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Everything posted by gmavignier
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Recently I downloaded a mod for my sidewalks to have sandstone textures. I guess this mod is widely used by some users as I have seen them on CJs. Only after I did I noticed that, although there is a straight GLR over sandstone piece, some intersections can only be done using the dragable pieces. The problem is it has different textures from the sidewalks. I was wondering if it's possible to have dragable versions of the GLR with sandstone base textures. Also there could be an additional version using asphalt base textures as to match a mod I also think is widely used: the euro asphalt mod. I don't know anything about how it could be done but I know PEG released, a long time ago, a mod that replaced game textures for custom PEG textures. I was wondering if the same thing could be done with the vanilla SC texture that is used as a base for the GLR. This mod would replace the texture everywhere it's used. Maybe there is a way to point the game dats elsewhere when it looks for the texture. I wonder if I made myself clear. Any doubts you can post a reply or something. Cheers. EDIT: I am starting to unpack the textures and work on them. Since there are so many pieces and I have to do them all 5 times because of the zoom levels I could really use some help. If anyone is interested it's an easy but tiring job. All you need is some sort of photoshop program to manipulate the extracted files. I would provide the original files. All there is to do is overlay textures and put them together. PLEASE GUYS HELP OUT
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Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: jplumbley OK... well this means I need to do some research in to the GLR network to see what is actually being used and where it is being used. Sorry for the inconveniece. It may take me a few days to look into it.quote>No problem at all. Please if anyone finds anything wrong with those textures please write me as I am just about to start working on the rest of the pieces. Thankfully there aren't as many a I thought. About 50 GLR over AVE pieces and the same number I have already done for the rest of it. I would say I still have a little over 100 pieces to retexture. At 20 pieces a week I could finish them in a little over a month. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: jplumbley @gmazingnier I have downloaded your jpegs and taken a quick look at them. To be honest many of them are unusable. Textures are 128x128 pixels and only have what is within one tile. Some of your textures are multiple different sizes, some are 128x128 but have what would be 3 tiles wide. They are very inconsistent and very few are really useable, Im sorry to say.quote> I know some textures are greater than 128X128 but they were there in the DAT and I didn't know what to do with them so I decided do retexture them as well. The pieces I have done are the plopable ones. I just found out the dragable pieces are alpha blended and I am starting to work on them now. Besides this is there anything wrong with the textures that are 128X128? All I did in most of them was to just manipulate the texture I did not resize any of them. What do you mean some are inconsistent? Please explain this a little better before I start working on the other pieces. ssc4k: I have extracted all the GLR over AVE textures and I am going to post them to you as soon as I hear from jplumbley -
Great pictures everyone. I was wondering where the Boeings came from. Not the 747 but the smaller ones parked on suplado's picture 4.
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Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
I have just finished 33 pieces. All of them had no alpha channel and, judging by their looks, I would say they are the plopable pieces. I am going to start unpacking the remaining textures tomorrow. I am also going to upload them on a zip file so people can take a look and give me some return. Look again on this reply soon for the file. EDIT: Just uploaded the ZIP. Just take a look and tell me what you all think. LINK EDIT2: I don't know if you got it right warrior. This is supposed to be another dragable GLR. Only with different textures. Just making sure. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: warrior Posted by warriorDo you plan on doing another draggable GLR or overwriting the current one? Good luck, hope you finish it sooner rather than later. quote> quote>Don't know. It's up to jplumbley to see hot it's going to work. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Yes that's just what I have been doing. It's not hard or anything it's just boring and frustrating as it never seems to end. For some pieces I actually put two copied of the same rails together like in the X crossing for example that is made of 2 T connections overlapped facing different directions. I seem to be getting more support now so I am going to give it a boost this weekend and report back. EDIT: I have done 8 pieces so far and I expect to have another 20 or so done before monday. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: Godzillaman People probably want it but don't reply to it. I for one want it. I just can't mod though.quote>Thanks for the support but this is just too much work for me to do alone. Originally posted by: jplumbley @Gmavingnier The best thing for you to do is download FSHman from the Modds/Downloads section. Extract all of the GLR textures one by one (only the 128x128 pixel ones) and edit them in Photoshop, Paintshop Pro or whatever you have. Extract them as PNGs and then when you are done send them to me as PNGs.quote>That's what I have been doing but, for most textures, I also have to extract the alpha path for transparencies. Although I don't have to edit it there are just way too many pieces and I have found that, because of the orientation of the bricks, the sandstone texture is not the best texture to use here. To all: I guess I am going to continue this mod with no real commitment until some one helps me out. By this I mean I am going forward with it I am just not going to release any progress since it's going to take forever. I could do a piece a day I guess. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
So... people don't seem to be interested and I would really need help to finish this project. Thing is I am disappointed with the lack of interest and, from now on, I consider this project over. If I get any help or see that people have become interest with it I might reconsider restarting it. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
First of all dude thanks for the mod I always loved it. And yes I am working on the first version of the pieces. Maybe you could give me a few pointers on working with apha blended things. Does it work any differently than the regular textures? -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: jplumbley Good news gmavingnier! You only have to do the Zoom 5 textures (128x128 px). When you have them created I will need PNG format of the 128x128 textures. Then I can organize them into a DAT file and make them work in game. Good luck and dont give up. I have been doing alot of overlaying of textures in my work, but I dont have time between school and my other projects to help you create these textures. All I can do is give you pointers here and there from my very little experience. quote>Dude these are the best news I have had in a long time. I was about to give up seeing I was going to have to do a lot of work and no one seemed to be interested but this just made a whole lot easier. There is no giving up for me now. I am hopping I am going to have these done in about a week or two. I will PM when they are done. EDIT: Progress will be slower than I thought. A few pieces are quite easy to make but most are ALPHA BLENDED and I don't know yet how to deal with that. I hope I will find out soon though to carry on this project. Also, as to make it easier for people that might subscribe to this thread or only open recently replied threads, I am going to post my progress in new answers instead of editing my old ones so you might see a lot of replies by me to myself. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: gmavignier Originally posted by: jplumbley What I mean is actually doing the GLR textures, not just extracting the base texture. I have enough on my plate right now between school and SAM that I cannot make new textures sets tright now. Also, I dont make textures from scratch I only use existing ones to make things better.quote>That means a lot more work ahead of me but I am going to try and do it. I am guessing I am going to use the GLR with transparent base texture and place it over the textures I extracted for the simpler pieces. For the crossings I am going to have to use photoshop to manipulate the hell fo the pieces. I was just wondering, before I start things, if I have to retexture all the zoom levels. I guess I do but there is no harm in asking.quote> EDIT: Here are a few examples of what I have done. The first one is a remake of all of the piece. It's final it would look like that. The second one is a remake of only the base texture. I think the second would be something like "rail placed over existing texture". By the way, I know that when we mess with sandstone textures we have a problem of where it's pointing (the bricks I mean) but for crossings there is nothing I can do. You Simtropolis people let me know what do you think so I can get this started for real. Cheers. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: jplumbley What I mean is actually doing the GLR textures, not just extracting the base texture. I have enough on my plate right now between school and SAM that I cannot make new textures sets tright now. Also, I dont make textures from scratch I only use existing ones to make things better.quote>That means a lot more work ahead of me but I am going to try and do it. I am guessing I am going to use the GLR with transparent base texture and place it over the textures I extracted for the simpler pieces. For the crossings I am going to have to use photoshop to manipulate the hell fo the pieces. I was just wondering, before I start things, if I have to retexture all the zoom levels. I guess I do but there is no harm in asking. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: gmavignier I have found a way to extract game textures to BMP. Can i just use photoshop to transform it to regular PNG or is there more to it than just this? I mean do you need alpha transparency channels and all that stuff?quote> EDIT: Found it after some searching. It was number 7391 on SimCity2.dat. I extracted it like Jeronij explained in his tutorial (LINK). I hope this works. If not PM me and I will find a way to fix it. Hope hearing from you soon jplumbley.Thanks a lot. sandstone textures.zip -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
I have found a way to extract game textures to BMP. Can i just use photoshop to transform it to regular PNG or is there more to it than just this? I mean do you need alpha transparency channels and all that stuff? -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: jplumbley If anyone gives me a set of textures in PNG format I will consider them for alternate draggble texture sets. I cannot tell you how to make textures because I am not a texture creator. If you learn and make a texture set for the GLR, then I can make it draggable as an alternate.quote>I will see what I can do. I bet game textures are just images in a determined file size and type. I will look it p and try to come up with something. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Anyone applies? Anyone? Come one people this could be very helpful. -
Texture mod for dragable GLR help needed.
gmavignier replied to gmavignier's topic in NAM & Transit Networks
Originally posted by: jplumbley Of course it is possible. In fact you can make is as a second GLR alternate draggable system. You can have upto 16 different draggable GLR textures if you had them. The problem is we need someone to make the textures and then we can mod the textures to be draggable.quote>Great start. Anyone applies? I could do it myself if only I knew how. If anyone else is interested lets all come together and see what can be done. -
Recently I downloaded a mod for my sidewalks to have sandstone textures. I guess this mod is widely used by some users as I have seen them on CJs. Only after I did I noticed that, although there is a straight GLR over sandstone piece, some intersections can only be done using the dragable pieces. The problem is it has different textures from the sidewalks. I was wondering if it's possible to have dragable versions of the GLR with sandstone base textures. Also there could be an additional version using asphalt base textures as to match a mod I also think is widely used: the euro asphalt mod. I don't know anything about how it could be done but I know PEG released, a long time ago, a mod that replaced game textures for custom PEG textures. I was wondering if the same thing could be done with the vanilla SC texture that is used as a base for the GLR. This mod would replace the texture everywhere it's used. Maybe there is a way to point the game dats elsewhere when it looks for the texture. I wonder if I made myself clear. Any doubts you can post a reply or something. Cheers. This is a quote form my own thread. I found it more appropriate to start a new one as it's a whole new mod. LINK
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I read the CAM manual and what I found out is that, sometimes, cities are connected to each other and that makes a worker loop. This happens when cities are built with industries far away from the main residential area and, at the same time, the connections are close to those residential areas. Sims assume it's easier to find jobs in the near town and forget about the jobs in their hometown. I had some of this problem but my region is being developed horizontally. I have something like 6 medium cities in a straight line so one only connects to 2 others besides it. What I am going to try is isolate these already built cities and start fresh for the next line. Could this help me? I am assuming the game would restart the RCI demand for a city that is not connected to anything. Kind of like a region within a region sort of speak.
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I installed the CAM on my newest region that had barely 30,000 sims and mostly worked on farms. Nothing happened to my old cities but the minute I started a new city I got so much demand for industry (mostly IM) and commerce (mostly CS$$) that I could barely keep up with it. Meanwhile, residential demand went flat for RE$$ and -6000 for RE$$$ and skyrocketed for RE$. Right now I don't mind it since I am still laying down my region's structure but, if this keeps happening to my cities in the future, it will become a problem. I use the radical ordinance mod but, since I didn't need it, I didn't enforce laws to help RE$$ or RE$$$ growth. Also I know I should have read the CAM manual but I didn't. I am going to download the Census lot and post a report here so maybe you guys could help me. P.S.: What is that eternal commuters thing? EDIT: Report attached.
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Indianapolis, Indiana USA
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Don't remember exactly what the name of the mountains in the left are called, The one in the right is Pedra da Gavea. That's "Morro Dois Irm
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Originally posted by: joeshmoe Belo Horizonte Brazilquote> Where I live! Tunis, Tunisia
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Originally posted by: SpokaneFlyBoy Originally posted by: PlannerTide SpokaneFLyBoy, thanks for the detailed reply, only one more question, is that list functional? I've heard that some lots are only eye candy and others are functional and that I would need a functional terminal but everything else could be eye candy.quote> The ACE and RMIP lots are all eye candy at the moment, but that may change in the future. The RH Airport Pack has a few functional lots, but I prefer the ACE terminals over the RHAP ones. For other cities, it has what's called the Airport Tram which is essentially a Park-N-Fly. For sheer looks, I'd stick with the ACE and RMIP for your terminals, taxiways, runways, and ramps. I'm leaving in the morning for a week and a half long vacation so I unfortunately won't be around to answer questions until then, unless I find internet access along the way. However, I'm sure others here will be more than able to answer your questions.quote> I used to have the airport tram lot and it worked fine. After a while I heard I needed to download an update file to have some terminals to be functional. This was a long time ago and now I don't know what I must use to have a working terminal on my cities. Also I would like to know if it's possible for some batter or a lot maker to design a small working tram. Something like 2X2 or so (nothing bigger than 4X4) for a downtown. Nothing wrong with the old tram but it usually doesn't fit my cities at all. Have a nice trip dude.
