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IceDruid

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About IceDruid

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  1. NAM General Support

    Looked through the NAM41 documentation and didn't notice anything regarding one-way road to RHW transitions. Looks like MIS transitions to one-way fine (and even overrides into one-lane), but RHW4 does not transition to vanilla OWR? Is this expected behavior or should this be something I can do?
  2. The Milestone Thread

    15 years a member on May 20th, 9 posts in that time. Do I still qualify as a lurker?
  3. NAM General Support

    Couple quick questions that hopefully have positive answers: 1. Does there exist width transition puzzle pieces that reduce/increase the innermost lane rather than the outermost lane? Specifically, I'm wanting to lay down a 6S-8S transition where the left-most lane is the one that's added/removed (using RHD). I looked through all the width transitions, and rotated the 6S-8S a ton, but couldn't seem to arrive at this particular transition. 2. Does there exist FARHW (or even standard) diagonal ramps that have multiple exit/entry lanes? In this case, I'm looking for a diagonal FARHW equivalent of a B2 ramp. 3. I can't seem to use the long flex curve (R5) with MIS lanes. Documentation seems to suggest MIS should be supported along with 4S/6S (and both of those work fine). Is this a known issue or am I doing something wrong:
  4. Apartments not growing

    The second and third screenshots show apartments grew where you zoned medium density (as well as some smaller ones just above them), so what isn't growing as you would expect?
  5. Can't find it?... Ask here!

    I'm looking for the mod/trick/puzzle pieces that allowed for building the exit lanes right next to the highway even as it dips and goes into a tunnel:
  6. Changing textures in FLUP pieces

    It seems after all that the problems I had were not so much my missing something as I picked the wrong IDs to cut my teeth on. Had I simply tried custom tile 1-3 instead of 4-6 we might not be in this thread at all. Indeed, I was trying to shore up the areas in my region that were not cleaned up by the TGN! I started with the FLUP pieces as they seemed to be much easier to get than extended/overhanging lots. I'm also considering taking up working on overhanging lots to fix some diagonal and smooth curve overhang lots, though I'm also hoping the next NAM release includes draggable one-way smooth curves which will deprecate the need for half of such lots. I do have GoFSH and found it marginally useful for making FSH files, but the pointer about auto-darkening is what just sold me. I had been doing the adjustments manually in GiMP to get lot and transit texture colors to match, but it looks like it just saved me a lot of time by doing it for me. I made a new FLUP texture for the first custom tile (0x53E61800), loaded your TGN dat, and tested both out. Things look much better now. It also means I can go back to Paeng's parks, which I personally prefer, and clean up my plugins a bit more. I'll need to rortate the brick textures to get them to align better, though it also looks like Paeng's lots also suffer from this at times. Regarding naming the test dir z_fluptest, I thought it *should* have worked with my plugins since I organize my plugins folder by following a SysV-styled naming convention (see image). The files within keep their original names, but this enables me to have finer control over which components load and when. It makes datpacking buildings and textures easier and more organized for me. If some Cleanitol scripts hard-code directory paths (bad practice if they do) they may miss a file, but I have yet to run into that problem and the system has worked well enough for me over the years. With such a naming scheme, shouldn't z_fluptest have worked fine, or would the unsightly underscores (4 no less) be required still? Commentary aside, I have three new questions: 1. Is there a way I can enable Mayor-mode trees to be plopped on top of these specific FLUP pieces, or is the fact they're transit tiles going to render that impossible? If the latter, is the only way to populate the grass with some form of foliage to be to use a "ghost" texture such as what you mentioned were on FLUP tiles 4-6? 2. With the custom IDs for FLUP, it doesn't look like there's an option to build any except for straight paths. Is this correct, or, like the grass IDs you overrode, are there also IDs to do curved/intersecting FLUPs on the custom tiles? 3. I'm still not quite sure how to take my BMPs for the preview tiles and load them into the dat. If I try to insert just the 128x128 FSH as an ID (say 0x53E61809), I get an error. I thought that I could also insert all 5 at 0x53E61805 and then manually delete the first 4, but with ILives I didn't see a way to delete specific FSH files, only the entire group. What's the best practice for replacing preview tiles on these pieces? Thanks again for your help.
  7. Changing textures in FLUP pieces

    I tried a different approach this morning with the different but similar results: 1. Per advice, I reverted all custom FLUP tiles to default. 2. Create a new folder (z_fluptest) to load after all NAM plugins. In this folder, I created a single dat (flup_grass.dat) that contains only transit textures to override the original ones. Nothing else was changed. After loading the game, zoom levels 1 and 3 looked as I would expect, zoom levels 4 and 5 were transparent, and zoom 2, to borrow from Mel Brooks, went to plaid. As requested, I have also attached my .dat file containing only the new FLUP textures. One other minor question I encountered while working on this is how to insert custom preview tiles. It seems to use a custom ID for the preview (in this case 0x53E61B09) that sc4tool will not permit me to create. It gives me invalid ID when I try. As a workaround attempt, I created the FSH file with ID 0x53E61B09 from the PNG, but when inserting that file into the .dat the group and instance ID goes to null (0x00000000). flup_grass.dat
  8. Changing textures in FLUP pieces

    I agree on keeping lots separate. I'm using the existing lot instead of making a new one because it's the path of fewest changes (and thus easiest learning) - touch one thing, load, observe, repeat. Think of an aspiring artist doing some traces before sitting down to painting. Once I get the hang of things, I'll revert to the "default" mods and build out my own. The note about the distinction between lot and network textures seems to have been the secret sauce. I re-created the textures in sc4tool as network textures instead and applied them to the .dat and it's now rendering as expected...in most zoom levels. The 2 closest zooms still are coming up transparent, but this is progress. I'm also showing one zoom level (that last one that works before going transparent) isn't compressing for some reason, but I don't know if that's related yet. I suppose the next best step is to kick out the original SFBT Custom FLUP mod and just build a fresh .dat using the EIDs designated in the NAM for custom FLUPs. This will help me eliminate any possibility of something I'm not overriding, and now that I've seen and know that what I'm doing is the generally correct way to do this now, I feel better about losing the training wheels. Thanks!
  9. Hopefully I'm posting this in the right area... I have started an attempt at doing some modding of FLUP tiles as part of a region I'm working on. To start, I want to update the textures displayed with the FLUP custom tiles (originally Set A) to get the grass to match my current park/grass textures as well as update the sidewalk/brick. I've read through the tutorials and then jumped in with both feet, hoping for some success. I hoped wrong. What I've done to try to change texture on a tile: 1. Identified and noted the EID I need to modify (0x53E61B00, though the zoom textures themselves start at 0x53E61BF0). 2. Created the PNG and FSH files for my desired replacement texture (128x128 size only, I use sc4tool to copy to the smaller sizes) 3. Deleted the old FSH files in the appropriate .dat files (FLUPs_Custom4_Plugin_MaxisParkGreen) and replaced them with the new FSH files. I ensured these are using the same ID (0x53E61BF0 through 0x53E61BF4) as the original textures. 4. Checked the DIR file to make sure IDs match the old IDs and saved the .dat Upon loading this into the game, the base texture simply does not render - it's transparent. The tile works fine for transit, it's just transparent. I went back in and tried a few other things, also to no avail: - Deleted the exemplar file within the .dat as the new texture has no props. No change in behavior. - Updated the DIR file to have matching Group IDs between the preview and zoom textures. No change in behavior. - Re-indexed the DIR file altogether. No change in behavior. I'm pretty sure I'm making some newbie mistake here as this is my first foray outside of lot editing, but I can't for the life of me figure out what I'm missing. Anyone out there with experience doing this who can point me in the right direction to get this working?
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