfectly how, with careful management, a shared modding resource (the RULs) can be used and enjoyed by all. Tropod reviews all RUL additions and checks them before they enter then NAM, and any files released before that are use-at-your-own risk. Also, features could be built into the plugin that inhibit editing of the original Maxis EffDir. Of course, it would then need to have some sort of Add to Patch feature for individual effects; the best way to create a new effect is to start from an existing one, in most cases. Any effects that need to modify the core EffDir will pass through a review process, before they are allowed to enter an Effects Essentials file, which contains a replacement for the core file. ---------------------------- And, on the bigger issue at hand here - I think EffDir stuff should be moddable by the average user. To learn what I know now, I had to comb through old Discovery threads with a whole bunch of outdated information and a small bit of accurate information, which was contained in attachments that were subsequently deleted. That is unacceptable to me. If anyone is willing to learn how to modd the EffDir properly, they should be able to do so freely. ------------------------------ Sorry for the long-winded post, but I feel that there are more problems that need addressing, than simply the feasibility of an editor.
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Well, we already have an interchange for such an intersection as frimi2 posted. If that is done with a texture, could a slip lane be included using the unused half-tiles between the two diagonal legs?
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J_McSim - Instead of simply BATting the lines of the field, why not BAT the entire field, grass and all? Your problem is due to the fact that you tried to simply BAT the lines. You can use a custom LOD to place props, like animated players, on the field. Then, you can tweak the lot settings so it flattens the land beneath it, avoiding any issues with the terrain.
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Kefka - is there any chance you could send me the model for the 1x2 version? I had the perfect spot for it, as it almost perfectly resembles a building in Chicago along the Magnificent Mile. Don't get me wrong, I love the new one too, and will use it, but I'd appreciate it if you would send me the older version. I'll be happy to make my own lot and everything - I just need the SC4Model. BTW, nice job on the diagonal building! Beautiful! The only concern I have with it is the shading on the columns near the top. Is there a Smoothing-Group error there, or am I just misinterpreting?
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Date: 6/24/2005 8:31:52 PM Author:DarkMatter Equinox and Ardecila have already been poking their noses into DatGen, learning some of the basics. They make up the start of a new SC4 modding effort, one which I hope to expand. quote> Hey, that's me! Seriously, people, we should get more people back into modding. 80% of the Modd Squad haven't even posted here in 2005. Anyone up for a new Modd Squad II? Regarding new avenues of custom-content - yes, that is possible. I've pioneered one of them - namely, UDI creation. The most complex of these is probably the Effects Directory, which tells the game how to make everything from fireworks to jet fighter missiles to boat wakes. With some more decoding, we could finally crack the whole animated-bitmap thing, and make new animations. Lastly, and this might be a long-term goal - making a program/plugin to modd the actual cities themselves. There are so many unmodded files in there, it's alomst sad. This could fix corrupted cities, and even tweak things like terrain and water color on a city-by-city basis, rather than a global approach.
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Poole, Diamond and Associates BAT Showcase
ardecila replied to geoff_diamond's topic in SC4 BAT & Lot Workshop
GD - at the time I posted that, I didn't know you were an Arch. student. Everyone else - I ran into another problem with Santa Fe. Apparently, I need to modify my export plugin, which is like modifying your home electrical system - dangerous unless you know what to hook into. Fortunately, I've gotten in touch with the guy that wrote it, so he should be able to help me.
