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Everything posted by bdswim
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simmars-forum-threads Transit Network Workshop
bdswim replied to AndisArt's topic in NAM & Transit Networks
The El-Rail to HSR is going to be more complicated than I thought. It turns out that not all of the El-Rail pieces have HSR pieces that can replace them. It'll probably take me quite a while to make the missing pieces. -
Is there a way to edit the image of a landmark?
bdswim replied to WeBuiltThisCityOnSimCity's topic in SC4 Modding - Open Discussion
I believe that if you use something like FiSHMan, you can export a bitmap from a FSH file. If you do that, you could use an image editor such as Photoshop, GIMP, or even MSPaint to edit the image, and then load the edited image back into the FSH file, and then into Reader. Reader can also export a PNG from a FSH. I'm not sure if the alpha channel is exported or not. If it is, you'll need to use an image editor that supports alpha channels. You'll have to do this for every zoom and angle for the building. If there is nightlighting, you'll have to edit the night textures, too; and if the day textures have a separate alpha channel (like if you exported the image from FiSHMan), you'll have to edit that, too. It'll probably get tedious after a while, so be prepared. -
simmars-forum-threads Transit Network Workshop
bdswim replied to AndisArt's topic in NAM & Transit Networks
I thought for sure I asked about this before, but I can't seem to find where I asked about it, so I'll ask again. Anyway, was El-Rail going to be replaced with HSR? Because if it is, I'm working on a mod that replaces El-Rail with HSR. So far, it works pretty good, and the SC4Paths line up, too. (Click for bigger pic) Basically, I want to know if it's going to be used before I do any real work on it. -
simmars-forum-threads Beta 3 Support Thread
bdswim replied to AndisArt's topic in SC4 Modding - Open Discussion
If you’re having trouble with the SimMars music not playing automatically, you need to install this mod: http://www.mediafire.com/file/a00xxk7ij4xh5ua/Music.zip Without it, you have to enable custom music in order to hear music, but you can’t select which tracks are allowed to play, and you can’t preview tracks, either. In other words, it’s not a necessity, only a recommendation. -
simmars-forum-threads Automata Modding Workshop
bdswim replied to AndisArt's topic in NAM & Transit Networks
Here's a train I made in Google SketchUp. Comments? Suggestions? Is it too square or anything? Are there too many rails at the top? (Now I've just gotta find some textures somewhere...) (I haven't made the boxcars yet.) -
simmars-forum-threads Automata Modding Workshop
bdswim replied to AndisArt's topic in NAM & Transit Networks
Originally posted by: andisart am I correct that you replaced one Maxis model each with a new rover model?quote> Actually, I added 3 automata to the list (there are only 5 colours of most vehicles, some even less.) It seems like you replaced motorcycles. I think we should leave those for replacement-motorcycles, however, as they come with the according sound effect. It doesnt really fit to dirve around with the rover accompanied by the motorcycle noise. Can you change the file so that the rovers replace R$$ cars?quote> Yeah, I'll change it. Also I was thinking we should use these first models to replace all the Res cars so that only they show up ingame. Is that do-able? Or too much work? Would it be easy enought to add future models then?quote> I'm not sure that it would make it any easier, as the models would still have to be re-imported into the s3d files and the textures still would have to be re-inserted.. It might be tricky changing all of the vehicles because the set you gave me had 8 cars opposed to 5 cars. Re: the LUA file that enables same speed off-road than on-road. What was ur idea behind it? My first thought was, isnt that unrealistic?quote> Mars rovers are designed for off-road travel. I guess it might be more realistic if they go a little slower off-road. >> How's 70%, 80%, and 90% of the original speed for slow, medium, and fast off-road vehicles sound? >> The updated version is on the exchange, so don't forget to update your vehicles.dat if you already downloaded it. -
simmars-forum-threads SimMars - Open Disucssion
bdswim replied to AndisArt's topic in SC4 Modding - Open Discussion
Here's a SimMars userbar I made. If you want it, copy and paste the following code into your signature. >> Simtropolis has a 300x50 size limit on images in your signature. The following code is for a 300x19 userbar. WARNING: In case you haven't read the rules, you can have only 1 image in your signature on Simtropolis. If you have another image in your sig, remove it first. Don't break the rules, it's not cool. -
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Cool stuff here! You might want to know, automata (vehicles & stuff like that) and BATs are not the same. A BAT is simply a box with a picture flashed on it, automata is an actual 3D model (even though the principle is the same--get a detailed object onto a similar object using as few polys as possible, but also taking into account that you can rotate the model in any direction) And before you do anything drastic about changing paths, all you need to do is raise the model in the air before exporting it (that way if you put a shadow under it, the shadow's on the ground not in the air).
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simmars-forum-threads SimMars - Overall Progress
bdswim replied to AndisArt's topic in SC4 Modding - Open Discussion
Andi: An ATEX is a tube that once was proposed to replace the monorail. I think it's on page 1 or 2 in the Transit Network Workshop. -
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simmars-forum-threads Automata Modding Workshop
bdswim replied to AndisArt's topic in NAM & Transit Networks
Do you mean the first model (engine) or the second (car)? Because the cars are hooked up behind the engine. -
simmars-forum-threads Automata Modding Workshop
bdswim replied to AndisArt's topic in NAM & Transit Networks
OK here's the train models. These still have the bland texture that I made. (Still no headlights! ) I will try adding details and taking screenshots to make the texture. I will use an experimental car to try this out, the Sporty Rover. (R$$$?) It's shaped somewhat like a bullet but the end isn't as round. It will have 6 wheels for extra balance. -
simmars-forum-threads Rewards And Parks Workshop
bdswim replied to TimeMaster's topic in SC4 BAT & Lot Workshop
Shoji: Try adding an orangish tint to those white textures. (You can do it in Color Map when you view the GMAX texture.) Also try making the windows shiny, with a reflection of Mars, or at least an orangish colour. -
To change the light rig, you go to File»XRef Scene. You should see a file at the top and it has LightCameraRig or something like that in the file name. If you select it, you can pick a different file. When you do, navigate to the folder with the light/camera rigs and there should be a few GMAX files that have LightCameraRig or something like that in it. Note: I think that the Small and Medium light/camera rigs are the same.
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Originally posted by: Duke87 Okay, this thread is getting me high on quack. quote> LOL By the way, how many points do ya need for a quacker?
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simmars-forum-threads Music & Sounds Workshop
bdswim replied to AndisArt's topic in SC4 Modding - Open Discussion
"Demo" usually refers to a cut-down version of what you buy. "Trial" refers to a full-capability version of what you buy, but usually is only good for 30 or so days. "Freeware" refers to a full-version that is free and legal. When looking for FREE software, always use "freeware" instead of "free" because most websites use "free" as a marketing gimmick to make finding actual FREE software harder. By the way, just in case you were wondering an XA file and a WAV file are the same in SimCity 4. (They have the same Type ID, but in iLive Reader when you add a WAV file you can set it to be either an XA file or a WAV file.) And how about adding music status: Track Title Conversion: Done for all of the music in the SimMars Music download Tracks - Mayor Mode: 13 of 25 Tracks - Region: 3 of 10 (will check out the proposed) Doorbells: 0 of 3 Sirens: (1?) of 3 (I'm working on one, but I don't hear it in the game! Don't have a clue what I replaced ) Not sure what else, but there's a lot... -
It might be possible to combine different lots so that they use the icon, and you can press TAB to use different styles of the same building, don't know how to do that though.
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simmars-forum-threads Transit Network Workshop
bdswim replied to AndisArt's topic in NAM & Transit Networks
You should be able to use the toll booth on a road/avenue/highway with the single icon, that's why I replaced the lots/buildings the way I did. That way it doesn't clutter the menu. -
simmars-forum-threads Music & Sounds Workshop
bdswim replied to AndisArt's topic in SC4 Modding - Open Discussion
These are freeware, meaning you download the full thing for free. You can find some freeware VST hosts here: http://www.hitsquad.com/smm/win95/HOSTS_VST/freeware/ -
simmars-forum-threads Music & Sounds Workshop
bdswim replied to AndisArt's topic in SC4 Modding - Open Discussion
Originally posted by: Ledah2445 Does there any softwares that enables to do a music or did you recorded itquote> “This special RSS Feed contains only FREE Music Making Software.” http://feeds.feedburner.com/freemusicmakingsoftware If your VST host only saves MIDI files you might need this: http://www.topshareware.com/Free-Midi-Converter-download-68719.htm Synthopia has some cool sounds, but not enough to make a track. Note: You need an internet connection in order to fire up the MIDI converter I put a link to. (100) -
simmars-forum-threads Music & Sounds Workshop
bdswim replied to AndisArt's topic in SC4 Modding - Open Discussion
I think there should be a little more music. SimCity 4 Deluxe plays through 25 sound tracks for Mayor Mode and 10 for Region Mode. The music that comes with SimMars has less than 15 (can't remember how many exactly) tracks for Mayor Mode and only 3 for Region Mode. BTW, I'm working on converting the SimCity 4 soundtracks to SimMars ones. You know, when you open Audio Properties you can pick which tracks you want to play, and preview them. I've converted one already, and it doesn't play as custom music (It's the one called Rigel Center, it always plays when you first fire up your colony). And then I changed my SimMars.exe program to switch between the SimCity 4 radio folder and the SimMars radio folder, and it works (the check boxes for all the tracks [except for Rigel Center] are grayed out and you can't check them). Also I don't know how to remove tracks from the box, so there needs to be exactly 25 sound tracks for Mayor Mode and 10 for Region Mode. Can't be any more than that either, because I don't know how to add them. (My 99th post, woohoo!) -
simmars-forum-threads Automata Modding Workshop
bdswim replied to AndisArt's topic in NAM & Transit Networks
I'm making a new model, but that is the texture that I UVW mapped the train with. -
I've waited and waited for my larger MartianOne store but it hasn't shown up in my colony yet. So I uploaded it onto the SMEX, so if it pops up, kinda let me know, OK? The skyscraper never popped up yet either (of course not!) I only rendered it on Draft, so it needs to be rendered on Medium or High quality (which would take a few days on my PC). If you've got some spare time and a PC that can render a building that's over 200m high in an amount of time that you don't mind: http://www.mediafire.com/?oyj4mhwojay Also, I set the Growth Stage for the bigger MartianOne store to 5. It was originally 3, but I changed it to keep it in sync with the smaller store (originally 1, but now 3). But that's the only change I made, I didn't sync the number of CS$$$ jobs and I didn't eliminate the CS$ jobs. On Mars, quality doesn't imply cheap like it does on Earth, but it implies quality.
