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Everything posted by rivit
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Doofus said to...
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Version 1.36
10,053 Downloads
SC4DataNode - A SimCity 4 Exemplary - is intended as a Gold Standard SC4 Audit Tool - is NOT an Editing Tool - for this there are Reader, SC4Tool, Lot Editor and a number of others. The program supports four main Tasks 1. Audit/Review of Loading Sequence, file redundancies and Overrides 2. Dependency verification (as many as possible) 3. Audit/Review of a. SC4 file integrity (.dat etc) and b. TGI file content integrity (Exemplars etc) to the Property Level 4. Exploration - a really good informative display of Exemplar Property Values and file contents so that one can learn something of how SC4 works. Tasks 1 and 3a focus on the physical SC4File View Tasks 2,3b and 4 mostly on the TGIFile view (SC4 Content) These tasks can focus on the whole SC4 Environment or incidentally scanned files/folders (or both) Potential Audiences are: - The User who wants to make sure that some new plugins aren't broken - The User who wants to make sure the game loads plugins in the right order - The Modder who wants to learn what/how things work - The Modder who publishes work and wants to make sure its correct, and will work correctly with a given environment - The SysAdmin who wants to make sure their site is only hosting quality products - Potentially programmers to make use of the functionality (of the SC4DataNode.dll) How it works: SC4DataNode loads all of the files that SimCity would load, in the order it would load them when starting a game. It then marks all files that are redundant, checks the contents for accuracy, finds the interdependencies and marks them as found or not and offers a number of views of the resultant data. This can also be carried out for any given set of files. Use the included installer (program can be installed anywhere) and you're on your way The program is written in VB.NET v2.0 and should run on any machine that can run the .NET 2.0 Framework or an equivalent. It also installs one very clear to read Font. Full Documentation is accessible from within the program. (Docs Button) cheers Ron May/Jun 2012 -
rivit's Street and Rail Mods - Support Thread
rivit replied to rivit's topic in NAM & Transit Networks
Since its been a while, and we had a blip in between, here is the latest contents of my OneDrive Folder. These are current archives of materials that may not be on STEX, or are pending. They can be reached here: rivits SC4 Resources on Onedrive. -
After quite some interaction with others I have decided to open this thread to enable support around my Street and Railway Mods. This should make it easier, and more generally useful for everyone than relying on PMs or comments sections of the postings. Today I have released an extensive Railway Mod that completely redraws all rail tiles. This has been my biggest project to date. Upcoming still are Euro tiles for all of my SAM Street overrides, and an upgrade to my German Train sets. So if therse something you wish to know about these mods - please post your questions or comments. rivit 1 Feb 2011
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Sharer HQ: File Sharing Collaboration
rivit replied to Cyclone Boom's topic in The Planning Commission
Thanks for the ping @Null 45. I had completely forgotten this happened just before the hole, and it was in a passing thread. I've now updated the official release files on STEX to v1.36.- 9 Replies
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Since GoFSH has been around since 2011 its probably fitting that it has a dedicated support topic. It will probably contain Tips and Tricks and Examples of things that can be done with GoFSH and Bender. However, I'd also like to use this topic to talk about making textures in general. I envisage this topic to be both informative and contemplative (hence the title). Please feel free to contribute your questions, insights and knowledge. I know there are many great texture wranglers in this community. Its almost exactly 12 years since I first dared to submit a modd for SC4. The HerringboneBrick Streets were made the hard way - all manual and using a program called FSHMan which didn't always work as expected. There was a lot to learn. It took me about three months to make just one set of $$$ wealth street textures but it was worth it. Eventually this has led to GoFSH and a number of new mods as my skills and productivity improved. For anyone interested below is the original High Quality Herringbone Brick texture - feel free to use it in BATs or other textures - maybe a Euro sidewalk mod or replacing some hackneyed Lot Texture/Overlay. These are appropriately scaled for SC4, but you may want to adjust colors or rough them up a bit to fit your purposes. There are three sizes in the zip 128x128, 256x256, 512x512. They will tile without seams. HerringbonePavingRed128.bmp RedHerringboneBrickPaving.zip
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Hi @Eggman121 Nice sleuthing - that narrows it down a lot. Ultimately all GoFSH is doing is using a fully expanded Path, even though the scripts may be defined with relative paths. So unless the bottom of the filesystem tree is not C: it will feature. Have you tried on another volume (assuming you have one)? Just any old USB volume should be enough to check this. I always have my work folders on a TEMP volume in reality Z: i.e. I avoid C: altogether for anything that isn't OS oriented. I wonder "Is there a permissions thing going on?". I assume C: is also Root: - do you (or Nemo) have permissions to modify root? or does Nemo absolutely protect C: by default to avoid damage by accident? Now my memory of UX (read 1980s) has me thinking that you can assign a volume name to any folder (dont know if modern Linux allows this or it depends on flavour). It may need to be a single letter name to work in GoFSH given its Windows origins. Will that work (at all?) or even on an underlying C: volume? Telling GoFSH that it cannot use C: rooted paths is not a viable option on Windows (it works on all OS volumes), but maybe there is a way to disguise/redirect the issue on Linux. EDIT: I thought id better check if what I was suggesting could work and the following Google query suggests it can: can you assign single letter volume names to folders on linux mint But (good news bad news), way down in that answer there is also another clue. : is not allowed in a filepath under Linux. So the volume C: is illegal, and so all paths with colon in it will fail. I would have thought that Wine might have dealt with that itself. I don't know how to do that selectively as yet, so any clues into how I can tell if I'm (as GoFSH) running on Linux (under Wine presumably) are welcomed. Then I might be able to patch it.
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@Eggman121 Since Windows and Linux/UX use different path separators its possible that the \ or / in filepaths could be getting scrambled or misinterpreted. Windoze uses \ , Linux /. Although I do try to cater for both I've no idea if it is completely correctly implemented, or if the Wine emulation deals with it well enough, as I've never tested on Linux. It could explain empty output folders though. In the log that displays in the Builder it will tell you if (and where) no files were found or produced as it runs. The _ReaderLoadList.txt is probably empty when it fails, or is suddenly truncated where its baulked.
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Sorry matias - I didnt find that - everything gets rendered the same way depending on the program used. Its a fixed feature of the rigs. The finding was related to Maxis rendering in gmax which is warmer than BAT4Max rendering which was colder. gmax is pretty much linear and saturates pretty early , BAT4Max has a much more dynamic curve, but truncates low values in the night renders. In-game Bat4max next to gmax for the same model will look a bit more clinical. If people want to get into the nittygritty below are the results of rendering 16 value grey ramps that we got after I asked MattB to render them with default setups for an experiment. MattB explained to me that he made his BATs a little warmer by adapting his model textures to compensate before rendering them with BAT4Max. I have the detailed color curves and other rig data for anyone interested, just PM me, its a biggish file. Ideally, to fit best in-game, you want something like the gmax colortone with the BAT4Max dynamic range so details will not get washed out. As it also depends on the render engine parameters and rig setup, its an iterative process to get the result you want.
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Yes, well thats one of the mysteries of windows msg handling that I can seem to get on top of. Despite deliberately giving a way to just get the biggest textures, it does still occasionaly give them all. I've not been able to get to the bottom of it. In the case of these tunnels though, I see in my archive that I only made the largest ones. For models used in networks we have two methods available - one is that of a BAT - so you will have 20 textures, 4 orientations, 5 zooms., so in your example above the ..430 texture is orientation 3 and zoom 4. The rendered texture contents scale as 146x,73x,32x,16x,8x relatively speaking. What this means is that the Zoom3 texture is Half the zoom4, and the zoom2, 1, 0 are also exact multiples of each other. But you cant use the 4 to make all of the others with clean integer scaling. From 3 to 2 will go blurry very quickly 73/32 being relatively prime. Also each zoom has a subtly different perspective. - the other is an S3D model which is scaleable so may use just one texture, or in some cases 3 or 4 but always at one size, which can then scale linearly. Viaducts and the RRW Tunnel are made this way. ~~ The shortcut way is that doing what you normally do for a 5 mipset for each orientation (but manually renumbering after) using the 4s will look OK in game at the 2 closest zooms but the others when downscaled are off in perspective - however you can frequently get away with it because the 2,1,0 are so small. This is what i did for the street tunnel - I only made the largest ones as its a small model and the centrelines lines disappear pretty quickly as you scale down so you need to be fixated on it to see the difference with MAXIS street. If you really want to give yourself a test then you need to edit all 20 of the original model textures, replacing maxis street with the TSR street and taking account of the shadows. Its fiddling time. There is a method in Bender to take a flat street (use the Lot version for color match) and make the perspective correct image of it to use when editing the model though. This saves a lot of heartache. However YMMV.
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@watercitymadero - Thanks for showing us how you did it. There is really no substitute for nature for sources for textures in the game. You've also very successfully taken account of the fact that, when making water-wave textures for SC4, the perspective is important. The textures must have dominant lines running close to the angles of the projection (16 and/or 60degrees from horizontal) for the swells/waves to look best in the game. The scale of the swells and waves must look reasonable with objects running over them - the speedboat is a good measuring item. The lighting must be from the left when shown in-game. And of course the holy grail is perfect tiling (no visible joins) and natural textures don't - they are continuous, so that usually turns out the hardest to do. Your inspiration texture meets these criteria and your resultant textures look great.
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Thanks. You have been busy - I might have to hand my archive over to you to maintain. As for the tunnel not sure there I don't know how to make draggable street tunnels work at all. Looks like a wrong orientation of the texture, maybe 180 deg out.
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@watercitymadero How did you make your water textures?
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cheers. thanks for that - roundabouts have always had tricky-to-draw joins to the rest of the network.
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I'm creating a new city-building game with a powerful Building Creator tool
rivit replied to pedroseabramedeiros's topic in City-Building Games
@matias93 - I agree it sounds plausible. The buildings that @justforfun makes are all made that way (by hand) - essentially a scaffold mesh with textures over them just like automata are made. They would not have self shadowing or cast shadows in SC4 but that doesnt mean they couldn't (be made to) look like they do. Looking at the 3d-ness of the pics at the top of this post the meshes will be mostly be more complicated than one prism - but the principle remains intact - assembly from relatively simple meshes. In the end it degree of difficulty depends on their internal representation in the building tool, which looks quite slick, and a willingness on the part of the author to subvert its intent from his own (game) uses for it. I can imagine win-win sharing scenarios of ideas/content going both ways though. For instance, apart from S3D and FSH for SC4, if you can get buildings into an .obj mesh format with or without textures then they become exportable to a number of 3D rendering tools tools including Blender. Thence going the other way with meshes made in the right way isn't necessarily impossible either. Be sure though, between brainstorm and implementation is a fair bit of software work.- 52 Replies
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I'm so old..............what was the question again?
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Allô, qui appelle ? I've been a little distracted of late with GLR and to be frank hadn't thought of it. But guess what @bhmantan? here it is on my Onedrive 202506 RUM MGB - E5 HuguesAroux StreetX.zip 202506 RUM Maxis Lookalike - E5 HuguesAroux StreetX.zip All WWStreets are covered in these zips. Remove previous version as there is a name change on SAM8
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