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Everything posted by ardecila
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hkabat-forum-threads Massively Gigantic Japanese BAT Gallery
ardecila replied to Odainsaker's topic in SC4 - Custom Content
What do the Japanese eat? Miso, udon, and sashimi. Good stuff . . I think the Japanese BATters have such cool ideas because they're not bound by the constraints of realism. They don't simply try to make SC4 like their own country, as we at ST do, but instead they try to make SC4 the way they WANT their country to be. If that includes stuff like Police Mechas (which are -
Looks pretty cool. One question though: If your goal is accuracy, how come you're not using all the Chicago BATs out there? I have three out and two more on the way. geoff_diamond has several as well. Just check the STEX.
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Who other than a select few would run light rail between two one-ways? I wouldn't. It's ugly, grid-disruptive, and limits pedestrians from crossing the median. I'd rather use this rail in conjunction with a road on one side.
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Look. These things take time. And I mean time. These stacks have about 135 tiles in each. Interchanges are made of full-3d pieces, one for each tile. Not only that, but each piece needs to be skinned (a very lengthy process), pathed (imagine working through 135 20-line-long files of pure numbers), and previewed, one by one. Believe me when I tell you each one could take 1 1/2 weeks of nonstop work, without sleep or a life. This stuff isn't easy. That's why the tutorial was created, because many hands make light work. Before you make an impatient post here, take a moment to download and look over the Tutorial. I guarantee you'll think differently.
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mike: I wish you the best of luck throughout this dangerous time. Thankfully, not many people are killed in hurricanes because of forecasting, but the property loss must be terrible. Look at the silver lining, though : the FL economy will boom, after new houses are built. The textures look good. Keep up the good work.
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DatGen Plugin: HotKey Editor!!
ardecila replied to DarkMatter's topic in SC4 Modding - Open Discussion
Pkmn, that annoys the hell out of me. Where is there a rule against posting in an old thread? If you have a question, why NOT post in an old thread? The question will eventually be answered, and then the thread will fall again. That's the whole point of a thread. You start the thread, define the discussion topic, and ANYONE is free to post a question, comment, or tip (within acceptable limits), whenever they want, about whatever they want within the topic. Jesus . . get over the fact that the NAM - General Discussion thread moves one slot down. Thalassicus, DM checks the modding boards regularly, and you should be in contact with him either today or tomorrow. -
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Poole, Diamond and Associates BAT Showcase
ardecila replied to geoff_diamond's topic in SC4 BAT & Lot Workshop
That'd be Summit A, drewz15. Pretty cool, ain't it? -
Thanks, Tropod. Maybe those 5E/5F things were remnants of the original template. So the IIDs are in reverse byte order? Okay, I get it now.
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jondecker: Have you been using a big enough lot? Buildings/props won't show up in the list unless the lot is big enough to fit them. Hope it helps.
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To any head-modder: In the Preview_Effects_Dir template TXT file, there are two arrows that say 5E and 5F. What does this refer to? Two more questions: Do I enter the IID in reverse? Do I convert the IID, whether forward or reversed, into ASCII? Thanks. Other than the data entry portion of the EffDir step, this tutorial actually makes sense to me. Congrats to Redlotus for such a great, understandable guide!
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It is. Look in the main thread. Tropod has done it, only with regular rail instead of elevated rail. I'm sure it can be done with elevated rail, though.
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Turning Lanes - Feedback and Testing
ardecila replied to the7trumpets's topic in NAM & Transit Networks
Would it be possible to create turning lanes at oblique (orth/diag) intersections? Like here ? -
Building Log: World Trade Center (Pre-9/11)
ardecila replied to rubik3's topic in SC4 BAT & Lot Workshop
Just release the model in your prop pack. Grover - I've only found 2 color photos of Bent Propellor. I modelled it off that, and the interior frame is simply faked, based on what I could get from those two pictures. Interestingly, 75% of the metal from the sculpture has been recovered. The sculpture will be restored to its original condition by Calder's estate, and most likely placed in either the new complex or Battery Park. 7WTC looks great! I love how good that loading dock looks. -
Building Log: World Trade Center (Pre-9/11)
ardecila replied to rubik3's topic in SC4 BAT & Lot Workshop
I decided to model the red sculpture (Bent Propellor, Alexander Calder). It's compressed in a zip file. I also included a PSD format texture of the sculptor's signature color, Calder Red. I've had experience modelling Calder sculptures, so I figured I'd give you a hand. https://www.simtropolis.com/idealbb/files/bentPropellor.zip -
Building Log: World Trade Center (Pre-9/11)
ardecila replied to rubik3's topic in SC4 BAT & Lot Workshop
Stupid double posts . . . | | V -
Okay - the original railings are boxes, and you want the ralings to match up, right? Create two boxes with the same height and width as the original railings. Make the length on the 1st one about 3.5 meters. Make the 2nd one about 25 meters long. Make the length segments somewhere around 12. Now use the bend modifier. The bend modifier can't refine the mesh and create new vertices: it just bends what's there. If the railing looks rough, try adding more segments to the box. I could still use that IID for the straight rail piece . . .
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- network addon mod
- NAM
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thugangel (I'm sorry, but your name is REALLY long): Why did you make your offramp go up? Are you planning to connect it to puzzle pieces? If you want it to go well into sunken highways, you need to understand how the terrain-adjusting works. The vertices of the model always maintain the same height above the terrain as they are above the xy plane in the model - even if the terrain is rising. If you want it to integrate into a sunken highway, you need to make it flat along the ground.
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It is annoying, but try re-creating Washington with all its crazy avenue angles. Really makes me think how lucky I am to be re-creating a city with such a nice grid (yeah, I have one too, but it's not CJ-worthy).
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Well, the terrain in the game isn't precise enough to make embankments. If you want them, you'll have to model them in gMax. The texture can be 128x128, otherwise issues arise for software-mode people (like me!). Also, to extract the texture, just go into the S3D to the Mat tab, find the texture you want, right-click the image, and say save.
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sargeantcm: I did an earth embankment on the avenue Y, but I removed it for polycount reasons. However, since I started skinning, I realized that the SC4 engine doesn't shade polygons, so you wouldn't notice as much if the embankment polygons were reduced. If you want embankments, I'd take them any day over the support piers. Everyone: I have modelled a puzzle piece that would satisfy request #s 6 and 26. I figured out how to use the XForm modifier to work it out. It will require some terraforming to make it look as intended, however. If you want to know what it will look like, picture my Urban Overpass with the puzzlepiece handrails. They will be available for all asphalt-colored networks. the7trumpets: Regarding the 45-degree rotation for diagonals: Not possible. ALL networks are thinned in the diagonal direction, for the simple reason that for two-tile networks, the diagonal of one tile is less than the width of two tiles, and for one-tile networks, the half-diagonal of one tile is less than the width of one tile. Two more notes: #21 has been done by TGC (look back in the thread) and #24 is not possible under the NAM (puzzlepieces can't have retaining walls).
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Building Log: World Trade Center (Pre-9/11)
ardecila replied to rubik3's topic in SC4 BAT & Lot Workshop
The onewayroad-avenue connection was included in one of the Transit Bugfixes made by the7trumpets. I believe those changes have also been incorporated into the NAM. -
Date: 9/12/2004 8:06:16 PM Author: edcase2k4-thugangel1983 how did you make the Y-interchange for avenunes???? is it possible with the latest NAM?quote> It won't auto-draw . . you have to plop it. Great work on the avenue Y, guys! It was really fun batting it, and I'm sure you got the same sort of kick I did when you finally got it in-game, skinned, pathed, exemplar'd, and RUL'd. Now I can finally build that Capital City I planned out!
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Honestly, what's the point of having a helipad on a Fire HQ? There's no firecopter in the game, and even if there was one, it'd be kinda pointless unless it could fight fires. You might be able to make one that does . . No hard feelings, it's just that the building's purpose has changed and the model needs to reflect that. The building model hasn't really changed much since the Police one, and it looked great then, as it does now. One more thing: How's your polycount? If it's not too bad, I'd suggest putting some interior geometry in, e.g. desks, labs, lounges, etcetera. It'd look a lot less unoccupied at night, then.
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It's not a bug. The mod actually changes the original station so it supports the UDI. The custom ones haven't been changed yet.
