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MayorBean

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    A long, long time ago...

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8 Good

About MayorBean

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    Backpacker

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  1. Wood County - Rebirth

    I'd suggest #2 for athletics and #5 as water sports arena. ~bean~
  2. GDV Mayor Mode Tropical Sea Set

    Well, I really like the reefs. The boat models are nice, though they sink in deep water. Keep up! (7/10)
  3. obsolete BSC Brick Canals Base Set

    Well done goober! You proposed it for today - and here we go!. I'll download the packs and rate (after testing that timestamp issue...)
  4. I second TPP - cycledoogs Columbus Terrain Mod. Awesome! ~bean~
  5. European Car Replacement Mod

    Hey mikeseith, although there is no really progress with that registry stuff (no feedbacks, yet) this is a really great idea! I just tested it ingame - wonderfull! (10/10)
  6. Ocean River MOD final

    @esmnh: animated water won't be possible - sorry. Have a look on prince_of_sims's postings to see how this mod can be improved. ~bean~
  7. Playboy Mansion

    Hey Goober! Yeah, school's out... Well I like both, the building and the entire LOT. Too bad that this got rated for just the name of the LOT. Anyways, since I really got offended for some (PM) comments these days, I'll just lurk for a while... (And keep downloading some stuff). Great work! ~bean~
  8. ST Vehicle Registry

    Here's a kind of template how the STVR Excel sheet may look like (see attachment). Also I did a 'common supplies' FSH that could be shared by most (land-) vehicles: 1st row - head/rear lights 2nd row - flashlight 3rd row - undercarriages 4th row - shadows ColourMap AlphaMap alpha blended thumbnail
  9. ST Vehicle Registry

    Ardecila - thx! That is just what I want to establish - the same IID for each automata model - regardless of filetypes... I'm currently working out a possible database (based on excel due to ST constraints)... ~bean~
  10. ST Vehicle Registry

    Well, to get more clear on what I'm thinking about: When I got my idea of a new bus/truck automata series (like SAC's) I had a look on the simcity dat files in order to find an IID range where those stuff could be organized (to avoid confusion with almost random IID stuff). I thought, the 0x55nnnnnn range would be good, since no ingame is located there - well, I failed somehow - the NAM makes widely use of the complete 0x5nnnnnnn range. I also noticed, the way how skins (materials) are assigned to s3d models may cause conflicts somehow - I once created a vehicle that was skinned with grassland, though there was a proper vehicle skin around - very odd... So I came up with the idea to create such centralized ST vehicle registry. Main goals: - One thread/table/database(excel) where you can browse several different vehicles and choose, which to use (something like a great dealership) - anyways, the files will be stored/rated/downloaded on the STEX. Just a kind of catalogue where you can look for creator, model description, pics, possible conflicts... - A place where automata creators can request specific IID ranges to develop there vehicles in (like geoffhaw's texture index) - A place where new models could be requested, without opening hundreds of threads for individual request. - A thread where tutorials/howtos are published. To make automata/automata props development more 'efficient' I suggested the type coding (read above). I also think, an automaton should consist of the following files: one automata exemplar, one prop exemplar, one daylight model, one nightlight model (optional), one daylight skin, one nightlight skin (optional) - all files share the same IID (day/night differ by the z-value). A shared FSH for shadows, undercarriage, lightcones could be supplied as base for all vehicles (red/green/blue flashlights, blueish/yellow front light cones etc). But before to start at this topic, I'd like to get some things clear: - is there *any* known reason, not to use the 0x63nnnnnn IID range? - is the vehicle type list complete? - is the capacity (4096 models per type, 128 different skins per model) sufficient? (well, I think that may do...) - should we enlist any older models (from Trolca, mikeseith, ardecila, oppie et al) without IID conversion? Well, post your opinions on this... ~bean~
  11. ST Vehicle Registry

    @ardecila: hmm, willing to join, anyways?
  12. ISAT Aurotal Condos

    I like this kind of LOT - it could be a base for a kind of 'Gutshof' [German]. Anyways, try to add some gradient to roof/walls. And maybe add some windows (or tree props) to the small building in front of the given picture. No voting, yet
  13. ST Vehicle Registry

    Hey mike! I thought to discuss things first... (uhm) - I'd really like to sort things out before publishing anything is this range...
  14. ST Vehicle Registry

    @Swamper: well, I'm already aware of that. It's just an suggestion - and I think, it should be in a separate range... @garfiedude: k, you're right. But I don't know any automata model in the 0x63xxxxxx range. Also Trolca and Ardecila have their very special way of numbering (and it might be nearly impossible to renumber older/existing models). It's an idea on how to proceed in future... ~bean~
  15. Well, since I got aware of those tricky things on how to assign correct IIDs to custom vehicles, I tried to contact those recently known ST automata geeks to get a way of 'compromise'. (I never thought that a simple automaton may conflict with the NAM someday - but it might do...) So, here are my ideas on that stuff: 1: Let's use a (probably) secure IID range 0x63wxxxyz for all future automatons (and automata props) 2: Let's use a kind of group coding for different automata types. I'd like to suggest the following: w=0 -- reserved for shadows, light cones, flash lights and additional stuff w=1 -- cars & bikes w=2 -- trucks & semi-trailers w=3 -- public & pedestrians (e.g. taxis, ice cream vans, MayorBean walking around) w=4 -- civic land vehicles (police, ambulance, post, school busses) w=5 -- busses w=6 -- passenger heavy rail (engines & coaches) w=7 -- cargo heavy rail (engines & coaches) w=8 -- heavy rail checkers (engines/coaches) w=9 -- elevated rail (engines & coaches) w=A -- monorail (engines & coaches) w=B -- subway (engines & coaches) w=C -- GroundLightRail (engines & coaches) w=D -- aircrafts/airborne vehicles w=E -- water vehicles (ships, boats, surfers, submarines,...) w=F -- reserved (maybe SimMars vehicles and other stuff) 3: xxx for vehicle models - a 3 byte range per vehicle group (up to 4096 different models per group) 4: yz - defininig the number of skins per model including day/night difference. All even z are day models, all odd z are reserved for night models => up to 128 different skins per model. So, what do you think about this? I hope this will turn into a very contructive discussion... ~bean~
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