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December 04, 2021, 07:25:10 PM

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Author Topic: Buddybuds Expansive Attempts at Anything & Everything.  (Read 135095 times)

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Offline buddybud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #40 on: December 31, 2007, 08:59:30 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


Slope Mod


IN OTHER NEWS

Quote
ME : 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


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.
« Last Edit: December 31, 2007, 12:55:44 PM by buddybud »

Offline jeronij

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #41 on: December 31, 2007, 10:24:05 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:
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Offline buddybud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #42 on: December 31, 2007, 12:02:37 PM »
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.



EDIT>>>>>>
yeah...and now four t4s implemented.
remember each of these can be randomized.


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




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.
« Last Edit: December 31, 2007, 02:50:38 PM by buddybud »

Offline TopCliff

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #43 on: December 31, 2007, 12:10:41 PM »
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.
Best movie of all time: Ferris Bueller's Day Off. If you disagree, Cameron will send your car over a cliff.


Please, call me Leo.  I quote John Lennon now, a great musician and philosopher. Particularly, one of his songs: You may say I'm a dreamer. But I'm not the only one. I hope someday you join us, and the world will live as one.

Offline Filasimo

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #44 on: December 31, 2007, 12:50:43 PM »
hey buddybud,
nice work and latest developments that previous update looks like a pretty christmas tree!  :D btw welcome to the team!!! :thumbsup: &apls
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Offline Ennedi

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #45 on: December 31, 2007, 02:58:30 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?  :)
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Offline bwatterud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #46 on: December 31, 2007, 03:10:24 PM »
Nice work here. 

Offline buddybud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #47 on: December 31, 2007, 03:12:25 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.

Offline Ennedi

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #48 on: December 31, 2007, 03:20:20 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  ;)
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Offline thundercrack83

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #49 on: December 31, 2007, 03:51:46 PM »
Whew! You continue to impress here, my friend! These are fantastic!

Offline freedo50

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #50 on: January 01, 2008, 11:48:06 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

Offline Silur

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #51 on: January 01, 2008, 12:45:37 PM »
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 !!!

Offline buddybud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #52 on: January 01, 2008, 01:37:03 PM »
&hlpHappy New Year all..... &hlp

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




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
« Last Edit: January 02, 2008, 11:32:17 AM by buddybud »

Offline TopCliff

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #53 on: January 01, 2008, 01:57:24 PM »
All that techno mumbo=jumbo just gave me a headache. Whatever it is, it sounds cool for this game.  :thumbsup:
Best movie of all time: Ferris Bueller's Day Off. If you disagree, Cameron will send your car over a cliff.


Please, call me Leo.  I quote John Lennon now, a great musician and philosopher. Particularly, one of his songs: You may say I'm a dreamer. But I'm not the only one. I hope someday you join us, and the world will live as one.

Offline buddybud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #54 on: January 01, 2008, 02:14:26 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

Offline DFire870

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #55 on: January 01, 2008, 02:35:06 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?

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Offline JoeST

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #56 on: January 01, 2008, 02:38:37 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
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Offline Shadow Assassin

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #57 on: January 01, 2008, 08:50:04 PM »
Quote
That 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.
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Offline flame1396

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #58 on: January 21, 2008, 05:57:31 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.
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Offline buddybud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #59 on: January 23, 2008, 07:38:30 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.




heres a detail just to show how different zones etc can be effected.



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.


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.