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aldara6166

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    684
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    A long, long time ago...

Everything posted by aldara6166

  1. High Speed Rail Project

    Page Flip Bug
  2. High Speed Rail Project

    Originally posted by: LP So, now that the basics are pretty much done, short of a few modifications... what about the next step? I'm talking ground-based of course.quote> Based on the way it was explained before, this mod was a REPLACEMENT for an existing mode of transportation...and the monorail, being under utilized as it was, was the natural selection...as the NAM guys have stated, something like this can't be created as a new transportation network but only as a replacement for an existing one...
  3. Originally posted by: kaji lol ... on a more worrying note if its july 22nd next week, where has my summer gone?!?! wonder how you're doin blahdy, havent seen any updates and we havent spoke in awhile.. ~kajiquote> What? It's July 22nd next week? You're right...where the heck has the summer gone?? I too can't wait for the release... Good Luck blahdy...keep em coming...
  4. wgb24 - Those are the types of comments that lead to people getting banned...I don't mean to flame, but how thoughtless, inconsiderate and heartless of a suggestion was that...collapsed sections indeed! blahdy - I too agree, no collapsed sections...we don't need such an excellent and outstanding project mired by such a tragedy...
  5. Simtropia

    Jernoi my friend, this is a sad day that none of us wish would have ever come about...however, real life priorities (especially your family) must come first...I wish the best for your family's health...hopefully someday some break-through of modern medicine will make life perfect... You have my email...please don't hesitate to use it...if you have any projects that have been started (other than bridges) and you would like RJM Designs to finish for you please email the files and textures to me and I'll try to do them justice...giving you most of the credit of course... My friend, it has been a pleasure and I am honured to have known you...
  6. Anduin Valley Revisited

    Great work John...I like the addition of the Italian folks...mafia I believe someone pointed out a few replies ago...my my....have all the thugs from Tarrytowne moved to AVR?? : Great work as always my friend...keep em coming...
  7. Double-Deck Bridge Experiment

    Jeroni, Another masterpiece my friend...glad I convinced you to take up the BAT... Serioursly though, it looks great... Seeing as how you have track underneath and on the road deck in the median, you could do something like freight underneath and passenger on top...if that is possible... Great work my friend...keep em coming...
  8. Looks great...very true to life... Where were you a month ago when I was starting to work on the Tram wires for the MAPP?!?! Check your PM's...I sent you a question... Great work...keep em coming...
  9. The easiest way to get textures is with the SC4Tool...there is a function where you analyze a texture pack (.DAT file) and you can click on a specific texture and export it...that gives you the exact texture from in-game and it is the right size as well... And like vester_dk said...a 16x16 tile in-game is equal to a 128x128 texture...
  10. BAT Projects - SimGoober

    Originally posted by: davejowsey just a quick ques: how come SG lots get put up first on Pegasus's site? Presumbably the onles on there will be released on the STEX in due course.quote> SimGoober is technically a member of the BSC...many (or most) of the BSC designers utilize the Preferred Customer Group or PCG from Pegasus' site to do a lot of their Beta Testing...(I think that is what PCG stands for )...Because of this, SimGoobers stuff along with most BSC stuff will almost always show up on Peg's site first...matter of fact, the MAPP team is using the PCG to help with Beta testing once we get to that stage... Hope that helps...
  11. As I've said before this is amazing... Have you considered a sunken highway wall set to compliment and integrate seamlessly with your sunken highway entrance? Great work...especially love all the preview pics...keep em coming...
  12. Paradise Falls 1 created by jacqulina

    Jacky, My oh my...here I am in other thread scolding you for the last few months, waiting you to start your CJ...and here I come across it...**DOH** My bad... But I'm here now...very nice start...I think the area will turn out very nicely when you do start building...but the pics so far look great... Keep em coming...
  13. help with sunken highway walls

    Jeronij CMD Walls Addon Ramps Click Here
  14. Anduin Valley Revisited

    John, I was just looking through the first few pages of your CJ today reminiscing...my, how your style and ability has changed... I like what you've done with the place...what made you come up with the private education center idea...very original... Well done my friend...well done...can't wait for page 200+... Keep em coming my friend...
  15. Simtropia

    Originally posted by: jeronij citihawk, alek and DocWright, thanks for your lovely feedback !!! Your comments are apreciated. It seems most of the CJ visitors did not like the mosaic though. Not sure if it is worth it to make some other that were rounding my mind. Have a nice day all !!!quote> I personally loved it Jeroni...if you want to accomodate everyone, just do what John does...create your own graphics image...make it some ridiculously huge height x 600 wide...and just make your mosaic in there...then, provide a link & warn people that it is huge...that way, we can still see your mosaics...and people that don't want to see them can simply not click the link...
  16. Anduin Valley Revisited

    Another great update John...I like the park area...very reminiscent of those parks I've shown in my CJ long ago... It's always great to check in and see what you done...it's always a pleasant suprise...keep em coming...
  17. Anduin Valley Revisited

    Another great update my friend...and wait...what building is that...why, it's American Hardware Supply by RJM Designs...it really fits well in there, doesn't it... I'm slowly, in what little spare time I get, working not only on the MAPP but I'm also trying to do some Lot work for Blue Star...I can't do it as well as Dhoppeii or T Wrecks...but hopefully I can get something presentable done up so I can upload it someday soon...hopefully we can see Blue Star in AVR once it is uploaded as well... Check out the RJM thread for a preview pic... Great work as always...keep em coming...
  18. Originally posted by: brtim2 I'm encountering a problem with the texture editor, perhaps someone here could help me. I made a few base textures per the readme, and they show up fine, all 5 of them. Then I got smart and requested my own texture range through Barbyw and was given 0xd4d00000. I then made a base texture that looks like jeronij's sidewalks, and a set of three base textures that act as retaining walls (straight rock, half rock half grass, half grass half rock). However, when I place in game the sidewalk texture shows up for all three of the retaining walls. I thought maybe it was me, so I went into the LE and made sure the base textures are there, and they were. Then I went into SC4Tool to check my file that has all of the textures and they are all different. So SC4Tool sees them different, the Lot Editor sees them different, but SimCity itself thinks all four of the textures are the same texture. Any ideas? The textures are id'd as follows: Sidewalk Group 0xD4D00000 Instance 0xD4D00004 Rock Wall Diagonal Bottom Group 0xD4D00005 Instance 0xD4D00009 Rock Wall Diagonal Top Group 0xD4D0000A Instance 0xD4D0000E Rock Wall Straight Group 0xD4D00010 Instance 0xD4D00014 (The base textures are down in the 0xFF range and are not affected. I do plan on changing them at some point.) These 4 base textures along with one overlay and 6 other base textures are all packaged together in one .dat file. The .sav file has been removed as I thought that was the cause of the problem. It wasn't. So I'm stuck at the moment. Thanks.quote> If I'm reading what you are saying correctly, I think you may have misnumbered your textures...the numbering convention for the textures is as follows... Take 0xD4D00010 for example...you MUST skip at a minimum 5 more numbers for the next texture...basically, each texture needs 5 different images (one for each zoom level)...the easiest way to create each different texture is to make a 128x128 texture, load it and then hit the camera button which automatically resizes the original image in to each zoom level...in doing this, each zoom level gets it's own number...therefore a texture of 0xD4D00010 has instances of 0xD4D00010, 0xD4D00011, 0xD4D00012, 0xD4D00013 and 0xD4D00014... Many creators do a few major things to help with texture ID's...for example, some people use numbers in the thousands spot for base textures, and letters for overlay textures...for example, 0xD4D01000, 0xD4D02000, 0xD4D03000, etc for base textures...0xD4D0A000, 0xD4D0B000, 0xD4D0C000, etc. for overlays...also, if you notice the they jump in large numbers for each subsequent texture...also, if you haven't done so ask BarbyW in a PM how to get SC4Tool to assign texture numbers automatically for you and simply click "Next Free ID" in the tool... Hope that helps...hopefully I wasn't totally off on what you were saying...Andreas Roth can also elaborate more and add to what I've said...
  19. RJM Designs Prop Pack 2

    Appologies for the incorrect install path...it has been corrected and re-uploaded...thanks for pointing that out...and thanks to those who have downloaded and rated so far...
  20. RJM Designs Prop Pack 2

    Version 2

    5,207 Downloads

    This is the second pack in a series of prop packs that will be used on several future STEX releases. This Prop Pack includes the following props: Boiler Tanks (Exterior Building Design) Ground Electrical Junction / Transformer Box Horizontal Industrial Chemical Tank Large HVAC Unit Large Industrial Filtration Unit Propane Tank Vertical Chemical Storage Tanks, with Pump House and Distribution System (two versions - one with and one without a spill containment system) Remember to visit the RJM Design BATs thread to see what other BATs are upcoming for release. Also, for any problems, bugs or general questions with this or other BATs by RJM Design please visit the thread. Click here to access the thread ** NOTE ** If you have previously downloaded this prop pack, please download and reinstall. The original install file had an improper character in the install path. Appologies for the inconvenience.
  21. Anduin Valley Revisited

    Looks great as usual John...still can't believe you hit over 100 pages...how many pages did CRV by Jeroni hit? I think you may be approaching that rapidly...
  22. This is getting more and more incredible by the day... Quick technical question for you...one BAT designer to another...how are you "painting" the lane markings...are you using textures or are you putting in small, extruded white lines that rise slightly above the surface of the bridge?
  23. Anduin Valley Revisited

    John, Absolutely stunning feat!! Great work my friend...who would have ever thunk it...100 pages!! WOW!! Great work my friend...great work!! Keep em coming...
  24. Originally posted by: Andreas RothWell, the project is to create an exact copy of a Boston landmark, and blahdy surely does a great job on it. I agree with you that it will be hard to use it anywere else than in a Boston city journal, but that counts for virtually any landmark that has been included in the game or created by a BATter. Anyway, the attention to detail is simply astounding, and from a viewpoint of recreating a real-life structure in the game, this project is on the same level as rubik3's World Trade Center project, which I still consider as one of the best things that has been done with the BAT so far.quote> Yeah, but just because it has a name in the tunnel entrance doesn't mean it can't be incorporated in to a non-Boston CJ...or the name can be photoshopped out...
  25. Go to www.google.com and beside the search bar click Language Tools. Then, copy and past the web site address in and choose the appropriate languages and Google will translate the page for you...very effective. Hope that helps...
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