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SAM - Street Addon Mod

Started by jplumbley, June 25, 2007, 11:05:11 AM

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agunter999

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vortext

Hi agunter999, welcome to SC4D!  :)

That's a decent start for a new SAM texture set you've got there, though honestly the corners & curves leave something to be desired. Still, the effort is admirable!  :thumbsup:

In another thread you expressed the wish for more cobble streets (which I share). Since you already seem familiar with transit textures why don't you open your own thread, to discuss and receive feedback on your work? There're plenty of members who want to see more SAM variations so I'm sure you'll get a enthusiastic response.

My two cents.  :)
time flies like a bird
fruit flies like a banana

agunter999

Thank you for your support. I did those a while ago and looking back there is some work needed. The problem is that I can make the textures but when it comes to implementing these things then I just do not have the time. Where should I create this thread?
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vortext

You can start a thread right here.

As for implementing new textures, do you mean get them ingame? Because that's real easy with Null's BatchPNGtoFSH tool.
time flies like a bird
fruit flies like a banana

Indiana Joe

Those curves a a little...yikes.  There's a tutorial for making flawless, vectored curves with GIMP in this thread.

Indiana Joe

Quote from: Indiana Joe on July 01, 2013, 07:28:55 PM
Those curves a a little...yikes.  There's a tutorial for making flawless, vectored curves with GIMP in this thread.

But, always good to see a new SAM project  :thumbsup:

Wiimeiser

#1566
I don't think we need another cobblestone set...

1- Parking Lot
2- Herringbone
3- Dirt
4- Gravel
5- Mud
6- Klinker Brick
7- Asphalt
8- Cobblestone
9- Red Brick
10- Japanese

11 should be Tar Sealed Streets. We should also have a dreamworld set and a candyland set. That'll give us two sets left over, one if this one gets in.

EDIT: Also, SimMars street?



EDIT2:
1- Parking Lot
2- Herringbone
3- Dirt
4- Gravel
5- Mud
6- Klinker Brick
7- Asphalt
8- Cobblestone
9- Red Brick
10- Japanese
11- Tar-Sealed
12- Alternate Cobblestone
13- Gelatinous?/Super Mario Sunshine Goop?
14- Creepy?
15- SimMars?

We need to hold a consensus...
Pink horse, pink horse, she rides across the nation...

agunter999

Some more rural non American roads would be good
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j-dub

Did you mean roads or streets?

Not to bother you with that, but the best example seems to be the Tar Sealed, in comparison to the "American" road.

They were nice and wide sized, they seem like they would of been good to replace the roads, but I guess your stuck with whatever other modded roads there are until than.

rivit

If I could put my nose into Wiimeisers suggestions - as the author of a number of SAM sets, I would add that while I had first hoped they would become additional sets I made them as overrides and at the NAM31 release we decided to keep it that way.

If you look into the contents of the SAM sets you will see that sets 2,(6?),7,8,9 and 10 are more fully evolved for cities and the 3,4,5 are better suited to country and are less "formal".

What this means to me is quite easy to mix and match with overrides and if you get sick of one look can replace it just by changing the textures and your cities do not need editing. Specialist sets are easily made and do not even need to replace every tile of a given SAM set to be usable. (BTW a great way to learn texture modding.)

I also found that when prototyping a SAM set it really pays to run it for a while in "override/test" mode
because you can easily get sick of what you thought was brilliant.

From the perspective of the size of NAM adding more SAMs very quickly adds a lot more stuff to be maintained. If you operate with overrides its basically a texture set only that needs to change. I would favour 8 fixed SAMs but have overrides that are swappable for a given style. I have seldom seen pics of cities using more than 4 SAMs at a time.

For me then I find the main things missing in SAM to be in SAM1 the parking testures. As there are no Road/SAM1 junctions active and you cannot join standard street with SAMstreet (SAM works like a little virus eating up standard streets) I would like a few T's from Road to Parking SAM, say orth and curve from Road to SAM1 so that it becomes more usable (clean joins).

Other than that there are a few minor RUL weirdnesses but they are easily ignored.

agunter999

The problem is that many european cities have 2 types of cobble, Brugge had the style i am making but they are replacing them with the original nam one. I like variation i side my cities.
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Durfsurn

@Rivit

I am doing a retexture of the parking lot textures now. If I made a texture for the road-SAM-1 transition would someone be able to code it?

rivit

I think that Tarkus is the man for the RUL stuff. The coding for the Road/SAM junctions will already exist for SAM2 and needs to be copied and renumbered into the SAM1 config for selected pieces as I understand it.

What we will need to do is decide which pieces - say 4 max - we want added and then ask.

Heres two I think would do

Durfsurn

They do look good. Mind if I use them as part of my re-texture? (Credit you of course)

Tarkus

Quote from: rivit on July 03, 2013, 08:03:18 PM
I think that Tarkus is the man for the RUL stuff. The coding for the Road/SAM junctions will already exist for SAM2 and needs to be copied and renumbered into the SAM1 config for selected pieces as I understand it.

Indeed, and as this is something I'd like to see happen, I'm on board.  Should be a relatively simple copy-paste task for most of it (depending on how cleanly I can clone the adjacencies).

-Alex

Durfsurn

Some quick re-textures of your ones Rivit:
(Didn't have time for a proper blur job)

Terring7

Quote from: Wiimeiser on July 02, 2013, 04:53:43 AM
1- Parking Lot
2- Herringbone
3- Dirt
4- Gravel
5- Mud
6- Klinker Brick
7- Asphalt
8- Cobblestone
9- Red Brick
10- Japanese
11- Tar-Sealed
12- Alternate Cobblestone
13- Gelatinous?/Super Mario Sunshine Goop?
14- Creepy?
15- SimMars?

SimMars? I guess without the red dusty sidewalk, right? ;D

"The wisest men follow their own direction" Euripides
The Choice is Ours
---
Simtropolis Moderator here. Can I help? Oh, and you can call me Elias (my real name) if you wish.

rivit

OK thanks for the offer Tarkus - I have redone the textures properly (yesterday's were illustrative only) in both Euro and US modes and retrieved the paths. This should be sufficient to be able to test and modify

@Durfsurn - use these files as the placeholders. You should redo your textures (use the masters) and you have tons of time. It will take a little while before we can get it into the game ourselves.

Ron

JonatanRaven

How the heck do I end a stretch of SAM-streets without switching to road? Is there a street-to-street transition somehow?

shanghai kid

Quote from: JonatanRaven on January 20, 2015, 08:46:06 AM
How the heck do I end a stretch of SAM-streets without switching to road? Is there a street-to-street transition somehow?

You can use SAM Stopper, found on simtropolis.... it's 8 different lots for connecting between SAM Street and normal streets(kind of sam street texture block) --> http://community.simtropolis.com/files/file/19762-sam-stopper/
Shanghai kid from Norway
"The lurking devil"
(Bam Bam Bigelow & Eddie Guerrero R.I.P).