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redlotus

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  1. Interchange Tutorial Thread

    Date: 11/17/2005 9:14:33 PM Author: brtim2 Alright, I have a question. I have read the tutorial on different occasions. And I still can't quite grasp the idea of what I am supposed to do. I am fairly learned in gmax, so it isn't a matter that I'm totally baffled, but I am baffled of what the documentation says. I think I know what it is saying, I just would like to know, in laymen's terms. Splitting the Model into Pieces This means deleting everything that is not in a selected (16mx16m) tile, grouping those files and moving them to the exact center (0,0,0)? Creating LODS Taking the individual tiles pieces created I make LODS that fit snuggly against the object? I have an easier way than the tutorial, if that is in fact what I am supposed to do. And do I have to texture the model in gmax or can I form fit the model to one of the fsh files already in the game? If I can do that it would make things so much easier as I would only have to make and export one model and then retexture the thing with FiSHman 3 different times. If I can't do that then I retexture 3 different times in gmax and export 3 different times. That isn't a problem but it is more work. Wow, I didn't know it was this involved when I first started. Anyway, I think I have an idea of what the tutorial is saying, I just can't see the forest for the trees with all that technical mumbo-jumbo.quote> Sorry about taking so long getting back to you on this, but I don't have much time these days. Splitting the Model into Pieces: You've got the first part correct, but you should never just move the piece to 0,0,0. Getting into the habit of doing this could cause you some serious problems down the road, particularly if the piece isn't exactly 16mx16m. You would also be lowering the height of the piece which you really don't want to do. It has been a very long time since I've used GMAX, or even looked at my tutorial, so all I can say ist that you want to move the piece so that the imaginary 16x16 tile around it is centered at 0,0 (x,y) and don't move it in the z direction. Creating LODs: I'm not sure how you can get any easier than clone, merge, and rename, but if you have, more power to you. As for the textures, there is no good reason to texture the model in GMAX. In fact it really is just a waste of time since you can't use the fsh files that the rendering process creates. You can just use an existing FSH file from the game or create one of your own. Anyway, hope this helps. I'll try to check in just in case you have any more questions. -red
  2. NAM General Discussion Thread

    Date: 9/9/2005 1:05:51 PM Author: GoaSkin I thought to export true 3D models you need a different export filter for BAT, but create the model the same way as you create buildings. What is different when you export a model what's partially in underground using the true3D filter? I think that you are misunderstanding the changes that I've made to the BuildingMill Script. These changes were: 1. Eliminate the back-face culling. With the default script, all of the vertices in the current camera's view that are obstructed by other parts of the model would be removed in order to reduce the number of polygons for each model. Normally, this isn't a problem, since regualr buildings use 4 different models and texture combinations to simulate the 3D look. However, netwrok items need to be true 3D since there is only one model-texture combination for all four views. I believe that the main reason for using one true 3D model for all 4 views was for terrain-conforming with network pieces. 2. Removed the rounding that the filter used. This wasn't an absolutely necessary change. However, I found that it made the skinning process easier in certain situations. Now to the topic at hand (subterrain networks). The reason that some of the network lot BATs look like they go underground is pretty much what Tropod said. BAT models are really broken down to a simple box with a texture applied to it. Take Marrast's rail underpass for an example. What you are really seeing on his model is just the top square of the box with a texture applied to it to make it look like it is going underground. This is why UDI vehicles turn green as they go through it, just as they would if they were driving behind a building. Xannepan: To answer your question, yes we can technically create subterrain network puzzle pieces, but there are problems that pretty much make this ability useless. First, you would never be able to see the network. Subterrainian 3D network pieces don't have the illusion texture to make it visible. Second, you wouldn't be able to zone or place buldings on top of such a network, because all networks (except the subways--a special, exe-controlled network) reserve the tiles that they are placed onto. Hopefully this answers all your questions on this subject. If not, let me know and I'll try to explain more fully. -red
  3. NAM: Development

    Date: 8/30/2005 7:00:30 PM Author: Keiran Halcyon Someone should write a script to do all that automatically. I thought the same thing back in the day. Sadly, when I really started looking into it, it looked like the only way to do that would be to purchase the SDK (a little on the pricy side ) for GMAX and do some serious programming. IIRC, you can't execute saves/exports with just scripts. You would need to develop dll's for that part and this requires the Software Developer's Kit (SDK). On top of all that, you would need to know the S3D specs, which only a couple of people outside of Maxis know. All in all, it might not be an insurmountable task, but hard enough that Maxis themselves refused to comit any time to it. Edit: 800th Post
  4. It has been a very long time since I've done anything with GMAX, so you can take this with the proverbial grain of salt. What it looks like is a problem with the 3ds import script that you are using. You might want to redownload & reinstall your script or find a different import script for 3ds files. However, there are still two problems with importing 3DS files that you export from the reader: 1. SC4 switches the Y and Z coordinates so the imported piece will be rotated. 2. For some reason, the piece comes in completely out of scale. #1 is an easy enough problem to fix as you only have to rotate the piece in GMAX. #2 can be quite a problem, however. The only way that I've been able to get them to come in with the correct scale was to open and re-save the 3ds file in 3DExporation (now called Deep Exploration, IIRC). This program used to have a free 30-day trial, but I don't know what the company's current policy is.
  5. Interchange Tutorial Thread

    Well, after several weeks of writing, getting feedback, and re-writing, the Interchange Tutorial is finally ready for public view. I would like to warn all of you that it is still beta and may contain errors, though the should be minimal at most. **crosses fingers** Download the tutorial here: http://f2.pg.briefcase.yahoo.com/redlotus5@sbcglobal.net *Note* the above link will take you to my personal briefcase storage. You will need to go into the Public folder to download the tutorial. This file is over 4MB in size, so dial-up users beware. Here is a quick look at the contents: Phase 1: Creating the GMAX Model Phase 2: Dividing the Model Into 1-Tile Pieces Phase 3: Creating LODs and Exporting the Pieces Intermission: Notes Regarding IIDs Phase 4: Creating the FSH Textures Phase 5: ReSkinning The S3D Files Phase 6: Creating the Exemplar Files Phase 7: Creating the SC4Path Files Phase 8: Modifying the Intersections RUL File Phase 9: Creating the Preview S3D Phase 10: Creating the Preview Effects Directory Phase 11: Testing Hope you all enjoy this. If you have any questions/comments/errata reports, don't be afraid to speak up. Thanks, -red
  6. NAM General Discussion Thread

    Date: 2/10/2005 10:33:39 PM Author: zdog720 On the site it has two 2-4-05 updates, but I clicked the only download option on the screen. And when I dowloaded the file it says 2-9-05, but that file still acts like the 2-4-05 download! I can't seem to find anything wrong with the file that NYR posted. Make sure that you have the NetworkAddonMod.dat and the TGC stack files both in the My Documents\Simcity 4\Plugins folder. Then make sure that you don't have either of these files (or their older versions) in any other folder/subfolder. If this doesn't help, please list the exact problems that you are having (i.e. which pieces aren't plopping or are missing all together). Is anyone else having any issues with the new file? -red
  7. NAM General Discussion Thread

    Date: 2/7/2005 4:14:38 PM Author: ryanb_sc4 redlotus & NYR1 - Here's a picture of the problem: Sorry about the kinda-sorta poor image quality. Basically, the missing BAT pieces are on the direct connector ramps leading to the right, as per the pictures. redlotus - I hope this helps! Aha!! I've figured out the problem here. For some reason, the game does not use the correct RUL file if the NetworkAddonMod.dat and NetworkAddonMod_TGC_El_Grnd_Stack files are in the Program Files\..\..\Plugins directory. If you move both of these files to the My Documents\..\Plugins directory, everything works correctly. I'm not sure why this happens, because I've never really understood the processing order of the .dat files completely. Anyway, I've included a note about this in the new readme file for future reference. NYR: Expect another update coming your way in a little while. -red
  8. NAM General Discussion Thread

    Date: 2/5/2005 11:58:40 PM Author: ryanb_sc4 About these stacks:  It looks like there's a BAT piece missing out of the elevated highway direct connector ramps leading off to the right.  It prevents UDI from accessing that ramp, resulting in a mission failure. I don't have a pic on me right now, but I'll get one in a bit.  My question is - redlotus - is a fix for this planned? I would be glad to fix the problem. However, I'm not seeing it on my end as far as I can tell. If you (or anyone else) could post a pic of the problem, I'll take a look at it. Everyone else: Sorry about the rotation and preview problems. Guess I was just moving a little too fast and missed those things. I've got them fixed on my copy, but I'd like to take a look at the problem ryanb and others have reported before I submit the update to NYR. Sepsis: The BAT has several 'blocks' of numbers that it uses to assign to the Group and Instance numbers of the models and lots. Unfortunately, one of these 'blocks' conflicts with the NAM. Since the Group that we are using for the NAM overrides any other models with the same Instance number, you get the problem that you are seeing. In order to fix it, you would have to change the Instance numbers of all files (and their corresponding references in the Exemplars). The best way to do this in the Reader is to use the TGI Editor under the Tools menu--move the Instance numbers out of the 0x5xxxxxxx range and hope that it doesn't conflict with another BAT. Then you would have to change all of the reference Properties in the Exemplars. Hope this makes some sense. If not, let me know. Thanks for your patience -red
  9. NAM General Discussion Thread

    Date: 2/4/2005 9:32:43 AM Author: LBII Hi to all! Since english is not my first language, I tried to find informations and answer to these questions about the NAM. I hope that you will be able to help me with these. Thanks! 1- I want my sims to be able to do longer distances between home and work. I want to know if the X10 commute is the best file to use. 2- I am already using the pathfinding file (The 'moderate' one) And it's perfect for my cities: Sims are using highways But if I use another file for my problem in no. 1, how can I preserve the better pathfinding? 3- What are the effects of the 'radical file' in the Traffic plugins? I tried to understand, but it's a little complicated... But, Do the file has a big effect on the computer's speed? BTW, best wishes for the Mod, it help to reconciliate me with the game! EDIT: Oh! And what about the request in the Request topic: Is it possible to know what ideas will be develpped and the one rejected in a) and b) ?  I know that the category c) are the one rejected, but what about the a) and b) on the first page?Welcome to SimTrop LBII. I think that I understand all of your questions and I'll do my best to answer them. 1. Yes the X10 file would be the best one to use in your situation. 2. To get the better pathfinding and the longer commute times, just use the NetworkAddonModd_TrafficPlugin_BetterPathfinding_10xCommute.dat file. 3. In short, the radical automata file increases the automata present on the screen at one time. Also, each individual automata will stay on the screen for longer amounts of time. As for which ideas will be developed in the future, it is really hard to say. Right now there are very few people who can actually bring these ideas into the game. The rule of thumb so far has been 'if you can't do it in the game right now, it gets higher priority.' For example, the Highway 'Y' Interchange and Diagonal Highway/Orthagonal Road On-ramps are more likely to be included in the modd than a different looking highway stack. Hope this makes sense. -red
  10. NAM General Discussion Thread

    Date: 2/3/2005 3:27:35 PM Author: smoncrie I have a patch that allows one to use the new stack and all the other NAM stuff.  I have only given it a quick test, and it still does not allow one to rotate the new stack. Should I publish it? smoncrie Hey folks, Sorry about the mix up with the new interchange. Seems that I've been working on it for so long that I forgot that I was using an old RUL file. I have whipped up a quick fix and it's on its way to NYR right now. smoncrie: I received your on-slope puzzle pieces the other day. I won't be able to take a look at it for another couple of days, though (I'm upgrading my computer this weekend ). -red
  11. NAM General Discussion Thread

    Site's looking good, NYR. Keep up the great work btw: Check your email, I've got a surprise waiting for you there. -red
  12. NAM General Discussion Thread

    Date: 1/29/2005 1:19:58 PM Author: Bones1 What about just putting it in the mod file section of Simtropolis? Isn't that what it's for? There's already a version there, the problem is that it's over 4 months old! Sorry, Bones, but the switch to ST 4.0 messed a few things up. I have not been able to access the Modd Files Upload/Update portion of the site since the switch-over. I just haven't gotten around to PMing Dirk about the problem yet. -red
  13. NAM General Discussion Thread

    Sorry about all of the problems, folks. It looks like my briefcase was having issues for a day or two. Looks like things are back up, so just click on the link in my sig to download the latest NAM. -red
  14. NAM General Discussion Thread

    Tropod is currently having ISP issues (which have extended to his online storage) and cannot access the site. Right now he doesn't know when he'll get things fixed, but he didn't expect it to happen soon. For now, you can download the latest version of the NAM by clicking on the link in my sig. -red
  15. NAM: Development

    Hey everyone. I'd like to apologize for not being around lately. RLS has decided to hit me pretty hard this holiday season and I haven't had any time to get anything done. I am sure that most of you are anxious to get the ground/elevated stack into your cities. Unfortunately, I won't be able to get the project restarted until after the end of the year. If anyone is feeling ambitious enough to help out, let me know and I'll make what I have available. There are really only three things that need to be done to complete this intersection: the textures need to be aligned so that all of the pieces are consistent with each other, all of the path files need to be created, and a new icon needs to be created for its button on the menu. As for the lower quality of the new pieces that we've added to the NAM, there's not a lot we can do without tripling the amount of time it takes to create a new interchange. You see, the original, Maxis-made pieces are actually made up of individual parts, each of which has a separate texture (i.e. FSH file) assigned to it. When we create a new interchange for the NAM, we are pretty much forced to create one FSH file that combines all of the textures that will be used throughout the entire interchange. This means that we have to shrink the original textures down to about 1/4 their former size in order to fit them all into a single, 256x256 FSH. Obviously, this makes many of the pieces look 'less than stellar', especially at the closer zooms. smoncrie: I would recommend not using 512x512 textures. Any users that run their games in Software Mode would not be able to see the pieces. Instead, they would only see black/red/blue/green textures on those pieces. -red
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