SimCity 4 Devotion

SimCity 4 Devotion Custom Content Showcase => Inactive Teams => Team Custom Content Projects => Buddybuds Expansive Attempts at Anything & Everything => Topic started by: buddybud on November 12, 2007, 03:22:54 AM

Title: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on November 12, 2007, 03:22:54 AM
Hello to everyone.

    As the title suggests this is page for my future projects ranging from this and to that. Some will be familliar with some of my previous work and various attempts, the latter comprising the majority.
    My first attempt at a project a couple years back was to try to deal with the empty green areas under elevated network tiles. this never got completed due to various reasons, however i learned many things during the initial attempt. well in short after some time away dealing with rl i have returned to sc4 and developing my ideas. Since i was forced to start anew due to a hard drive failure and a lack of backing up i decided to start fresh and revisit the first project. i soon learned of new advances and specifically the mods by MIncroabl, ArkenbergeJoe, and ardecila. each had a different but unique approach to modding the underside of networks. i decided to combine all three's ideas in an attempt to make a more realistic el-rail.
    This is a pic of the el-rail i based the initial model on.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F5172%2Fimg28637sx5.jpg&hash=76567fe40f7d0aa92d6d01c4c939835c57de012d)
 
    heres what i got so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F3222%2Flookmanopostau8.jpg&hash=853e1634f1cb800d065004445bd6c1998b948440)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F1227%2Fhereyagoguy01sf8.jpg&hash=88fe69cb091245c06d44b29f740daefee6649e32)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg49.imageshack.us%2Fimg49%2F6214%2Fignorethemaxistexturesxd6.jpg&hash=6d6aead6296a9bd5130cb2254e3f650af66eaa17)

essentially these props and textures represent low wealth. the plan would be to introduce a bunch of random props under the networks and add different variations for different zones and or wealth. im going to have many questions along the way as ive yet to create models or implement them. ive run into a few problems though minor. for instance the props for avenues do not appear when i drag the el over an avenue...but do appear when i drag an avenue under an el?.

the big question for now is to expand the number and pattern of empty lots under an el from 2 to atleast 4. this would be so i could try and add as much variation as possible underneith the network tiles.  as stated there are presently two. one with a pylon and one empty. i image this could be expanded and manipulated by using the same methods incorporated in designing a bridge. i will check into this next. with otheres help of course. :thumbsup:

anyways ill keep an up to date journal here of my adventures and discoveries. take care.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on November 12, 2007, 03:45:51 AM
I am so glad you have started something over here.  I think you'll find a lot of help here, as well as great people.   ;)
Your project looks very good, I think I could find a way to use this in my city.

&apls &apls

Robin   :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jeronij on November 12, 2007, 05:05:12 AM
Helo Buddyb, fantastic to see another of your projects alive and running  :thumbsup:

Welcome to SC4D  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on November 12, 2007, 05:20:09 AM
Welcome, buddybud. I love your older work with underpasses and overpasses and I'm very glad to see that you've started on another project.

I'm zero help in the BAT'ing/Modding department but you have created a good looking model and are off to a great start. I'll keep tabs on this thread to see whats next, I'm sure you'll succeed.

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Meastro444 on November 12, 2007, 05:42:38 AM
looks awesome  :thumbsup:

i do hope you will return to the tunnels/subway/traffic converter ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on November 13, 2007, 10:48:25 AM
Thanks all for the warm welcome.  ()stsfd(). heres a minor update. though a big breakthrough for me. it took a while to figure out how to do this. but it was simple once i got my head around patching  the exemplars and models(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg86.imageshack.us%2Fimg86%2F8937%2Funderrail3bo4.jpg&hash=1c0bdd222a0d2b1c5f0873ac01338d3e7b6580dd). textures need some work.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Filasimo on November 13, 2007, 11:36:26 AM
woah thats dirty chris! you gotta tell us more about this latest update  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on November 13, 2007, 11:00:32 PM
dirty dirty...lol...
anyways to tell you a bit about it wont require much. i essentially copied the exemplar from the road under light rail nam plugin over to my mod then simply changed the model entries in it to point to the default light rail straight piece. added my props and a new road network prop via a new t21 exemplar. so essentially what you see is all props except for the top which is a default maxis lightrail model. make sense? ill give more details if needed.....cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on November 14, 2007, 09:09:38 PM
Great to see the return of this great idea with a big update. Those look so great for elevated rail espically since I am a fan of using elevated rail in a few of my cities. Cant wait to be able to use these will make elevated rail far more good/realistic to look at then the default.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on November 18, 2007, 07:33:04 AM
heres another small update and an annoying problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg164.imageshack.us%2Fimg164%2F8186%2Fmycornerproblem1gi6.jpg&hash=7eca1a4724f977a756cd04ccb60858385b216357)

this is the replacement corner junction from the nam road under light rail piece. the network texture of this prop has to be adjusted but thats not the problem. this is the problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F5849%2Fmycornerproblem2lx3.jpg&hash=a22f16f48396ad866bfb9c5273c2d1bfb9685720)

i can't get the flipped prop to show up. ive followed these instructions i found in snorrelli's thread with MIncroabl's work.

Quote

Quote
MIncroabl Except for that the base prop doesn't appear on mirrored tiles... I suspect this has something to do with the kPropertyID_FlipsAllowed and/or kPropertyID_RotationsAllowed parameters, but couldn't figure them out.

Quote
Memo Regarding the mirroring problem, IIRC, you need two T21-Exemplar files which both link at the same network tile. The first one needs to have the property FlipsAllowed 0x02 for the non-mirrored version of the tile. The second one must have the value 0x01 for this property and is the flipped version. Therefor the game rotates the props by 180°, but I'm not sure about this though. If flips aren't possible for a particular tile, then only one exemplar is necessary with the value 0x00 for the aforementioned property of course.
Quote
Swamper For flipped tiles, you also need to have a flipped model of the prop. Since your tile props appear to be symmetrical, add the property "Resource Type Key 1xm" with the model reference TGI of the existing prop model to the exemplar of your prop.
QuoteMincroabl Yess!! We're in business! That worked perfectly! Than you very much! ...I'll stop shouting now...

anyways ive not been able to make this work. but its possible i missed something. ill keep you posted. cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jeronij on November 18, 2007, 09:21:35 AM
I am sure you will solve this soon  ;) .... impatiently waiting for more development.... ;D
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 17, 2007, 06:55:07 AM
thanx jeronij.

just an update. ive been incredibly busy but managed to get some more pieces done.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F751%2Fkhiju01oc3.jpg&hash=4007bce36dd90c46da97b4ea4bd0110caecdf7ba)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F5383%2Fkhiju02nm9.jpg&hash=0eb9ca1db01bdc758e7c96ab79297d25689adc99)

cheers
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on December 17, 2007, 06:58:13 AM
That looks incredible, great work.  I may decide to use this when you are finished.

&apls

Robin   :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jplumbley on December 17, 2007, 08:37:19 AM
Dude,  your awesome!!

I have a quick question about how this is working.. I am definately interested.

Are you making these like you used to as offest lots?

Are you using Type 21s?

From experimenting and theoretical ideas Tarkus and I have been scheming over time, it should be possible for us to make under El-Rail scenary much easier and not waste space.  What we have been toying with is the idea of making El-RHW parts as T21s.  Using the T21s we can force certain pieces to appear on certain tiles and look as if it were the actual network.  Now, due to this being a T21 and not a network model, it allows us to define textures for these tiles.  These textures can look like anything and with the T21s we are also able to add props.

EDIT:  Oh I also forgot to mention this would be 100% draggable under-Network scenary.

Just a thought... Is this useful information?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: RippleJet on December 17, 2007, 08:46:27 AM
Quote from: jplumbley on December 17, 2007, 08:37:19 AM
Are you using Type 21s?

Isn't it obvious they are T21's... ::)
...he is referring to MIncroabl's modding! :thumbsup:


And:
Quote from: buddybud on November 13, 2007, 11:00:32 PM
dirty dirty...lol...
anyways to tell you a bit about it wont require much. i essentially copied the exemplar from the road under light rail nam plugin over to my mod then simply changed the model entries in it to point to the default light rail straight piece. added my props and a new road network prop via a new t21 exemplar. so essentially what you see is all props except for the top which is a default maxis lightrail model. make sense? ill give more details if needed.....cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jplumbley on December 17, 2007, 10:32:04 AM
LOL... Im horrible.  I read all the posts with pictures (the important ones right? WRONG!).  ::)  JP wake up smell the coffee, tea, whatever.. just smell it.

Awesome work there man!  It definately look like they were T21s but I wanted to make sure.

Again, Im sorry for being so slow  &scl() sometimes.  I have a million ideas running through my head all the time and am just trying to help out where I can.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on December 18, 2007, 09:15:58 AM
Looking great man  :thumbsup: good to see you sorted out the interchange problems with it. Looks flawlessly good. Love the cement on the hill such a great touch. Great to see you made it able to go over the pedestrian mall tiles as well, im sure a lot of people will appreciate that.

Keep it up..oh yea one question...when the Dual El Pieces are made will you attempt to make this work for them as well? Im pretty sure those are gonna be more NAM puzzle pieces.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Jack Bauer on December 19, 2007, 08:52:41 AM
i like your job this metro looks like the metro of chicago or NYC
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 22, 2007, 07:59:45 AM
rooker1 :Thanks rooker
jplumbley : Glad ya got that worked hot..lol cheers.
RippleJet : Your are absolutely correct
SimNation : Thanks and yes it would be possible. just concentrating on finishing the existing pieces still.
Jack Bauer : thats what i was aiming for. thanx.

little update. played with textures and models to ensure flexibility. cheers all.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F4796%2Fsloopydedo02mg6.jpg&hash=dfdc285e181093a74637ded290819819a3f52df5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F5030%2Fsloopydedo01mr1.jpg&hash=ceca2869e7a3828cc5b6f4196e893d2f9c0586b6)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Silur on December 22, 2007, 08:13:32 AM
Hi, Buddybud - Great Artist of many earth bridges ...
Merry Christmass to You and Best regards with Your extremely beautiful work !!!
Thank You !!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on December 22, 2007, 08:22:24 AM
they are cracking.... i mean absolutely spanking...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: bat on December 22, 2007, 08:33:04 AM
Fantastic work on that! Looks wonderful.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jeronij on December 22, 2007, 12:29:06 PM
Excellent progress  :thumbsup: . The more I look at that green texture the more I like it ...  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Silur on December 22, 2007, 01:31:56 PM
Yes, this a fantastic work - this a GREAT !!!
I know about some distant of this for me - but I like it very much - THANK YOU !!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: thundercrack83 on December 22, 2007, 10:32:11 PM
WOW!

Magnificent work here, my friend! I can't wait to see more progress!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on December 23, 2007, 01:57:47 AM
BuddyBud that is simply stunning WOW!!!!!!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 25, 2007, 04:50:04 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg297.imageshack.us%2Fimg297%2F5738%2Frampolini01ji8.jpg&hash=69ccef25bd1e67e345b76c2697dfc91f418d2e19)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F7389%2Fsloopydediag02xt4.jpg&hash=d02b5b136f56d24a56f1dcb3cd36fa11228c9dca)
merrry christmas everyone
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: bat56 on December 25, 2007, 05:11:15 AM
Your progress has been rapid. I love better and better this project, like all your oldest indeed!  &apls

merrry christmas & Take Care!

Sam  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: bat on December 25, 2007, 05:13:42 AM
Great new picture there!
Merry Christmas to you, too!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Silur on December 25, 2007, 05:16:48 AM
Excellent work again !!!
Merry Christmas to You ...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: thundercrack83 on December 26, 2007, 03:48:12 PM
Magnificent job, buddybud!

Merry Christmas, my friend! Well, it's Boxing Day now!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: vester on December 26, 2007, 03:51:02 PM
Merry Christmas Bubbybuds.

That shadow in the second pictures looks off. Maybe it's the wall around (almost) it and the missing support of the el-rail?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SC4BOY on December 26, 2007, 04:43:55 PM
That looks pretty clever.. nice work..
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 27, 2007, 03:59:55 AM
  Posted by: vester
  That shadow in the second pictures looks off. Maybe it's the wall around (almost) it and the missing support of the el-rail?

actually thats the shadow from the ingame maxis shadows....so if its off blame them...lol...but mostly it looks out of wack because none of the supports or skirt are made yet....unless i missunderstood you...lol.

thanx everyone else

Edit. the more i look at it the more i agree. you'll note this is the first time i think i posted looking at this angle. i plan to slightly illuminate those side renders to bring out the detail and kill the optical illusion.

heres a picture showing the illusion illustrated using an upside down purple u placed over a building confirming its proper angles. but over the track it still looks out of whack even though the angles are true and its an identical copy to the other. i think bringing colour and details into the blacked out sides will help overcome this.  And i dont think the unfinished diagonals are helping at all...lol.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F5070%2Fsloopydediag01jb0.jpg&hash=8b0bd89cfca9d6273e93cdf0b16dfb5d5be78584)

below off topic
ignore the industry textures. just demonstrating some extreme prop slope conforming diags here. ie no textures.

slope mod
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F8429%2Fsloopydediag03hg4.jpg&hash=68ef9a498cc47b591db8bedc1e65780c77849937)

no slope mod
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F7751%2Fsloopydediag04id3.jpg&hash=12a24dbac09da369b1693964e14b073478f92b9a)

right now the base is made up of 4 slightly oversized triangular props. the thing is that on a slope the four corners stay the same distance apart as the slope increases and decreases.  to make up for that the surface area of the slope face increases as the slope increases. the problem with using one prop would be that it would either be to big or to small depending on the slope angle. On a non-diagonal slope two rectangular props that over lap at the center of the tile works efficiently as shown. however on diagnols there is an additional crease running through the square that immediatly requires you to double your two props into four to deal with the two new surface areas both of which can have variable slope. and thats almost as complex as it gets.... ;) oh and of course there is still cracks viewable..but ill deal with that.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: nerdly_dood on December 27, 2007, 08:04:36 AM
Great work!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Ennedi on December 27, 2007, 08:39:44 AM
@buddybud,

It is very interesting what you say about these "slope conforming diagonals", and I see your method of using four oversized props works very well  :)

Quotehowever on diagnols there is an additional crease running through the square that immediatly requires you to double your two props into four to deal with the two new surface areas both of which can have variable slope. and thats almost as complex as it

This crease appears in particular conditions (not always).
When you drag a network, it forces the terrain to change according to this network parameters (they are in the exemplar called "Street/Road/etc... Placement Tuning Parameters). Maybe there is a way to adjust these parameters (properties) to force the terrain tiles to be sloped, but without this crease? (Sorry, It's hard for me to said it precisely in English  ;))
Which parameters? Maybe these of them which are responsible for smoothing a network?
In fact, what you showed on your first picture (with slope mod) is just how work smoothing properties.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on December 27, 2007, 03:15:26 PM
Buddybud simply put stunning!!! This is turning out real well...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on December 27, 2007, 04:52:11 PM
Great work buddybud.  I really like how this is comming along so far. 
I hope you had a great holiday and all the best to you in the New Year. 

Robin   :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Shadow Assassin on December 27, 2007, 05:18:50 PM
QuoteMaybe there is a way to adjust these parameters (properties) to force the terrain tiles to be sloped, but without this crease?

Unfortunately, it doesn't quite work that way. The crease effect can be switched on and off using the Terrain Parameters (that's how the Diagonal Fix mod was done)... but the side effect is increased cliffiness. :P
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Ennedi on December 27, 2007, 05:55:36 PM
Quote from: Shadow Assassin on December 27, 2007, 05:18:50 PM
Unfortunately, it doesn't quite work that way. The crease effect can be switched on and off using the Terrain Parameters (that's how the Diagonal Fix mod was done)... but the side effect is increased cliffiness. :P

You are right SA - thank you  :thumbsup:
But the crease appears only if four corners of the tile are not on the same plane. I'm thinking about softening sloped tiles along the diagonal line keeping their corners on the same plane and I'd like to know if it is possible.
This problem can be interesting and I will think about it, but maybe I will PM you in next few days instead of cluttering Buddybud's thread  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 31, 2007, 06:59:30 AM
got the diags pretty much completed. but i think i have to some how lighten the dark sides of the el to have some texture show through. but the props now function.

No Slope Mod
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F16%2Fdiagdone02cy7.jpg&hash=7626121092cf4371ae1f361b041f486bde31cf86)

Slope Mod
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F5392%2Fdiagdone01kv8.jpg&hash=c71470becadb52d537cc5e5843c12f83ec7fe122)

IN OTHER NEWS

QuoteME : the big question for now is to expand the number and pattern of empty lots under an el from 2 to atleast 4. this would be so i could try and add as much variation as possible underneith the network tiles.  as stated there are presently two. one with a pylon and one empty. i image this could be expanded and manipulated by using the same methods incorporated in designing a bridge. i will check into this next.

Well i managed to get three seperate t21lots going...but the pattern is a bit wild...lol
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F1361%2Fdiagdone03ep7.jpg&hash=f81edc7a0eb5e0166c5d836c3403c6edd8e481cd)

Edit for this pattern i created 3 t21 exemplars and used the following kPropertyID_NetworkPlacementPattern's
0x04,0x08,0x01,0x02 Cube
0x01,0x02,0x04,0x08 Sphere
0x0F,0x0F,0x0F,0x0F Cone


this would imply that you could have 3 different types of lots appear. say buildings etc at instead of squares, parkinglots at sphere, and a mix of filler at cone. couple with randomness in each of these lots and the possibilities of diferent types for each zone and wealth makes for some pretty diverse layoutes.

thanx all...and no worries about discussing anything here. all info is good info....cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jeronij on December 31, 2007, 08:24:05 AM
You can control the pattern using the kPropertyID_NetworkPlacementPattern property  ;) . However, as far as I am aware, nobody knows how this property exactly works atm. I recall Smoncrie said he made some investigation on this property, but without final definitive results. I hope you have more patience and can come to some clear information about this property  ;D  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 31, 2007, 10:02:37 AM
thanx jeronij....thats exactly what im doing. though i have to admit i have no idea what im doing...hehe $%Grinno$%
heres a shot implementing 3 t21s with the same pattern as shown above. helps the appearance a lot. a pylon and a path added for fun.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F8649%2Fdiagdone05oj5.jpg&hash=1684c8d1451e2e2ca08d1a2af9edee08473c1a42)

EDIT>>>>>>
yeah...and now four t4s implemented.
remember each of these can be randomized.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F5403%2Fdiagdone06vx2.jpg&hash=82196554608918e76925fd275fc3abcdd4ac4ac2)

Edit for this pattern i created 4 t21 exemplars and used the following kPropertyID_NetworkPlacementPattern's
0x04,0x08,0x01,0x02 Pylon
0x01,0x02,0x04,0x08 Path
0x0E,0x0D,0x0B,0x07 Empty
0x07,0x0E,0x0D,0x0B Shed


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F3687%2Fdiagdone07fo6.jpg&hash=1ee982aed080d323acf5db6f9119409d9c870c28)

Edit for this pattern i created 5 t21 exemplars and used the following kPropertyID_NetworkPlacementPattern's
0x04,0x08,0x01,0x02 Pylon
0x01,0x02,0x04,0x08 Path
0x0E,0x0D,0x0B,0x07 Empty
0x07,0x0E,0x0D,0x0B Shed
0x0F,0x0F,0x0F,0x0F Wharehouse.


no idea what the pattern is here but it works....ill stop there.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: TopCliff on December 31, 2007, 10:10:41 AM
You . . . are . . . a . . . god. This is an awesome project. It would add so much realism to the game with realistic Els. Don't ever stop what you're doing.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Filasimo on December 31, 2007, 10:50:43 AM
hey buddybud,
nice work and latest developments that previous update looks like a pretty christmas tree!  :D btw welcome to the team!!! :thumbsup: &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Ennedi on December 31, 2007, 12:58:30 PM
That's really great buddybud!  &apls

But tell me please (I'm not familar with T21 exemplars  ;))
How is the meaning of property values (highlighted in red) in your last and previous messages and how they imply what we see on pictures?  :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: bwatterud on December 31, 2007, 01:10:24 PM
Nice work here. 
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 31, 2007, 01:12:25 PM
they are the kPropertyID_NetworkPlacementPattern and i dont know how they work but essentially using them you can place seperate lot specefic props for each exemplar in the t21 exemplar group. i showed this in the first picture with the cubes spheres and cones. im not sure what the values represent but if you replace those basic props with props like the ones in the pictures below you then get a dragable network with specific props laid out in a pattern...in theory...the pattern has eluded all  as far as i can tell. matching these against bridges will help since we can see how they assemble in game. ive just been toying but have gotten good results. it will just make everything that more diverse.

cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Ennedi on December 31, 2007, 01:20:20 PM
Thank you, your results are really good and it was a reason I asked you what represent these values  :)
So I understand it needs some more playing  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: thundercrack83 on December 31, 2007, 01:51:46 PM
Whew! You continue to impress here, my friend! These are fantastic!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: freedo50 on January 01, 2008, 09:48:06 AM
Awesome work as ever from you Buddybud! At the minute I see one problem with these; in our $$$ commercial districts we're not gonna want sheds and random industry junk under the el-rail tracks, is there a way to turn this off and on?

Fred
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Silur on January 01, 2008, 10:45:37 AM
Hi, Buddybud ...again ...
I think, You can show Your Great work as Beta version here and someone may test it ...
I know - All Your works are with HiFi Quality ...
Thank You and Happy New Year 2008 !!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 01, 2008, 11:37:03 AM
&hlpHappy New Year all..... &hlp

Quote from: freedo50 on January 01, 2008, 09:48:06 AM
Awesome work as ever from you Buddybud! At the minute I see one problem with these; in our $$$ commercial districts we're not gonna want sheds and random industry junk under the el-rail tracks, is there a way to turn this off and on?

Fred

hi fred...your absolutely right. this is intended for low wealth ind and can be assigned as such. so yes in a way it can be turned off...each zone and wealth can have a different appearence. it will just take time for someone to creat it. I'm making the template so to speak.

thanks thundercraker
thanks silur

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F7688%2Fmirrorohmy01xe5.jpg&hash=c93422702f96592f5269b63441e7186a794ba6ef)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F8121%2Fmirrorohmy03qm1.jpg&hash=da125a2a32788d9e99396cb377a5416f53ad517e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg186.imageshack.us%2Fimg186%2F6104%2Fmirrorohmy04fe5.jpg&hash=b9653859001d95406877b09d98391237ef1b34e1)
On The Mirroring Front:

This took a lot of work to accomplish.  I Never did get this to work using exactly the same methods described by swamper and microbal. But i think this is essentially the same.  Eventually I just searched the simcity1.dat file and looked for Resource Key Type 1xm and found about a dozen exemplars. i picked the Street2x8x1_RoadBarrier_29BF instance  0x29BF1000. I then copied this to my dat and assigned it a unique id. I then opened up lot editor and made an empty lot with the road barrier in the middle. next i opened my dat in reader and created a t21 exemplar for the curved road under rail piece and added the prop from my newly created lot and then changed the prop line to point to the newly assinged unique id of my Street2x8x1_RoadBarrier_29BF . i assigned the kPropertyID_FlipsAllowed to 0x02 and saved it. i then copied the t21 and assigned the copy an new unique id and changed its kPropertyID_FlipsAllowed to 0x01. other than that the two t21's are identical. next i then opened the Street2x8x1_RoadBarrier_29BF instance i saved in my dat and change the Resource Key Type 1 to point to the tgi of the square model and change the Resource Key Type 1xm to point to the tgi of the cone model. last you have to change the Occupant Size to match the new models size. thats it. thats how i got it to work.

essentially this represents the last of the technical barriers of this mod. the rest is just doing it....yeah ;D
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: TopCliff on January 01, 2008, 11:57:24 AM
All that techno mumbo=jumbo just gave me a headache. Whatever it is, it sounds cool for this game.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 01, 2008, 12:14:26 PM
it hurts my head too...and ive been fiddling with this for weeks...lol.
the only reason i write it down is because its not fully documented and might help others avoid the weeks of noodling i went through...

peace
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: DFire870 on January 01, 2008, 12:35:06 PM
This project looks great and will definitely bring some realism to elevated rail. I was wondering, couldn't you integrate this with the El-Rail Facelift Mod, so that you could have the wealth/zone-dependent stuff on the ground as well as the new skin?

-- John
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 01, 2008, 12:38:37 PM
That facelift mod is for the elevated heavy rail... I believe

and this is amazing. well done on getting on the NAM team, and thanks for doing this

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Shadow Assassin on January 01, 2008, 06:50:04 PM
QuoteThat facelift mod is for the elevated heavy rail... I believe

Actually, he's talking about the one MicroABL (or whatever the spelling is) did a short while ago.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: flame1396 on January 21, 2008, 03:57:31 PM
Sweet... warehouses and paths might get overdone (ie. too many)... why not make more instances of empty to make warehouses and paths less common so as not to overdo the effect. This in effect dilutes the props and makes it more empty (I fear that in large stretches it will get a bit repetitive.

Oh, and why not the occasional squatter camp underneath the el? A crime scene outline prop (the one that came with the game) would also be a nice thing to have occasionally show up.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 23, 2008, 05:38:30 AM

hey flameboy. I agree completely. The above pictures were merely working out How to implement patterns. they in no way represent what will be released. But yes i agree.

as to what ive been doing. Been a bit sick as of late. But i finished a big step. I finished all the standard elrail props and base props. heres a preview.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg292.imageshack.us%2Fimg292%2F766%2Fprogress0ne01ff0.jpg&hash=980b756766ce1de61e6f14b664be3d82f8706d78)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F6166%2Fprogress0ne04of3.jpg&hash=1cf921964649b99b9c876187905116261f4ccbe6)

heres a detail just to show how different zones etc can be effected.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg292.imageshack.us%2Fimg292%2F9678%2Fprogress0ne02iv2.jpg&hash=845e6c82d6d74ded5ca10711dfd4e7fc0421bbb9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg250.imageshack.us%2Fimg250%2F5706%2Fprogress0ne03qu9.jpg&hash=fd15a0c5888b5e20ab76dea6c8f97af262273191)

and heres the exemplars represented so far.
the yellow dots are non mirrored t21exemplars,
the blue dots are lots that require slope conforming props,
the green dots are lots that require different filler bits depending on adjoing zone and wealth.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg250.imageshack.us%2Fimg250%2F73%2Fprogress0ne05tr8.jpg&hash=ca794e95a4330f8ec9a89428e8c17d08cd440181)

in short im up to quite a few exemplars and models. next ill tackle all road-elrail intersections. that will represent a majority of the base mod.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on January 23, 2008, 05:50:24 AM
You are truly an amazing MODder.  I have never used El-Rial, but once this is done I can see myself using this just because of how it looks now.  Awesome job my friend.

Robin  &apls &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on January 23, 2008, 06:27:07 AM
that is great work my friend.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 23, 2008, 07:39:58 AM
Thats what I love to see... Great work... thankyou

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 07, 2008, 09:16:28 AM
hey guys...still here

my employer's (Dell) been laying off and closing sites in my country so ive been a bit busy. i've not been directly effected but i know red lights when i see them so i've been trying to get my foot in some other doors. lol you go up you go down. i'll try to get some momentum going soon.
cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on February 07, 2008, 07:03:30 PM
Hopefully you do not get that Red Light at all @ Dell, but a mere green one instead... I love the last shots you posted back on the 28th... I do hope in anyways that your job situtation is secured where ever it may be though...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on February 08, 2008, 06:45:40 AM
It's good to hear from you.  I also hope everything works out for you at Dell.
I can't wait to see what you have for us next.

Robin  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Filasimo on February 08, 2008, 07:37:58 AM
sorry to hear Dell is being affected up there buddybud, here in Nashville where dell has a distribution and call center, its not any different  ()sad() good luck my friend!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jeronij on February 08, 2008, 09:04:42 AM
I just bought 600€ in hardware pieces for my office to Dell this week, I hope it may help a bit  ;)  ;D ¡¡¡

I wish you the best luck  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Erzei on June 11, 2008, 08:23:35 PM
Hey... hi

I was following this proyect. How much it's progressing?

:)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on June 15, 2008, 07:35:08 PM
I think Buddybud has been faced with real life. Hes not alone though. Oh well, this project was much better than the El the original creators made.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Streetlight 725 on August 27, 2008, 06:10:51 PM
I like this mod. :D :) ;) ;D :thumbsup: &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything
Post by: Tarkus on August 27, 2008, 06:23:38 PM
Streetlight, did you not read j-dub's post above?  Please don't revive inactive threads. 

buddybud has not been active since February of this year.  I would strongly suggest that everyone refrain from posting in this thread until he returns.

-Alex (Tarkus)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 16, 2008, 04:08:16 PM
You may reply now.    Almost a year later...lol

Some things have changed for the better in my life and i now have some time to go at this again. I have all my old files backed up for this so i should be able to get back to where i was. To all those on the nam team my apologies for disappearing as soon as i joined. RL.... Anyways I'll try to re-assemble my backups and such. I really liked the way this was turning out but it's huge undertaking so don't expect anything soon. But we'll see how it goes.

Cheers.

Bud  :-\
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: RippleJet on December 16, 2008, 04:17:16 PM
I saw your post just when I was going to bed...
...sometimes it's really worth it, to stay up just a little bit longer... ::)

Welcome back, and hopefully for a longer stay this time, Bud! :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Tarkus on December 16, 2008, 05:15:53 PM
buddybud, it's great to see you around--welcome back!  I must concur with Tage (RippleJet) too . . .

And no need to apologize, either. ;)  We all have our major cases of RL every once and awhile.

-Alex (Tarkus)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on December 16, 2008, 05:20:19 PM
I am so glad to see you back Buddybud! Alot of people (me included) missed you!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: nerdly_dood on December 16, 2008, 05:45:54 PM
Welcome back, i hope you can continue with your modding expansive attempts at anything and everything. ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on December 16, 2008, 06:05:49 PM
Hey Bud welcome back and home too!!! Its good to see that you have overcome RL for the better!!!!  Cant wait to see what turns out here now...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CabraBuitre on December 16, 2008, 07:29:45 PM
Welcome back!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CaptCity on December 16, 2008, 09:20:27 PM
Well, talk about an early holiday present... Buddybud's back!

Hope all is well with you, and look forward to more of your creative genius.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Diggis on December 17, 2008, 01:26:14 AM
Welcome back mate, good to see you around again.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on December 17, 2008, 05:14:06 AM
You've been missed, Buddybud. I hope we get to see what you're coming up with very soon!

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on December 17, 2008, 05:15:28 AM
Look at that, you just say you are coming back and everyone gets excited.

Welcome back Bud....

Robin  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on December 17, 2008, 05:28:06 AM
this is indeed an early chrismas present :)

Cant wait to see what you will do this time

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 17, 2008, 07:46:22 AM
Wow folks that was amazing. Thank you all, you have no idea how that made me feel.  :thumbsup:

bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on December 17, 2008, 07:47:54 AM
 Hopefully it made you feel so good that you'll show us what you are up to.

::)  ;)

Just kidding.

Robin  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Toichus Maximus on December 17, 2008, 10:19:01 AM
awesome! Great to have you back!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 20, 2008, 09:52:16 PM
Thought i'd start with some good old fashion batting. After a couple attempts i got this. Sticking with the old industrial look of the old new york el. A bit ruff but a good start.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg68.imageshack.us%2Fimg68%2F8679%2Fcraniumfart01ow2.th.jpg&hash=63046a139e59a72de9eb29a4db7550399b3ad7ef) (http://img68.imageshack.us/my.php?image=craniumfart01ow2.jpg)

thanks for all the replies.
cheers

edit: Just by looking at this for a bit i realize i have to drop the lower catwalk under the platform by about a meter and raise the upper catwalk roof a meter also. Theres three meters clearence in both cases but it looks a bit wonky.   :P   I forgot about how fun this is.  &hlp
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: thundercrack83 on December 20, 2008, 10:07:18 PM
My mouth is agape already!

Can't wait to see more, my friend!

Dustin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on December 21, 2008, 11:26:35 AM
sweet niblets that is looking good there Bud!!! WOW!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on December 21, 2008, 12:57:52 PM
Again , good to see you back! Like what your doing now , and love the name of the uploaded pic! :D

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: tag_one on December 21, 2008, 01:01:18 PM
Great to see you back and very great to see you batting again. I really can't wait for this project to be released  :thumbsup: 
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on December 22, 2008, 12:35:23 PM
Being from the Bronx I 100% appreciate this work you are doing for elevated rails. That elevated station looks great. There are huge 6rail line width ones in parts of NYC as well that are elevated that look just like that but bigger. Will enjoy this mod/bats when they are released that is for sure.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on December 22, 2008, 02:00:21 PM
Great to see you back in action buddybud. &apls Despite measurements, the detailing looks good so far.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 24, 2008, 11:21:09 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F7474%2Fspazamataz01yi9.th.jpg&hash=18b347c5318e2297eb6584f75bffd09a3d5f008c) (http://img101.imageshack.us/my.php?image=spazamataz01yi9.jpg)


Looking a bit better. I have to add some beams and lighting and stuff but the basic structure is done. The blue block will be a brick building. Essentially i'll try to make two or three modules so i can then easily make multiple station configurations.

Merry Christmas!

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on December 24, 2008, 11:30:27 AM
Hey Bud that is looking real fantastic!!! Merry Christmas to you as well!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: tag_one on December 25, 2008, 01:31:22 AM
Merry Christmas Buddy  :)
The station looks wonderful  :thumbsup: 
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 25, 2008, 04:41:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F1606%2Fxmassmile01vk8.jpg&hash=928d88d72b75d450ceab657d1de160c779f2b4aa)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg211.imageshack.us%2Fimg211%2F152%2Fxmassmile02vy8.jpg&hash=6ac6dbd71d615c71fb67eb214fddde35b49a9737)

i hope santa was as kind to you as he was to me.
for christmas santa gave me the ability to remove walls and change textures on network tiles.     $%Grinno$%
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: MandelSoft on December 25, 2008, 05:02:57 AM
Maybe I'm late, but I'm glad you're back! Merry Christmas to you!

The station looks wonderfull.

Best,
Maarten
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on December 25, 2008, 05:23:40 AM
Amazing work, buddybud. I'm so glad to see you're still contributing to the community.

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on December 25, 2008, 06:45:25 PM
WOW that is stunning new learning curve there Bud!!!  :thumbsup: &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 25, 2008, 08:02:38 PM
Thanks all.

@pat. Actually i was in the process of figuring that out a ways back. The problem was i never saw nor used the geometry editing tools for 3ds files in the reader. That combined with a tutorial i found on how to use models as props allowed me to make the new model and apply the texture. The model is just two triangles with 6 vertices's so was quite easy, otherwise it would have been quite time consuming. It will make the other network intersections or road below rail easier to do and also alow them to be effected by other mods that alter textures.

Cheers all.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on December 25, 2008, 08:48:58 PM
ahh sweet I am glad you gotten it figured out!! I cant wait to see what you show off next...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on December 26, 2008, 08:39:40 AM
Hello,
First, I'm glad you had a Great Christmas.
Second, those tracks look great and as before, I'll be following this thread closely.
Robin  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on December 27, 2008, 04:35:22 AM
Well i figured out a few more things. i added real shadows instead of ones painted onto the prop textures. I also was able to figure out a combined render technique so the dark colors show at all angles. Also i added a railing to the top of the El-Rail and a bit more detail on the supports. The only problem i now have is that the new rail network textures look horrible at zoom x4. Anyone with ideas about that.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F1718%2Fmaize01ih7.jpg&hash=087f2de5b1118b7b8910faa41a55c65e7653765d)

in this second picture you can see how the new combined render works compared to the station that wasn't rendered in this way.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F2290%2Fmaize02sa1.jpg&hash=9225bbea02f99425ed06ccf69feda6a408ef0eed)

Cheers.....

Edit. Another question. For the station i am using the elrail network piece as a prop. I can not get a real shadow under that however. Is there a way to do this? Right now the shadow is painted on under the station. Id rather try to keep things all the same but can play with the texture directly if needed.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: tag_one on December 28, 2008, 01:54:27 PM
Wonderful work on the tracks buddy, they look really great  :thumbsup:
Don't worry too much about the 'horrible' zoom 4 textures.  I'm sure they're still better than the default maxis one's. They probably look less good because the ties (the wooden beams that connect the iron rail tracks with each other) are very small. When exporting the textures always become a bit blurry. With very detailed models this can be very annoying and there's not much you can do about.
As for the shadows, I remember someone did some research over here with anti aliasing shadows for props. If you'll do a search you'll probably find it. Hope this helped you  :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 01, 2009, 07:53:57 PM
Well Happy New Year   :P

This photo is'nt much different from others posted recently. What it's here for is to illustrate the new and much improved techniques i shall employ to complete this project. Much has changed since last year. Most of it just recently inspired.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg223.imageshack.us%2Fimg223%2F6943%2Fwhereistandpresently01do9.jpg&hash=eca8e7c0af99d676b0992c1dae3409c7122a07df)

Lets start with the

Base 3ds Props.
  Thanks to Marrast and his hillside sub/el transition i was made aware of 3ds props. These unlike standard bat props are true 3ds models that can have textures applied through exemplar id's. With some fooling around i was able to attach a conform to slope property to them and now have the best of both worlds. What this means for the mod is higher detailed base and more importantly they can be altered by a simple texture mod. This will help with those who want to mod the mod...lol...if it ever gets done. This will also greatly reduce the number of props and models needed for this elements. This will also be reduced by the element of true shadows.

Shadows
Thanks for a small blurb from Swamper in some obscure threads i found out how easy it is to attach or alter shadows under network pieces. So now the shadows are textures and rendered by the engine unlike my previous attempt which had painted on shadows directly on the base prop surface. Again this means the shadows can be altered by another mod if need be.

Structure Props
These have been greatly reduced also. In the picture above only two types of structure props are shown, posts and beams. 2 props each rendered 8 times in total. These still remain bat props but a dual render technique has made them more viewable at oblique angles.

Detail Props
  With the removal of the wall i added a railing and further changed the rivet props. These are small props and because of such will only be viewable at lvl 5,4. The models are completely removed for other zoom levels and replaced with blank models. This should overcome any concern about overloading the engine.

Tracks
   The tracks are now altered with a new textures but i am thinking of converting these to props also. They would still use the same texture id's so they could be moded by all or just have the standard tracks visible. The difference with props would be that elements could be added through t21 such as crossover tracks or other special textures. I'm still playing with that.

Sidewalks and such....
   And the big update of course is the inclusion of network and sidewalk tiles that use 3ds props with the appropriate default textures attached. This means both road/network sidewalk props will be effected by any mod that alters the default appence of these. Also when combined with t21 exemplars that reflect wealth they will change accordingly. See the above picture to see how the same intersection works for the four different wealth zones. Here's a picture of one of the props in the reader.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg65.imageshack.us%2Fimg65%2F1792%2Fwhereistandpresently02tc4.jpg&hash=fd18fd9988e15c3539153c1e086df833108a40b5)

Essentially you need four of these. One for each wealth level. Then you need four t21 exemplars for each intersection with the appropriate prop. Works like a charm. One of those things that you'd think someone would of though of long ago. Maybe they did?? Anyways....This could be done for all nam and non-nam intersections if someone has the time. An easy mod but sooooo much fiddling. The only drawback is that the game engine renders textures on 3ds props differently (lighter) then on other models/elements of the game
but who's complaining. I propose four additional id's for sidewalk textures be added to make it seamless but it would require any texture mod to then do the same. As it sits it's fully compatible with all existing texture mods for sidewalks that i'm aware of.

So there ya go. For all those who worried about this mod being to restraining i've allowed for most of it to be modable with alot less effort then what i'm putting in.

Now that i'm organized and the new year has begun let the modding begin. :satisfied:

Bud.

@tagone - It turns out the game engine doesn't even use zoom 3 for network models. It just takes the 128x128 and stuffs it into a 64x64 view, thus distorting them. Once i figured that out i was able to make a texture for zoom 4 that looked good in zoom 3 also. It just meant slightly fatter tracks with a more uniform color. Less pretty at zoom 4 but Hella lot better at zoom 3.....cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on January 01, 2009, 09:15:24 PM
OK Bud I am drooling here now WoW!!!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.glomobi.co.id%2Fstatic%2Fproject%2Fpreview%2Fimg%2F1176221642smiley_drooling_PREVIEW.gif&hash=85d5b4eb115ca7ab9f97774b2f470af8c3424e0e)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 01, 2009, 10:13:01 PM
Thanks Pat.
   All this has simplified the creation process by at least 50%. The 3ds props can be used over and over again with just an instance change and texture id change, thus reducing the batted models to a huge degree. More shadows will be needed but they are simple to make.
   I'm mainly waiting now for a reserved id range for textures, models and such so i don't conflict with other projects. Beyond that i have to go over the whole Mirroring thing again. But at least i have working examples backed up. Essentially what you see above is what the first beta will be. No filler till i get the actual content finished. Meaning i will add props and network pattern placed lots afterwards and concentrate on getting the base, structure, shadows and rails for all existing non-nam el puzzle pieces first. The detailing of the lots will be consuming and it will be easier if i get something going first. But then again i have greatly reduced the work load with the new techniques so i am quite content.

cheers for the enthusiasm.... ()stsfd()
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Elaclairee on January 01, 2009, 10:21:43 PM
Rather amazing work as per usual. The level of detail on the shadows and the track is very impressive.

Two questions though:
-Do you plan on making a matching GLR to EL Rail transition piece?
-Any idea on what you'd like to work on when you're done with this?


And remember, backups are your friends.  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 01, 2009, 10:55:33 PM
hi there Elaclairee  :thumbsup:

Quote-Do you plan on making a matching GLR to EL Rail transition piece?

Sure do. But again i want to just get the non nam pieces done. Then the nam ones. Then lotting. And i might add...big plans for the high el-rail but that is later.

Quote-Any idea on what you'd like to work on when you're done with this?

man it's hard to say since i still see soooo many possibilities for this game. I was glad to see it re-released recently. It means they have acknowledged the fact that it's still the best of it's kind. I was contacted by blahdy recently so hopefully some kind of project will come of that.  :)

cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Elaclairee on January 01, 2009, 11:02:25 PM
Oooh, a personal response. I feel special.  :P

Makes sense to prioritize like that. I recall back when you were working on the sunken highway wall pieces and you had like, 10 going at a time. Was all over the place and probably overwhelming.

Hmmm, Blahdy eh? That could indeed be interesting. Would be even more interesting if you managed to pry him out of his little hole and poke the big dig project back to life. But, that seems like it shall stay a dream for now.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on January 02, 2009, 12:08:44 AM
Hey Buddy no problem at all there and that is soo cool that you gotten a easy fix there more or less that will only require a change in IID's  :thumbsup:

also did you get my pm?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on January 02, 2009, 07:29:21 AM
Great work, Buddybud. You actually make me want to use elrail in my cities...  ;)

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 07:45:38 AM
Hey all....

I'm looking for some beta testers. Nothing special needed. Below is an attached file. It will give you sidewalks for the four possible configurations of the Road/El intersections found in the non-nam-ed rush hour. I want you folks to find out if there are any problems while i continue on with the el rail project. If you want texture mods such as jrj's sidewalk mod to work with this you have to have this mod load last.....same also if your using nam. Simply drag your roads under the el and away you go. Zoning does not effect it....just wealth, like the default roads. Well actually i guess i would have to add land fill and agriculture later but thats later......

Right now there are some left over network props that show up on the diag that will be cleaned up. Also the base models need to be resized to get rid of all cracks and to have them properly align. Also be aware that the color difference is because of how the engines renders it. The only way to avoid this is to have a new set of slightly darker textures made and also 4 new unique id's set for them. This is no problem but it would then require any sidewalk mod being used to have 4 new textures added with the proper id's attached and color adjusted. So if some one wants to find out what the most popular sidewalk mods are we may find it feasible to make a compatibility pack and a new texture range. Only four new textures per mod would be required.. If it's a problem we live with brighter sidewalks under elevated intersections.

So try it out and let me know if there any problems except for random network props, alignment or color differences. Let me know either way good or bad. If i get no feed back i'll go to a private beta system. Also i would appreciate if no one distributes this. It is sub par at the moment and for testing purposes only. There is a bad entry for the orth/orth piece at zoom level 2 or 3. Ill fix it shortly. FIXED Some issues still remain.

Anyways here ya go.
Cheers.
Bud

edit. If the textures looked borked when the network is dragged, simply zoom out or rotate and everything should fall into place. Further more some slight hex editing was done to the prop exemplars. So simply altering the file in reader the standard way will screw up. If you want more details just pm me. Also please let me know if you have nam or other mods loaded if you have problems. ID conflicts seem to be a problem at this point. Cheers.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F1151%2Fborkeddiags02zs1.jpg&hash=73fbd5a5df1ba2cbd9bcd023e122c86b62cf050a)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on January 06, 2009, 08:40:44 AM
nice and I will see what I can do for helping out in testing here for ya's Buddy!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metasmurf on January 06, 2009, 08:51:16 AM
What's up with this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg175.imageshack.us%2Fimg175%2F4133%2Fbuddybudlc3.jpg&hash=91173600d74b35999d5ca39e44240810f38bc0ac)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 08:56:14 AM
a problem obviously...lol....
hi meta....i'll check the file. be right back.

Edit. No problems on my end. Must be an id conflict. I have no other mods or nam loaded. I'll have to find out. Does that happen for all your attempts. That is all rotations and wealths???

Edit #2 Bad entry found for zoom level.... Thanx FIXED

Cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: dedgren on January 06, 2009, 09:01:09 AM
Nifty looking stuff, but then what have you created, my friend, that hasn't been nifty looking?

If you'd want any help with textures at any point, let me know.

Oh, and let's sticky this, eh?


David
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 09:06:30 AM
hi dedgren. Been awhile..
Ill definitely bug ya for textures if needed.  :thumbsup:

bud.

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: beutelschlurf on January 06, 2009, 09:14:29 AM
moin buddybud

your elevated rail is exactly the right stuff to have in my city.  :thumbsup:
it's just perfect if you wanna have the atmosphere of a city like new york.  :P

keep it going!

b_schlurf

p.s. good to have it sticky
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 09:20:24 AM
Well Meta, I Can't replicate your problem so i need more info. Lets see what happens with others. I assure you it works on my end.

Thanks.

Bud

edit Hello b_schlurf....thank you.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metasmurf on January 06, 2009, 09:21:17 AM
High Wealth/Mid Wealth

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg523.imageshack.us%2Fimg523%2F2686%2Fbuddy2mu9.jpg&hash=b5e2fc19c5ad34a8e369eb0d54b2da90fbcaca9a)

Low Wealth

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg166.imageshack.us%2Fimg166%2F5221%2Fbuddy3xe6.jpg&hash=a3eba50780d504dba8ba66a667cddea7e5163f44)

I only have BSC textures installed.

You want me to try wealth level: none as well?

Also, seems like there are $$ textures on low wealth, doesn't it?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 09:26:34 AM
meta...ya sure try all...
so its the medium wealth orth/orth thats causing the problem....hmmm.   Good to see the rest work. I imagine its either a id or your download is corrupted. I just tried it with nam and had no problems. I also redownloaded it and used the posted file and all was good. My Bad...... Arghhhh....lol.

bud.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 09:52:11 AM
found the problem...i forgot to check all the zooms. Ill fix it in the next hour or so. Its just a bad entry.
thanx meta.


Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 06, 2009, 09:56:20 AM
looks like you have a broken box there too Metasmurf :o

:D

looking great in here as always bud

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metasmurf on January 06, 2009, 10:17:34 AM
Quote from: JoeST on January 06, 2009, 09:56:20 AM
looks like you have a broken box there too Metasmurf :o

They can't even get the boxes right, can they?  :D
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on January 06, 2009, 10:26:47 AM
LoL I noticed that myself here as well geezzzs that the boxes are even broken...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F8128%2Fbrokenboxen9.jpg&hash=0d5d9ac9a08bc32f46546f269ac385753c1675a4)

And I do see Buddy did track down the problem so that is good news!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 10:34:10 AM
Well i think i fixed that problem. New file uploaded.
Ya the boxes are weird. I think that may have to do with the unorthodox prop being used....lol. Maxis didn't know how to plan ahead of me. Yet more proof they failed to cover all aspects of the game....lol.

So how many sidewalks mods are out there. My searches didn't really give me much....I really would like to deal with the textures. I would love some feedback on this. The reason being that with just this there are some 60 models. They can be reused for road under anything but i would still have to deal with street,  and avenue and one ways. I'll start looking around. Any input would be appreciated.

Bud

Edit...I'm really curious how hard it would be to make this compatible with the Sam once i get street versions going. I guess i will have to learn how to rul. Also I would like to point out that these are slope conforming so can be used for road/street under el found in the nam. Also they or something similar could be implemented for elevated roads if anybody wanted to mod it. :P
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 12:30:29 PM
Quote from: metasmurf on January 06, 2009, 09:21:17 AM
Low Wealth
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg166.imageshack.us%2Fimg166%2F5221%2Fbuddy3xe6.jpg&hash=a3eba50780d504dba8ba66a667cddea7e5163f44)
Also, seems like there are $$ textures on low wealth, doesn't it?

Na Thats just how the game renders the textures attached to the 3ds model prop. Thats why i Propose 4 new texture ranges. The more white the prop the more obvious the color difference. The exact same texture is used its just treated differently for some reason. Thats why side walk mods will show up! But you may be right. I'll check it out. I'll also remove those annoying network props on the diags. Give ya something slightly useable. lol

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 06, 2009, 12:37:54 PM
Awesome... you have your own board and everything :o
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 12:43:20 PM
Ok somebody break something so the party can begin!!!  &hlp Thanx all.
And thanx for the article on wiki joe. I just saw that today. I'm glad to see those underpass bats got a home. We might want to host them here even though they are not fully tested. They did conform to the rules of te lots though.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on January 06, 2009, 12:49:15 PM
Sorry, I just knocked over your lamp....
but here's a drink for ya.
Now everyone stay away from his computer!!!!

Robin  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 06, 2009, 12:50:20 PM
I think you should make a new thread for them... ;D you have the space

and is there any chance you would allow the FLUP's team to use the models from the underbridge kit?

ps: well done robin :p
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 12:58:13 PM
hey robin.  %confuso I got candles.  :thumbsup: just don't get to comfortable...lol

joe. ya i just asked about a child board. I'm new to this. Also yes of course. Please do use the props in the beta bat for the underpass's. Just put my name in the help file or whatever somewhere. I only wish i could provide models. alas......but ya thats a great idea!

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 06, 2009, 01:05:33 PM
thanks, and a child board would be a bit excessive, maybe a thread entitled "Stuff about Underpasses" or something :D

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 01:10:39 PM
Quote from: JoeST on January 06, 2009, 01:05:33 PM
thanks, and a child board would be a bit excessive, maybe a thread entitled "Stuff about Underpasses" or something :D

Joe

lol i didn't know there was a difference. hehe....i'm a board newb.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 06, 2009, 04:35:26 PM
Woah, guess I've missed a little! As far as the textures being "lighter" , would darkening them work? That is what I had to do for the ave and road curves...I used the NAM ped mall tiles for the white and sandstone since they were already  matched to fit the models ,then used photoshop and did a little trial and error till I got a close enough match for the others..

Jayson

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 05:13:54 PM
Quote from: sithlrd98 on January 06, 2009, 04:35:26 PM
Woah, guess I've missed a little! As far as the textures being "lighter" , would darkening them work? That is what I had to do for the ave and road curves...I used the NAM ped mall tiles for the white and sandstone since they were already  matched to fit the models ,then used photoshop and did a little trial and error till I got a close enough match for the others..

Jayson



The textures being used ARE the ingame default textures. They are applied by a texture id. The engine renders them different because of their properties as a 3ds prop rather than a 3ds model. Much the same as the same texture applied as a base looks slightly different then if applied as an overlay. The reason i did it this way is so that if a sidewalk mod is used the textures automatically update and match the mod though again lighter. The only way to do this otherwise to get them to match is to make standard props but then they wouldn't work with sidewalk mods or to add four new texture id's with equivilant but darker shadows. They could still be moded by other mods this way but new textures for the mod would have to made........

Try using jrj's sidewalk mod as an example....load it (make sure it loads before my beta) and you'll see what i mean.....

Cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 06, 2009, 05:30:00 PM
I didn't realize there was a difference in the way the game rendered the props and models...I'm not that experienced with models and such! :)

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 06, 2009, 05:35:11 PM
QuoteI didn't realize there was a difference in the way the game rendered the props and models...I'm not that experienced with models and such! Smiley

Jayson
I only assume that because i have added no textures and the exact same texture is used. However i could be wrong, Im not using the standard resource key for model props. And a hidden variable was altered via hex edit. It's kind of an abnormal method but its the only way i could make flippable 3ds props that would show through the shadow alpha of the elevated network tile. I tried something else that worked but was told by goa it ++COULD++ cause issues. So i found another way thanks to his suggestions. Thats the main reason i want people to test this. I cannot be certain it will function as planned.  My main objective was to make it fully compatible. We can tweak from here. I do agree the textures should match though. Would you expect anything less??? lol.

cheers.

Edit....Out for the night. Beta on page 6 for sidewalk thingy if anyone is searching. Avoid commenting on textures, network props or alignment of pieces. All other comments welcome. Any questions just ask. Any complaints not listed above go for it. Give as much info as possible if problems arise. thanx
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on January 07, 2009, 12:32:23 AM
Hey Buddy welcome to your new home and also congrats for the pin here!!! You have certianly come back with the fire my man!!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on January 07, 2009, 08:47:34 AM
Buddybud,

I tested this sidewalk mod out last night with the latest NAM Alpha and JRJ's Streetside Mod installed. The only problem I noticed is that on some rotations diagonal Elevated over Avenue sidewalks did not appear. Other than that, this looks good to me. I can't wait to see where you go from here!  :thumbsup:

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 07, 2009, 08:50:52 AM
thanks bigslark & pat

i'll check it out today.

bud

seems i missied some other id issues. no biggy. The main thing is it functions. My next big question is how it will or will not effect traffic or ruling.....I will have to rely on feedback for that since i know nothing of these things...any comments or pointers appreciated as usual. Once i establish that i'll clean up the models and the data and go from there.

edit. well i tried it out again but without the two mentioned mods. jrj's streetside mod and latest nam alpha. (i used jrj's sidewalk mod previously) And it worked so it must be conflicts between my beta and one of those two mentioned. hmmm....don't know about the avenue issue must be an id thing or possibly a rul. I put in a request for a range of id's to avoid conflicts but have yet to get a reply from any involved. So for now i would suggest that to see the working beta do it with no plugins. I'll have to organize a bit to start keeping track of stuff. I need a pretty large range to proceed with either project and do not want to have to re-edit the same id's over and over again. hmmm....how to proceed.

edit 2. I was given the info i needed thanx to tarkus. Essentially i will have to do some homework to make sure i don't conflict with any major mods. I can't guarantee no problems at this point but it's enough to convince me to take this eventually to the next level. I'll try to split the thread and put the sidewalk stuff over there. Might take a day or two though...lol. I will however be focusing on the el-rail component for now and the models needed. With models and prop exemplars the only thing needed done will be the actual setting up of t21s. I will probably be looking for help for that down the road.

bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on January 08, 2009, 07:37:08 AM
hello buddybud!

love your work....the ELR mod is fantastic!  &apls

not sure if you're interested, but a bridge could easily be made with your props since your using 3ds models.  if ya wanna persue it as any point, feel free to lemme know.  :thumbsup:

i'll be lurkin here either way.... :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 08, 2009, 03:36:43 PM
Quote from: choco on January 08, 2009, 07:37:08 AM
hello buddybud!

love your work....the ELR mod is fantastic!  &apls

not sure if you're interested, but a bridge could easily be made with your props since your using 3ds models.  if ya wanna persue it as any point, feel free to lemme know.  :thumbsup:

i'll be lurkin here either way.... :)

I sure will be needing that at some point. And have put some thought into it. I'll definitely  be bugging you at some point. Cheers.

Bud.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 18, 2009, 03:36:43 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg104.imageshack.us%2Fimg104%2F169%2Flastchanceave02cx4.jpg&hash=675ad12ec61336acae715722e399cc23a1b2c75e)
and med wealth orths
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F8785%2Flastchanceave03ry6.jpg&hash=9c52415c7023925d781f3d4010be417b189c0b5d)

well i've been busy. I should have a new beta by the end of today. As you can see above i am finishing up avenues. So far I've completed the road, street one-ways and almost the avenues. I'm just adding and modifying the medium props. Again I'm only covering the intersections for the the non nam rushhour version of the game, only because its the base of the game, and i have to start somewhere. With this completed for el rail, i will be able to make the same for monorail and elevated highway in a very short period of time and then venture into nam territory, and simply recycle all props and t21's along the way. its just a bit repetitive but easily done.

i decided to alter the texture id's for the sidewalks since it is only a few minutes work to make a patch for other sets. It looks 100% better now in my opinion. The biggest problem is with streets. The reason being that the grey textures turn out almost white, the contrast is huge. Essentially the same issue as with the sidewalks. So for this upcoming beta I also altered the street texture creating a new id. Thus it will be moddable but not immediately compatible with existing street mods. Thats all open to debate though.

Anyways back to work.  ::)

Bud

edit...ave orths all done.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg129.imageshack.us%2Fimg129%2F7761%2Flastchanceave05rn8.jpg&hash=fab6cc6725d0eaf3ea575f86b1d40e8a0d5feb26)

NEW BETA!!!!

REMOVE PREVIOUS BETA IF YOU HAVE IT INSTALLED!!!!
Covers
RushHour Roads, Streets, Oneway, & Ave intersections with El-rail Complete, for no-wealth, low, med & High...Orth and Diags
Load the two files found in the zip after nam if you have it.
The texture file has the new textures for the sidewalks and orth street.
Please report any problems here....Brown boxes etc...
The textures will not match with other sidewalks mods as it stands but can be very easily adapted to. It should work with road top texture mods. The textures will not match with other street mods as stands but can be very easily adapted to those also.

YOU MAY NEED TO FORCE THE PROPS BY DROPPING AN APPROPRIATE WEALTH LOT TO TRIGGER THEM......


Let me know what you think.

Cheers Bud.


Gotta do a tutorial next. (yah.!!! tutorial done)


Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: dedgren on January 18, 2009, 07:19:29 PM
Testing, testing...

It looks like it's going to be an interesting evening.


David
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 18, 2009, 07:24:44 PM
Awesome...looks great!I grabbed it also...let ya know of any problems!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Haljackey on January 18, 2009, 08:10:16 PM
Swwweeetttt!   ;D 

I might just have to test this out for myself.  Thanks so much for the effort put into this, it really shows!

Best,
-Haljackey
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 19, 2009, 04:56:34 AM
Well only a couple downloads, but then again apperently something called the Nam was updated recently....... :thumbsup:

So from here i'll let this stand till i get some more feedback. Silence is a good thing but i want to see if conflicts arise. So ill jump back to my El-rail for a bit and try to match the progress and complete the non nam bits first. A nice chunk being already completed with this beta and the new s3d props make things alot simpler. whoot.  ;) 

Edit

Well looking around and seeing that there is still little info available on t21's i thought i'd upload a sorted version of the beta. Since it is composed of close to 400 t21 and 3ds prop examples it would be a good resource for others. i broke it up into seperate dats found in three folders, t21s, Props, Textures.

files

textures
STandSW_Texture01.dat

t21s
1Way-El_Inter_RH.dat
Ave-El_Inter2_RH.dat
Ave-El_Inter_RH.dat
Road-El_Inter_RH.dat
Street-El_Inter_RH.dat

Props
1WayDiag1.dat
1WayOrth1.dat
AveDiag1a.dat
AveDiag1b.dat
AveOrth1.dat
RoadDiag1.dat
RoadOrth1.dat
StreeOrth1.dat

Note.....These are exactly the same as the above beta just sorted into seperate files. Do not release these because iid's might change etc.

Well i started some highways anyways, looks much better then the ingame alternatives. took sometime finding the exemplars and models..lol...but i got em.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F2773%2Fstreetart01op1.jpg&hash=3bbf8c82d8ad2e847fe7a051940c33b38e21752b)

streets finished....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F8789%2Fstreetart02ku4.jpg&hash=5ad4145dbba1bcfaba12bdd1d38d416efe06520f)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 21, 2009, 05:10:24 AM
Well as always i bumped into a problem. I started with replacing the road under highways and quickly realized the problem it would create with ramps. So i decided to try and change the ramps of course...lol. i've always hated those crappy little walls..But I couldn't find the right ones so i started with these. I ended up editing the preview model first by acciedent and confused the heck out of myself when it didn't work. lol...any ways...

i removed the walls and replaced them with my sidewalk props. It now has a t21 so can be easily modified from here on out. The problem is this is wayyyyyy labor intensive. So i'll just do it for the ramps that are effected...ie elevated. The models in the simcity dat are such that reader can't save them properly after edited. So i essentially cloned the various needed vertices and groups and created a new model and patched that over the existing. I should be able to recycle the model for the equivilant one ways etc. The avenues and oneways should go quickly after that.

What do ya think?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg50.imageshack.us%2Fimg50%2F1643%2Frampitup420px3.jpg&hash=7dba8c326a7039b7c83cd26e30df65b1d457d802)

Bud

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Elaclairee on January 21, 2009, 06:01:06 AM
What I think?

I think I have no idea what it is you're doing anymore, but it seems impresive from what you say about it.  ???


But whatever it is you're doing, keep up the work, cant wait to see something that I can actually understand.... been lost for a few pages now.  &sly
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on January 21, 2009, 07:11:21 AM
I am thoroughly impressed. I haven't found any issues with the latest beta so far, I'll be sure to let you know if I do. Keep up the groundbreaking work!

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 21, 2009, 07:32:21 AM
Quote from: Elaclairee on January 21, 2009, 06:01:06 AM
What I think?

I think I have no idea what it is you're doing anymore, but it seems impresive from what you say about it.  ???


But whatever it is you're doing, keep up the work, cant wait to see something that I can actually understand.... been lost for a few pages now.  &sly

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F572%2Frampitup421rz7.jpg&hash=c7160793c9f24bc796bee7b70491d816cc8998c0)

Hi Elaclairee
i'll let you spot the differences... ::) 
I'm essentially adding sidewalks that respond to wealth under elevated networks. I always felt maxis never completed this aspect of the game visually. It's a minor detail to some but has been an eye sore to me since it was released....

Cheers

Thanx Big slark
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metarvo on January 21, 2009, 07:36:57 AM
Yes, you really do think of everything.  This is very nice work here, Bud.  :thumbsup:  I never noticed the lack of wealth dependent textures underneath elevated networks, until I read this thread, but now I see why something had to be done about it.  I would install the files now, but I have a program called SC4 running, so I can't do it just yet.  ;D  Of course, my eyes were drawn to the telephone poles that appear in some of the recent pics, but that's only natural.  :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Elaclairee on January 21, 2009, 07:41:22 AM
Ah, I see now. Thanks for explaining it.

With that, the elevated rail re-skinning, and wealth dependent textures.... this should make things very awesome indeed. Hopefully your pc doesn't die again and you lose yet another massive pile of groundbreaking work.  :P
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on January 21, 2009, 09:47:24 AM
Well then I'll have to try your most recent modding then. I had tested your sidewalks under the el-rail recently, and everything so far appeared to be in working order. From what I understand is you somehow turned textures into props? I am puzzled to how you did that, because those props not only have traffic textures, but even the modded textures!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1337%2F2075464043.JPG&hash=16f4983988031742cab1d657843faa11f30e8a70)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 21, 2009, 10:15:20 AM
Quote from: j-dub on January 21, 2009, 09:47:24 AM
Well then I'll have to try your most recent modding then. I had tested your sidewalks under the el-rail recently, and everything so far appeared to be in working order. From what I understand is you somehow turned textures into props? I am puzzled to how you did that, because those props not only have traffic textures, but even the modded textures!

That's the real brilliance of this mod , and one that I hope to understand a little better for , something......

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 21, 2009, 11:26:05 AM
Quote from: j-dub on January 21, 2009, 09:47:24 AM
From what I understand is you somehow turned textures into props? I am puzzled to how you did that, because those props not only have traffic textures, but even the modded textures!

The key is that those are not standard props. They were s3d models created from within the reader. They are then converted to a prop using a modified prop exemplar. Since they are true 3d models you can attach a texture iid to them. So if you attach an iiD for low wealth sidewalk it will show whatever current texture you are using for that. It works the same way as any texture mod. The two types of textures are shown because the model is composed of two parts each with its own iid. If you used a road top texture mod it would change the network texture also. They can be used on a t21 for network placement or on a lot if you had a purpose for it. It's all kinda new. I also attached a conform to slope attribute so i can use them for road/street under el and whatever else i can think of.

Create new iid if you decide to play with them because i don't want to pollute my own mods...hehe.

Edit....Once they are officially released i would hope to see them used for other mods....there is no point in making more than two of any of these unless you would be improving them or using them for a different purpose with different sets of iid's. But that's a couple weeks away yet.

Cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: dedgren on January 21, 2009, 12:05:10 PM
I haven't exactly been pounding on your beta, Bud- but the general stuff I've done with it seems very solid.  Nothing anomalous yet, in other words.  I'll keep you posted.

On another note, you are invited to join the RAM Team.  You find that if if you head over to that area of the forums, you might see some interesting new stuff.  The team thinks your work would be a perfect fit, and we hope to see you over there soon.


David
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 22, 2009, 05:53:29 PM
Congrats on the RAM team! I've been messing around with the beta and haven't run into any problems. Of course , since you know what your doing (unlike me ;D) , should I be surprised? Oh , and that ramp is looking great...just wish it wasn't such a pain!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 23, 2009, 05:21:58 PM
just an update. i've managed to finish changing all the ramp configurations. I will use the same models for 1 ways. Avenues won't be touched only ave/nonintersection/elhiway will be added.

anyways here's the picture. i essentially cloned the wanted groups within the original models. Rather mundane but worth the effort. i just have to set up the t21's now. i didn't plan on doing the ground highway but the models are almost identical so i thought why not.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F1465%2Fhwpatchopolis05nb5.jpg&hash=35557cd424b00572834d84303f476ee35752da3a)

new beta for highways in a couple days most likely.

edit...i might add that if anyone has ideas on if these should be made into intersictions kinda like the one in the bottom right i'm all ears. Textures can easily be changed and props added....etc. i myself just want to focus on getting the base mod together but from there the possibilities are quite large.

bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 23, 2009, 05:37:27 PM
 &apls Honestly , I think intersections would be the best...but that's just me :)

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 23, 2009, 05:45:11 PM
i would agree....

getting to those files by the way  ::) lol

Bud....

honestly.....heh
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 23, 2009, 06:06:50 PM
Take your time , its not like you're busy or anything ()testing() Thanks again :thumbsup:

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: girlfromverona on January 23, 2009, 06:09:40 PM
I just downloaded the beta on the previous page - looking forward to trying it out! You are doing some excellent work here.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 24, 2009, 02:31:18 AM
I agree the blank intersection look better, thanks for doing this :)

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metarvo on January 24, 2009, 05:33:40 AM
I would say that the intersection looks better.  IMHO, it is more realistic.  Keep up the good work, Bud.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 24, 2009, 04:21:31 PM
thanks guys....

well this is the real deal. After much trouble i got it all working. If you look at the high wealth sidewalk under the highway you'll notice its missing. There was no way to place wealth next to it to trigger it. I solved this by using overhanging sidewalk s3d props as seen for the low wealth intersection. This means i can trigger all situations except for where people use a cross intersection directly next to these intersection. I think i could be done with rul files and also a little diagonal transit enabled lot could be plunked down. But whatever it still works for everything else. I must say it looks much more fluid and realistic...though minor i am quite content. Changing the in game models was a nightmare and after this i doubt if i'll do it again. I split the models into network tile and ramps. The ramps patched the original ramps and the network tile was turned into a prop and place via a t21. Making the flips were a nightmare to figure out. If you simply invert a model it will not show up. you have to then flip all the triangles. Once i figured that out it worked smoothly enough. I like the intersection though i think i need dave to do proper textures......nudge nudge..0x8A3EA8AE simcity2.dat...nudge.

Anyways i got some stuff to do stuff to.

bud.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F3290%2Fyesstillgoing0234ug8.jpg&hash=8be39c211f8f7200d0cb84925a1fff5f4428abc5)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Andreas on January 24, 2009, 05:08:40 PM
Wow, that looks splendid! I can imagine the amount of work that went into those, but the result surely paid off! Now you only need to adjust the color shift between the textured network and the S3D models (ebina did that for the in-game stuff, so he might be the one who can help you best). :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on January 24, 2009, 05:47:45 PM
Whoa! That is looking GREAT bud! Lots of groundbreaking stuff going on lately.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 24, 2009, 06:03:32 PM
You have been busy the last 24 hours , haven't you? Please tell me you are backing up , and backing up the back-ups and , well you get the idea! :thumbsup:

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 27, 2009, 05:04:57 PM
thanks sithird...ill remember

thanx also deathtopumkins

Thanx again andreas. Just finding out about that now.

hey guys.

been busy this last week...got a little visual update. One good thing is that with the exception of a couple flips all the nam on/off ramps just worked.....nothing needed to be done. So here's where it stands. This portion of my mod has turned from underpasses to ramps/underpasses, just because their models work together, leading me to either change both or none.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F2253%2Fkrikee01py5.jpg&hash=07482bf446ecc25283c79d8054ac234fdbd2fbb2)

the diagonals aren't truely slope conforming yet but thats to much work at the moment. As for the nam aspect i decided to do the last two remaing off ramps. i took the liberty of changing the texture also. I've gotten better at making them. I like the configuration myself. Any ideas' ?

To everyone i promised stuff for, i'm getting on that now.

Cheers.

Bud.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F6143%2Fkrikee02ag0.jpg&hash=4a7d124c06229a9f7c2d60115d51888b75d08a32)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: swat-medic on January 27, 2009, 05:07:08 PM
Great update buddybud, great progress!  :thumbsup:  &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on January 27, 2009, 05:34:29 PM
You definitely are crossing into some excellent upgrades!  &apls  Not too sure about the last 2 pics , I like the arrows but the road looks a little odd to me. As far as the color shift , if I am understanding correctly, you might want to run the textures through photoshop , using color match and settling on a value between 60 and 70 ...that's how I did the road and avenue curves. That was the only way I knew of to compensate , but I'm sure there are others.
Looking forward to a beta  :P

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 27, 2009, 06:17:09 PM
Quote from: sithlrd98 on January 27, 2009, 05:34:29 PM
Not too sure about the last 2 pics , I like the arrows but the road looks a little odd to me.

Jayson

thanx for the color info.

post a better 1 tile solution for this intersection and i'll be glad to use it. I can add it in about 2 min. Infact a texture patch could be used to alter it either back to the default or to to something different, or it's texture id's could be altered directly.

bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 27, 2009, 10:41:46 PM
that is AWESOME :o

maybe this should be integrated with the NAM?

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CabraBuitre on January 27, 2009, 11:52:53 PM
Great work
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Howling on January 31, 2009, 01:02:30 PM
Hey Buddybud,

Your El-Rail mod is looking incredibly fantastic! What happened to it? A few pages back... gone are the green El-Rails :| Not that the rest isn't awesome :D I couldn't find a reason in the posts though.

The El-Rails are incredibly good in an urban environment - a dense environment at that.  &apls


Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: carkid1998 on February 01, 2009, 04:42:26 AM

nice work but where did the e-rails go?? they were brilliant(and everything else for that matter) I've been looking for that style for ages
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 03, 2009, 03:41:23 PM
Sorry i've been busy....but a new beta below.  &hlp

Quotenice work but where did the e-rails go?? they were brilliant(and everything else for that matter) I've been looking for that style for ages

I'll be starting up those again shortly. I wanted to get the sidewalks done first for the elrail, which i did, then i decided to do sidewalks for elevated highway and ran into alot more work then i figured i would. In other words the new sidewalk beta has some 1800 files i've created....but still only weighing in at 834kb.

Anyway here's the latest...(all contained in the beta below)

SIDEWALKS for RushHour
- streets
- roads
- 1ways
- avenues

UNDER

-el Rail
-elevated Highway

AND

-Ramp replacement for all of the above including a couple nam ramps.
     (i did not touch the diag ave under diag HW or the diag ave ramps)

heres some pictures of the latest pieces
well first remember this.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F804%2Faveinteraddage01ov0.jpg&hash=afa32ce5e1cf069532eb09080729f486617e5e80)

thats now looking like this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F5083%2Faveinteraddage05dw1.jpg&hash=4e7d5a34c068eec28fa0bbb870022f5a0e17e50a)

and others..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F8655%2Faveinteraddage04gc5.jpg&hash=f7dc7534821bee2bbe081d9294300f01f980648d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F3355%2Faveinteraddage02bj3.jpg&hash=c6061680e3bf9949c0223ed1cdd75c6d4b103f06)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F2662%2Faveinteraddage03we8.jpg&hash=2b74a7e37f0adf16e16d8d2bca99140deb42bea4)

There is no monorail yet but there is no special pieces to create so i should be able to recycle the elrail for that, making only a couple hours work...

There are many imperfections present that will be fixed. Again ranges may change and at the moment many names and properties have yet to be fully organized and properly labeled. Nothing is final and input is welcome of course. Also the diagonal ramps are best placed on non bumpy terrain. dropping lots, time or dezoning will trigger the lots if they do not appear immediately. There are a couple of configurations that are impossible to cover presently, but they are few.

REMOVE THE LAST BETA AND PROCEED WITH THIS ONE. LOAD LAST. HAVE FUN
PROBLEM WITH
- disappearing road texture when dragging the road under the tracks...There seems to be a conflict with the MIncroabl elrail facelift mod and Maarten's HRS Mod.Conflict
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Andreas on February 03, 2009, 03:53:25 PM
Wow, that looks so much better now! I always hated those white "patches" under the elevated highway, even with ebina's fabulous darkened overpass textures, it didn't look right. But that new version is simply awesome. :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 03, 2009, 04:01:16 PM
Thanks Andreas, it was an incredible amount of work. Those underpasses change for wealth also. Speaking of which, the avenues detect wealth from great distance. Because of that the avenues work pretty much the way you would want them to, unlike roads,1ways, or streets which require wealth directly next to it to detect it. Would it be possible to change the all intersection tiles to act like the avenues for wealth detection????? Just wondering
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on February 03, 2009, 04:53:20 PM
Marvelous work ! Another step towards perfection!  &apls

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on February 04, 2009, 09:57:06 PM
I'm sorry. Plants under the highway does not make any sense. I also noticed that road textures crossing under el-rail seem to have disappeared now, but the sidewalk shows instead.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CaptCity on February 04, 2009, 10:05:27 PM
Quote from: j-dub on February 04, 2009, 09:57:06 PM
I'm sorry. Plants under the highway does not make any sense. I also noticed that road textures crossing under el-rail seem to have disappeared now, but the sidewalk shows instead.

I've also experienced the disappearing road texture when dragging the road under the tracks. It does return if I re-drag the tracks or simply plop a track section on top of the road. I've experienced a similar thing with the avenue under the el-rail tracks. Sometimes one side or the other are just large sidewalk textures, sometimes both. Just to let you know...

CaptCity
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 04, 2009, 10:08:55 PM
thanks Captcity...ill check into it...i haven't tested it a lot. i focoed on just putting it together....there are bound to be errors with just over 1800 files.. :D

Quote from: j-dub on February 04, 2009, 09:57:06 PM
I'm sorry. Plants under the highway does not make any sense. I also noticed that road textures crossing under el-rail seem to have disappeared now, but the sidewalk shows instead.

its a beta...its posted to find problems..no need to be sorry..i agree about the plants. But just for your info the three props used for the mediums have unique iid's so could be changed to whatever suits your taste.
anyways ..a crude attempt at replacing the white elephant of an interchange. I only did one side so far and have yet to redo the pathing or add t21's for sidewalks.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3298%2Fdiagonalmadness01ck9.jpg&hash=e5cd5c8d4c1ee45182c17e8ac9b1934d3b5558a2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F4966%2Fdiagonalmadness02zv6.jpg&hash=b6076006a3a8ac24a684618aa9c7beeea80014ce)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CaptCity on February 04, 2009, 10:39:56 PM
Buddybud...

Hold the horses... I realized I did something stupid ()sad() I was using my original installation of the NAM which included the EL Rail Facelift Mod (which places various textures under the tracks). I thought I would try another NAM installation with no additional items. Without the El Rail Facelift Mod, I did not have any of the previously posted issues even after redrawing several times and trying to mess it up. I don't know about j-dub's situation, but it always came out okay for me. I guess something with that mod might be conflicting with yours. Hope I didn't create any headaches...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 04, 2009, 10:42:18 PM
All info is good info...and i'd like to avoid conflicts but obviously they will exist. We can at least be given a choice. i'll see what i can do or add it to the disclaimer list.

cheers.

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on February 04, 2009, 10:50:36 PM
whats that? your remaking the ingame interchanges? :o :o :o
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 04, 2009, 11:03:20 PM
Quote from: JoeST on February 04, 2009, 10:50:36 PM
whats that? your remaking the ingame interchanges? :o :o :o

i have done all the ramps and underpasses for elevated.....except for this one..in the beta above..its a behemoth but its worthy of the attempt me thinks...none of the big interchanges or xovergroundhighway were done either....not underbridge so to speak..lol...but dont expect this till the full finished product...that took about 2 days to do, but even as is it looks better than the games lame attempt....lol....lots of work left but i think i will migrate back to the el now...and give the beta some time to find more bugs.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: carkid1998 on February 05, 2009, 01:21:14 AM

looking good! I'm going to download these right.... now
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Howling on February 05, 2009, 03:25:33 AM
The amount of work you're putting it astounds me, Buddybud. It's looking really, really good and much better than the original ones, absolutely! I would have to say that the side onramps and exits are an excellent addition! Though a curve in them would make them more realistic and - I believe - more appealing. However, considering the amount of work it is nobody would hold it against you if you ignored this critique  ::)

Here's a crude Photoshopped example of the suggestion:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi614.photobucket.com%2Falbums%2Ftt225%2FHowlingus%2Fbuddybud_offramp.jpg&hash=a04e274fc069eeb9b69e0fd0a5e24552d15c7922)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 05, 2009, 10:59:28 AM
Thanks Howling, i would agree. Your absolutely right, it would look much more fluid and realistic.

Cheers

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metasmurf on February 05, 2009, 11:12:32 AM
It's amazing that you're remaking the interchanges for maxis highway. I was wondering if you're planning on remaking all the highway interchanges (avenue diag/orth, road diag/orth) in similar style? (With the slip lane, that is)

Cheers  :thumbsup:

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 05, 2009, 12:11:10 PM
Quote from: metasmurf on February 05, 2009, 11:12:32 AM
It's amazing that you're remaking the interchanges for maxis highway. I was wondering if you're planning on remaking all the highway interchanges (avenue diag/orth, road diag/orth) in similar style? (With the slip lane, that is)

Cheers  :thumbsup:



thanks meta,

There's a bit of confusion. Essentially this represents the last piece for the sidewalk mod. This piece is just done differently then the rest. Whoever designed it was trying to make it look snappy but failed totally in the functionality department. It just looks like a fancy interchange but needs not be, especially to fit in with the rest. The other ramps and interchanges are done in the above beta and will not involve slip lanes and such because then the rul files would have to altered for the increased size for the extra tiles. i did slip lanes with this one because the footprint allows for the room. The default ramp for this interchange are half a tile longer then all the similar ones in the game. In fact the models for this would fall in the family of the x-over-groundhighway puzzle pieces, which differ from the other elevated interchanges in design. Changing of the guard at maxis possibly. i cloned the diagonal ramps from the other diagonal interchanges and used those. Sadly the game only uses 2 different ramp models for all other diagonal elevated highway ramps....then rotates them. However this beast uses 4 differently rotated models for each diag version. i had to clone the others the flip and rotate the vertices to come up with four sets of new models for this first version. ill have to do the same for the unaltered one. It's very time consuming....lol.


here's a picture. the red is the original footprint. the yellow is where my new underpass is. If i could override the rul file i could decrease the footprint significantly or also increase it. But i have no idea how to do any of that.....so in short with my knowledge level of rul's ...no...lol

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg111.imageshack.us%2Fimg111%2F2357%2Fdiagonalmadness03mi6.jpg&hash=226bcbd9c22c8b3dd18b1b9be55a6c95ff65c4ff)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on February 05, 2009, 03:45:26 PM
So , I finally got a chance to mess around with the beta...WOW , I am truly amazed at all the changes. I never really paid attention to the highway on/off ramps before , but as soon as I plopped one I was mezmarized , I can't believe no one else did this before! (well except for it sucking all of ones free time,and causing fits of random cursing at a monitor....)  ;D  Thanks for it!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metarvo on February 05, 2009, 05:25:50 PM
Since slip lanes are so common where I'm from, I am absolutely delighted to see them added to the game.  :)  Are the slip lanes for orthogonal ramps as well, or are they diagonal-only?  Either way, this is a welcome addition to the game for me.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: nerdly_dood on February 05, 2009, 05:30:37 PM
Much better! I just can't understand why Maxis raised the avenue a bit in order to go under an elevated highway... Bravo! &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 05, 2009, 07:51:37 PM
slip lanes for that model only. otherwise i have to redo rul files and thats beyond me at the moment. on a different front.....

not so exciting (except to me)

my first attempt at fully slope conforming s3d bits great for bendable network ramps and such. They use the same design principle as the props found in my diagonal slope conforming prop tutorial, minus the lods. This is just one triangle s3d prop repeated 4 times on a tile. I will now attempt to build the other 3. Essentially i'm using the UV method Smoncrie used for his recent work so 1 texture will be used on all four props but the uv settings will only show the appropriate quarter. I got the uv settings and model worked out i just have to flip and rotate stuff now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg162.imageshack.us%2Fimg162%2F1448%2Fviewthenow01ip7.jpg&hash=40bbd0360740f156bfa2089d7c1a6aca0f097ca4)

heres the 128x128 texture i used to configure the uv settings...it might be helpful to others.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F8205%2Fdiagproptemplateut5.jpg&hash=e86b29d631cea767f37f30c853f200fd0520a115)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 08, 2009, 03:23:55 PM
Hi guys....

I'd like to call for some assistance. As of late i've been told that some things i've implemented in my sidewalk beta will not work even though they seem to work for me.

So far only one problem was reported by j-dub who never provided any information..... ??? That leaves 17 others who have downloaded the file and seem to have no problems. I'd like to hear from others. Post pictures if want, of problems or of good usage. I need some feedback. I don't play the game and if i did i wouldn't have time to mod. But if play i must, then i will......

If anyone would like to beta test officially that would be great. I can start a private thread for that if it helps.

Cheers.
Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on February 08, 2009, 04:18:42 PM
Well I'm one of those people who downloaded and didn't post, but I got to mess around with it, and it appears that your beta is not compatible with Maarten's HRS. And I have yet to start the game without it installed (as I plan to to breaktest this).
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 08, 2009, 05:17:01 PM
thanks dtp.

I appreciate the response. Thats two mods it's not compatible with. I expect its simply using the same t21's. I can work with that and make compatibility patches if needed.

Keep me informed of any other issues or conflicts.
Cheers.

Bud.

edit. I just looked at the HRS mod by Maarten and he has altered some of the same pieces i have. I should still be able to make it compatible though.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on February 08, 2009, 05:55:29 PM
I am not using the HRS mod , and I have only noticed small things with your mod. I have noticed that when you drag an avenue under the EL rail , it appears there is no texture.But if you re draw the avenue , everything is fine. The same kinda thing was observed with the sidewalk under the Elevated highway , except if you just move to another spot , all is fine. Of course there is no support for monorail or HSRP , but I already knew that. The only texture issue I noticed is with ground highway avenue off ramp , and forgive me if this is not one of your pieces...can't remember :)
I think that the "maxis"wealth texture matches well as I am using my white sidewalk mod and didn't notice any problems. I have tested this in a new city with almost 3 gigs of content and didn't have any adverse problems.

Under highway no sidewalk, but move or zoom and your good!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fbud1.jpg&hash=64d1cce79e3c6a9748d975df7beef96e9178ff50)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fbud2.jpg&hash=4dde40fa58baa8643e1d2daf12a1aae008ae41d5)

I only spent about 30-40 min. so I didn't test every combination , but since I messed with this a few days ago and didn't give any real feed back I thought I'd post some pics so people know that it is working!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CaptCity on February 08, 2009, 06:02:11 PM
Here's a couple images of examples of what I described earlier when using the EL Facelift Mod... Just in case anyone has similar issues...

Road under Elrail - Large concrete texture

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FBUDTexture1.jpg&hash=ea4c034ee9147648c9cee34b2e1c682b2c8c6c3d)

Avenue under Elrail - No median

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FBUDTexture2.jpg&hash=b447e55439b096165236f1bd5aafd605a92ee989)

As I mentioned, taking out the Facelift Mod eliminates these issues.

Here's a couple showing all things good... :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FBUDTexture4.jpg&hash=19071307aaac014978475d3f3201f26ed8a84963)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FBUDTexture3.jpg&hash=00f79777eaf53f685e2bf821de4e086bead82460)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 08, 2009, 06:09:24 PM
Again thankyou very much sthlrd98 and Captcity. That is more comforting. I'm not sure what causes the avenue under elrail problem but i'll looking into that for the next beta. And incompatibility will surely arise.

The method i used was that all of the intersections models were replaced using default network models with nothing below. The content below is triggered by the t21 and are the s3d props and for some reason the the avenue under el doesn't like this. But a simple redraw is far from the worst thing. But i will still try to fix it.

Also every sidewalk mod used will need a patch made. If you let me know which one your using i'll start with that just for an example. It's only three textures afterall.

Cheers again...
Everyone is welcome to comment and will be appreciated.

Bud

edit thanks for the update CaptCity
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: girlfromverona on February 08, 2009, 06:32:12 PM
Looking good! Have just downloaded the latest beta.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on February 08, 2009, 07:05:52 PM
Quote from: buddybud on February 08, 2009, 06:09:24 PM
Also every sidewalk mod used will need a patch made. If you let me know which one your using i'll start with that just for an example. It's only three textures afterall.

Presently, I'm using  this (http://www.simtropolis.com/stex/index.cfm?id=19425)

Jayson

Edit I forgot to mention , if/when you do the monorail and HSRP, I am also using the HSRP Shinkansen patch and the Shinkansen monorail mod.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 08, 2009, 07:34:49 PM
Here ya go Sthlord98  :thumbsup:

replace the STandSW_Testure01.dat with the one found below and your mod works with mine. That type of patch took about 5min to make and test!!!!

Now build me a City!!!....lol

Bud

thanks Girlfromverona, those be kind words.  :P
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on February 08, 2009, 07:36:05 PM
That was quick! Got it! Thanks.

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 09, 2009, 06:29:21 PM
got the uv settings for the four triangles set up. Essentially this four props that use the same texture just repositioned. I forgot to change the slope tolerance but it still worked pretty well though not exactly perfect. I added a line in photoshop so you could see the slope. i used texture 0x00000f0e for this...it's not mine.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F9941%2Fviewthenow02zs1.jpg&hash=e168db91ea5e6e357d7116616a8ff440810b2bd2)

seems we have something workable for the bottom of those diag ramps and such.

cheers.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: LE0 on February 12, 2009, 08:15:09 AM
If these could be made functional could they be in the next NAM? :thumbsup:

some awesome work here
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 12, 2009, 03:06:31 PM
Quote from: LE0 on February 12, 2009, 08:15:09 AM
If these could be made functional could they be in the next NAM? :thumbsup:

some awesome work here

Thank you Leo

They are already functional....Try the sidewalk beta to see how simpler versions were used to get the sidewalks to work under el and highway. As for the nam i can give you no insight there but i have already shared all of my work, ideas and discoveries to date. The only issue to date is some conflicts between t21's in two other mods that alter the same pieces...an entirely different issue that can't be avoided but should be able to be fixed if i can contact the maker of those mods. No different then any other conflict so really shouldn't be used to judge the other aspects of what i've designed.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on February 12, 2009, 03:11:28 PM
I'm sorry to sound dumb , but is this what you and Smoncrie were talking about for slope conforming props for my purpose? Also , on the Beta testing front , I still have not had any major issues with any of the pieces that you have done.

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 12, 2009, 03:14:25 PM
thanx sithlrd98, no questions are dumb my friend...only refusing to ask them is.

and yes thats exactly what i was talking about, but i can't speak for smoncrie. This is the sort of thing that potentially could be used for your far pieces.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on February 12, 2009, 03:23:45 PM
Great! Now I just need to try and wrap my head around that slope conforming tut , and just about everything that Smoncrie has written!  :thumbsup:

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: nerdly_dood on February 12, 2009, 04:10:31 PM
You called this thread your "expansive attempts at anything and everything" and I think those efforts are working out quite nicely for you  :thumbsup:

Keep it up, I'd like to see a finished product released.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 12, 2009, 04:45:41 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg223.imageshack.us%2Fimg223%2F6943%2Fwhereistandpresently01do9.jpg&hash=eca8e7c0af99d676b0992c1dae3409c7122a07df)

Thanks nerdly...

As seen in this previous picture i posted....there is actually much progress on the el....The sidewalks for the el rush hour configurations are complete (and shared in the beta, though will change a bit in set up and implementation). Also i've worked out how to implement and design my s3d props (final hurdle was above as slope conforming diags, using almost the same principle as applied in my nam tutorial for diag slope conforming BATed props from over a year ago). A while back i worked out a dual render method to make the batted structure much more appealing when viewed at oblique angles. Other then that i just have to bat the remaining models for the el itself and and put it together. My first attempt will be to complete the rushhour components to the el and also finalize the sidewalk for the el. (i will release them separately so people have a choice). Additionally as stated before the first beta will be static with very few items added below the el, which will be added over time. Oh and i need a station or two but as seen the basic design is complete there too...

cheers
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on February 13, 2009, 05:50:44 AM
great stuff bud!  &apls

can't help with a station, but i have a bridge exemplar ready for this mod if ya like....  ;)  would need very minimal work.....

but we'll cross that bridge when you're ready.  i dont wanna impede any progress on these great projects!

-ryan   



 


Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 14, 2009, 07:32:23 PM
thanks choco....i will be bugging you for info on that at some point. I'ts much appreciated.

j-dub. I'm confused as to who your responding to or what your saying?.....lol

bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on February 15, 2009, 08:04:22 AM
Hey Bud love the progress going on here wow!!! A lot has been going on and did you happen to hear a special plug?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 15, 2009, 09:51:40 AM
thanx pat
plug you say? no i am unaware? do tell!

edit....pat just listened and loved it, thank you very much my friend.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on February 15, 2009, 11:37:25 AM
Hey Bud got your PM and I wanted to post here instead and to say that your soo welcome!!!! It was my pleasure in doing that, now if you want a full commercial just drop me a PM with the details of the commercial...  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 19, 2009, 11:47:35 AM
Well a little progress on the el front for all those interested. i redid the orth stubs and the diag main piece....need to fix the texture for the diag post as seen on the left. I'll tackle the diag stubs next. it's the last of the sope conforming bits and represented quite a challenge last time round sinse they both mirror and are slope conforming. After that the curves, and merging bits. I think i'll stick with the wood tracking...i've come to like it with the shadows.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F2144%2Falittlepeekaroo01vy1.jpg&hash=9d9c57716fed63c6388cfb8a7a74bca1244d4082)

oh and if anyone wonders why i just don't use the models i made last year, there's plenty of reasons...the dimensions have been slightly altered, all new textures are being used, the track itself has allowed me to further modify things, plus there were many gaps and inperfections the first go round. Hense new models. But again i still think its worth the change.

Bud....
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on February 19, 2009, 12:35:43 PM
Oh we're interested bud!  :D

They look great! Though do those bumpers at the ortho end look... odd? to anybody else?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on February 19, 2009, 12:37:57 PM
Those are incredible!  :o

As always, I'm up to beta test...  :D

DTP, the bumpers look very realistic to me. If we could convince Buddy to modify them a bit so they could replace the standard ones on standard DTR that would be awesome.

I look forward to the next step with these.

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 19, 2009, 12:40:06 PM
Quote from: deathtopumpkins on February 19, 2009, 12:35:43 PM
hough do those bumpers at the ortho end look... odd? to anybody else?

lol...i made those..  :'(  ..i can change them if need be...i just kinda whipped them up..

Thanx bigslark...i'll bug ya when i get to beta...that will be a week or two away at best...but remember much of what is done is reusable so it kinda snowballs as I go and gets quicker
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on February 19, 2009, 12:46:50 PM
Awww... don't take it personally! $%Grinno$%

Upon closer inspection they do appear pretty realistic, it was just at a first glance they looked off. They're fine!  ;)

Oh, and put me down for the beta too if you don't mind.  :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on February 19, 2009, 12:52:19 PM
lookin good bud!   :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 22, 2009, 01:03:54 PM
bit more of an update....pretty much finished the diagonal stubs but am still not happy with them though. Started work on the curves.
Bit of a texture mis alignment but looking ok. The textures aren't quite up to par for the track but i'm not going to worry about that for now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F3077%2Falittlepeekaroo03a4.jpg&hash=c21e6df78eefa0a54434cd770f2357fcbf285133)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on February 22, 2009, 01:16:52 PM
 &apls &apls Great progress update! looking real good there!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on February 22, 2009, 04:13:57 PM
Great to see its still coming along at a good pace. Hopefully I will have my downtowns up and running by the time they are released.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Albus of Garaway on February 22, 2009, 04:30:32 PM
Those look really nice! I have a city that they'd be perfect for. ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: carkid1998 on February 23, 2009, 10:10:10 AM

hey! my cities are adapting to suit that e-rail without me knowing
()testing() 8) 8) 8)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on February 23, 2009, 06:45:16 PM
Hey Bud your so welcome for the plug there and also the new textures are well worth it honestly!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 24, 2009, 10:38:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F189%2Falittlepeekaroo20.jpg&hash=7a7af5d7c58575c7f5bdfce331e07149dae41bea)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F7898%2Falittlepeekaroo21.jpg&hash=f7c8cfe3c4bbb267a85655c54f7d0641b64e8f81)

Thanx everyone...

More of an update. Didn't redo the track texture but i completed the models for the curves. Essentially most of the remaining tiles can be assembled from these models. But i still have to do track textures, shadows and assembly for the rest. But it's progress. I've been using different textures and lighting for different angles and was wondering how it would all come together....worked out better than i expected!
  :satisfied:

Next i'll assemble the rest of the curves then i'll tackle the various el-el intersections. Once thats done i will incorporate the sidewalk portion and post a beta...Thats some days away though.
Cheers
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: dedgren on February 24, 2009, 11:33:57 AM
Whoa, Bud.  That is exceptional.

I grew up in Chicago (the western 'burbs, actually).  Who needed an amusement park when, for less than a buck, you could go downtown and ride the 'el all day?  You're bringing it all back, my friend.

* * *

Oh, and on the bumper controversy- I know what a bumper looks like.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F8818%2Flionel260bumpers.jpg&hash=e826e3b0c066008c2a96d94ccf0b5cec93de3ab9)

They even light up...


David
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metarvo on February 24, 2009, 11:53:20 AM
My motto when it comes to transit options is "the more, the better."  As a result, I am most definitely pleased to see this new style of El-Rail, Bud.  Those curves look seamless, in addition to the other segments.

&apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on February 24, 2009, 12:39:04 PM
Wow, those look real good! :thumbsup: nice and smooth and very detailed...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: inspecter on February 24, 2009, 12:39:23 PM
I wonder how this El-rail looks connecting to the GLR lines?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: wes.janson on February 24, 2009, 12:47:49 PM
This is looking amazing.  &apls

I honestly think these models should be used to replace the existing el-rail over road.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 24, 2009, 01:13:48 PM
wes.jansen - thanks, and thats the general plan...except the sidewalks will change for wealth also, heres a pic from the first page of earlier work to give ya an idea.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F8121%2Fmirrorohmy03qm1.jpg&hash=da125a2a32788d9e99396cb377a5416f53ad517e)

Inspector - here's kinda what the onslope piece COULD look like...i have models for the ramp to glr also.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F4796%2Fsloopydedo02mg6.jpg&hash=dfdc285e181093a74637ded290819819a3f52df5)

thanks metarvo - i would agree more is definitely better for el...lol
dave - thanks also. I know it's impossible to perfectly reproduce stuff but like you i think the details make the whole a better and more believable scenerio. Glad it actually triggers memories....nice bumpers by the way. :P

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: LE0 on February 24, 2009, 01:20:20 PM
They change for wealth?!! :o

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 24, 2009, 01:34:17 PM
Quote from: LE0 on February 24, 2009, 01:20:20 PM
They change for wealth?!! :o

lol...thats what the sidewalk mod was all about. It's a couple pages back and does not include those nam pieces yet.....but ya they use a t21 to trigger different wealth sidewalks. Great stuff!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: LE0 on February 24, 2009, 01:44:18 PM
I just didnt know that it was possible for puzzle pieces. what do all the wealths look like?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CaptCity on February 24, 2009, 09:00:46 PM
Buddybud... I've been drooling over your new El-Rail textures ever since you first posted about them way back when. I must admit that, with those on-slope pieces, I have now been reduced to a large puddle of... well, we won't go there  ;)

Can't wait to try it out more of your fantastic work.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on February 25, 2009, 05:12:15 AM
+1...

that on-slop is fantastic!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 25, 2009, 07:00:53 PM
Old wood Texture
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F189%2Falittlepeekaroo20.jpg&hash=7a7af5d7c58575c7f5bdfce331e07149dae41bea)

New wood Texture
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F578%2Falittlepeekaroo42.jpg&hash=6ae99e8c7dea9bab974745d82bb7063cca3abb44)

Any opinions....i'm kinda struggling with these diagonal and curve tracks but i think this is better. {ignore missing railing..lol}

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: wes.janson on February 25, 2009, 07:05:04 PM
I like it!

It looks far better on the curves than the previous.

Keep up the good work!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on February 25, 2009, 07:25:54 PM
Hmm... I'm not exactly sure, but I think I like the new one better. Though it looks fantastic with either! :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on February 25, 2009, 08:57:10 PM
You have some nice curves bud. &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 25, 2009, 10:04:00 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F7845%2Falittlepeekaroo52.jpg&hash=01aadda49bc6c47d34119a87bae7bf2ff8454f3d)

a little s curve action...without railing on the new diagonal s piece. I'm going to go over the railings again. Their alignment is rather sloppy compared to the rest and take mere seconds to render.

Thanks jdub.
to the others. I llke the newer set of textures also and will stick with those for now....though i think the rail itself should be darkened and dirtied a bit.

Bud

Edit .... Last of the curves...next the el-el intersections...after that the integration of the sidewalks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F4700%2Flastofthemocurvens02.jpg&hash=524dcedd332700d053549e9e5c9006fbcbeff9b2)

edit ....a little progress chart...x are done and boxes are next.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F73%2Fprogress0ne05tr8.jpg&hash=b66c1442557457472cdb69b52ec8540c958483e0)

progress should pick up from here.

BB
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 27, 2009, 07:03:54 PM
Sorry for bumping my own thread, but i want some opinions.

I've only created a few textures to date, and still not happy...so before i proceed i decided to tackle that. One thing i decided to do is to apply the rail as a seperate group and texture on the 3ds model ...thus just make a good base first. Also note that the default textures Idd are being use so with the removal of my texture dat you get the default texture, minus the walls though. Anyways this is the best i think so far. I've decided not to worry to much about zoom levels because it's just to much..anyways i think i will go with this more than any of the others. I made sure this time all the seams line up....i've only done the diagonal so far...there's really only the four main textures to do to get all the rest with cut and paste so i figured i'd do it right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg527.imageshack.us%2Fimg527%2F208%2Ftexturebattleswithbrain.jpg&hash=3ae507411485d63cecbec5dfef9872180d941932)

Opinions please.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: wes.janson on February 27, 2009, 07:08:33 PM
I approve. The colour variance of the wooden slats and the wider slats themselves make a ton of difference.  &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on February 27, 2009, 07:21:44 PM
And I as well. Any doubts I had about the textures you used are completely gone.
Though why would you want to use the Maxis textures anyway?  :D I sure wouldn't.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metarvo on February 27, 2009, 07:56:25 PM
Nice job, Bud.  It looks like your making some good progress on that diagonal base, and it does seem like the base is more even than before.

:thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on February 28, 2009, 06:29:07 AM
Quote from: wes.janson on February 27, 2009, 07:08:33 PM
I approve. The colour variance of the wooden slats and the wider slats themselves make a ton of difference.  &apls

+1

having the handrail separate will be a nice touch when editing the .s3d for a bridge as well.... :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on February 28, 2009, 06:48:05 AM
Buddy,

Amazing work, mate!  &apls

I really like the newer slats myself, provided it isn't too hard to modify what you've already made.

I look forward to seeing what you come up with next.

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 28, 2009, 11:07:44 AM
Thanks guys...thats encouraging....
little more to show....i'm not pleased with the wood on the curve. And i accidentally closed my master psd after flattening the image last night before i went to bed so the tracks are on the texture again...lol..but the track is much improved and looks more natural i think. Inset is what it looks at the next zoom lvl 03. It's actually not as bad as the others but i can't seem to make zoom 3 look good without destroying zoom 04. Anyways im gonna work on the curve....

Big Slark....Na it's not to hard in that with these four textures i can then bang out all the rest....if i don't do it now it will mean more work redo'ing them all later.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F208%2Ftexturebattleswithbrain.jpg&hash=a2254bf278871cda20ff1411ad345b15d56db5d5)

Edit - finished procuct ! My mind is fried from pixel tweaking.....arg!....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F208%2Ftexturebattleswithbrain.jpg&hash=2eaa923e335afee7769cc24bf71624a4eacd1087)

Edit 2 - couldn't resist trying to add some weathering...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F208%2Ftexturebattleswithbrain.jpg&hash=a5491bcdc82a2e44de0a6063fd9a3502b041c568)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: carkid1998 on February 28, 2009, 11:12:30 AM

nice new textures Bud!!!!!!!! can't wait for the e-rail to be released ;D ;D :thumbsup: $%Grinno$% :P &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on March 01, 2009, 08:31:38 AM
Buddybud, don't know if this has been asked before, but is this compatible with the El-Rail face-lift mod? Its just since that mod adds a bunch of zone dependent props like semi trailers, dumpsters, and shacks under the rail for industrial zones with a asphalt texture, then a cement texture for commercial zones, and a grass texture for residential zones; I noticed you have a different base texture with your mod as well if this will be able to allow that.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 01, 2009, 10:14:27 AM
j-dub....no because they both modify the same t21's. Unlike other mods my models for the el are made with both prop and 3ds files, the prop portion placed by t21. I could combine the two mods but the intention is to make mine unique. I don't mind the competition! The intention has always been to add my own junk underneath!
Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: simsamerica on March 01, 2009, 10:39:44 AM
Ill be waitin dude, thats nice &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 03, 2009, 01:53:03 PM
well i can't seem to find something i like....studying color photos of the old el it's obvious my textures are to bright for the wood. So following the advice of a couple people i darkened it considerably....much more realistic....still unsure though.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F208%2Ftexturebattleswithbrain.jpg&hash=fc182700d8cb7dec7141b9c7153445e60fc18d3a)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on March 03, 2009, 02:00:26 PM
I'm not sure about the darker texture... looks, I don't know, over-saturated?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: nerdly_dood on March 03, 2009, 02:02:40 PM
I agree - I'd recommend reduced color saturation, and perhaps shinier rails? Still I like this new one a bit better than the brighter ones.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 03, 2009, 02:28:42 PM
how about this?....bit to much red me thinks and does need brighter tracks....hmmm...getting warmer.... :-\
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F208%2Ftexturebattleswithbrain.jpg&hash=050362a60b243a45292a1719acdc1e00a7e5cc0f)

here's a color example of what i'm trying to do for reference....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F9104%2Fimg57173.jpg&hash=4e4e63a2bfc00db4692016c1b9c66031554373be)

edit...well i think this is finally what i've settled on...i gotta just redo the railings now for the other pieces and i will put it all together.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg164.imageshack.us%2Fimg164%2F8026%2Ftexturebattlesbrainwins.jpg&hash=eca5f83dd73ce543fb72264b516e15eddecda9f6)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: LE0 on March 03, 2009, 02:33:57 PM
Well i love it, it looks perfect imo &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Fresh Prince of SC4D on March 03, 2009, 03:25:48 PM
Looks good -my suggestion is to add the railing on the sides.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: carkid1998 on March 04, 2009, 07:43:35 AM

nice I like how some planks are different colours! $%Grinno$%
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: WC_EEND on March 04, 2009, 08:32:26 AM
looks great bud!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metasmurf on March 04, 2009, 08:48:03 AM
I agree. The latest textures look good, so I think you're doing a wise choice settling for those.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: just_a_guy on March 05, 2009, 02:24:58 PM
This looks really cool. I also agree, those textures are much better. Just a question though. Besides these, will you in the future be doing a more modern version (like with  concrete or iron beams)? Since not all cities will look good with the older looking models.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 05, 2009, 05:34:07 PM
Quote from: just_a_guy on March 05, 2009, 02:24:58 PM
Just a question though. Besides these, will you in the future be doing a more modern version (like with  concrete or iron beams)? Since not all cities will look good with the older looking models.

hi just a guy

well right now i can't promise anything but to try to complete this as is. The only thing i can say for sure is that other styles could be included using different modding techniques by other people, team members or even possibly me. Ultimately the best approach would be something similar to the sam or new single rail. But for now i can only focus on 1 since it is such a large and complex undertaking!  I do understand how it is some what limiting but it's what appeals to me and what i visualize an el to be. After all these monstrosities ruled for almost a century!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: dragonshardz on March 11, 2009, 07:27:36 PM
ooooh drool. make this into a draggable texture override and I am sold!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on March 11, 2009, 07:34:54 PM
looking good Buddy...like the darker brown texture!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 15, 2009, 05:21:13 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F1492%2Fprocessofcreation02.jpg&hash=7650a3f7331960fabe371c7e5b736c66156b1e69)

Little bit o progress.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Alfred.Jones on March 15, 2009, 06:10:52 AM
That looks excellent Buddybud! The texture looks fantastic
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metarvo on March 15, 2009, 06:26:36 AM
Nice work, Bud.  The rail switches look really good.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: just_a_guy on March 15, 2009, 06:48:06 AM
Those switches look great with the new texture. And I see you've added railings too.

Oh and thanks for the quick reply on my question above.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on March 15, 2009, 09:22:54 AM
Looking great, Bud! I think you got that texture down nicely now. :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CaptCity on March 15, 2009, 09:31:09 AM
Wonderful effort... Super textures... Great job!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: tag_one on March 15, 2009, 10:04:18 AM
Nice job Buddy :thumbsup: Can't wait for the release!
btw, would you mind writing a tutorial about how you did all these magical things and share your knowledge with us ;) 
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 15, 2009, 11:57:19 PM
thanx everyone

Quotebtw, would you mind writing a tutorial about how you did all these magical things and share your knowledge with us
Tag, there's lots going on in the mod so it would take some time for me to do. I've used many different modding techniques combined so i would have to cover numerous topics. Feel free to ask more specific questions if you want until i can put something on paper...  :satisfied:

heres the old progress chart

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F944%2Fprocessofcreation11.jpg&hash=6a5bb82f9efd71f105d1af43d12e09827173e99b)

and heres the latest pieces...almost done.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F2970%2Fprocessofcreation10.jpg&hash=6a58d087e38e908738099769cc5446802a9d5086)

after the next six pieces i'll then incorporate the sidewalk mod portion.

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on March 16, 2009, 07:09:11 AM
Amazing work, Bud! I can't wait to try these guys out!  :thumbsup:

Do you have any plans of adding signaling and electrical gear to the deck?

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 16, 2009, 04:47:55 PM
hey kevin, thanx

i would love to but don't know anything about it to be honest. The only thing i planned on around now was this pic of a bumper i found. I would appreciate any other suggestions or examples. It's something we can start looking into. I know swamper did some fine 3ds signal props...they may be appropriate.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F2312%2Fprocessofcreation22.jpg&hash=43cb6ab64293d2fe2f8e4f35ee1fe88d1b8e4eae)

Cheers bud

edit....progress

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F8161%2Fthegreatsidwalkamalgama.jpg&hash=86297e533026ab224272081c30c16c821b2c5639)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F8161%2Fthegreatsidwalkamalgama.jpg&hash=44499133a3281a52429195500112f679bf70ef19)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F8161%2Fthegreatsidwalkamalgama.jpg&hash=88f74df2bb33b9f9ef5ef81f956d2fc537ec1631)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F8161%2Fthegreatsidwalkamalgama.jpg&hash=37c9b12b67b65aa2d12b0404dc095d9e1af302fc)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8161%2Fthegreatsidwalkamalgama.jpg&hash=60ec950febe695bb22492c8dbe321c209b89428a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F8161%2Fthegreatsidwalkamalgama.jpg&hash=cc8aed8d016b4cd901aa4ef5a31a0247e61c92c6)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 20, 2009, 12:52:41 AM
Almost done all the rush hour components!....I've been slowed down by the highway intersections. The shadows are implemented differently for these pieces and its requiring me to make individual textures for these puzzle pieces. Got some seams i gotta take care of. Also the model supports on the medium need some tweaking....but it's almost there. Just the avenue and railroad after this.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F8161%2Fthegreatsidwalkamalgama.jpg&hash=b1ab3cf5199f4ba9a1163d0c259fc66279856269)

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on March 20, 2009, 07:40:58 AM
man, thats lookin good!  :thumbsup:

think i could ask a couple questions about the shadows?  id like to do some shadows myself, but haven't been successful..... :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on March 20, 2009, 02:08:25 PM
Cannot wait to get my elevated rail system a nice visual update. (When I get my downtown built anyway). Looking fantastic
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 20, 2009, 06:44:42 PM
Thankyou marcszar and SimNation.....

Quote from: choco on March 20, 2009, 07:40:58 AM
think i could ask a couple questions about the shadows?  id like to do some shadows myself, but haven't been successful..... :)

Hi choco!  Thanx for asking an easy question!


The shadows for all the pieces except the highway are done as follows. (i've only tried this with the elrail and swamper provided the initial information)

first you need your shadow. Create a network texture using black solid box and a alpha as seen below for the straight piece. (note+ the final texture will appear as a solid black texture but don't be fooled!)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F9153%2Fshadowexpl01.jpg&hash=24486fc3fca8fda96bca7f49b77e917fb6cc5c4d)

give your created texture the same instance as the piece you want it to be a shadow of and then give it a group of "2bc2759a" .....thats it. (above example would become   7AB50E44  2BC2759A  08031504    ) also you need a texture for each zoom level or your model. I"m not sure but i think you can also use gradients of gray to get fading shadows also....but i haven't really attempted that. Oh...and i also use a black and white pallet when creating these to avoid weird pixels.

The highway pieces have painted on shadows and cut models cause thats how maxis did it. I assume because the bottom of the highway is roughly 1m off the ground and the shadows won't project onto it. For this i simply replaced the existing highway shadow texture with my own, with a new unique instance of course :P

Anyways good luck...

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on March 21, 2009, 05:48:26 AM
her ya go, bud...... ;)




for anyone else: the file attached below is a basic bridge with no models.....not really worth much right now.  :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on March 21, 2009, 06:57:55 AM
Great work, Bud. Keep it up, I know that the entire community is at the edge of their seat in anticipation of this mod!  :thumbsup:

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: just_a_guy on March 22, 2009, 07:23:06 AM
Awesome work Bud, it seems your almost finished. Just a little more. Good luck and cheers!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 29, 2009, 03:23:44 PM
Just seeing if i can make something decent with the 256x256 textures....not sure, what ya think...tried to add a bit of detail and a third rail.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F3213%2Ffirstattempt02.jpg&hash=41849051d801145f98e3403cbf20dc9ed49ee334)
old 128 at top 256 at bottom. a bit fuzzy i think hmmm &mmm
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on March 29, 2009, 05:22:48 PM
256 looks a bit too fuzzy too me.  %wrd

But I like the third rail and other details you added!  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on March 29, 2009, 05:27:49 PM
Yeah , something looks a little odd...But like DTP said , I also like the extra details!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BigSlark on March 29, 2009, 07:25:18 PM
 &dance

Yes, the 256 textures are just that good...

Keep up the good work!

Cheers,
Kevin
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: superhands on March 29, 2009, 07:47:23 PM
looking good. it might involve changing the flags in the s3d/texture roll out or maybe not $%Grinno$%
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: beutelschlurf on March 29, 2009, 11:14:06 PM
moin buddybud,

that looks so much better and more 3d! :thumbsup:
nice step forward
well done!

b_schlurf
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 30, 2009, 10:21:48 AM
not so fuzzy
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F6218%2Ffirstattempt03.jpg&hash=84c08a07c0b1734a76b66272690a35eacb71c27b)

darkened the third rail and toned down the highlights.....i think i really like it now......gotta do something with the railing now :P

edit...first multi tile...but sloppy, needs work!! $%#Ninj2

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F6106%2Ffirstattempt04.jpg&hash=9644a6d947cbb9a9dd55f202d10657871735243c)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on March 30, 2009, 12:46:15 PM
i really like it as well!  :thumbsup:

looks fantastic in HD  :P
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Lollo on March 30, 2009, 02:37:20 PM
Oh, C'mon man! That's absolutely amazing!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: nerdly_dood on March 30, 2009, 03:22:23 PM
That's some excellent detail in there Buddybud! Those wooden ties are turning out rather well I think. :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on March 30, 2009, 08:03:26 PM
Buddybud, I think that last wooden texture should be final. It actually looks pretty real.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on March 31, 2009, 04:28:28 AM
That does look incredible.  &apls

Robin  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on April 01, 2009, 12:28:30 AM
Duuuuuuuuuuude Bud I have run out of words what to say lol!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on April 01, 2009, 11:16:57 AM
Finally Superman has a third rail to step on the stop a runaway elevated train.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: zomg92 on April 01, 2009, 02:14:44 PM
 ()stsfd()  ;D Oh man,can't wait for this to come out!!!Finally I will be able to make a normal looking el rail...Buddybud,are going to make a bridge matching  this el rail?  ;D ()stsfd()
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 01, 2009, 02:31:04 PM
Quote from: zomg92 on April 01, 2009, 02:14:44 PM
()stsfd()  ;D Oh man,can't wait for this to come out!!!Finally I will be able to make a normal looking el rail...Buddybud,are going to make a bridge matching  this el rail?  ;D ()stsfd()


yes i got a head start thanks to choco!!!

Edit. New Railing :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F5879%2Fhrrailing.jpg&hash=77438381ed27567a22467ed86962310f66b42c58)
old track and railing on right ......i can't believe the look now...exactly as i was going for.    Comments?

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: allan_kuan1992 on April 02, 2009, 07:01:45 PM
Remarkable.... those HD textures make all the difference eh?

BTW... i'm wondering... I like this work... but it looks... old... (no offense... but I tend to like modern construction and architecture).

- Allan Kuan
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 02, 2009, 07:32:11 PM
Quote from: allan_kuan1992 on April 02, 2009, 07:01:45 PM
Remarkable.... those HD textures make all the difference eh?

BTW... i'm wondering... I like this work... but it looks... old... (no offense... but I tend to like modern construction and architecture).

- Allan Kuan

Sorry Allan but you have to make your own if you want a different style! Not likely i'm going to start over again!....sorry!

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CabraBuitre on April 02, 2009, 07:40:05 PM
Quote from: allan_kuan1992 on April 02, 2009, 07:01:45 PM
Remarkable.... those HD textures make all the difference eh?

BTW... i'm wondering... I like this work... but it looks... old... (no offense... but I tend to like modern construction and architecture).

- Allan Kuan

Uh... with all due respect Allan, when was the last time you heard of a city CONSTRUCTING an elevated train?  This is old technology and thus quite authentic! 
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jmdude1 on April 02, 2009, 09:27:10 PM
yeh, i think this looks amazing! definately better than what the game currently has to offer.

i was wondering if you have any pics of the el. rail over road? or has this been achieved yet?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on April 02, 2009, 10:23:16 PM
 :thumbsup: :thumbsup:

Bud simply put wow!!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: wes.janson on April 03, 2009, 12:05:39 AM
Quote from: CabraBuitre on April 02, 2009, 07:40:05 PM
Uh... with all due respect Allan, when was the last time you heard of a city CONSTRUCTING an elevated train?  This is old technology and thus quite authentic! 

Well the Skytrain Line in Vancouver can be technically be considered an elevated rail and there are plans for multiple branch extension
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Andreas on April 03, 2009, 01:36:18 AM
I'd say the Maxis el-rail works well as a "modern" version, but buddybud's approach is more true to the Chicago "L", which is rather old indeed. :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Lollo on April 03, 2009, 06:01:27 AM
Quote from: buddybud on April 01, 2009, 02:31:04 PM
old track and railing on right ......i can't believe the look now...exactly as i was going for.    Comments?

Well bud... the texture and the rails look so good now that the green support piece is quite blurry compared to them. Do you plan to HD-ize it, too? (And the other props on track, of course)
Anyway... it's freakin awesome!  Well done!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 03, 2009, 07:03:57 AM
Quote from: Lollo on April 03, 2009, 06:01:27 AM
Well bud... the texture and the rails look so good now that the green support piece is quite blurry compared to them. Do you plan to HD-ize it, too? (And the other props on track, of course)
Anyway... it's freakin awesome!  Well done!


Hi Lollo, no i won't change that for now. Though it could be done it involves multiple renders already to produce one of the props for the structure. It's something i may consider in the future but i think i will work with what i have so far to try and get something out!!!!

As to the style....let me just say these things. First this is an optional component. Second ANY style i chose someone would want something else. Three, if you've read the threads and followed this do you really think that at this point i would just scrap it all, after like 2 years :P

Anyways... :thumbsup:

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: tag_one on April 03, 2009, 08:31:18 AM
Quote from: CabraBuitre on April 02, 2009, 07:40:05 PM
Uh... with all due respect Allan, when was the last time you heard of a city CONSTRUCTING an elevated train?  This is old technology and thus quite authentic! 

5 minutes ago, Dubai is building one...

Anyway I really love your work Buddy and I appreciate all the time and effort you put into it! I would really be upset if you would scrap it now and changed the design. I hardly can't wait till it comes out  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CabraBuitre on April 04, 2009, 09:33:27 AM
Quote from: tag_one on April 03, 2009, 08:31:18 AM
5 minutes ago, Dubai is building one...

Anyway I really love your work Buddy and I appreciate all the time and effort you put into it! I would really be upset if you would scrap it now and changed the design. I hardly can't wait till it comes out  :thumbsup:

Hey, no fair, you're not Allan!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Gwail on April 05, 2009, 01:07:00 PM
Quote from: buddybud on April 03, 2009, 07:03:57 AM
Three, if you've read the threads and followed this do you really think that at this point i would just scrap it all, after like 2 years :P
Don't even think about it  :thumbsup:. For modern looking everyone can always take HSRP.

Bud, are you going to make reskin of Rail-over-Road tiles, too? I'm not sure, if it would be "automatic" change and there is any screen with these.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: allan_kuan1992 on April 05, 2009, 03:18:09 PM
Do I have to point out examples? Vancouver has plenty...  :D

But the modern style is just my particular opinion. Of course there can be many more... and I have to say, the work you put into this is just mind-blowing.

I had no intention of you scrapping everything... but I dunno... maybe something different worked on at the same time? or just a little request to someone who can make one? (I might try myself... but we'll see...)

- Allan Kuan
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 05, 2009, 03:30:28 PM
allan_kuan1992 i don't deny there are modern examples but thats not what i'm making. I have no intension of doing so at this point. Sorry you're right, they do exist, but there is a much more extensive history of el rails of this old nature and thats what interests me! There's nothing stopping you from making your own or contributing a modern version to this project. You are more than welcome if you are capable .

Bud.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on April 06, 2009, 07:59:48 AM
is there any liklihood that this could be implemented like the HSRP?  ....meaning, so it can co-exist with the maxis El-Rail.....
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 06, 2009, 11:50:04 AM
yes from what i understand. or much the same as the sam.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on April 06, 2009, 05:12:10 PM
Quote from: choco on April 06, 2009, 07:59:48 AM
is there any liklihood that this could be implemented like the HSRP?  ....meaning, so it can co-exist with the maxis El-Rail.....

we had that discussion about a week ago, lol as far as i can see the SAM tech could be implementable on rail, el rail, monorail, etc

thus it is entirely possible to have this as an addition...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Diggis on April 08, 2009, 05:00:26 AM
Quote from: mightygoose on April 06, 2009, 05:12:10 PM
we had that discussion about a week ago, lol as far as i can see the SAM tech could be implementable on rail, el rail, monorail, etc

thus it is entirely possible to have this as an addition...

Just gotta say I love how this has become SAM tech.. when really it was GLR tech from the start.  :D

Edit:  In fact, the overrides for this already exist in the GLR, although the Paths would have to be redone as the GLR ones are at ground level, but half the work appears to be already done, or am I missing something?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on April 08, 2009, 05:23:39 AM
diggis, i think your pretty much spot on. although i think it would be easier to take the original elevated rail paths and just RUL the models, rather than modifying existing overides and then editing the paths as well.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Diggis on April 08, 2009, 05:32:00 AM
Except from what I understand modifying the RUL's would be a copy and paste job and easier to do that rewriting them.  You could then copy the ELrail paths and reIID them.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Jonathan on April 08, 2009, 05:37:48 AM
Quote from: Diggis on April 08, 2009, 05:32:00 AM
Except from what I understand modifying the RUL's would be a copy and paste job and easier to do that rewriting them.  You could then copy the ELrail paths and reIID them.

Yes that is the case, but the GLR RULs are the least documented of all the override networks, and it isn't clear what bit does what, so it won't take as quick as it could.
But if you make a list of the IIDs of GLR pieces against a list of all the IIDs for the new override, you can use find and replace, for each one and it most of the RULs will work, then you need to test it and find the few that don't work, because of the find and replace.

Jonathan
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on April 08, 2009, 06:43:13 AM
any particular reason why the GLR ias so badly documented??? this is a thoroughly interesting discussion :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Jonathan on April 08, 2009, 06:48:47 AM
It's not badly documented, just not as easy to follow as say SAM, probably because it was he first override network.
Also there's no list of what each IID is, so you'd have to go find them. And sadly memo hasn't posted since May 08

Jonathan
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 08, 2009, 09:19:59 AM
 ;D thanx for the interest. All i can say is that an override be it through dragging or plopping is much preferred and will make this mod much more widely usable then otherwise it would be!

I have to do exciting things like laundry today along with a dinner invite latter. Bighead has already contacted me. Anyone else is welcome to pm or msn me with more details about how to do this. Obviously a simple test\override with just simple str pieces would be the place to start.  I'll be in and out the next 8 hrs or so...but please continue this discussion here or contact me.

Also a private thread can be set up if need be to develop the more technical side.

Just let me know
Bud.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Gwail on April 08, 2009, 09:54:57 AM
Right, back to the business ;).

Quote from: Gwail on April 05, 2009, 01:07:00 PM
Bud, are you going to make reskin of Rail-over-Road tiles, too? I'm not sure, if it would be "automatic" change and there is any screen with these.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 08, 2009, 10:00:23 AM
gwail....

theres no recent pictures but there are some on the first couple of pages. For now i just want to get the "rush hour" tiles completed. Then i will move to the nam tiles. But yes i do intend to do these.

Cheers Bud

old pic but same deal....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F8121%2Fmirrorohmy03qm1.jpg&hash=da125a2a32788d9e99396cb377a5416f53ad517e)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on April 08, 2009, 02:35:02 PM
well i would love to keep my ear to the door for this RULin lark so i can eventually make my monorail skin compatible with the HSRP and existing maxis...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on April 09, 2009, 05:04:56 AM
i may have to start learning this stuff......

reading the RUL code is one thing.....the translation to the game engine is what still eludes me.... ???
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 13, 2009, 01:39:35 PM
well I've of done no ruling as of yet....but with my little venture into the whole HD thingy, i thought i'd address an earlier inquiry. That of switches. So i borrowed a switch from swamper. And made a texture. It needs more props at the least....and may be too busy visually. i'm not sure at this point. hmm. I definately like the railing in HD and am currently replacing all of it. It will give me something to test. Couple little pixel problems here and there in the pic below. :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg117.imageshack.us%2Fimg117%2F7403%2Fhdtestbed01.jpg&hash=9e84e7b82b2572851a258761cfe8c9e89f2d75a3)

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on April 13, 2009, 06:42:19 PM
Bud! Nice work on the elevated rail interchange area! I love how that wood looks when the 2 different tracks meet. Also noticed you have a interesting looking switch signal with it as well, seems a lil blurry compared to the other stuff though.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Swamper77 on April 13, 2009, 08:23:59 PM
Quote from: SimNation on April 13, 2009, 06:42:19 PM
Bud! Nice work on the elevated rail interchange area! I love how that wood looks when the 2 different tracks meet. Also noticed you have a interesting looking switch signal with it as well, seems a lil blurry compared to the other stuff though.

That is not a "switch signal". It is a switching stand, used to manually switch tracks before the computerization of track switches. I will not be remaking that prop without good reason to, and remaking it will require updating the NAM.

-Jan
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: just_a_guy on April 13, 2009, 09:54:30 PM
Hey nice switch textures! Those HD textures really make a big difference. Maybe making the switching stand some what smaller might help. It seems to big to be a manual switch at least
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Swamper77 on April 13, 2009, 10:18:07 PM
I modeled the switching stand at real world scale using photos for reference. I have no interest in redoing them as there were no complaints after they were released with the NAM for the Wide Radius Rail switches and the STR mod. If I were to redo them, it would require updating the NAM as they are contained in the NAM's "NAM Props" file.

The switching stands were made for the rail network and don't look good on the Elevated Rail network anyways. I wouldn't mind making as set of switch controls for Buddybud's project here, provided I can find some decent photos of them and get some dimensions of their size.

Sorry if it sounds like I am getting defensive about the switching stands, but I put a lot of work into creating them in the first place.

-Jan
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Jonathan on April 14, 2009, 01:58:23 AM
Looking great buddybud  :thumbsup: Now the track is HD, could the side/supports be HDified too?
The switching stand in HD would look amazing! Please consider doing this, Jan? :)

Scaling can be done by a user now if it is so desired with Cogeo's new S3D tool, even though I think they are the right size.

Jonathan

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 14, 2009, 10:45:37 AM
Swamper...i would much appreciate some help on switches and semaphores and such. Whatever you want to offer!

So far I tried making a high def one based on a signal produced in rochester. It's not historically accurate but was from the same time frame. I could stack them on a stand also i guess. But lets be honest, i know nothing of rail detailing and how signaling is actually implemented! But i don't want anything dumb either so let me know if anything is highly inappropriate. All help and advice in any form is welcome!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F241%2Fhighressignalronney01.jpg&hash=2e9e9e9cc1e47fab665a800f6cb5abdb08838c3b)

i wanted to see if i could get something small but recognizable with the hd. it's not bad but the green color for the body casing needs to be changed. I made a two position random prop for trial. caution and stop. I can make them flippable easily enough but should i make them random flag positions or is there a way to animate these using the seasonal method/??? 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F4527%2Fhighrestexturizer01.jpg&hash=3b6828263a0136ad568b239fb0cb292d90f55b8c)

Anyways 
bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Swamper77 on April 14, 2009, 12:17:21 PM
Quote from: Jonathan on April 14, 2009, 01:58:23 AM
Looking great buddybud  :thumbsup: Now the track is HD, could the side/supports be HDified too?
The switching stand in HD would look amazing! Please consider doing this, Jan? :)

Scaling can be done by a user now if it is so desired with Cogeo's new S3D tool, even though I think they are the right size.

Jonathan

I'll think about it but I won't make any promises. I don't have a whole lot of interest in HD props. &mmm

-Jan
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 14, 2009, 12:33:19 PM
Thats cool, i got a good start here. Any other advice such as type of signaling would still be appreciated!  :thumbsup:

Bud

Edit....been busy the last week but i played with some 3ds electrical boxes and track props. They blend in perfectly with the network tracks. I'll be able to place these with the pattern placement and make a couple variations. Anyways hopefully i can get my pace back now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F964%2Felectricalbox01.jpg&hash=094276dd5187f005e8faca961ca675a37b198d54)

cheers

Edit....cross-over track.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F4227%2Felectricalbox02.jpg&hash=2f3070ba75f63010372b9f8b1d50edd6629455be)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: carkid1998 on April 25, 2009, 10:28:40 AM
Looking good!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: io_bg on April 25, 2009, 11:22:07 AM
Nice progress!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CasperVg on April 25, 2009, 10:31:06 PM
Excellent! This keeps on looking better and better.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: 131080 on April 26, 2009, 01:53:34 PM
Hi Buddybud,

The electrical boxes look very good, and I also love how the wooden planks beneath the tracks change at switches. It looks very realistic.

About the signaling etc, perhaps you already know this website but it has tons of pictures of New York's elevated railway lines. Perhaps you could get your inspiration for them here?
http://www.nycsubway.org/index.html (http://www.nycsubway.org/index.html)

Here's an example:
http://www.nycsubway.org/perl/show?100192 (http://www.nycsubway.org/perl/show?100192)

There's also an article there about how signaling on the NYC subway works, but I'm not sure if you're interested in that.


Cheers!
Pjotr
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 29, 2009, 04:11:46 PM
thanx 131080, i've had that sight bookmarked for quite some time. Much appreciated though  :thumbsup:.

cheers everyone.

I've completed all the HD content i'm willing to do at this point, railings and network textures. I'm kinda back to the point where i was and am just need to assemble the avenue and highway intersections. Keeping in line with the non-nam sidewalk i added dirt to the zoned rail areas, non zoned rail has no dirt to match other non zoned areas. It is fluid like the sidewalks and can be replaced with a simple texture change or even a transparent texture if you don't want the dirt, after all theres only one texture to deal with. Except for the frame of the el all textures are all moddable and are placed via t24 unsing 3ds props. Besides the dirt, network textures and sidewalks no other items will be added below the tracks for now. There's still a couple of gaps and tiny visual glitches but nothing bad for a beta.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg159.imageshack.us%2Fimg159%2F3889%2Flasttimearound01.jpg&hash=53848fd6e5022cae85e63390f25e61805bb480cd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F4391%2Flasttimearound02.jpg&hash=49106ac3628c57059a50e7ebbca179754237d94f)

so only highways and avenues left, + a station and that will complete the non-nam rush hour skin. :D

Bud


Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on April 29, 2009, 07:11:04 PM
Looks like I missed a few posts...I like where you have gone with this! The addition of the props are great! Can't wait for a beta!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on April 30, 2009, 09:27:35 AM
 :-[ This stuff is so beautiful.

Robin  &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on May 02, 2009, 09:15:43 PM
thanks guys, much appreciated.

i'm down to making station props. Heres a set of stairs i've made. I used HD method but replaced the two rotations you can't see with blank model and textures. Next a platform.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F8946%2Fstationstairs01.jpg&hash=b6318df74887227de06f81d5f03e1f2383a0e0ff)

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Alfred.Jones on May 03, 2009, 12:51:23 AM
This has come a long way bud. Can't wait to see the platform on there
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on May 03, 2009, 07:28:55 PM
HD base textures should be done as well if your taking the time to make the whole thing high definition, the first fully HD network, that would be awesome...
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on May 03, 2009, 07:54:39 PM
Quote from: mightygoose on May 03, 2009, 07:28:55 PM
HD base textures should be done as well if your taking the time to make the whole thing high definition, the first fully HD network, that would be awesome...

I second that!

Those are lookin real good Bud!
Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on May 04, 2009, 12:47:02 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg223.imageshack.us%2Fimg223%2F492%2Fstationstairs02.jpg&hash=754da65693827b0c49868525b9cd82fc1874a9e7)

another set of stairs.... the track props on the station are not properly aligned so you can see where the props and the 3ds network starts/ends. The nice thing with that is that if i remove my elrail texture the station would also change track textures.

As for the base plates i have not really put much thought into that as of yet. But some kind of combination is likely but no promises for now.

Bud

edit another prop....another couple and i can then put together some stations.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F6512%2Fstationstairs03.jpg&hash=b8309eb8e9738816d4263ebad95731b6186be1bf)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on May 04, 2009, 04:47:03 PM
Wow bud...I cant get over how much that station prop is resembling the real deal.cant wait to see how the rest of it will turn out.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on May 05, 2009, 07:25:07 AM
Thanx simnation.

Here's a peak at a bit more. i still have to finish the structure and the stairs. Plus some overlays for the track and some props. Speaking of which i made the platform a complex lod so props and sims can be added. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F2615%2Fstationstairs04.jpg&hash=c57d634528519a4c9a65fb700b1a7da81f35cc6a)

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on May 05, 2009, 10:47:32 AM
That looks great Bud! I can't wait to get my hands on that!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on May 05, 2009, 11:09:41 AM
 &apls Now that is incredible.
Is it easy enough to make different colours and maybe some longer, for some variations?

Robin  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BarbarossaS on May 05, 2009, 11:14:48 AM
It looks like this is coming along nicely. Great station you have there buddybud!  &apls &apls

-Stijn-
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Jonathan on May 05, 2009, 11:29:32 AM
That looks amazing, the track and the station!

But how did you Transit Enable the Road and El-Rail on the same tile?

Jonathan
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: lf420 on May 05, 2009, 01:01:31 PM
That looks awesome, buddy! I love el rail and el rail stations and this stuff is beautiful.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: 131080 on May 05, 2009, 01:47:49 PM
Great looking station there Buddybud  :thumbsup:
Should the platforms perhaps be a bit longer though,for realism?


Cheers!
Pjotr
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on May 05, 2009, 03:31:58 PM
i do love it, but i Haaaaaaaaate that turquiose.... it sticks out like a sore thumb.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: deathtopumpkins on May 05, 2009, 03:40:16 PM
Whoa, bud, fantastic station!  &apls &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mike3775 on May 05, 2009, 04:05:19 PM
nice station.  I love the color scheme as well
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on May 05, 2009, 04:31:33 PM



deathtopumpkins thanx.

mightygoose...that will change, it's more of a visual aid right now.

Jonathan... Its done in the same method as this lot by jeronij. Essentially the El would not be udi compatible and the automata would dissappear when it goes into the station. I am thinking about just doing overhanging props though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsc4devotion.com%2Fcsxlex%2Fimages%2Fbeximg%2FStreetundertrainLEX01.jpg&hash=1bbc103bc80c1b1aaa4a0254b5b6acf397a6c89e)

sithlrd98...thanx man.

Pjotr & Rocker 1....

heres a render of the full station....but this is actually many models merged and rendered together.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F2118%2Fstationstairs05.jpg&hash=8857cee2a019b3d70a83ba93b98bbcdf43f88291)

These are the modules it's made up of. Thus you can make longer or shorter stations. Also i want to make variations of the pieces such as the alternate stairs on the previous page. Further i want to add some signs and change the center a bit. Also the platform has to be raised and moved back from the track abit. Also some custome track and medium junk is required.

Cheers.

Bud

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F6770%2Fstationstairs06.jpg&hash=593c362197b8dc6389e0a7416491725829a427b7)

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SimNation on May 05, 2009, 08:55:07 PM
So Dam Fantastic....I hope you make a double el rail track station to go with this and maybe even a triple. This looks so great.The Detail is lovely looks so much like how stations in the Bronx,Brooklyn,& Queens look.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CaptCity on May 05, 2009, 09:34:46 PM
Holy cow...That is one fantastic station! The name of this thread has got to be changed to "Buddybuds Expansive Attempts at Perfection" as the difference between your work and 'perfection' is negligible (although I'm sure you'll think of a way to get closer  ;) ). As much as I'm lickin' my chops to get my hands on this mod, I'm enjoying watching you 'perfect' it.

Looking forward to more 'perfection'...
-CaptCity
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on May 15, 2009, 09:52:42 PM
Bud that is looking amazing there wow and BTW its Rooker1 not Rocker 1 lol even though Robin wouldnt mind being a Rocker I bet lol.....

Also how many models is that anyways I know you said it was many merged into one but how many though?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on May 16, 2009, 11:31:43 PM
hey folks.

Been busy the last couple weeks so i got nothing done...  :-\

Pat. lol....typo...hehe though rocker 1 does rock...lol. As for the number of props in that station there would be 24 if implemented as above. That may seem alot but the point is that all those props could be then be combined into other stations....and they are quite small. In other words many stations with one set of props.

Captcity. haha....yes i'm bad at trying to perfect this stuff. But i do enjoy it. :D

SimNation. ... Thank you , i am glad it looks like what i intended....i appreciate that....

Cheers.

bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on May 17, 2009, 05:58:51 AM
Gotta say , that render is looking awesome! I think the modular approach is a very good idea.

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Howling on May 17, 2009, 09:02:13 AM
BuddyB: Awesome! The el-rail is looking realistic! Finally! Mucho props to you!  &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Nardo69 on May 17, 2009, 09:20:23 AM
Looks really great but as you mentioned it could be longer. (But this is a problem with almost all railway and elRail stations ..)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: BarbarossaS on May 17, 2009, 12:40:43 PM
Seeing as it's modular, you can give it any length you want, so that isn't exactly a problem, Nardo.
Anyway, love the progress Buddybud, can't wait to see it finished!  :thumbsup:

-Stijn-
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Nardo69 on May 17, 2009, 12:57:38 PM
OK, maybe I didn't get it right but as far as I understood it's the 3ds modell that is modular not the latter lot. Or am I wrong?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on May 17, 2009, 01:44:17 PM
the latter.....each part will be rendered separately. Then lotted however you wish....with a couple additional pieces quite a few station combinations of any length could be created....also using multiple pieces in the lot config to randomize it is possible if alternate ones are done....ie...different panelling and such.....its just a matter of good loding to make it all seamless which i can quite easily do.

thanx for the comments guys.

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Nardo69 on May 17, 2009, 02:00:52 PM
in this case I bow down before real genius!  :thumbsup: &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on May 17, 2009, 02:37:11 PM
Thats looking swish, and modularity makes me go :o

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on May 21, 2009, 06:31:29 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F9905%2Fstationthing02.jpg&hash=9dc75a5ab7dc07e3014c367490b6bc251cdcf417)

little update. Started rendering the pieces. Here's an example of using multiple props together. I'm having some weird artifacts depending on the positon of the props. As you can see the railing on the platform level looks fuzzy but only sometimes  &mmm. I think it has to do with the lodding on the piece as the lods on that level wrap around the posts and railing so objects and sims can be placed on the platform. Anyways....slow progression but i'm getting there.

Bud.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sithlrd98 on May 21, 2009, 06:35:30 AM
Forward progress is a lot better than backwards :) looking good so far!

Jayson
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Howling on May 21, 2009, 06:44:43 AM
If progress is slow but the result beautiful it's great progress!

Great progress!  :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: surdanis on June 06, 2009, 01:31:07 PM
I just wanted to say that whatever progress you make it great. This has been a long time coming, and it will certainly give our ElRail the PROPER look it deserves. Keep up the good work!  &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on June 07, 2009, 04:27:57 PM
Thanks guys...been busy again. Just re-set up my old computer and backed everything up for a new purchase in the next bit. Also spent some time exploring the world of a neat little game called "dwarf fortress" If you can get past the interface it's really quite amazing. Anyways as you can see i got everything up and going on the old rig. I use a ghosting system so it was quite painless. I just have to reload a few pieces of software.

Also i plan on purchasing and assembling a new computer this week. I need more render power and this computer is OLD....almost 7 years.....and it's painfully slow at rendering. So i'm going to get a new box/power/cpu/mobo/video though  i'm quite torn on what to pursue though i'm leaning twards something that could be used as a workstation or hub for a render farm. This is the only thing i think i would be content with doing professionally. I've been looking into courses so i can become a lisenced draftsman.... (only a couple small courses required)....Essentially up untill recently anyone in our city could produce drawings for approval but they changed that a couple years back which created a bottleneck in the region for homeowners and professionals alike. Essentially the plan is that the drafting would pay enough to allow me to pursue this 3d modeling thing to deeper depths. And since i can do all this without outside financing i think it will be a go and considering there is no debt involved. In combination with this i am studying for a drivers license  and looking at vehicles. ........so needless to say i'm kinda busy :P but in a good way. I've stagnated for the better part of the year and become rather apathetic so i think its time to get moveing...time to get down with it...time to decide.

No worries though....i'm back at the mod now. Though i won't do much rendering till the new box is put together...hopefully by the end of the week.

Cheerful Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: RebaLynnTS on June 07, 2009, 04:49:37 PM
Just keep up the good work, you are doing wonderful.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on June 08, 2009, 07:32:24 AM
im also thinking of a new rendering box......would be interested to hear what you're considering.... :P

looking forward to this.... :thumbsup:


Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Leodido on September 01, 2009, 01:05:45 AM
I've been trying to find your viaduct and underpass lot but every links I find seem to be dead. Any chance for a re upload?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Engorn on September 17, 2009, 01:34:30 AM
All that stuff is amazing. I'll looking forward. ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: kyero on September 24, 2009, 09:05:26 AM
Hi there - I keep seeing these wonderful photos inserted in the posts and am having trouble figuring out how to put my pics in my posts. Through photobucket, I have figured out how to insert links to my pics but not the actual photo like is seen in this post. Can anyone help me out with this?

Thanks

Kelly
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: SC4BOY on September 24, 2009, 11:23:22 AM
Quote from: kyero on September 24, 2009, 09:05:26 AM
how to put my pics in my posts.

This of course is NOT the proper place to ask this question, but it fully explained HERE (http://sc4devotion.com/forums/index.php?topic=7010.0)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: cesarisaias95 on November 30, 2009, 02:38:16 PM
Cool! This would be great in my cities. Is this project still active? I hope so!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: dragonshardz on November 30, 2009, 04:43:18 PM
Um...cesarisaias95, there hasn't been a post in here since September. I think, at best, this project is currently inactive.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Dethsrow on January 02, 2010, 09:05:55 PM
This looks great makes the elevated rails look more realistic will you be doing this for the double height elevated rails too. Whenever their released you should also give  people the option of installing them in different colors like brown, red, gold etc.

Also is it possible you can mod the ground and elevated level highways to have light rail systems running between the mediums. I know that sounds confusing so ill attach a pic of what im talking about.....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm3.static.flickr.com%2F2436%2F3691592075_8cc15b1a07.jpg%3Fv%3D0&hash=595b7d0c8de2a0b66ab842b99ab2a19467df97e3)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on January 03, 2010, 09:44:01 AM
Dethsrow, unfortunately Buddybud has been too caught up in real life, we have not heard of him since September 2009. Also, this was a cosmetic mod, but it has not been released. Speaking of a gold elevated rail, someone else did do that, unfortunately at this time, I can not tell you where. As for making a GLR between the Maxis ground and elevated highways as a single network, I don't think thats going to happen. Some issues are the interchanges.

However GLR, in between the Maxis draggable highways is not totally impossible already. It just takes at least 3 tiles wide. So you always have to leave a great amount of room when building a highway. If you draw a single Maxis highway, either elevated or ground for a straight line, provided you do not attach the highway anywhere, you can then draw an elevated rail on one side, and it will split the highway in half. You then can draw the other half of the highway on the other side. I got this to work with elevated highway. Its just a bit more complicated and can take longer.

As for the picture you provided Dethsrow, that looks more like a RHW 8 lane with a Ground Light Rail between, because RHW's are generally wider then Maxis' highways.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Dethsrow on January 03, 2010, 12:11:19 PM
Aw ok I hope he comes back to working on this project soon because I think Simcity 4 really needs this and also im working on a NYC cj and i think these rail centenaries resemble the subway tracks in ny hey but you gotta do what you gotta do though.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: tag_one on January 03, 2010, 01:24:13 PM
Quote from: Dethsrow on January 03, 2010, 12:11:19 PM
Aw ok I hope he comes back to working on this project soon because I think Simcity 4 really needs this and also im working on a NYC cj and i think these rail centenaries resemble the subway tracks in ny hey but you gotta do what you gotta do though.

I think I'm the one from the 'golden' EL mod. It's actually rusty beige, but that's not the case. Restyling an EL takes a hell of a lot of work, way more than someone could ever imagine. All we can do is hope that Buddybud finds some sparetime to finish his mod. Dunno when that time comes, but my mod won't be finished until next summer or so. So be prepared for a long wait. 

edit: wrong quote, time to go to bed 
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 09, 2010, 09:36:07 AM
Hey all,
  Been busy for the last while and lacking inspiration and muse. But a couple weeks back i dusted stuff off and continued on with the project.
QuoteRestyling an EL takes a hell of a lot of work, way more than someone could ever imagine.
Couldn't agree more. lol. Though this project has been ongoing for a couple years atleast. In reality i'd say id put in about 2 months real time into hear and there. The fact is once you know how to do it, it's not hard, just Very Very Time Consuming.  Thankfully i enjoy it very much.

Anyways this is what i've worked on in the last couple of weeks, some of which i showed off in chat over at simtrop over the last couple weeks. The first is largely thaks to Choco. He provided me the blank exemplars for a bridge and this is what i made. I obviously stole the models from the Level Road Bridge, but taperd the columns, narrowed the structure and retextured parts....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F4368%2F79790861.jpg&hash=c229f51d7f10fa8660b52dfb30586ed06f260cb5)

Next is the station i was working on. I finished rendering the station bits as planned, and added buildings below. I like the orange center building but gotta change the color. The rest of the building is crap as far as i'm concerned....to blocky.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F4663%2F91341956.jpg&hash=2995975597d580977d1a074e91bce9e98f7c0a59)

And last is the el - sub transition piece. Which i'm still playing with.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F4522%2F60181720.jpg&hash=77486d84321a4aa96b850b20d321409e6fdffb53)

So eseentially with the completion of these three bits i have all the non-nam vanilla elrail puzzle pieces and the three ingame lots, plus all the sidewalk intersections. Enough for a beta that i promised so long ago. I'm not going to provide a timeline cause i've failed at that so many times previously.

The next big choice is this. Do i provide ground junk and textures for below the elrail or assemble and design bits for the nam pieces. The easiest would be the later. The ground junk would take alot of time......Well we'll worry about that later.

Anyways cheers and as always all comments are welcome.

Cheers.
Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: TiFlo on April 09, 2010, 09:54:17 AM
That station is beautiful! And although I somewhat agree with you on the building, I'd take it any day as it is. As for the ground junk, I think the second solution is good enough for the time being.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on April 09, 2010, 09:57:38 AM
 Good to hear from you Bud and that you are still moving forward with this great project.   When you are ready for some beta testers, count me as one of the first please.  ;) I have a lot of interest in using this in my cities.  
I love the idea and the work so far! &apls

Robin  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on April 09, 2010, 10:14:16 AM
YAY for the all triumphant return of the Buddybud! :D

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: CaptCity on April 09, 2010, 11:20:22 AM
Hey there, Buddybud,

So glad to see your 'muse' has returned. It's always a pleasure to see what you've come up with no matter the time-line. Looking forward to more... (and helping to test things if needed).
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: cubby420 on April 09, 2010, 02:20:06 PM
Wow! I always hope to see some new activity in this thread and buddybud, you do not disappoint. The progress looks good and the station concept is awesome, though as is I have to agree with you on the blockiness.

That sub-el transition piece is amazing as well...very Chicago. I'd also like to volunteer for any beta work if you'll have me  ;D
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Nexis4Jersey on April 10, 2010, 03:23:51 AM
welcome back and i must say its looking good  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metasmurf on April 10, 2010, 05:48:41 AM
Welcome back man, long time no seen :)

/Andreas
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: WC_EEND on April 10, 2010, 07:34:44 AM
You can't believe how glad i am that this project is still ongoing. It's good to see you're back as well.

Take care
Xander
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: io_bg on April 10, 2010, 07:38:38 AM
It's great to see you back! The stuff you make is wonderful. I'd also like to take part in the beta testing (when it's the time for it ;))!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Ennedi on April 10, 2010, 08:38:02 AM
Great lots Bud, I especially like the station, the platform is a masterspiece! And the building is very nice too, even if you don't like it  :D

Adam  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on April 10, 2010, 09:37:10 AM
sweet, wlecome back, will carch up with you soon at some point.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: RickD on April 10, 2010, 04:14:55 PM
OMG, you are back! Great work.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 14, 2010, 07:47:37 AM
thanks for the positive feedback guys. you have no idea how much i appreciate that!

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: [Delta ²k5] on April 14, 2010, 07:52:31 AM
Finally new updates to view! I'm waiting for new el tracks long times! Really good work. I hope you'll finish this masterpiece of work soon ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: ScottFTL on April 14, 2010, 09:43:16 AM
Wow, it's great to see that you are still working on this!  :thumbsup:

I think the station looks great.  The center building will look better once the color and texture match the adjacent structures.  You may want to look at making the ground level more open.  It has a lot of structures at the moment, but the L stations here in Chicago are usually more open.  For the most part, you see the old station house and rows of gates and turnstiles.  On occasion, there are maintenance or power structures but those are typically trackside rather than below the station.

Another option might be to shrink the center building and leave the mezzanine level open.  The level below the platforms is typically for transfers between platforms and ticket vending machines - and sometimes an information booth in the center.  Just a few suggestions.

I think the ground junk below the tracks can wait for the time being.  I'd actually recommend making the ground junk a separate addon for flexibility.  That way folks could choose to use either the standard or modified under-rail textures. Plus, I'm sure we'd all like to see a beta of this much-anticipated mod sooner rather than later.  ;D

Welcome back!  &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on April 14, 2010, 10:29:03 AM
QuoteI think the station looks great.  The center building will look better once the color and texture match the adjacent structures.  You may want to look at making the ground level more open.  It has a lot of structures at the moment, but the L stations here in Chicago are usually more open.  For the most part, you see the old station house and rows of gates and turnstiles.  On occasion, there are maintenance or power structures but those are typically trackside rather than below the station.

Another option might be to shrink the center building and leave the mezzanine level open.  The level below the platforms is typically for transfers between platforms and ticket vending machines - and sometimes an information booth in the center.  Just a few suggestions.

thanks ScottFTL. I totally agree about the color. All of the things you recommend could be done. As viewed a couple pages back the station is modular and those buildings need not be there and it can be easily lengthened and shortend. Also this is not specific to chicago. Think of more of a "old school american el" drawing on bits from not only chicago but also new york and boston but not limited to any. Regardless i appreciate the info and would love more info pics or links :thumbsup:

QuoteI'd actually recommend making the ground junk a separate addon for flexibility
there in lies the problem. This mod is not built like most, in that the entirety of the structure (excluding the railbed) is build with props and placed via t21. The same t21's that you would use to place junk. I started this before i had any idea how to modify s3d files and it could be changed but would need a total redo for large parts. So sadly its not gonna change in that aspect anytime soon. But it could be considered at a later date with time considering.

Cheers
Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on April 15, 2010, 07:26:24 PM
wow. First of all, great to see you back buddybud. Secondly, it looks amazing. You obviously were busy since the last we heard or seen from you.  Considering the amount of time it would take adding props all over the place for every zone on the ground below, I would say that should be a very low priority. It would be uber if the existing el-rail mod that only is about adding props and ground texture underneath was compatible, or maybe combined, but those whoever made that spent a lot of time adding, positioning, texturing the first time and that took them along time to do so. I have played some video games that take place in Chicago and even in those games, under the El may not be that detailed, but maybe if you decide to add existing road junk props under the El, maybe wait for later and as an optional addon as stated before me.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Aaron Graham on November 19, 2010, 08:08:10 AM
Love the work thats on this thread. &apls What ever happen to buddybud, I would love it if these were finish, because I would love to have these type of rails in my city. It's so so sad for a project to not be done and plus it a lot of hard work I wish some one could finish these. If these type of rail can not be finished I would love to make my own for the NAM and for the NYBT, but I do not know have to mod things like this and another sad thing my computer motherboard is dead, but when or if I get a new computer I would love to make some of these if I have a winning chance. :( :( &mmm &mmm
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Kropotkin on January 04, 2012, 11:41:29 AM
This is by far the most amazing thing that I have ever seen in this site related to rail transportation man, awesome work!
&apls &apls &apls &apls

I really hope that you manage to finish it man!

And sorry for the english, it's not my language!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Doctor Soul on January 12, 2012, 07:11:34 AM
This thread hasn't seen any activity from buddybud for a while now. I'm guessing he lost interest or real life is punishing him? Shame, I would love to see this much needed update to the appearance of the El-Rail get a release.

Very nice stuff indeed, Buddybud.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on January 12, 2012, 10:39:28 AM
Yeah, that was 2 years ago, nothing was said in 2011 at all. My guess is his life story conflicted, considering he was unable to disclose what happened to him. However with the amount of new network crossing the El-Rail has to go over today, I can't say I blame anyone for resigning. A lot can happen within two years times. I don't think will ever see anyone redo BB detail like that any time soon.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 26, 2012, 02:26:50 PM
My Sincere apologies for my absence :-\
RL has been up and down over the years and frankly i find it shocking that 6 years has transpired since i first arrived at this wonderful site. I haven't done anything sc related in years except load it up on my new laptop a couple months back to see if it would work fine on a 64bit system.

I've been encouraged out of isolation by dedgren, which i appreciate kindly! As usual with my casual meanderings through these hallowed halls i find myself rather overwhelmed by the sheer magnitude of all the possibilities that this community has offered up and am also greatly humbled.

The good news is that most of the work i created for the elrail is backed up though in a horrible confusing mess. :P The last couple of updates where lost somehow.... i think. That being the buildings and the station. Though the pre-renders still exists...i think :P But all the track puzzle pieces, and textures still exist as far as i can tell.

I want to try to organize my backed up work which if successful will take a large amount of time. Recently i started learning java and started to mod for minecraft. But i quickly realized this was much more satisfying if i could somehow "get back into it". I can't say the number of times i've observed something in rl and thought.... "this would be awesome in sc4... I aught to try that".

Anyways as always the enthusiasm shown for an incomplete project that has gone nowhere in years is quite nice to see. I've got a lot to relearn and all kinds of new stuff to pick up, but who knows. I'm still surprised that the interest is still there for sc4...the BEST sandbox out there!

So in short i gotta see if i can wrap my head around this stuff again so can't commit to anything but winds seem favorable and  i am beckoned by those virtual waves. ;D

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: [Delta ²k5] on January 26, 2012, 02:38:05 PM
Welcome back Buddy! Nice to see you are also still interested in SC4 even after years... and really nice to hear that you'll lead this project somehow to a release... I think, even if you've got only backups &apls I really love those tracks... and SC4 leaks some nice, new, fresh el-rail models :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on January 26, 2012, 03:08:29 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi147.photobucket.com%2Falbums%2Fr314%2FMeesharie%2Fsmileys%2Fthfaint.gif&hash=173b683fa33c3172f7ddc65912786029574d168d)


Welcome back BuddyBud, I am sooo happy you are back and I hope you'll be able to organize the El Rail stuff once again.

Robin :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: dedgren on January 26, 2012, 03:13:19 PM
Bud, you are way too kind.  I bet you would have found your way back over here on your own sooner or later.  SC4 seems to do that to people.

Great to see you back!


David
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on January 26, 2012, 10:52:22 PM
It's great to see you back Bud, and I'm glad you still want to share your stuff with us :D

Thanks so much :)

Joe
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Rady on January 26, 2012, 10:59:33 PM
Buddybud, you are among the most welcome returns of the year!!! I'm looking forward to all these marvellous el-rail pieces!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: banditp61 on January 26, 2012, 11:19:55 PM
YAY!!!!!!!!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jmdude1 on January 27, 2012, 02:21:25 AM
2012 continues to be a great year!  as many others, its great to see buddybud popping in here again!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on January 27, 2012, 04:27:56 PM
Thanks everyone.
  I'm starting by finding and configuring all the tools and patches i need to get things going. Hopefully if that goes well i will try to organize the backups. I was close to a beta, but with that in mind it only covered the rushhour non NAMed version of sc4. So even with the existing work i'm not sure how useful it would be. Also if the station i designed in highdef, or the bridge, is not among the backups those would have to be redone which would take no less than a couple of weeks. In short if everything goes well, that is if the best case scenario plays out, we'd be looking at a month minimum to get back to where i was. Considering time restraints etc, i wouldn't expect much very quickly. But non the less your enthusiasm is a great help.

so
1. Installation and troubleshoot tools on new system...
2. organize backups and see if i'm missing anything...(pretty sure i'm not but not 100% sure)
3. get back in the swing of things so to speak  $%#Ninj2
4. somewhere in there i have to find out all the ins and outs of the last 2-3 yrs of others work and advancement of modding techniques and tools.
5. juggle this with r/l etc.

Those are all realistic goals but depending on the outcome of each will effect how quickly i can throw together any kind of release and i do fear the expectations will outpace any reality.

Quote
j-dub said
However with the amount of new network crossing the El-Rail has to go over today, I can't say I blame anyone for resigning

  Ya you're a 100% correct. It was a problem when i first started this and now doubt if i could ever catch up to all the potential NAM content. The good thing is that once the initial puzzle pieces are out they can easily be transformed for new networks(in most cases). Most is a matter of re-lotting t21 props. The big part is designing unique model pieces but the initial design should cover most further possibilities. The other thing is flipping and mirroring Puzzle pieces in some cases...

  But again that's a future problem since my last attempt didn't incorporate  NAM for the initial planned beta.(though going further back i did play with some NAM content) In short what i'm saying is the the vanilla puzzle pieces will serve as a template for NAM puzzle pieces. And as more pieces are completed less individual models have to be designed.

Anyways take care
Bud 

Edit
Quote
Update....

1. All the basic tools are in place... worked smoothly enough.  :thumbsup:
2. My backup is more of a mess then i imagined!  :thumbsdown:
3. All textures, lots, dats, sc4models, and sc4desc are there up until my last update  :thumbsup:
4. Missing the gmax files for the highrez content i did over the last bit ie the station and ramp.  :thumbsdown:

The good part is that the station was rendered as a modular unit so even though i lost the gmax models i can still use the rendered bits as they exist in the station pic on the last page. Without redoing anything in gmax i can make all kinds of different length stations with the existing pieces. I'm glad now i did it that way . Still a knuckle head move on my part.  &mmm Also the bridge exists in dat form so thats good. The ramp exists but is only half finished so that will have to be redone since the models are gone for that too and it only has the half completed building. Not so bad as i thought overall though.

So in short any additions to the station would need new models but i won't worry about that since i have the rendered bits for now. And besides that and the ramp, everything else seems to be intact as far as i can tell.

Now comes the hard part as it's still a complete mess and has to be sifted through etc. There's all kinds of junk and test bits etc floating around and i'm not to sure what a lot of the stuff is :P Now i just have to figure out how to use all the tools again to sort it all out.....

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Framly on January 27, 2012, 05:03:03 PM
buddybud is back! Is that a dream?*please, don't wake me up*  :)

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Kitsune on January 27, 2012, 05:38:06 PM
the fact those el-rail textures might see the light at the end of the tunnel is GREAT. :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: j-dub on January 27, 2012, 08:27:18 PM
OMG, your back in the flesh! In any event though, I am sure if you have a working prototype, people would be more then happy to appreciate your hard work, finally in game. NAM is always getting changed more and more, but the important thing is by you allowing that template, once this gets out, at least anyone else can do something with it.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: noahclem on January 28, 2012, 08:04:27 AM
Really great to have you back buddybud!!  I wasn't yet active here when you last were but I'm certainly familiar with your excellent work and projects. I'll be watching closely to see how things continue and I hope you're enjoying your return to SC4!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: weixc812 on January 28, 2012, 09:36:24 AM
Yeah, it seems that we have more things to expect this year  ;D
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: io_bg on January 28, 2012, 11:40:07 AM
Welcome back! You've certainly been missed (until now :P)! Good luck with organizing your backups!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: metarvo on January 28, 2012, 12:05:23 PM
Welcome back, Bud!  We've just celebrated SC4's 9th birthday, and I'm pleased to see a big crowd for this momentous occasion.  It'll be nice to see what you have planned.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 02, 2012, 09:18:06 PM
Thanks again everyone!

So i combed the mangled backup and pulled the relevant files. I played around with what is there and kinda tried to familiarize myself with it again. The biggest problem is that i was doing so many things to so many pieces i'm really having trouble grasping it all again. But it''s coming back slowly.

As it stands I have the working beta minus the ramps i was working on. The only major issue i can see so far is the whole highrez texture dilemma. I can clearly see with the working model i had somehow cleaned up some textures but i'm unsure how i was doing it :P. Let me show you what i mean...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F3092%2Ftexturetaunt01.jpg&hash=b4cdce69e40ec5230da0b06cb5c9420fdfaffcee)

Hightest zoom looks great, zoom 5 is mediocre and other zooms i get mixed results. I Kinda think i know what i was doing to get the smooth textures rather then the choppy ones. Something to do with the s3dprop models but i've yet to really try to dig back into that.

Anyways aside from the above issue the other is compiling dats. As it stands, with most of the props etc already compiled theres like 100+ stray exemplar files and other models floating about in the plugin. I intended to seperate the texture files from the bulk of the plugin to allow people to choose between regular elrail textures or my highrez ones or someother custom ones if they exist... The one good thing is that combing through and compiling the dats should again help me to remember all the crap i was doing. Almost every aspect of the el has been altered and i'll need to really understand it all again before moving further.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F7039%2Fmessy1.jpg&hash=0f134cbf3435b87896be52e9581056034b4212b1)

Thats the cleaner of the two directories. The other has a lot of bips bops and derp to boot. :P

So in short compiling the dats and possibly fixing textures is all that needs to be done. Though this is a big job in it's self....more so since i kinda feel a bit lost with the whole thing. :-\

Oh and and on i side note. Running sc4 on my notebook with hardware rendering is causing bleeding of props and models. This won't effect others but it's driving me crazy. I've found out how to adjust the .sgr files (but have yet to succeed) and other than that problem the game runs fine. But i've yet to be able to fix it. Running on software render works fine but i loose all my detailed shadows and stuff.....grrr  :'( If anyone who understands how to properly edit the sgr file wants to pm me i would be very grateful.

Cheers

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: MandelSoft on February 03, 2012, 02:58:15 AM
My main guess is that the different models have different clipping settings. Try to look what clipping settings the models that look right have and compare it to the ones with wrong clipping settings.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: noahclem on February 03, 2012, 05:45:36 AM
Glad to see you making progress with this set again! Best of luck figuring out the texture and rendering problems too. I can't offer any help at this time but I'll try to learn from the answers you get also  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Aaron Graham on February 03, 2012, 08:34:39 AM
Glad to see your back. :O
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 05, 2012, 02:10:23 AM
Quote from: mrtnrln on February 03, 2012, 02:58:15 AM
My main guess is that the different models have different clipping settings. Try to look what clipping settings the models that look right have and compare it to the ones with wrong clipping settings.

Thanks for the advice. Turns out the crappy looking textures where using highdef for all zoom levels where as the clearer ones only had highrez for the closest zoom level only. I won't say how long it took me to figure that out! :P All the textures are backed up so i can fix the culprits which there doesn't seem to be many of.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jdenm8 on February 05, 2012, 05:31:23 AM
Are you running an nVidia card in your Laptop? If you are, This thread may be of interest. (http://sc4devotion.com/forums/index.php?topic=14332.msg412671#msg412671)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 05, 2012, 07:55:33 AM
Quote from: jdenm8 on February 05, 2012, 05:31:23 AM
Are you running an nVidia card in your Laptop? If you are, This thread may be of interest. (http://sc4devotion.com/forums/index.php?topic=14332.msg412671#msg412671)

Ya i've been watching that thread. Sadly i have an intel integrated graphics crap. Specifically the Mobile Intel 4 Series Express Chipset with a GM45 Gpu. I have the latest drivers and software but it's quite limited for controls. Thanks for the heads up though. Much appreciated! Luckily the game runs just fine except for that prop bleeding issue when using hardware rendering. I can zoom in and out to temporarily fix the issue to see things properly, but it goes out of whack when i scroll around. Using Software Rendering works flawless but i loose the detail i'm accustomed to. I can live with it. Just somewhat annoying.

I've referenced NorthCountryDudes Simtropolis tutorial on adjusting the GraphicsRules.sgr and VideoCards.sgr but so far with no luck. But that may just be my incompetence. :P

Thanx again...
Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JonM on February 05, 2012, 09:03:07 AM
This is amazing! So great to see brand new things like this still coming out for sc4!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 07, 2012, 08:34:11 PM
Thanks JonM....

A bit of an update.... After overcoming my fear of relearning Reader, I started compiling the dats and fixing the erroneous texture problems. I'm halfway done the regular puzzle pieces, compiling and testing each piece one by one. I should finish that by tomorrow, then move on to the network intersections...ie el over street, road, ave etc. I'll have to add zoom models to the elrail for some of those, to avoid the highrez texture problem, but it's pretty straight forward and shouldn't take more than a couple days.

I've previously compiled the Skin Prop's into dats. And the regular pieces are being divided as thus. Puzzle pieces, Shadows, Highrez graphics and Low rez. Puzzle pieces have all the relevant exemplars and s3d network models. Shadows are just shadows and are separated since they are unneeded if you have either shadows turned off, run in software mode or just prefer the default maxis shadows.  High rez and low rez are separated cause as we all know that highrez for 30 or 40 network pieces is a huge filesize difference. with 17 textures compiled and 10 to go the difference is 1914kb for high vs 156kb for low. So the choice is offered leaning heavily on low rez :P High will be an optional download obviously. But they do look yummy and will be great for cj's closeups etc.... don't know how i'll get them hosted though  &mmm

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F6546%2Fnotsomessy2.jpg&hash=d9a2b0fafc1a6a29371ce2fdd09f3417dfa20b16)

One thing to note concerning highrez is it's not all bad. The railings for the skin are the only other high rez content on this mod besides the optional network textures (station is another story). Because they are themselves small the size is not outrageous and they are far superior to any regular bated railings i could do. So there are some ideal uses for them i think.

With hindsight and time away i have to say that i would never suggest an almost fully bated approach to networks like what i've attempted here. Though a lot of useful knowledge and techniques have arisen. Proving i guess that in a true scientific method approach, a failed experiment can result in just as much useful information as a successful one.  :satisfied: But i digress....lol.

Back to work cutting and pasting dats  :'(

Bud






Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jmdude1 on February 08, 2012, 12:05:46 AM
things seem to be moving well here. the quality of your work is amazing.  i forsee a big jump in the contributions to the 'show us your rail' thread when all is said and done.

did it take long to get used to all of the tools again?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 08, 2012, 12:13:29 AM
Quote from: jmdude1 on February 08, 2012, 12:05:46 AM
did it take long to get used to all of the tools again?

I probably spent more time in the last couple of weeks staring at reader, and then going and reading forum posts instead. lol. Once i jumped in it actually was quite intuitive again. But ya some things where more difficult than others to figure out so far. I haven't tried using bat yet and i imagine that will be about the same.

Some of the tools like SimCityTool are very friendly and straight forward but reader is and remains a bit of a nightmare to stumble through. :P

Quote
update...but don't want to bump...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F7494%2Frailtextureano.jpg&hash=95c7eb6f9745a827931ad220c1f3c1c5b57a3280)

we seen this before but i've been cleaning up the rail s3d models and textures for the different zoom levels. The roads and streets where in good shape but the rails where not completed to my satisfaction. As for the textures the network intersections will have two variations on this.... Standard models that are compatible with all and the above that are wealth dependent. Took awhile to figure out how to make them blend as they now do but i got it worked out. Just finishing the diags. Forgot how much work and, well fun this is.

I also cleaned up the bridge a bit and made textures for all zooms and with the help of choco implemented a shadow under it. Right now since this beta is strictly for the vanilla rh i just edited the ini files in the simcity1.dat but when i move on to a nam implementation i will have to have a bridge controller patch or something. The other nice thing, was that because of choco's knowledge i realized i could map existing shadows of the orth and diag el rail to the el network intersections via the ini also. Strangely EA only used this method with one puzzle piece. Who knows why :P

Cheers
Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on February 12, 2012, 02:15:37 AM
Awesome sawce here Bud, those shadows look awesome :D
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jmdude1 on February 12, 2012, 04:05:29 AM
i agree with joe...excellent shadows! great details. im glad to see there are others here who are able to offer some knowledge to helps things along.

keep up the great work!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Girafe on February 12, 2012, 04:49:36 AM
Looks really good, keep going on this way  &apls &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: sdrls on February 13, 2012, 08:15:59 PM
One word.  "WOW"

ok just a couple more,  The attention to detail on those is amazing.  Those look almsot spot on to the ones on the Tracks here in some parts of Chicago. 
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 14, 2012, 05:09:48 AM
A few replies

JoeST & jmdude1 :  Thanks, I do believe those shadows add depth to the whole wood based el, adding to the illusion! But to be honest they themselves are not new just how i was able to implement them. Instead of providing a new shadow fsh for each and every intersection, instead they are remapped via a patched ini file where the bridge shadow controls are found. So with the roughly 20 vanilla rh el intersections, instead of providing 20 more shadows i just remap from the straight and diagonal shadows from the base network...and as jmdude1 said "im glad to see there are others here who are able to offer some knowledge to helps things along", which is why i like being part of this community effort so much .... :thumbsup:

Girafe : Thanks man. You've been a big inspiration to me also. Because of that, I appreciate the complement that much more!

sdrls : I like hearing that because that's what i am aiming for. Though admittedly i use a mish mash of various styles from any turn of the century el networks i come across with a bit of hokey pokey of my own thrown in.

Over the last couple days i just did some research by playing with the last available nam and microbials facelift mod. Mostly to see how difficult it will be to adapt this work with that. Along the way i submitted a graphics bug fix for the nam el for some minor artifacting and alignment issues....only one so far but i know of a couple of more. I figured that as i was addressing my own i might as well fix the existing ones.

So whats left? Well i need to complete the cleaning and compressing of the rest of the network intersections. which are el over 1-way, avenue and highway. Then compress the the station and properly implement that. Like the bridge the station will over write the default station. These network intersections are taking longer cause i never properly addressed a bunch of graphical issues with them. But they're just a bit time consuming and not difficult to manage. The rail under el was the worst but i finished that for now.

The biggest headache concerning the loss of the station models will be nightlights. I never rendered any. However i know i can flub it using photoshop and some modding trickery. But that will wait. Besides that the only unmodded puzzle piece from the vanilla is the el to sub transition.

Concerning Nam implementation, I don't see any problems so far. I'll need to alter a couple things and such but it looks completely feasible. However I'm not sure about compatibility to the Microbials face lift mod, It would need a heck of a lot of work to merge the hundreds of t21's in his mod with mine. But again thats not a focus at this time, but it looks doable just incredibly time consuming.....

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 18, 2012, 12:41:58 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F959%2Falmostdone1.jpg&hash=44e711a161cd8c771f928eb30f0980bf1854ac55)

Finished mostly with the network tiles. I added all the proper zoom levels and fixed some minor graphical glitches and it's now mostly seamless. I'm really happy with the zone dependent sidewalks.  Basically i just need to compile the station and replace the original maxis one with it plus lot a couple more configurations. Besides that i just want to go through the files and double check the naming conventions and make sure all my ids etc are in good form (the el over ave.dat has 150 files or so alone to give an example.) Couple more days of work given time, no more than a week tops... but i'm closer then i was ever before. Feeling good  :satisfied:

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Girafe on February 18, 2012, 12:44:49 AM
Seems to be really promising, thanks for finishing this excellent project  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: vortext on February 18, 2012, 03:38:14 AM
Great news to learn this project will be finished  &apls  &apls

A few questions though; are there any transition pieces to tram? And how about the dual network? Would be nice to see those in style as well, since it looks pretty awesome. In any case, keep up the good work  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 18, 2012, 04:36:09 AM
Quote from: vortext on February 18, 2012, 03:38:14 AM
Great news to learn this project will be finished  &apls  &apls

A few questions though; are there any transition pieces to tram? And how about the dual network? Would be nice to see those in style as well, since it looks pretty awesome. In any case, keep up the good work  :thumbsup:

"$Deal"$ As stated quite often this first release be vanilla rushhour only. I could go on and on about how every aspect of this mod has been painstakingly tweeked and modified using many methods either not used before or are very uncommon. Or, you could read the whole thread  $%#Ninj2   ::) But in short if the beta goes smoothly then yes nam is next....after all i'm on the team :P

But before i go further than this release i must ensure that the thousands of individual modifications are all in order and will play nice with nam. Off hand i can say that for the most part it should be a smooth transition since many of the individual components that make up each tile can be reassembled for new network configurations. The designing and implementation was the hard part, the rest is mostly lotting and filling in some blanks like on slope models and ramps.  And actually if you go back farther in the thread you'll see i played with some nam configurations already, like onslope models, ramps, pedestrian malls and road/street under rail. But hey...after the beta's out there's no reason why others can't help compile some of the other lots...lol.... runs and hides  

the not as sarcastic as he sounds...
Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: vortext on February 18, 2012, 04:50:03 AM
Quote from: buddybud on February 18, 2012, 04:36:09 AM
"$Deal"$ As stated quite often this first release be vanilla rushhour only. I could go on and on about how every aspect of this mod has been painstakingly tweeked and modified using many methods either not used before or are very uncommon. Or, you could read the whole thread  $%#Ninj2   ::)

$%Grinno$% Kinda have this nasty habit of asking questions first, than go on and read. Sorry 'bout that, it was only beacuse I got exited  ;)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 18, 2012, 04:58:15 AM
Quote from: vortext on February 18, 2012, 04:50:03 AM
$%Grinno$% Kinda have this nasty habit of asking questions first, than go on and read. Sorry 'bout that, it was only beacuse I got exited  ;)

Not a problem man... I've been guilty of the same thing a million times. It is a good read though.....almost as exciting as voltair or dostoevesky :P
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 20, 2012, 08:53:34 PM
Well i got to a place i hate :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F7642%2Funavoidablecomplexity01.jpg&hash=0c0fba770c0cb7771d0bcbc83fbf51ff8e13950c)

While fine tuning and scrutinizing all the files and their variations i realized i could no longer "do this in my head" The good part is i already caught and corrected a number of issues i hadn't noticed. Not to mention how valuable this will be for the continuation of the project... It's just so mind numbingly boring. lol. Any ways i finished documenting the largest puzzle piece dat and fixed some entries along the way. And also have a working template to move forward. Still have to compile that station but I might get that done tonight depending.

Moving along  ;)
Bud













Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on February 21, 2012, 04:45:22 AM
Quote from: buddybud on February 20, 2012, 08:53:34 PM
Well i got to a place i hate :P
It's just so mind numbingly boring. lol.

Sorry to hear that you are at this place, but I apprciate all the work you are doing.

Robin &apls
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: noahclem on February 21, 2012, 05:57:31 AM
Glad to hear things are coming along and thanks for the "mind-numbingly boring" work  :D

I think I know the answer to my request but I hadn't asked it so I thought I would: any chance of you're lovely bridge being done as an independent option instead of a default replacement? For very short spans the original one still may be useful, even though it won't fit perfectly with the textures in the mod.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 21, 2012, 10:57:27 AM
Quote from: noahclem on February 21, 2012, 05:57:31 AM
Any chance of you're lovely bridge being done as an independent option instead of a default replacement? For very short spans the original one still may be useful, even though it won't fit perfectly with the textures in the mod.

Short answer is yes.
I could keep my present solution and offer a second independent bridge with new id's and simply use the default red beam and girder textures. It is simply the road bridge adjusted for the el afterall...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F7963%2Fimbeingfollowedbyabridg.jpg&hash=a385f1dac0b59e3f04be0fa440555e0ebcb2c9a9)

From above i think you can see that for my mod some alteration of the default bridge is necessary! Ive realized since that there's a couple more ways to avoid the above problem..It would still involve changing the original bridge but i can do it and still keep it's style, by adding transitional start and end pieces and simply add default orth rail pieces with new id's so they don't pick up the t21's .... I'll have to think about that but again as an independant bridge download yar!

Quote from: rooker1 on February 21, 2012, 04:45:22 AM
Sorry to hear that you are at this place, but I apprciate all the work you are doing.
Robin &apls

Thanks Robin!

off to work in a bit ....
Bud

Quote
quick edit
already have default maxis texture vs so it's just a matter of id's...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F4414%2Fdefaulttextbridge.png&hash=41bdb8b9599d3ef86ab5c34e6817d6b309e48610)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 24, 2012, 12:07:02 PM
Just a heads up...been busy with a new job this week. My days off are mon and tues so i'll try to get something done early next week. My two weeks training turned into two days since they feel i can already do the job. The confidence is nice on their part but it puts alot of pressure on me! Anyways I'll keep ya posted!

Bud  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: noahclem on February 24, 2012, 12:12:21 PM
Look forward to seeing what's coming next  :thumbsup:  Congratulations on the "vote of confidence" at the new job. Good luck!
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: b22rian on February 28, 2012, 03:47:21 AM
Hey Buddy,

    It is long overdue for me to get involved here i would say.  ;D
I wanted to share some initial thoughts after browsing through your
great and quite innovative thread here.

     I really enjoyed out chat last night and obviously what you are doing
here is amazing. Some of the new modding techniques really blew my mind
last night. And I think they will blow my mind further as I understand them a bit
better  $%Grinno$%

   As we discussed last night, after reading through some of the thread its great how
much help and support is being offered to you in this great project.
And although i have some experience in some areas of the modding you are doing
here, i think my main asset i can share with you is my association through chat +
help desk with hooking you up with some of the best transit modders and batters we
have in the community. People who have the kinda helpful spirits whereas they enjoy
helping others and sharing there knowledge .

   So please never hesitate to drop by help desk if you get hung up with something
or your just seeking modding advice with your project. It may not always happen
Immediately , but usually I can find the help and resources that you seek.

  Meanwhile , i will look through your thread in more detail. It looks to me that you
have more than just a singular goal here . ;)

   Lastly, i want to thank you for all the help and links you shared with me last night
in finding and installing a lot of your quality content you have created in the past.

  All that you have done/ and currently doing is greatly appreciated by myself and
I feel I can assure you many, many others.

Hope to see you in chat/ help desk, when you have the time ,

Kindest regards and thanks, your good friend, Brian
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on February 29, 2012, 02:50:41 AM
Quote from: b22rian on February 28, 2012, 03:47:21 AM

  Meanwhile , i will look through your thread in more detail. It looks to me that you
have more than just a singular goal here . ;)


Yep...bang on there...

Spent the last couple days finalizing a bunch of stuff....here's a breakdown

Vanilla basic Elrail fixes....
Maxis_EL-PuzzlePieces.dat
Maxis_EL-1Way_PP_Fix.dat
Maxis_EL-Ave_PP_Fix.dat
Maxis_EL-HiWay_PP_Fix.dat
Maxis_EL-Rail_PP_Fix.dat
Maxis_EL-Road_PP_Fix.dat
Maxis_EL-Street_PP_Fix.dat

This basic choice simply adds zooms missing to pieces for railings and networks, plus fix artifacts and lines between network tiles.  It uses the standard el network models and other standard network textures...just a basic graphical fix....some but not all have been addressed in the nam, the new fixes have been added in the nam development thread.

Vanilla basic Elrail fixes c/w color shifted network textures....
Maxis_EL-1Way_PP_FixCC.dat
Maxis_EL-Ave_PP_FixCC.dat
Maxis_EL-HiWay_PP_Fix.dat
Maxis_EL-Rail_PP_FixCC.dat
Maxis_EL-Road_PP_FixCC.dat
Maxis_EL-Street_PP_FixCC.dat
Maxis_EL-PuzzlePieces.dat

BB_Nam-1way_ColorCor.dat
BB_Nam-Ave_ColorCor.dat
BB_Nam-Road_ColorCor.dat
BB_Nam-Street_ColorCor.dat
Maxis-Rail_ColorCorBB.dat

Offers same fixes as above but gives the vanilla player the addition of color shifted textures. I used the same id's as nam's color shifted network textures where applicable so to allow easy upgrading for myself and any one who initially uses this.

Dynamic Sidewalks - 2 Flavors

   Standard Maxis Sidewalk Texture Props

Maxis_SW-1Way_PuzzlePieces_BBs3d.dat
Maxis_SW-Ave_PuzzlePieces_BBs3d.dat
Maxis_SW-Road_PuzzlePieces_BBs3d.dat
Maxis_SW-Street_PuzzlePieces_BBs3d.dat

These Sidewalk s3d props allow for zone and wealth dependent sidewalks to appear under network tiles. So far only vanilla rh elrail is implemented. This bunch uses the standard maxis textures.

  Color Shifted Sidewalk Texture Props

BB_SW-1Way_PuzzlePieces_BBs3d.dat
BB_SW-Ave_PuzzlePieces_BBs3d.dat
BB_SW-Road_PuzzlePieces_BBs3d.dat
BB_SW-Street_PuzzlePieces_BBs3d.dat
BB_Rail_PuzzlePieces_BBs3d.dat

BB_Maxis-Sidewalk_ColorCor.dat
BB_Nam-1way_ColorCor.dat
BB_Nam-Ave_ColorCor.dat
BB_Nam-Road_ColorCor.dat
BB_Nam-Street_ColorCor.dat

This version is the same as above but uses color shifted textures for a better visual appearance. Again only implemented for vanilla rh elrail so far.

Vanilla Elrail with sidewalks
Maxis_EL-1Way_PuzzlePieces_BBs3d.dat
Maxis_EL-Ave_PuzzlePieces_BBs3d.dat
Maxis_EL-Rail_PuzzlePieces_BBs3d.dat
Maxis_EL-Road_PuzzlePieces_BBs3d.dat
Maxis_EL-Street_PuzzlePieces_BBs3d.dat
Maxis_EL-HiWay_PP_Fix.dat
Maxis_EL-PuzzlePieces.dat
+ one of the sidewalk choices above

Essentially the same as above but uses either of the two sidewalk choices.

BB Elrail Ny-Chicago Syle Facelift
BB_EL-PuzzlePieces.dat
BB_Bridge_Shadow-Controller.dat
BB_Station.Dat
BB_EL-Skin_Ind01-StructureAssembly_Curve01.dat
BB_EL-Skin_Ind01-StructureAssembly_Curve02.dat
BB_EL-Skin_Ind01-StructureAssembly_Diag01.dat
BB_EL-Skin_Ind01-StructureAssembly_Orth01.dat
BB_EL-Skin_Ind01-StructureAssembly_Props01.dat
BB_EL-Skin_Ind01-StructureAssembly_Stubs01.dat
BB_EL-Skin_Ind01-StructureRailing01.dat

This is the base mod

Choice of Shadows
BB_EL-Shadows.dat
Maxis_Shadows_Patch.dat

Choice of Textures
BB_EL-Textures_HighRes.dat
BB_EL-Textures_LowRes.dat
Maxis_EL-Textures_Patch.dat

BB Elrail with vanilla network intersections

BB_EL-1way_PuzzlePieces_Maxis.dat
BB_EL-Ave_PuzzlePieces_Maxis.dat
BB_EL-Hiway_PuzzlePieces_MaxisBB.dat
BB_EL-Rail_PuzzlePieces_Maxis.dat
BB_EL-Road_PuzzlePieces_Maxis.dat
BB_EL-Street_PuzzlePieces_Maxis.dat

Gives you el netwok intersections with vanilla textured network tiles below

BB Elrail with Color shifted network intersections Still working on this...another day or two
BB_EL-1way_PuzzlePieces_MaxisCC.dat
BB_EL-Ave_PuzzlePieces_MaxisCC.dat
BB_EL-Hiway_PuzzlePieces_MaxisBB.dat
BB_EL-Rail_PuzzlePieces_MaxisCC.dat
BB_EL-Road_PuzzlePieces_MaxisCC.dat
BB_EL-Street_PuzzlePieces_MaxisCC.dat

BB_Nam-1way_ColorCor.dat
BB_Nam-Ave_ColorCor.dat
BB_Nam-Road_ColorCor.dat
BB_Nam-Street_ColorCor.dat

Same as above but with color shifted network tiles.

BB Elrail with Sidewalks Intersections

BB_EL-1Way_PuzzlePieces_BBs3d.dat
BB_EL-Ave_PuzzlePieces_BBs3d.dat
BB_EL-HiWay_PuzzlePieces_BBs3d.dat
BB_EL-Rail_PuzzlePieces_BBs3d.dat
BB_EL-Road_PuzzlePieces_BBs3d.dat
BB_EL-Street_PuzzlePieces_BBs3d.dat
+ one of the sidewalk choices above

and that's about it...lol

essentially i still need to finish the station and the one of the above choices. So in short you have a vanilla fix for elrail with the choice of adding sidewalks and improving textures. Or you have a choice of using my facelift  for the vanilla elrail and adding sidewalks and improving textures.

You might notice rail isn't present in all choices cause i haven't figured out how to implement them correctly. The s3d props do not like gradient alphas. So my only option so far was to paint on the rail texture...which is not what i want to do. Defeats the purpose of using a s3d prop.  &sly

also the bridge and controller will have to change for nam plus i want to offer it as a stand alone...or something...as requested. But i agree there.

The sidewalks have models complete for other networks from the initial beta....so a complete vanilla under network sidewalk overhaul is quite possible.

Furthermore an installer will need to be implemented to make the choices easy for noobs...no offense...it's hard to keep track of all of it myself. :P

The reason i gave so many choices is so that there's a solution for everyone...well except for nam at the moment...Once this goes into beta in the next couple days i will start on that as well as tweak the bridge and station configurations.

That being said the beta will be closed. Until it's checked and double checked and an installer is created i don't want to be bothered by people who will not understand how to choose between files or flood the nam support thread with something that doesn't yet support nam. Pm me if your interested. All nam ram and associates are welcome. If i know you fine. If i don't i will rely on Reputation. Pm me if interested. Also i need to set up a private board and host this stuff some how....I'll figure it out %wrd

Essentially of the two major choices here all the bits are interchangeable...so for instance...you can have color shifted sidewalks for el/road intersections but also have vanilla el/street intersections. The reason for this is compatibility with network texture mods. This works for both the vanilla el and my facelift.

Also i would like people to request texture patches for sidewalks roads streets etc...i'm not overly familiar whats out there but the color shifting is easy and only requires a texture patch since all those components use the same id's and are s3d props.

Well that's about it for tonight/this morning...i'll post again in a day or two..

Bud out...

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: rooker1 on February 29, 2012, 04:42:34 AM
Fantastic news.  Looks like we can see some light at the end of the tunnel. ::) :)
Thank you for all your hard work.

Robin :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: b22rian on March 01, 2012, 03:39:46 AM
This is an incredible amount of work you have done here Buddy since
we last chatted !

Most surprising is the puzzle piece work you have already done.
Incredible man !

Hey, I didn't know you had this kinda work ethic in you ! LOL

But seriously all of this is greatly appreciated here by all of us.
Look forward to bumping into you in chat soon.

regards, Brian
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jondor on March 01, 2012, 09:18:34 AM
Quote from: buddybud on February 29, 2012, 02:50:41 AM
You might notice rail isn't present in all choices cause i haven't figured out how to implement them correctly. The s3d props do not like gradient alphas. So my only option so far was to paint on the rail texture...which is not what i want to do. Defeats the purpose of using a s3d prop.  &sly

Gradient alphas can be done, it just takes different MATS settings:

The three most important are to change the Src Blend to Source Alpha and Dest Blend to One Minus Source Alpha, then change the Alpha Threshold to 0.  You may or may not have to click the Framebuffer Blendin(g) checkbox.  Hope this helps.  :thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: choco on March 01, 2012, 09:33:49 AM
i can help with incorporating the changes to the bridge controller.  i'd like to get into it anyway to clean up some of my junk code and tidy it up a bit.  lemme know when your ready bud!

:thumbsup:
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 01, 2012, 11:28:19 PM
rooker1...at the end of a train tunnel! RUN!!!  :P
b22rian...Thanks for the continued support. Ill pop buy help on sunday or monday to help the help help... ;)
jondor...Frikin awesome info, i'll try it out this weekend immediately and bug ya if i get confused :P
choco...Thanks as always brother, Ill keep ya posted and the files should be available in a two or three days.

Back to the grind!
Bud


Quote
jondor

Kudos My Friend...karma for you requested!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F3637%2Fgggreatgradientalpha01.jpg&hash=7bf947ab6046a83b33c5b44319178207b4c5ccd8)

Got some flickering as i zoom in and out...but i'm sure i can figure it out...can't say how happy i am...tomorrow i'll try to stack a couple texture groups in the 3ds. Your awesome!  &apls

of course now i got more work to do &mmm  ;D

another edit

seems alpha func and depth func both set to always solved the flickering problem. I was unable to make a single 3ds prop work with a solid base and an alpha overlay however creating two seperate props for each texture worked like a charm! Thanx again!

Now off to bed before i totally screw my work day :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F1631%2Fgggreatgradientalpha02.jpg&hash=1b3e62c130d00d02d1df943a122f3e4d23fa02b5)

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: jondor on March 03, 2012, 12:12:50 AM
I assume both of these props are just simple flat planes?

If so, you should be able to combine them into a single model.  Two planes in two separate groups so they can have different MATS settings.  You'll probably have to raise the overlay slightly (say a 1/100 of a meter).  I used that trick to get shadows under the FlexCurve overpasses when the Network INI couldn't do it right.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 04, 2012, 02:58:25 AM
Thank you Jondor...I've had complete success with your help!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F2721%2Fgggreatgradientalpha03.jpg&hash=352cd72995655f38fb7e635e420f82f2b36e98b0)

For others, tomorrow I'll write here more extensively what i did to get these props to work properly with the shadows and alphas etc. But its now a truely texture swappable 3ds prop under there and stable! In other words the base, rail and shadow are all separate textures...

shadow needs tweaking, here's a shot with automata

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F7291%2Fgggreatgradientalpha04.jpg&hash=66ba80a2dca3887c609f537f58623c55e6e55d13)

....got to sleep a bit Bud :P
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: JoeST on March 04, 2012, 07:37:23 AM
that is Awesome! :o
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 05, 2012, 09:26:13 PM
thanks Joest... but really thank Jondor for sharing the knowledge.

On a side note i finally got the beta up...only took 4 years :-\ hahaha... Lets hope it moves along at a better pace now.

Back to the above pics. Jondor essentially gave me the knowledge to use the alphas. The big difference seems to be the fact that he was modifying 3ds network models and I was modifying 3ds network props. Why they react different i don't know, but I could only group together similar textures in one model. So the rail you see at the bottom has 2 props. One for the dirt zone. And one for both the rail and the shadow texture. The difference being the latter two have alphas. Also the network shadows created masks on my props with alphas no matter what i did, so i had to replace the network shadows with blanks and then reintroduce the shadows as props. Adds a bit of complexity and a additional prop but it works. Also a "no shadow" choice has to now be introduced but works also.

Anyways pm me if you want to get involved in the beta and don't have access.

Over and out
Bud :thumbsup:

Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 14, 2012, 03:47:08 AM
Well I've been busy the last week and finally finished with the rail textures. Essentially lowres, highres and all zooms now match! I won't even say how much work it was but it took the better part of a week. Glad thats over...lol.

Secondly i started with the station but sidetracked. Ive always hated the default maxis el station for many reasons. 1st it cast a shadow unlike the rest of the rail network...making it look abit weird. Then 2nd, the track looked pixelated  at all zoom levels.

So i fixed it...then made a default to match my own. Essentially i lowered the rail surface slightly then added s3d props with all the proper zoom levels and texture id's. Next i made the station itself into a prop to remove the shadows...then added false s3d prop shadows underneath. Both the shadows and rail are dynamic so they change depending on the choice of textures. Theres also a no shadow option if you don't use shadows. For my version i changed the base abit to match my el skin. I'm also going to add a s3d prop shadow to the surface rail for the platform and roof shadow in the next week.

Anyways heres the default station for the el fix and my bb el. In the bb el station picture you also see the new low res textures that are almost identical to the highres. Below that are the next two zoom levels of track to show how they all now match more or less. (the masking around the shadows under the elrail and around the roof are the result of my crappy video card...just in case your wondering  :thumbsdown:)

Betas going on still with a bit of feedback from Vlasky and Bzzian both of which i thank greatly. If anyone else is interested and doesn't have access just pm me and i'll see what i can do. With that in mind i'll update the beta with the new files tomorrow night. Still tweaking etc....In a good way  ;D  I only got as far as doing textures for the one angle of the first zoom for my el station...bit of a seam there where the textures meet....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F4352%2Fmaxisel01.jpg&hash=a22e8108c791b798572407be23f54247f8e7354b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg813.imageshack.us%2Fimg813%2F6290%2Fbbel01.jpg&hash=4ccbeb23fccc24d9f62c9dd08890f966f5da85cb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F3344%2Fbbelzoom03.jpg&hash=0025a6193cc55d42d2bc68b694b427624d08fb9a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F2796%2Fbbelzoom02.jpg&hash=6bccb9950eb3b5cbb216ea97be845662c4a83209)

So in short all thats left in this vanilla incarnation is finish tweaking these stations plus my own, deal with the el to sub transition ramp and then just some cleaning up and packaging i think.Oh ya...the bridge needs to finalized...I got a couple ideas there still. I also know theres some diagonal models i have to address because of artifacting but thats minor. Also i want to make color adjusted texture patches for the more widely used sidewalks, rails, and other networks out there..but thats really simple. So tackling the various aspects of nam should be just around the corner!

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: RickD on March 14, 2012, 04:16:24 AM
I love the new textures. Great work. I will definitely use them in my region.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Shadow Assassin on March 19, 2012, 07:44:29 AM
Very nice, buddybud... but I have a question... how will this interact with GLR? What's your plans for that in addition to your El-Rail project?
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 19, 2012, 01:08:57 PM
Quote from: Shadow Assassin on March 19, 2012, 07:44:29 AM
Very nice, buddybud... but I have a question... how will this interact with GLR? What's your plans for that in addition to your El-Rail project?

Thanks. With regards to the glr, I've yet to add any components. Essentially the only pieces i would need to  alter would be the glr-el ramp, to match the skin or style of my el. I don't see any other pieces that need to be modded, besides adding the skin to the el/glr intersections. Though honestly i haven't played with the latest incarnations of nam and haven't explored any additional puzzle pieces that have been added in the last couple builds. Nam is the next big step so if you got any suggestion, advice or anything more specific just drop me a line. Also I'm not sure if i even answered your question! Let me know if you want more detail about a specific aspect of the puzzle pieces!

RickD: Thanks!

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: mightygoose on March 26, 2012, 11:48:54 AM
this still needs finishing XD
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: buddybud on March 26, 2012, 02:49:37 PM
Quote from: mightygoose on March 26, 2012, 11:48:54 AM
this still needs finishing XD

lol....ya even with all the work in the last couple months it's still really just at a testing level. I've been lazy the last week and did nothing but needed to step away. Atleast with the beta out there some form exists now and peeps can actually see the progress. But ya....you are so right :P

Bud
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Uzil on June 06, 2012, 03:39:00 AM
Very impressive, I look forward to use your creation  :)
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: packersfan on October 29, 2012, 06:34:50 AM
Amazing work.  Following these threads blow my mind.  I could never have the patience to create and tweak the game myself.  I just rely on others to provide great content.
Title: Re: Buddybuds Expansive Attempts at Anything & Everything.
Post by: Pat on November 02, 2012, 02:05:35 AM
Quote from: buddybud on March 26, 2012, 02:49:37 PM
Quote from: mightygoose on March 26, 2012, 11:48:54 AM
-

Packersfan I dont know if you noticed but the last time Buddybud was active here was back on March 26th, rule of thumb is asked not to post in a thread older then 90 days... There should have been a Red warning before you posted saying this thread hasnt been posted in for 90 days... Its great you are enjoying what others create and thank you for the support but please be mindful in not waking up sleeping threads ~ thanks Patrick