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Atex Tubes Monorail Addon

Started by earwax_man, December 18, 2009, 10:03:49 AM

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earwax_man

Hey all,
I'm making an addon for monorail (like BTM); I'm going to replace the monorail .s3ds with metal rings, make see through tubes via t21 and I may try to have this as a starter piece. I have some models made for the projects ( they're under 500 polygons FYI ;) ) but I don't know where the original monorail files are in SimCity_1.dat. Could someone show me how to replace them without damaging the game? Also could someone show me some tips for transit modding? I'm going to post pictures when they're somewhat completed.  :thumbsup:

- earwax_man
:P
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Jonathan

You PM'd me about this and I forgot it didn't I, sorry :\

You should replace the monorail tiles with the tube not the metal rings.

out of my head (so there maybe small things I can't remember) this is the steps for the straight section of tube/monorail.

if you have made the models in 3ds max, sketchup or some other modelling tool that allows export of .3ds files (not gmax/BAT).

rotate the tube 90 (or -90, sorry I can't remember exactly) degrees on the X axis
export the tube as a 3ds file.(keep texture mapping/locations/etc)
Open the SC_1.dat with the reader.
go to the S3D file which has an IID of 0d031500
right click the file and copy it.
Open a new dat in the reader.
right click the empty space where the files are normally listed and paste.
select the s3d file and click 3DS functions at the top of the
Then click import 3DS.
browse to the file you exported at the beginning.
and the model will appear in the reader. (textureless, but get to that later)
save the file, name the file something like "zzzz_atex" (zzzz makes it load last)
Open the game and the tubes should(if I have remembered and you've done everything correctly) appear when you drag monorail straight.

Then you will have to the same import process with the tubes, except the S3D file should have a different IID instead of the 0d031500 (the same IID as the straight monorail support in SC_1.dat, which I think is something like 0daa1700)

If you have gmax everything is a little bit different and there are different ways to do it,
I think the easiest way to do this is probably with the BuildingMill.ms script:
(number 3 in this post: http://sc4devotion.com/forums/index.php?topic=3917.0 )

Although I have never done it this way so I don't know exactly how easy it is.

Jonathan

earwax_man

Thank you Warrior! :)

Just a few questions before I start off,

  • At what elevation do monorail trains travel at?
  • How did you make the HSRP mod? (Just using a blank DAT...? ()what() )

Oh, and thanks for the reply, doesn't matter about the PM anyway; it wasn't really going anywhere then ;)

- earwax_man
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Jonathan

The bottom of monorail trains are at 15m.

HSRP is more complicated because it needs RULs as it doesn't replace monorail, but is additional to monorail.

But the first version of HSRP (not by me) was just created from a blank dat (well it did have RULs in it but not the same type as the is needed to make it additional to monorail)

before decide to try and make it additional to monorail, don't. do it in stages, first you replace monorail then you make it additional. making it additional builds from replacing monorail, so you won't have to start again after you have made it replace monorail.

Jonathan

earwax_man

Thanks Jonathan  :thumbsup:

Is there a way I can disable the pylons? They keep coming up through the structure. :P
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Jonathan

yep, the attached file is from the HSRP/BTM patch, I think it only removes the straight pylons (why it doesn't remove the diagonal, I can't remember)

Jonathan

earwax_man

I've hit a snag with the polygon count (I think)


It is under 500 polygons  &mmm


It shows up in ilives reader  ()what()


But it doesn't show up in game! :'(

What did I do wrong?

I made a logo for it BTW  :)



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Victor01

Whoa! First post here...
Anyway, I remember that there are 2 straight pieces to replace. Have you already tried to change view and see what happens?
Then, try to reduce polys. The section _\-/_ can be reduced to /-\. Also you don't need the two sided tube.

- GlobexCo

Jonathan

#8
I have an idea, though it is definitly not permanent but at least you will see the model in game.

go to the mats tab in the reader.
and select each mat one at a time and change the checkbox that says something like backface cull (sorry I can't remember and reader and the task manager have frozen  :bomb: )

save and retry

earwax_man

I got it to work!!! I just replaced the pylons with the model instead ;)



Which exemplar's kPropertyID do I edit to allow my see through tubes to show up as a t21?
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earwax_man

Of course there's going to be a covering for the tubes, this was just a test run. I'll add transparency soon, I just want to finalise the design of the tubes and maybe change the look of the supports/rings :P

I'l also started designing a station ;D
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earwax_man

This is an early version to test transit enabling :P

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canyonjumper

Nice. I'll definitely use these once they are released! Great work! :thumbsup: &apls

                  -Jordan
I'm the one who jumped across the Grand Canyon... and lived.

Monorail Master

Good job man! This adds both modernism and futuristic to my cities. I like it.
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earwax_man

It's now fully TE'd ;D

Enjoy this pic.

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earwax_man

I've the t21 prop for orthogonal pieces fully finished, but how can I add it to orthogonal monorail? Which exemplar's kPropertyID_LotConfigNetworkTileId do I edit?
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Jonathan

You shouldn't need to use any T21s,

the prop for orthogonal pieces, do you mean the glass tube bit?

Because you should add that directly to the model (it will look better and its less complicated).
Copy the straight monorail from SC_1.dat
and paste it twice to a new dat
import the tube (with -90 on the X axis like before) from 3ds max. into one of the S3d files
right click the S3D file in the list of files and save as decode file
then in the other S3D file click the Add S3D button and open the file you just saved (usually its in the folder you last opened a file into the reader from, but it's not always for some reason, just search for it)

and then remove the first S3D file.

earwax_man

#18
Yes I was talking about the glass tube ;)

Will that even show up in game? The polygon count is going to be very high. How will I make it transparent? (I notice a tgi file was saved as well, but what do i do with that?)
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Jonathan

#19
As long as it's not over 500 (the pylons/rings have a separate limit of 500 (together not each)) it will be fine.

You can try using Cogeo's model tweaker tool on the LEX, as it has the ability to set transparency, however if that doesn't work (because I'm not sure if it will work for True3d type models) I have the manual instruction from Andreas somewhere in my PM inbox.


Just leave the tgi file, it is a file created by the reader that stores the TGI (Type, Group and Instance IDs) so that you don't have to retype the IIDs when you import it again, if you do. But in this instance it won't be used.
Jonathan