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jplumbley

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Everything posted by jplumbley

  1. @meastro There will be a transition piece, actually probably in the range of 3 or 4 transition pieces since there are multiple way to separate side by side one ways, both splitting at the same spot diagonally, one splitting of diagonally, one spling diagonally and the other doing the same in opposite directions 1 tile later. So yes, there will be pieces that will automatically show up. I am still learning the RULs, I have only understood the straight pieces to this point, and have done the preliminary testing which I have shown in front of you guys so far. What you see is what I have done. Beskhu3epnm has only made me the straight texture as that is all I have asked him to do right now. For the 4 transitions there needs to be about 10 textures I would think so we shall see what happens. I have plans, I just have to learn what needs to be done and understand it. I learned how to path last night. maybe tomorrow I will learn how qurlix made the diagonals work, then work on transitions and then onto intersections. Obviously this is not a small project, just like RHW it will take time!! As for a new thread, I have a proposal out to qurlix from Tarkus and I, we will wait for an answer and the make a separate thread for this project after that response. Since Tarkus and I are working on 2 new projects, using RHW technology. BTW @qurlix I have sent you a PM about the proposal earlier.
  2. @prucedorion I will for sure post the OWR-5 image I am working with. There are a few tweaks I need to get my texturer (beshku3epnm) to fix before I post the final version. Might be a couple days though before I am ready to upload it. OWR-5 will work nicely for your idea, and but it will look great in some nice downtown settings too. BTW thanks for the great comments everyone, it makes me want to work harder on this, but I am in the last 2 weeks of school so its up and down for me with this project. I have to say though, qurlix is THE MAN!! I couldnt have done any of this without him creating the RULs for this project in the RHW project.
  3. What is new today? Well, I was able to get more than one path working!! Actually all 3 worked now I have to figure out the positioning a little better and it will be good Here is a picture using SC4Cheats.dll DrawPaths, and the other just showing the texture. There are a couple things that will get fixed with the texture before it is release but this is the general look!! Please dont ask for any props or anything, I havent figured that stuff out and dont plan to until much much later in development.
  4. @qurlix I hadnt tested with paths yet, until tonight. I learned how do make a path tonight Here are my results of playing around. It seems as though the direction of the arrows from the original one way road stay no matter what. Why this is Im not sure. But for some reason, the SC4Path file seems to follow this arrangement with the new textures still. Picture 1 Picture 2 In picture 1, I drew the path of the one ways to both go in the same direction, downwards using the technique I figured out with arranging the textures properly the other day, was also able to draw them for the opposite direction. When I did this though I was not sure if this method would have an effect on the paths. I proved that it doesnt seem to with picture 2. In picture 2 I drew the roads with the same method, just one side with the arrows facing one way and the other side facing in the opposite direction. This did not have any effect on the textures because they came out the same, a good thing. But!! It made the paths for each side of the road go in opposite directions. Meaning that when the OWR is originally drawn and a texture override is created, then the paths will follow the direction that the OWR was drawn. Theoretically this should work unless qurlix you see a problem with this that I havent. Any thoughts qurlix or tarkus?
  5. Hello all, I have been running around like a chicken with my head cut off the last few days, researching information for a project I would like to take on. I need to find info on making FSH files for transit textures. Can someone please direct me to a few helpful threads? I need to know sizes, of these textures, how to get them from BMP to FSH, etc. Thanks for the help.... I have done pretty good with all the other info I needed but this is one of the last parts of the puzzle.
  6. I know all about it Ryan_sc4, I have talked about it with him. I am very glad you will be wanting to work with us on this plan. I will invite you to the private thread, I started last night about it.
  7. @mabyememories Thanks for the comments. As for textures, my texturer already knows what he is going to do, we have talked about a few ideas and we have come up with one that we feel will work best. For ideas with avenues, well there is a plan right now, but we dont know if it is going to be possible.... yet. You will find out when we find out if it is possible.
  8. Thanks for the comment Simfox on the avatar!! It was made by beskhu3epnm, who will be my texturer for this project. We may have some ideas up our sleeves coming. But all the RUL planning and creation will be coming from what qurlix is able to come up with until I learn enough about it, if I ever do. @POS I have made a new discovery that you may not have seen yet with the directions. I put it in the RHW thread, and thats where I am going to continue to post. I would like to close this thread up so that everything can be held in the same thread. Tarkus and I have been talking and may open up a new dev thread for Network Widening Mod (NWM). This is not official yet but maybe we will join forces aswell.
  9. @dexter I have a texturer who is making textures for me. But the one I showed was one I whipped up quickly to show my plan. Te version that will be released hasnt been created yet. It will be 5 lanes with the 2 outside lanes having parking in them. This is the way it is in downtown Toronto, the closest major city to me. Anyways back on track with my tests. Prince of Sims brought up a good point earlier in the other thread I posted this picture in. There is a problem with not being able for one way roads to decifer which direction they are going. I dont understand it 100% but I think I have found the solution. For my test I put a red dot on the top of my texture and a blue dot on the bottom of my texture to show how the textures will be created. In this first picture I drew 2 one way roads apart from each other. I then drew another one way road under the one on the top. It arranged the dots so the blue was on the right at the begining. Everytime I draw the second one way road on the bottom this is what happens. In this second picture the first test was already there. Now I drew the second one way road on the top side. This arranged the dots so the dots were in the opposite pattern with the red on the right. Meaning that the textures are going in the opposite direction and theoretically the SC4paths should also follow this pattern aswell. And this is a comparison between the two proving they arranged in opposite directions Now, things I found out about this: This ALWAYS happens, drawing on the opposite side will make the textures run in opposite directions. If I were to draw the one ways in opposite directions it has no effect on the new textures. So if the adjacent one ways are running one north one south it doesnt have any effect on the direction of the OWR-5 textures. These two finds makes it very usable, the user just has to remeber to draw it properly. I will talk with my texturer and probably put a small arrow on the top of the texture to show which way the paths are running and for that purpose only. And to anyone concerned about textures, these again are only test texturers and not final ones since we must find if this is workable or not first!!
  10. When I lay it out in opposite directions the same texture pattern shows up. So if I were to mirror the textures, the textures should always align in the proper direction. By using the same sense that qurlix uses in the RHW to allow RHW to drag off of RHW then there should be no problem in making the OWR-6 turn around and go the opposite direction. But that may be the limitation is it will only lay in one direction and you have to spend the space to turn it around at the end. I dont see why this couldnt work, but obviously testing with these textures pathed is required first. Which may take me another week or so to learn.
  11. @qurlix and tarkus you guys are awesome. Thanks for all your help the last couple days. I made a little test from your work here qurlix and here is a pic of it. I was able to make my own texture for this test and draw 2 one way roads next to each other and override the textures with mine a 6-lane one way road. This hasnt been pathed yet, I have to learn that. But I think this will become workable, even with the problem where SC4 cannot make sense of the direction the one-way road is facing. If I get corners working, you will be able to turn and go in the opposite direction off the main road. That might be the big limitation with the one way roads. But it should be possible for actualy usage. Now since this has worked, that means we can take other textures like Ryan's Suicide Lanes and override 2 road textures next to each other without losing the original avenue textures. Maybe we could try the GLR avenues, by taking an avenue and dragging a railway next to it. Who knows what we can do!! Qurlix your technology has endless possibilities now, as if it hadnt before Ideas are coming out left right and center over here. JPlumbley
  12. Thanks POS this is what you helped me do... This is a functional wide OWR. But it hasnt been pathed yet. It uses the technology qurlix used for RHW. Thanks qurlix!! And thanks Tarkus for the help you have given me to this point.
  13. Cool thanks POS.... I will look for FiSHMan..
  14. SC4Terraformer Support

    @DemonHunter If I understand correctly, you are wanting to build a region of larger than 4 large tiles. To do this you must do some setup first before you go into SC4TF. 1. Open your regions folder 2. Create a new folder within your regions folder 3. Then create a bitmap with Paint. Use Red 1x1 pixels for small city tiles, Green 2x2 pixels for medium city tiles and Blue 4x4 pixels for large city tiles. You can make your bitmap any size, but be warned once you start getting in the range of 48x48 pixels (12x12 large city tiles) your map will become very hard to work on when handterraforming due to lag. 4. Save your new bitmap you just created as config.bmp in the folder you have just created. 5. Now you are able to open this new region folder in SC4TF and it will be your custom size and blank terrain. Have fun! @Vester_DK Right now you are right, there are many unknown exemplars, but with enough trail and error if someone wants to do it we may find one that controls the size of city map attributed to a certain color (for example one day it may be able to say 6x6 tiles could be represented by 6x6 Blue pixels) But unfortunately noone has found that exemplar and probably noone ever will if it exsists.
  15. Blahdy, your batting skills are god-like!! Im speechless on your work!! I love the diagonal section over the tunnel entrance.
  16. NAM: Development

    When is the next NAM coming out?..... Its been so long... LOL j/k.... I had too. Go Twrecks go!! You tell em boy! Ijust wish people would actually read back a page or two in some of these threads and they would know what the deal is... Unfortunately when this page turns over I will put $100 within the first 5 posts someone else will ask for the release date once again and then will be a sissy, dresses in pink, and plays with Barbie dollsquote>
  17. NHP Steamboat Valley by beskhu3epnm and JPlumbley

    Thank you for all the comments guys. Glad you guys like the accuracy and the enhancements for playability. This is just the first of a line of Invermere Valley Projects that are part of one large one.
  18. NHP Tools suite

    Holy cow WOU!!! You have been working hard lately buddy! Nice work and keep it up!
  19. Hey wou and johndg, Thanks for offering your help wou!! Go for it buddy. I've had a couple of ideas for this map. But as I am in a bit of a crunch time at school and a large mapping project which I will start releasing pictures of an in-progress map creation CJ with highlighted features I dont have the time to put them to SC4TF yet. But!!! A template would be great wou!! Now for some ideas on the sketch.... I like the 2 rivers close together on the "west" joining a small lake like that. Very good and very workable. In the "south" a nice little spot with the pool for some mountains around there. The river in the "north" is not a problem except for the template wou could you fix it so it joins the lake flowing towards the left instead of right? This will make it look like a much more natural flow to the river system. The river from the lake to the harbor area will need to be a bit larger width aswell than the rest of the rivers. For the islands in the harbour. I have a couple ideas on how to build them but I would need to build them from scratch and nothing be there on the template. Those are my quick ideas on how I would go about it. If you want to set up a template for me go right ahead.... Just giving you an idea of where I intend to go. Thanks, JPlumbley
  20. Hello Johndg240, Thanks for the support!! I would really like to do this request for you! Im a specialist in hand-terraforming fantasy maps with SC4TF. Unfortunately, since hand terraforming is a time consuming process, I am currently backed up. I have 2 maps on the go and another in waiting. On top of that I have school. I expect to release one map by early Decemeber, a project with Beskhu3pnm (BIG PROJECT in hand terraforming) But I am willing to throw this at the end of the line for a project towards the end of December if someone else for our group doesnt get to it first. If you would like to check out my quality check out Saunders Lake on STEX. That is my favorite map right now. It may peak your interest to play on it until I can get to your request. As for comments on your request: 1. Not to big, not to small - No worries, I will make a fair size. 2. Island 1 small tile in size - That is actually quite big, I can definately make a large island with a bunch of small ones. I think it would turn out better using a strip of islands instead of one really big one. What do you think? 3. For the land. You didnt really specify what exactly you wanted other than rolling hills. Are you leaving that upto me or is a lake and/or mountain range asked for specifically? 4. Medium tiles only basically. Sometimes this is not always the best solution, I can come up with a couple of different tiles solutions for you and run them by you. I design my regions very organically and attempt to follow that organic growth with a more organice tile structure (sometimes involves small tiles). Anyways, thanks to all other who are supporting us here at NHP. We are broadening our skills here together and appreciate every little bit of support and comments. JPlumbley
  21. NAM General Discussion Thread

    @garfiedude Avenue roundabout is not available. I dont even know if it has been given much more thought than the initial process. I have not seen anything beyond a couple textures that never really panned out.
  22. NAM General Discussion Thread

    I dont understand what the damn problem is here. Why cant you people be just a little PATIENT!!! The NAM team has worked hard, very hard to bring us what we have today. What would your cities have looked without them? I dont see many of you guys out there (Tarkus excluded) even trying to learn what these guys have to go through. Transit modding is not something for the fient hearted. I have been playing around myself and have played for a few months and still know nothing compared to what some of these amazing modders know and can do. @maybememories and brokenrecord If you guys are so impatient with the release. Try learning what these guys have to go through to make these mods!! Especially the extremely difficult and deep work they are attempting now. The new stuff isnt as easy to mod because they are building new RULs that were never implemented before. If you knew what it takes to mod this stuff maybe your would have a little more respect for these mods. If only you guys had a clue what goes into modding the transit network....
  23. Jiangsu Tower

    Hey dms!! Awesome bat glad to help out. @ykl your ground is black because you are missing the texture files. The texture files are from the BSC Texture Mega Pack on STEX. There might be another one but I dont know how to find out what packs were used. The Cycledogg trees were also used on this lot. And some SG flora, which is in the BSC Simgoober Mega Pack 1
  24. OJL Gravatt Inlet

    Good work owen!!! 7/10. Your skills are improving, I like the way your mountain range came out. Just need a bit more patience to get to the next level. Great job, your coming along quite well. @FavreKev04 SC4TF is a very good program that gives much better precision than a jpeg. And you must read the readme file to find the right DirectX. If you had bothered to read the readme you would have known that.
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