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Everything posted by NDP
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Could someone do a 6x6 large cities custom map like this: http://img109.echo.cx/img109/2577/image11hw.gif align=baseline> Where blue is water, light green is flat-ish land (but with some shallow hills), medium green has rolling hills, steep enough to require cuttings for highways using the BRF slope mod, and dark green is steep rolling hills, but not too steep? Ideally the red line indicates a point on the river which can be spanned with a single-span level bridge (this is where my main city would develop). TIA :-D
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I've got a new nation at http://www.nationstates.net/cgi-bin/index.cgi/97315/page=display_nation
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If anyones interested, I've started a nation here: http://www.nationstates.net/cgi-bin/index.cgi/page=display_nation/nation=denhulme I think I may have a go at building simcities to fit in the nation, and do a writeup on the nswiki at http://ns.goobergunch.net/wiki/index.php/Main_Page - a sort of city journal plus.
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http://img250.echo.cx/img250/5740/braemore2jan0011177231555nm.jpg align=baseline> Would someone be able to make some lots to texture the sides of this dam (built by terraforming the dam and using the rain mod to fill the reservoir) to look more like a dam? I have problems with slope graident and water restrictions with existing wall lots :-S
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Is no-one testing this mod?
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Thorvin - Did you use the one way streets texture as a base? If so the alpha map on the largest of the straight one way road texture was missing in the game, so you need to copy the alpha map from the standard straight section to your new FSHs.
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http://www.geocities.com/leebraden1986/uk.zip The above link is a download for the first alpha of the UK road textures mod. It is far from complete. If you download it could you please report back a) Any bugs with textures I've changed and b) What remaining textures appear most often, so I can prioritise what to change Have fun
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Re: The Urban/Rural difference My understanding is as follows When a zone develops, the texture on the road tile adjancent changes to the appropriate pavement. The road texture is then overlaid on top of this. The reason why there are 4 different types of road texture is for the different shades of grass that appear on diagonals, so the 4 textures are Full Pavement/Dirt/Nothing, Pavement with $ Grass, Pavement with $$ grass and pavement with $$$ grass. So I don't think differentiating between urban and rural is possible.
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This will be a rolling project - there will be no final release. When I've done enough textures for it to look good IMO then I'll stop :-) I have an alpha version which I would like people to try out, but I have no-where to host it. It is greater than 250kb, so attaching it won't work, and I don't want to put it on STEX just yet - it is only an alpha version, so if anyone could help out here I would be very grateful.
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http://img172.exs.cx/img172/4966/deanshanger4jan1011069526427ss.jpg align=baseline> http://img104.exs.cx/img104/5151/deanshanger4jan1011069526670oh.jpg align=baseline> http://img104.exs.cx/img104/3224/deanshanger4jan1011069526908sv.jpg align=baseline> A few screens from my newest city, to show where I've got What would people think about keeping the old textures around bends? It would save a fair bit of work, and the double yellows are similar to double white lines we have in the UK, so it gives a bit of variety, especially to more rural areas.
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Actual in-game shots :-) http://img174.exs.cx/img174/2581/newcity9jan0011069175806lu.jpg align=baseline>
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Swamper77- Yeah sure, that'd be fine.
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Neither are photoshopped
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Swamper77- Would this help? ;-) https://www.simtropolis.com/idealbb/files//zebra.bmp align=baseline>
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MayorBean - My image is photoshopped In the UK there is normally one signal on the left in front of the junction, and one on the right behind the junction. Overhead signals are rare, confined to dual carriageways, and placed in front of the junction. Hope that helps.
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MayorBean- I do know that there are alot of files to be changed - but for many of the repeats I'm essentially only changing the road - the wealth level and density only affects the pavement. So I think I can cut down alot of work by only editing the road, then repasting that onto the other images appropriately. As for the 5 zoom levels, I was aware of that - however I was expecting that simply resizing the images should do the trick. I assume this would produce satisfactory results, but I've never really tried it. Don't get me wrong - it'd be alot of work, but I think it'd be worth it. Besides, I need something to do :-p
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Another photoshop - I could do the road texture if anyone wanted it, but I'd need the original and someone else to actually mod it. Hopefully we'll see better traffic lights as a result of the mod that is being worked on there - if not we could possibly create our own props, even if they didn't animate? If anyone could do the modding, I'm quite happy to do the textures
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Swamper77- I can give approximations - the globe is about the size of a football, and the post is about 6
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I can do alot of UK style signs and textures as flat images, but I can't do any of the modding stuff. So if anyone could extract the textures I could maybe edit them to look more British, by adding box junctions, double yellow lines etc? And if it's possible to take flat images and turn them straight into props (either in GMAX or some other way), I could make lamp post and sign props to fir the UK too. Perhaps others could make a mod so they turned up occasionally on roads and streets? -EDIT Here is a photoshopped example http://img182.exs.cx/img182/7926/dunston23feb0511059026333dp.jpg width=190 align=baseline> I could create the texture, and the belisha beacons as flat images. If a modder could use these to create the lot, maybe we could be onto something? I'd need the road original texture(s) extracting though. It would take a fair bit of work, but if it were shared around, I think it'd be do-able.
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This is an photoshopped example of what I think could be done. http://img112.exs.cx/img112/2244/newcity13jan0011067794015wj.jpg align=baseline> As I say, I think I could create textures and flat images of props - but I can't use GMAX and couldn't put anything actually into DAT files or whatever. Obviously the sign wouldn't appear at that high a quality though (but thats probably a good thing - you don't want to be able to read that all the signs say the same thing)
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A quick question - Do you *have* to use GMAX to create props, or can you create a flat image yourself and use that? I have loads of resources for creating signs, markings etc - but I don't understand GMAX, so I couldn't make use of them on my own. I'd especially like to move everything over to the left, and have the odd sign placed along the roads if that would be possible (I understand it'd have to be random, and not related to any real hazard)
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Date:1/5/2005 4:40:45 PM Author:rob_2616 quote> Are these construction lots available to download anywhere? I'd love to use them as part of my CJ
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Very good journal One thing about the signs though - I'd hate to have to read them at speed! Why not try and put a minimal amount of information on them - for example, in the last sign for junction 1 on the A3(M), there are directions on the sign for places you've already passed! You could make that sign much simpler - see the attachment for an example
