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Everything posted by buddybud
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Looking great beebs. Can't wait to see the textures. After so many years here, how could you not do a good job??? lol. Keep it up. Bud
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This is amazing and much needed work. keep it up. Bud
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I don't have a link but i know some diagonal filler lots exist (or used to). Do a search for that either here or over at sc4Devotion. There may not be ones with that texture mind you. Good luck. Bud
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Thanks Joint1.... The station is far from complete and mainly represents my return after a year of being gone....again. I needed a way to get back into the project so i started by doing a station since they will be needed if this gets off the ground. i've since been concentrating on getting the details down for how i will implement this. There have been several changes that have led to a higher level of detail and added the ability to mod the textures like you would a sidewalk or road top mod. (for the base atleast) Heres a newer picture. Trust the station is far from done......enjoy. Cheers Bud.
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Hey thanks guys. And helllloooo to mighty goose.....Honk.
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Introducing sidewalks under elevated that change for wealth and for Sidewalk Mods. Actually was easy once i figured it out. I informed the nam guys but don't expect anything soon. To do this for every intersection would take considerable time. But i'll try to start. (ignore weird shadows and white lines) without sidewalk mod showing low and med wealth with jrj's sidewalk mod showing same. The textures come out lighter strangely enough even though they are the exact same ones used by the mod/game.....but it works. cheers. happy new year.
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kinda a bita both. mainly from this pic though but many others found here. But i haven't followed any specific rules for instance. cheers.
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Gone for a year almost. But as always i'm back. This time leaving off where i was last time. i'm attempting to redo the network el-rail using props, mirrored props, overhanging props, off center props etc. 3ds models and textures will be altered too. Here's some previews. This will take months at best but i have done much of the work already. and a new pic with texture change and wall removed....but nothing underneath Its all dragable and could be in theory change depending on wealth and density etc. But i'm only concentrating on low wealth industrial. using the old american el rail as an inspiration. merry christmas bud
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opps. edit. update here merry christmas bud
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Moving Props in Ilive Reader?
buddybud replied to His Divine Hand's topic in SC4 Modding - Open Discussion
lol...just came by to pass on the information....thanx ripplejet i still havent sat down and fully absorbed this info. unless ripplejet can help you., maybe this will help. i used this picture to try and help wrap my brain around it. heres five lotconfig values for a prop (0x14A8CFCC) each lotconfig property coincides with a position on one of the corners or the center of a 1x1 tile. -
Moving Props in Ilive Reader?
buddybud replied to His Divine Hand's topic in SC4 Modding - Open Discussion
im actually looking for this info also, it does exist since i know ive seen it before. i can help inanother way however. if you increase the lot to larger than the prop size in lot editor, youll be able to move the prop around until youve found the proper spot, then reduce the size back to 1x1. the only limitation is the 0,0,0 point of the prop has to sit within the 1x1 lot itself. rendering off center can help you get around these limitations. as for the numberic values within the lotconfig properties i'll keep you posted if i find out more. cheers. -
Still here...lol... heres an update. completed all the standard el rail props and base props. heres some details on how seperate zones, wealths will be effected. and yes....stations are going to be needed. cheers.
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looks can be decieving. i still have to complete all the curves and intersections for the light rail itself. then i have to finish all the various underrail intersections for road street etc. in other words atleast another couple months till a useable beta. then some serious lotting to get it where it should be. mind you now that the technical hurdles such as mirroring props are out of the way, im only slowed by the fact that i have a real life to attend...lol... but ya theres no turning back now....cheers and happy new year sim shady
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happy new year for years end i implemented mirrored props. ending 99% of the technical hurdles... cheers one and all
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Elaclairee : a it will co-exist, but you would have to exit the game to change from default to a certain el-rail skin. below shows default, my planned version and and a shape version for figuring out patterns. the leg thing can be dealt with. oh and an update on the diags and heres a shot using patternplacement to utilize three different lots (t21 exemplars). EDIT>>>>> heres a shot with a pylon and path added using the same patterns above. heres four t21 exemplars implemented.....remember these can individually be randomized.
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Originally posted by: Elaclairee I see you haven't done the diagonal yet. Hope it goes well for youquote> diags in the pic above and more here with slopes conforming bases that im working on. Ignore the textures, im just getting the props modeled right at the moment. Originally posted by: Elaclairee The transition piece is very well done. I'm curious how this system works though, never understood it. Is it just like the original version, but using the originator puzzle piece to change the look?quote> Im a bit confused what you mean here. if your refering to the el rail as opposed to the heavy rail. el rail only carries passangers. while the heavy rail caries passangers and freight. if however your asking why im doing this its simply to finish what i started 2 years ago. a systematic approach for covering up the green spots. i chose to do this primarily with props as opposed to models because the props you can make change due what they sit next to. wealth or zone. theres like 11 or something possibilities and then you can throw in randomness within those. for example this portion i intend to complete is really meant to be for low wealth industrial. the other approach would be to have say 11 seperate pluggins. say 11 colours each with its own props. like the tunnel entrance mod you could install all 11 prop sets. then before you load the game decide what colour of line you want. move dat for particular colour line into plugin folder. load game. place appropriate el rail. exit game change colour dat . load game. your existing colored line will still exist and now you place the second. exit game. change colour dat again....etc. blue line. red line high tech low tech what ever......but its lots of work...hehe. now if you mean something else altogether im completely lost. lol
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jugioh1012 : no idea when the release date would be. i havent touched diagonal crossings below the elrail, el rail intersections, diagonal pieces, curves. lots still to do. and technically this is just for one wealth/zone type with no randomness added yet. bwatterud : yes. sim shady : thanx hello elcaclairee ...your absolutely right. ive done mostly nothing to alter the default maxis model or texture. ideally yes that would be altered but i have yet to even go there. first i would need to get a copy of 3dmax to make true 3ds models. then learn how to use it. then make about about 30 variations of that model at least. they would be needed to conform to the various network configurations. and then further develop a new texture to work with said new models and my new props. then learn how to import that in game. So no not yet and maybe never. thats a lot of work and i haven't even really completed more than a small portion of the bottom prop parts as it stands. then again i may have just misunderstood you
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Silur : thanks man Elaclairee : backed up and ready to be reloaded...heh...and ya i want to do that next if possible Simfan34 : i would concur.... bbfan02 : sorry to worry ya. im still here...kinda aleking : thanx as always a little update. just worked on the onslope pieces a bit to make sure they work on various slopes. here ya go. and for fun with my highway walls.
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hey guys, been busy, heres an update. cheers.
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BlackPhoenixSim4 -first off you need this file from this link https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=168 . You have to register but its well worth it. This file used to be located here at the time of release of the set. it is now located at jeronij's own site SC4Devotion.com. I have been away for awhile and was unaware of this until recently. This information is lacking in the help files. though the downloads now link to sc4devotion. it also sounds like your missing "Diagonal Fix Mod" by pjot Heres a direct link https://www.simtropolis.com/stex/index.cfm?id=15048 . this info is provided in the tutorial and on the download liink. . furthermore all the other information you asked is in the tutorials. you fill in the holes with 1x1 lots. try acouple of the default maxis ones. look for ones that arent slope conforming. also you can zone in those and with some grooming get the appropriate buildings to grow there. look in the tutorial theres a mess of pictures too..
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From the Source. pagenotfound - the others are all correct. first off you need this file from this link https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=168 . You have to register but its well worth it. This file used to be located here at the time of release of the set. it is now located at jeronij's own site SC4Devotion.com. I have been away for awhile and was unaware of this until recently. This information is lacking in the download and the help files. second they are correct in saying that piece is not meant to sit next to the other piece. though i think thats kind of obvious. BlackPhoenixSim4 - the above link you will need also. it also sounds like your missing "Diagonal Fix Mod" by pjot as stated above by captcity. Heres a direct link https://www.simtropolis.com/stex/index.cfm?id=15048 . this info is provided in the tutorial and on the download liink. . furthermore all the other information you asked is in the tutorials. you fill in the holes with 1x1 lots. try acouple of the default maxis ones. look for ones that arent slope conforming. also you can zone in those and with some grooming get the appropriate buildings to grow there. look in the tutorial theres a mess of pictures too.. Godzillaman - Quote "Buddybud just expanded on this set." apparently you know something i dont. I lost all the files associated with the sunken highway series. besides a few textures i have no more than whats available for download. i would have to recreate part of the pieces atleast to even think about adding to it. so what have I expanded on?...lol anyways thanx all others for supporting these guys. im off to atleast edit the download links. the actual html in the installer might take some time. Edit "on site download links updated on all my stuff"
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heres a small update. just put together a corner prop. the road texture itself has to be lightened considerably. but you get more of a complete idea of how this will look when finished. just mentally add a bunch of props Im having trouble creating a flipped prop for this tile but i know theres a solution. but so far it eludes me. theres going to be many more props to complete but ill keep going. ...cheers. oh and a big Hello to Aleking
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um.....to quote myself "the actual road top is a maxis model. it seems they couldnt even match their own textures....lol." which in plain speak means..."the actual road top is a maxis model. it seems they couldnt even match their own textures....lol." which can also be interpreted as " i am only responsible for the elrail model bits that are green, the sidewalks and dirty textures underneath. . NOT the network textures themselves. Maxis are the ones who got the other two pretty close.....do you not think i would add a shadow band down the middle like all the other pieces. do you not think i would able to match up textures after all the stuff you've seen me do int the past......have you no faith in me SimShady!!?? .lol.....i may get into replacing the network models and textures themselves...but not as of yet. anyways just thought id point that out...heh and a couple more models/textures for your amusement. standard maxis network texture disclaimer applies. and here are some network props designed by me....though they dont quite match...not yet atleast...someday who knows. i hate to one up maxis....anyways heres something difficult ive been working on.
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h im Silur - thanx man KingTitan - nice station and very appropriate. Psycho_Teddy - very kind...cheers. Sim shady - acctually thats part of the station model. but heres a pic of the intersections i finished.
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king titan - thanx, gritty looking is exactly what i was attempting. sim shady. - no prob...lol...i speak lots of gobblety goop. ill tone it down...heh been busy with work this week. just had time to make one more puzzle piece. the end stub. i then decided to see if there were any existing stations that were available that would blend in well with my new style.....i think this is awsome. its by Morifari. if anyone could recomend any other stations found here or otherewise....drop a link or a pic. hopefully ill have more time this weekend. got some things up my sleaves.. cheers
