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Everything posted by ardecila
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- 110 Comments
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- ndex
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Date: 5/28/2005 1:37:50 PM Author: aleking sorry, can't find a pic a but a large land freight facility such as the huge UPS facility in hodgkins (outside chicago) would be cool. make it transit enabled for rail and road. just an idea, and i haven't heard of any such large buildings. ok here is a pictue but it is real bad >what do you guys think? this place is massive! AKquote> I actually considered BATting that a while ago. I decided to just make a lot, sticking the Maxis industrial buildings together. AFAIK, it's too big for a single lot.
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Region - Arudekiyo. (This is ardecila rendered in Japanese syllables). Type - Father Knows Best State
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Automata and BATs by Mikeseith
ardecila replied to mikeseith's topic in SC4 Modding - Open Discussion
If you want to comment, please do so in my personal thread. This thread belongs to mikeseith. I only posted it here to show that it had already been done. -
Automata and BATs by Mikeseith
ardecila replied to mikeseith's topic in SC4 Modding - Open Discussion
Date: 5/26/2005 4:30:09 PM Author: mikeseith post office spawning postal vehicles quote> Let me see... I stil gotta debug that LUA. Then I'll see if I can get some NDEXers to BAT some cool Post Offices for this. The neat thing about this is that you can replace the S3D modular-wise, so you could make addons for UK, Canadian, Aussie, and German postal vehicles (biggest SC4 markets). BTW - do any of you know how to make shadows appear correctly? I tried to add one to the Post Wagon, but it just gave me the multi-colored texture on the shadow plane. -
OK. I would turn framebuffer blending off, since it uses quite a bit of memory, but it's your funeral.
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I'd be happy to test them for you, Rickk. I'd appreciate it if you would PM me with your IM screenname (AIM or MSN) so we could talk quickly if needed.
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Do you just exist to ask these questions, EAGCE? (I checked the Desperate Housewives thread to make sure mine wasn't redundant). Basic Synopsis - A group of about 45 individuals is stranded on a large tropical island after a plane crash. They all have a lot of complications in their life that the crash totally sabotages. They learn to become more open with each other as each individual's story comes out, all the while trying to survive on this island and learn why they are there and how to get off.
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For the black background - you must turn alpha check on in the S3D Mat tab. As for the arrow - Path files are your specialty, man. I can't help you there. I can barely write one myself.
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Date: 5/22/2005 7:51:07 PM Author: Cjah Oh and I forget,but someone said they were working on Wrigley....I wish i knew who....quote> That would be me. I resolved to have it done for an Opening Day release. As it looks now, that might actually happen. Not sure which Opening Day, though. No, seriously, I'm trying to do it. As far as modelling goes, it's quite a challenge, since it has so many different decks that the seating intersects at odd angles and such. I do have a massing model done, though.
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- 37 Comments
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Is that a puzzle piece where the path/s3d goes off the tile? I had that idea a while back, but couldn't implement it properly. Congratulations for pulling it off!
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How would I get a bus into the game?
ardecila replied to Shadow Assassin's topic in SC4 Modding - Open Discussion
Could you elaborate on your problem? Reader has a bug in which it doesn't load S3D textures sometimes, especially if they're not in the same DAT file as the S3D. That could explain your white box problem. Don't worry, the game will load them fine. The original bus model IS a box, BTW. It uses an alpha channel to simulate wheels. Only a few of us - 3 or 4 at the most - know how to make automata. I'm sorry I missed this thread, tho. -
I've made several automata with multiple groups. Otherwise, I'd have horrible-looking textures (since the ships are so large). They don't crash the game... Well, actually, they do, but only when used in combination, and that's an LUA problem... To change the sound, you must change the property Sound Bank ID. Go into Reader and load SimCity_1.dat, then use the Vehicule category of the Exemplar Analyzer to find the exemplar of the desired automata. Copy it's Sound Bank ID and paste it back into the Sound Bank ID of the new automata. BTW - I made a spreadsheet that contains technical info on all the in-game UDI-able automata. Do either of you want a copy?
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Or, you could just learn the format of the LotConfigLotObject properties. The 3rd rep is rotation/flip, 0-3. GoaSkin: I did some research on the Gleisdreieck. I had a much more complex idea of what it actually does. In English, we call such an interchange a wye, ironically. Can't you just drag one with regular rail, or do you want an elevated one?
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*Contest: Have your favourite Boozer BATted!*
ardecila replied to hogmeister's topic in SC4 BAT & Lot Workshop
I'd like to request the Green Door Tavern: One of the few wooden buildings built in Chicago after the Great Chicago Fire of 1871. -
Rick - Yes, the skinning interface is rather like the UVW Unwrap, albeit without rotate or scale tools. I use iLive Reader to import my 3ds models, which preserves the UV data. That way, I have access to the much-more powerful UV tools in Max. As for the sounds - technically, it should be possible to change them. In reality, however, it's much more difficult. The reason why is because, while the sounds themselves are stored in editable XA files (which are like WAVs), they are linked to automata through an ABK file. They are referred to as AB files in the Reader. No one has yet deciphered these ABK files yet, so we can't really do anything in terms of automata sounds. Fortunately, the game has a rudimentary set of AB sound libraries that aproximate mose types of vehicles. One thing, though - I've never tried modding it, but the property SFX: Occupant Instance refers directly to an XA sound file from the exemplar. With this, you could probably change the baseline rumble of the engine.
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Trying to render a region, but nothing happens.
ardecila replied to zachary's topic in Mapping Community Room
In the map-producing procedure, the program MicroDEM serves to convert the satellite image into a height map. I dunno if you need the additional DEM files for this or not, though. -
Well, I use a property called Automata Display Name in all my exemplars. I believe it only affects MySim vehicles.
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Which property/ies allow to plop god mode trees in a lot
ardecila replied to jeronij's topic in SC4 Modding - Open Discussion
jeronij - The blue square you see in the Lot Editor for a prop is the prop's Occupant Size. You can't plop trees inside an Occupant Square. However, you can change the size of the occupant square for a prop. Go into iLive Reader to the prop's SC4Desc file. Change the Occupant Size in the Exemplar to 1,1,1. That way, the Occupant Square will be much smaller and you can plop trees near a prop. Marrast had the same problem with his Diagonal Rail Station. I helped him fix it. BTW - I've also discovered something interesting. The Occupant Size property also controls the size of the box that appears when you have a missing SC4Model file. -
That particular problem is a real $%&^!. I run into it quite a few times. I've never found a good way to fix it, so I just put an Edit Mesh modifier on and move the End Cap onto the Begin Cap, and then move it out. So you move the end cap in an L shape.
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Could someone make some more land colors?
ardecila replied to Rymac91's topic in SC4 Modding - Open Discussion
I'd like the yellow terrain and the light-green one on the bottom. The yellow one looks like it could be a good Sahara terrain. -
Nice to finally see another driver on the automata circuit! Mike's more automotive-oriented, and I'm more boat/plane oriented. What kind of automata are you interested in making? Anyways, there's a reason that I prefer to use FiSHMan for FSHs. It's a bit unintuitive, but once you get used to it, it's pretty quick to whip up an FSH, or extract a JPG from an FSH. It's not available for download anymore, but if you want it, I could email it to you.
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Thx, Teirusu.... and thanks again! Wait a minute! Teirusu?? I thought you were MIA! I guess you sig speaks for itself. GoaSkin - regarding the Y-Stack for railroads. Have you ever seen something similar in real life? Do you have any pictures? I'm finding it quite difficult to imagine trains navigating the same interchange that autos would. I actually modelled the Avenue Y-Stack, so I could change the texture quite easily.
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First off, I'm also working on some stuff. I've seen many requests for these. Additional Pieces for the El-Rail over Road. I managed to fit some reasonably-sized interchanges onto only road tiles, so they don't take up any outside tiles! These still need to be skinned and pathed. Catenary Overhead Wire for rail! I'm working with t7t on this one. Right now, it's a perfectly functional puzzle piece, except that trains can't go through it. It is fully pathed and modelled, though. GoaSkin - in the Modding Section, there's a modd that removes those arrows. Maxis hardcoded the game to place special FSH images containing arrows onto all network items whose parent is OneWayRoad. The modd simply changes the alpha channels so the image doesn't show up. smoncrie - Your NAM Cosmetic Modd looks very good, but IMO you should use a BAT-generated model for the supports. BTW - how do you configure a type-21 so it puts its props on EVERY tile of the given SC4Path value (i.e. 1-tile pattern)? EDIT: 1,000th post!
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