SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => Topic started by: Catalyst on August 07, 2014, 09:48:29 AM

Title: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on August 07, 2014, 09:48:29 AM
Hey there, I recently started working on some textures for a BeNeLux/european street with cycle lanes on both sides. It is based on the road that runs right in front of my house and it currently replaces the SAM-7 asphalt textures/uses them where no new texture available.
Before showing you some pictures I would like to thank diggis for uploading the "SAM - Texture Creation Set":    &apls

-> http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1611 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1611)

After reading the manual many times I finally managed to get the standart straight texture in game:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F70t6bPb.jpg&hash=147f622ba3f62729d039cd6135fbd0647501275c)

Once understood the mechanism, it became very easy (but also very time consuming) to add more textures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSEAcCZs.jpg&hash=057b15d11b87a2628c8be173d43eec80831b4e6d)

As you can see I also modified the alpha's a bit (is there a rule not to change the zoned alpha's ?), it works very well with low density suburban areas and in combination with jeronij's (Thanks for your work btw ;-) "Street Side Mod for SAM" :

->http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364 (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364)

Here the final result of 2 days work (yay, 5 done, about 40 more to go !):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvqOltdv.jpg&hash=1fdee14f78d17ca4ac90a70c7169ffc856fdcb4f)

I made the "end" & "T" texture in a way that it ends with a speed bump so that you can match it up with ped malls. While testing it in-game I noticed that the "end" can also be used to create an eye-candy connection to other (sam) networks and the "T" to create a working connection to other (sam) networks:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F2aardjM.jpg&hash=44c324ffcd08fbe37197521b07e2aa7e927f0c43)

Thanks for reading!

p.s. Any suggestions for textures(roundabout, intersections with ave, owr, rd, railroad, ecc...) are very welcome !
p.s.s. I would also like to create a T-21 or modify jeronij's one so that we see bicycles on the cycle lanes but that is not going to happen soon as I have never done that before: any links to tuturials are appreciated.
p.s.s.s. Is this the right subforum ?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: vortext on August 07, 2014, 10:11:33 AM
Promising start! As a Dutchman myself I like this idea a lot, obviously.  :D

Not too sure about the alpha's though, the four-way intersection looks weird imho. I do like your solution of the end piece, pretty clever!  :thumbsup:

Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on August 07, 2014, 11:34:02 AM
Yeah great work!  :thumbsup:
Only the rounded corners look not so perfect, but that may be an image issue.... I don't know.

But this is certainly very promising and I will for sure use it when you finish it!

We might end up with too little SAM texture slots.... Is there something that can be done before we run out of options?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Indiana Joe on August 07, 2014, 04:15:28 PM
Nice start!

If you haven't discovered it yet, Memo's smooth curve script for GIMP makes perfect curve textures easy to make.  Check out this thread (http://sc4devotion.com/forums/index.php?topic=15135.0).

The post describes the manual way, but he created a script (attached at the bottom) that does all the work for you.  Just install and run the script in GIMP (http://www.gimp.org/downloads/), plug in the central and outer curve radius (for normal 90 degree corners, those would be 0.5 and 1.0 respectively), and voila.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Bipin on August 08, 2014, 06:56:55 AM
Really nice work!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on August 09, 2014, 07:44:52 AM
Hello again, thanks for your comments; Vortex, I modified the alphas again but I can't decide which ones are better, before continuing to make more textures I have to decide between 3 options:


What do you think is best ?

FrankU & Indiana Joe, I made that corner manually and yeah, it doesn't look great, so instead I tried memo's script, (thanks for the link!):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fovh3sDJ.jpg&hash=b4cb5d19f1af5197a48d0c886167c3f82225339a)
(4x 90° corners put together)

Bipin, thanks for your comment, today I made one new texture, the "Road 4 way Intersection", and updated the others alpha's:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6jgxi7V.jpg&hash=caa16d33d3546274eb74a4618f827969591db824)

And last but not least thanks to all silent viewers who, reading through my post, gave me an immaginary :thumbsup:
Here 2 pictures for you to look at, click on them for full size:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fd6FWqow.jpg&hash=b2ece0cb58832d376d6aa926495212de91f812da) (http://i.imgur.com/d6FWqow.jpg)




(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fg7u6tfL.jpg&hash=59df15f5daabeb013798d3362095b8e783b0e28f) (http://i.imgur.com/g7u6tfL.jpg)

There are actually much more than 40 textures to be made  :P, here my progress:

[tabular type=8 caption="9 August 2014: Progress SAM-7 Textures : 6/80"]
[row] [head]Category[/head] [head]Value[/head][/row]
[row] [data]4 way intersections[/data] [data]1/10[/data]  [/row]
[row] [data]Ave Intersections[/data] [data]0/8[/data]  [/row]
[row] [data]Diagonals[/data] [data]0/27[/data]  [/row]
[row] [data]Rail[/data] [data]0/6[/data] [/row]
[row] [data]Roundabouts[/data] [data]0/4[/data] [/row]
[row] [data]Standards[/data] [data]5/5[/data] [/row]
[row] [data]T intersections[/data] [data]0/12[/data] [/row]
[row] [data]Transitions[/data] [data]0/8[/data] [/row]
[/tabular]

Thanks for reading, any suggestions for textures are welcome !
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on August 24, 2014, 05:33:23 AM
Hey everyone, my last tiny update got kicked out of the recents pretty fast due to some threads being moved around so check that one out as well in case you missed it  ;-)

And now for some progress; since the last time I made the missing 74 textures, constructed a perfect perpetuum mobile and flew to mars. Just kidding I made three (3) new textures, here they are :

roundabout-unconnected/roundabout-street:
Indiana Joe, thanks again for your help!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkUtNVs0.jpg&hash=83c179de1cc989a18e5e6f883b6efc62ab650f0f)

connecting the streets like this will give you the white triangles facing cars/bikes in RHD-mode,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQXx4hwi.jpg&hash=a000e863d42dffed2b1eee20829eb6b374e9a2da)

and connecting the streets to the other half will work for cars/bikes in LHD-mode.

diagonals:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7gbda2P.jpg&hash=3c1b39038f090320828a31cdfef6dd222f69c46c)

Sorry for being so slow, there's no real excuse, I'm just very lazy haha.
Here one more in-game pic:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMD3XgaG.jpg&hash=e6f6b2b56a7d1e04e47f2dda62f49a67eeca47b3)

And my progress table:

[tabular type=8 caption="24 August 2014: Progress SAM-7 Textures : 9/80"]
[row] [head]Category[/head] [head]Value[/head][/row]
[row] [data]4 way intersections[/data] [data]1/10[/data]  [/row]
[row] [data]Ave Intersections[/data] [data]0/8[/data]  [/row]
[row] [data]Diagonals[/data] [data]1/27[/data]  [/row]
[row] [data]Rail[/data] [data]0/6[/data] [/row]
[row] [data]Roundabouts[/data] [data]2/4[/data] [/row]
[row] [data]Standards[/data] [data]5/5 [/data][/row]
[row] [data]T intersections[/data] [data]0/12[/data] [/row]
[row] [data]Transitions[/data] [data]0/8[/data] [/row]
[/tabular]

next up is the straight to diagonal transition (2pieces), thanks for reading!

p.s. I've also been working on some other stuff,
which I might show you in the next update
because you can't see much with all the
ra (http://i.imgur.com/R7xmPnO.jpg)in (http://i.imgur.com/rerG5Qt.jpg)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Simcoug on August 24, 2014, 05:53:39 AM
Great progress, these look excellent so far!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: MandelSoft on August 24, 2014, 06:09:30 AM
Ah, I wanted to make bike streets in the past, but you have done this better. It looks great! :thumbsup:
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Durfsurn on August 24, 2014, 06:16:33 AM
Excellent work here Catalyst!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Swordmaster on August 24, 2014, 08:39:39 AM
These look very familiar to me. Good job, especially on the roundabouts!


Cheers
Willy
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on August 24, 2014, 09:37:19 AM
These look very pretty and it would be great to have more bike lanes. I'm worried about the scale though as the traffic area appears roughly the same width as a single lane or road or rhw. Are you planning to keep the paths the same and have cars driving over the bike lanes?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: MandelSoft on August 24, 2014, 11:28:01 AM
These bike lanes are not dedicated. You can use them like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fe%2Feb%2FFietsstrook_Herenweg_Oudorp.jpg&hash=5c9ca7766dc38db86a518a6ca4b1484fc2ec6b51)

So pathing would not really be an issue.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: APSMS on August 24, 2014, 12:05:47 PM
Americans drive in the bike lanes, too! But it's more because we don't like bikers rather than them not having dedicated lanes (which most bike lanes are here).

I noticed on the road intersection, shouldn't the road appear to be continuous (without breaks) and the street have the stop marks? Especially since cars on the Road don't stop when there's a RoadxStreet intersection.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Indiana Joe on August 24, 2014, 05:04:19 PM
Nah, if the city has room, they keep bike lanes separate from driving lanes, some places even put up reflector poles as a border.  But many more people drive in the US than Europe, so they really need to be kept separate.

However bike lanes are less common; they are only in the huge, very progressive cities.

I love the progress Catalyst!   :thumbsup:

-Matt
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Wiimeiser on August 24, 2014, 08:19:57 PM
This could probably even be included in the NAM/SAM. I also have a SAM-1 override that looks 1000 times better than the original. Still wanting Tar-Sealed Streets though...
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Durfsurn on August 24, 2014, 08:39:25 PM
Slightly sidetracked but, Wiimeiser, in what form are your SAM-1 overrides? Just textures or have you made it into a texture override set?

-Billy
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on August 25, 2014, 01:56:21 AM
Hi Catalyst,

This is beautiful work!  :thumbsup:  &apls
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Wiimeiser on August 25, 2014, 03:47:53 AM
Quote from: Durfsurn on August 24, 2014, 08:39:25 PM
Slightly sidetracked but, Wiimeiser, in what form are your SAM-1 overrides? Just textures or have you made it into a texture override set?

-Billy

It's actually Magneto's not mine (http://community.simtropolis.com/files/file/29314-sam-1-override/).
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: belfastsocrates on August 25, 2014, 03:57:51 AM
Fantastic!! I have been hoping that someone would develop a road/street texture that would include cycle lanes, something becoming more and more common in Europe.

I'm looking forward to see this progress. Great work!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on August 25, 2014, 06:05:19 AM
Great work so far, I look forward to future updates and hopefully a release of these, they would fit well in my British cities. Are you planning on full LHD drive support beyond the roundabout itself? If that's too much work for no gain, I'd be happily do the texture work to make it happen. I've also got plenty of templates for making crossings from my Sandstone Euro NAM work so if you wanted some help with textures for these, please get in touch.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Kergelen on August 25, 2014, 01:44:46 PM
I always wanted to see bike lanes in SC4! Nice textures, especially the roundabouts &apls

I just return from Stockholm where I have used quite a lot the bike lines and I really like the idea to have bike lanes in SC4.

I would suggest to add some textures with bike signs on the floor.

In addition, to complet the set, it would be great to make a T21 mod to add some "static" bikes on the lanes.... &Thk/( although the cars run over bikes.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on August 25, 2014, 04:08:53 PM
I'm so happy it turns out bikes and cars share the space--I really liked the way this looks and when I tried to draw up an alternative I couldn't achieve the same quality. I have a few bike lanes for SC4 drawn up but all mine are crazy at best compared to this  &hlp
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on August 31, 2014, 04:41:43 AM
Welcome to the 4th update !

I like to thank people for their good deeds so here we go:
Simcoug,MandelSoft,Durfsurn,Swordmaster,Indiana Joe,FrankU,belfastsocrates & noahclem:
thank you for your kind words, it's really boosting my motivation ;-)
I've been working on a sidewalk-mod, here some pics for you:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnbjL9k8.jpg&hash=3be826986f9cfe012b18edf8a63ad0a4bf1f767b)

MandelSoft again, thanks for explaining! That is exactly what I had in mind.

APSMS: yep, americans really don't like bikes, they prefer their pickup-trucks and usually it's just too hot + too many mosquitos haha.
You were right about the street-road intersection so I made a new one:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FfunZKRb.jpg&hash=ebd1d8e136595461273790063ce52c081348844c)

(x400)better?


Wiimeiser:that would be great, it was hard to choose which set to override as I like most of them. The current SAM-7 is often used in industrial areas so it would be nice to keep that one as well but I really have no idea how to implement more than 10 variation (0-9) as the IID is limited to 8 digits, the 6th digit identifies the variation and by adding an 11th SAM with 6th digit 10 you would add a 9th digit to the IID...
But hey, we should be thankful for all the great stuff the NAM people made for us so Thanks a lot if YOU (whoever reads this) are part of the NAM team!

mgb204: I hope to release it before the next decade so check this thread out every couple of months ;-) I wasn't planning a LHD support, I hadn't even thought about it, the roundabout was an accident as the game mirrored the texture for streets that connect to the other half of the roundabout's side. But as there is a demand (even if it's just you) I would feel bad leeving you empty-handed, so I would gladly accept you help, maybe we can even make a collaborative thing out of it as you seem to be pretty active with uploading mods the past weeks (btw I really like the rural GLR!). Right now I'm at 11/80 textures (maybe there's also a way to implement wide radius curves?)so I'm pretty slow compared to you but if you like I can pm you my stuff so that you can check it out and we'll see how it all works out.

Kergelen: I miss bike lanes too, the pedmalls are great but sadly residential buildings don't work with them so I decided to put the lanes on streets like they are in many countries, especially in europe.I have added bike-signs to the road-street intersection but the smaller you make it the blurred it becomes as you have only few pixels to work with!
I would love to make a fitting t-21 with bikes but that is for the future, first I want to finish the textures and untill then you can use jeronij's "Street Side Mod for SAM": (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364 (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364)).
In one of the pictures below you can see a biker I pasted onto the street from Murimk's Bicycle Props: http://community.simtropolis.com/files/file/25681-murimk-bicycle-props-with-mmp-bikers/ (http://community.simtropolis.com/files/file/25681-murimk-bicycle-props-with-mmp-bikers/).
They are great but a little to big as the one in the picture was actually resized using gimp.

Progress!

diagonal to straight transition
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FurMIrSG.jpg&hash=9184e732eb4b1441323c64ad6bc5578c69fc0c4a) (http://i.imgur.com/urMIrSG.jpg)
(the biker is gimp'd)

new 4-way intersection piece for smoother transition to other SAM's:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdK5wS0B.jpg&hash=6ec5a050eced75143be18e02589a7adc11eb5617)

I also modified the alpha's for all pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrjzTsCO.jpg&hash=335d5440cfea698dc83863b72e482cfc62987dfb) (http://i.imgur.com/rjzTsCO.jpg)
(frankU, yes, I used the texture from "silva" for the grass, it's beautiful!)

and the new road-street intersection in-game:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhIwYSKS.jpg&hash=26423edaf58c2ab96c397f61a82615c220b96429)


[tabular type=8 caption="31 August 2014: Progress SAM-7
Textures : 11/80"]
[row] [head]Category[/head] [head]Value[/head][/row]
[row] [data]4 way intersections[/data]
[data]1/10[/data]  [/row]
[row] [data]Ave Intersections[/data] [data]0/8[/data]  [/row]
[row] [data]Diagonals[/data] [data]
3/27[/data]  [/row]
[row] [data]Rail[/data] [data]0/6[/data] [/row]
[row] [data]Roundabouts[/data] [data]
2/4[/data] [/row]
[row] [data]Standards[/data] [data]
5/5 [/data][/row]
[row] [data]T intersections[/data] [data]0/12[/data] [/row]
[row] [data]Transitions[/data] [data]0/8[/data] [/row]
[/tabular]



Thanks for all your inputs!

p.s. only 9 people found the hidden RAIN pictures in the last update so thanks to all of them for reading my post thoroughly and till the end!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Durfsurn on August 31, 2014, 04:51:49 AM
I'm sure the NAM Team can find some room for this somewhere (I'm not sure what the state the SAM IID wise is in - can anyone else give more info? )

Again great work :)

-Billy
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: art128 on August 31, 2014, 05:03:06 AM
Quote from: Durfsurn on August 31, 2014, 04:51:49 AM
I'm sure the NAM Team can find some room for this somewhere

If you're talking about in integration in the NAM, please make sure the mod will be working as intended. I don't want to see another stand-alone SAM work ruined by its integration in the NAM installer.
--

Wonderful work on the textures. I love the roundabout.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Simcoug on August 31, 2014, 05:18:31 AM
progress!  Looking great, and I like your work on the sidewalk mod.   &apls
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Kergelen on August 31, 2014, 06:56:00 AM
Great progress so far! &apls

Quote from: Catalyst on August 31, 2014, 04:41:43 AM
Kergelen: I miss bike lanes too, the pedmalls are great but sadly residential buildings don't work with them so I decided to put the lanes on streets like they are in many countries, especially in europe.I have added bike-signs to the road-street intersection but the smaller you make it the blurred it becomes as you have only few pixels to work with!
I would love to make a fitting t-21 with bikes but that is for the future, first I want to finish the textures and untill then you can use jeronij's "Street Side Mod for SAM": (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364 (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364)).
In one of the pictures below you can see a biker I pasted onto the street from Murimk's Bicycle Props: http://community.simtropolis.com/files/file/25681-murimk-bicycle-props-with-mmp-bikers/ (http://community.simtropolis.com/files/file/25681-murimk-bicycle-props-with-mmp-bikers/).
They are great but a little to big as the one in the picture was actually resized using gimp.

I know murimk bike and jeronij mod but thanks anyway. Indeed Murimk bikes are too big. You can easily re-size them using SC4 Model Tweaker (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2072). I resized them with factor 0.8 and looks quite better.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Durfsurn on August 31, 2014, 07:07:09 AM
One thing I might advise is to either move the paths so they align with the tyre marks in the road surface or move the tyre marks. Adds a slightly higher level of realism and polish ;)

-Billy
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Girafe on August 31, 2014, 08:49:46 AM
I really like this bicycle ways  :thumbsup:

Is this something you plan to release later on? is it easily editable?  ::)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on August 31, 2014, 08:57:10 AM
Catalyst,

This is incredible work. Beautiful in its detail. I really like to use this set when it comes out.  &apls
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: GDO29Anagram on August 31, 2014, 05:34:44 PM
Quote from: Durfsurn on August 31, 2014, 04:51:49 AM
I'm sure the NAM Team can find some room for this somewhere (I'm not sure what the state the SAM IID wise is in - can anyone else give more info?)

If I remember correctly, the SAM is set so you only need to activate one of the inactive starters (perhaps the SAM-11 or SAM-12 starter; I don't remember which ones are in use right now), so that the only work that's needed to be done is purely textural stuff. There's really no reed to replace the textures of an existing SAM network.

There's a reason why only half of the 16 possible SAM networks are in use: in case someone wants to create an additional SAM without messing with an already-existing ore.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: w_swietwoot on September 01, 2014, 04:09:56 AM
Hey this looks really good. I'll use this for sure. Great work. :thumbsup:

I haven't got much to add but maybe the painted white bike on the intersection could be a bit more crisp/whiter/thicker. Just to make it show better, it's a bit vague right now.
Keep it up!



Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: vortext on September 01, 2014, 05:01:16 AM
Very nice progress! &apls

I agree though the tire marks on the roundabout look a bit awkward. And generally I think the bikelanes should probably show more wear and tear given cars have more impact on the pavement than bikes.

The new alpha's look great though, as does the new 4 way intersection. Keep at it!  :thumbsup:
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: c.p. on September 01, 2014, 10:26:19 AM
Looks great so far.  I really like this project.  :thumbsup: (I'm a pretty hard-core cyclist myself, which, by the way, isn't that unusual in the U.S. ::))  I agree with vortext about the tire marks on the roundabout.  Maybe if they were a bit more subtle, and if there were some subtle tire marks where the right tires of the cars actually travel that would help? &Thk/(
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: belfastsocrates on September 09, 2014, 09:08:43 AM
Lovely progress so far!

I like the sidewalk mod images as well. I particularly like that crossing with the cycle addition.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: CahosRahneVeloza on September 14, 2014, 06:58:26 AM
Once these come out, I can finally remove some faux park based bicycle paths I use for my game which block RCI development unless you plan out the paths strategically.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Terring7 on September 14, 2014, 10:10:20 AM
Fantastic work ;D &apls
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on October 01, 2014, 11:31:47 AM
This is a teaser. (http://i.imgur.com/OK9EExP.jpg)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: MandelSoft on October 01, 2014, 01:13:07 PM
That looks great!

I would use some different arrows on the road there. Maybe you can use these arrows:
http://commons.wikimedia.org/wiki/Category:Diagrams_of_road_markings_of_Sweden#mediaviewer/File:Swedish_road_sign_4_3_1.svg
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on October 02, 2014, 03:15:28 AM
 &apls  :thumbsup:
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on October 04, 2014, 09:27:18 AM
(replies and update on the SAM override postponed, sorry)

Teasing seems to be the way to go for accumulating K-points! Thank you  art128
Here is another teaser, just for you ::) (http://i.imgur.com/eP5hZyF.jpg)

p.s. The tulep's are all funtional but the avenue 4-way-intersection-piece (which coveres 4 tiles). Somehow it is based on just 1 texture that gets both mirrored and rotated so that it's impossible to get the layout seen in the teaser actually in game :-(
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: art128 on October 04, 2014, 09:36:39 AM
This kind of intersection would work even better with pedestrian overpass instead of crossings. :)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on October 04, 2014, 01:33:30 PM
The rest of the intersection should work, but yes the centre "intersection" bit would be very difficult to achieve, that said the bike crossings wouldn't be affected if you removed the islands and lane markings to work with the rotation/flipping.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on October 05, 2014, 07:18:35 AM
all good things go by three so here you go:

This is teaser number 3, you missed the previous ones? scroll up! (http://i.imgur.com/7JWYjk4.jpg)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on October 05, 2014, 07:38:46 AM
Hi Catalyst,

Looking better and better every image! Great work so far.

By the way: which canals did you use in the last image? I have been looking for something like that a long long time! I didn't know it exists.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: art128 on October 05, 2014, 08:09:21 AM
FrankU: I believe those are Moonlight Japanese irrigation canals, Somewhere on this page (http://blog.livedoor.jp/moonlinght/archives/cat_59226.html). :)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on October 05, 2014, 08:23:33 AM
Yes, you are right! Thanks a lot.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: belfastsocrates on October 05, 2014, 08:27:12 AM
Quote from: Catalyst on October 05, 2014, 07:18:35 AM
all good things go by three so here you go:

This is teaser number 3, you missed the previous ones? scroll up! (http://i.imgur.com/7JWYjk4.jpg)

Looking superb!


BTW.....is that a wheelchair user about to be struck by a car?! I hope no one was injured
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on December 01, 2014, 10:14:21 AM
Hey Billy (2x), art128 (3x), Simcoug, Kergelen, Girafe, FrankU (4x), GDO29Anagram, w_swietwoot, vortext, c.p., belfastsocrates (2x), CahosRahneVeloza, Terring7, MandelSoft & mgb204:

Thanks for commenting!

Thanks to all anonymous viewers as well!

Kergelen, thanks for the hint. if I ever get to make a t-21 mod with cyclists, I'll try and resize them first!

Girafe, of course it is editable,haha. I can even send you png files when its all done if you want ;-)

GDO29Anagram, it would be great if we didn't have to override existing textures as many people use the current SAM-7 for hi-tech industrial areas or else.

MandelSoft: Done ;-) thanks!

mgb204, instead of modding the TULEP 4-way ave-intersection (which is based on 1 texture only, grrrr...) I replaced the the textures that you get automatically when dragging an avenue 4-way intersection, which is based on 4 textures, allowing me to keep the nice islands ;-)

belfastsocrates, they're just having a chat (I believe), everything is OK, haha. 20 meters to the right someone is driving over a concrete island, I think I should modify the paths as well. No idea how to do that though...

Billy, w_swietwoot, vortext, c.p. : Thanks for criticizing the tire marks, it only caused an extreme motivational depression responsible for the fact that I stopped playing SC4 for the last 2 months. OK I'm just kidding, it was actually school which kept me from this amazing game ;-)
I felt exactly the same so I made the marks on the cycle lanes darker (SC4 cars drive half on the asphalt, half on the cycle lanes)

I have three announcements:

1) mgb204 has joined the Project, this is now a Co-op!
He has helped me a lot through providing information, links to tools & improving massively my efficiency. Without him this project would probably have taken years to finish, or worse, would've been abbandoned.

2) I decided to include replacements for the Rural Roads Plugin (SAM wide radius curves). It was actually much easier than I anticipated. Yes you can see it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fix7esov.png&hash=e7ac3e7cd769fa9861b9739b56c69343b4564127)

3) I will not provide a progress table at the end of this post. Simply because all base-textures (no-wealth) are finished! This does not mean however that the mod is ready for release yet. We still have to make the wealth versions which, for $ & $$, should be a very easy job.  For $$$ however it might take a while:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqEwn1zx.jpg&hash=318a8fa6e9a48b106aa153ea79b5e0eeef4d33a0)

overview:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FljemzAI.jpg&hash=eacd62d9f7c47963aace88e69e8d995d41d73efc)

Some more random shots:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWNRcqbo.png&hash=bea8e3602d0e76fa3d676588605eb2d7125d5f48)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6DGzP1I.jpg&hash=1f4e85f33214c579f6d495a5a8a693757aff783c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPnWut9t.jpg&hash=75ad9426ba3780e7dca1d8b55e0a1a11d05cb51c)

My first attempt at BAT-ing (I know this has absolutely nothing to do with the project ;-):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeY0Ze0p.png&hash=0bbc3b59e1a41678a18fe5946a75b7ce93ed0ea7) (http://i.imgur.com/eY0Ze0p.png)

That's it, thanks a lot for your interest!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: vortext on December 01, 2014, 10:33:45 AM
Good the hear the base set is finished! Does that also include intersections with other networks btw? And yes, wide curves!  :thumbsup:

A few observations then. The tire marks have improved significantly, though imho they could still be a bit more pronounced on the paved areas. Also, I think it's a bit odd the high wealth texture has a sandy shoulder. To me it looks worn out and therefore more suitable for low wealth.  &Thk/(

Nice to hear mgb204 has joined in, following his work over at SimPeg it seems he has a firm handle on the processing side! All in all very good and promising developments!  &apls

edit, your batting project is neat!  :thumbsup:
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on December 01, 2014, 11:38:14 AM
Hope it's OK to spill a few beans here - I think the intersections are all done, at least all those that actually have SAM-Override IIDs for the other SAM networks. Does anyone know if some functionality was ever planned and not finished or removed/made incompatible? For example I have IID's (from Diggis's templates for SAM) for GLR crossings, but they revert to regular streets with all the SAM networks. There are also a few other connections that just don't work with any SAM set, so I've no idea why there would be IID's floating around for them either.

I must say I personally really like the $$$ sandy strip, it adds something for me.

Great to see the WRC's and I like the roundabout, reminds me of the "Bear Pit" in my home city although it looks like yours belongs in a nicer area. Can I ask how have you modded this, are the Avenue/Road/Streets part of the BAT, Textures or is this a filler/overhanging lot of sorts? Perhaps it could do with further subway entrances on the other side of the streets, a simply subway entrance lot could be included for this purpose so the tunnels all match up nicely?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on December 01, 2014, 12:23:11 PM
I am so happy this project is not dead but alive and kicking! It is a great product and I really like to use it in one of my following regions. If ever one is going to be started, because I actuall do not play the game anymore for two years I think.. I just do lotting.

Anyway.... The streets are gorgeous!

And about the sand: I agree with Vortex. I think green lush grass would be more suitable for high wealth. In my opinion, that is.

And your BAT... Is that some kind of memorial? It looks beautiful, but I don't understand what it is.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Ernestmaxis on December 01, 2014, 01:46:59 PM
Amazing project with great details that makes the game even more realistic!
What kind of tree models are you using?
I love the detail from all wealthes (the road) but I dislike the trees. I would use the Girafe Vip tree's they look great on your project!
Love to see the release!

Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on December 01, 2014, 11:06:38 PM
Quote from: Ernestmaxis on December 01, 2014, 01:46:59 PM
What kind of tree models are you using?

None actually, I think those are from either Jeronji's or SFBTs Streetside mod, they are completely separate from the street mod itself. If you have a maxis tree replacer or a streetside mod installed that replaces the trees on SAM7 streets with Giraffe's trees this mod should be compatible as it's only a texture override.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on December 01, 2014, 11:53:18 PM
I was just thinking of this project the other day and thought maybe it was inactive -- very glad to find out I was wrong  :D.  Cool batting project btw  :thumbsup:
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: belfastsocrates on December 02, 2014, 03:22:02 AM
Superb work, great seeing so much progress. I'm really looking forward to using these.

I agree with vortext though in regard to the tyre marks on the paved area as well as the sandy texture for high-wealth, I'd expect that to be a well maintained grass-verge. I also wouldn't expect to see large rubbish and recycling bins in such areas. Those are small issues though, overall I love the work.


The underground/subway BAT is looking very nice. The only thing I'd change at the minute is the grey street texture
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Flatron on December 02, 2014, 05:03:34 AM
Nice!
And contrary to what other people said, I do really like the sandy strip. It adds a classy feel to it (it's much more of an effort to keep sand free of grass and moss than to mow a lawn...)
I know that the recycling bins are not part of  your mod, but I still don't feel like they don't fit, everybody needs to recycle, don't they?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: art128 on December 02, 2014, 08:53:28 AM
I echo what vortext said about the sand on the high-wealth area. Maybe IRL it would look neat, but in-game it just makes everything looks poor.

Nice textures though. Good to know the basic set is finished. Just a quick question though, why is there tire marks on the bicycle lane?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Terring7 on December 02, 2014, 12:36:34 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi2.kym-cdn.com%2Fphotos%2Fimages%2Foriginal%2F000%2F150%2F098%2FYoko_Awesome.png&hash=5ce4566d3dbf3b5635fb2916b557f54c524a3c45)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: kelis on December 02, 2014, 02:35:02 PM
OMG...That is awesome !! I can't believe that finally we will have this kind of textures in the game, do you know how long I'm  waiting for something like this?? I just can say THANKS and I hope this MOD is avalaible for us as soon as you can finish it. This will be a very good add to the game, especially for the people of the Benelux !!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: MandelSoft on December 02, 2014, 02:41:18 PM
Quote from: art128 on December 02, 2014, 08:53:28 AM
Nice textures though. Good to know the basic set is finished. Just a quick question though, why is there tire marks on the bicycle lane?
Remember, we are talking about dutch bicycle lanes here. They get heavily used :P
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on December 09, 2014, 10:39:23 PM
I have started to look into T21 modding for the bikepaths:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FSam7T21Test_zps90ce8d1b.jpg%7Eoriginal&hash=ec37232ee37dccc927fe22e1b87a41736be9cd17)

This is my first attempt at T21's, already I've run into problems, only one of the three cyclists I tried to add to the straights appears Edit: I forgot to reindex the exemplar, now they all appear.

How does the scale look, I think the cyclists (NBVC props) are a little big, so I will see what I can do in model tweaker? I circled where a car drives through the prop, obviously this can't really be avoided.

If I can work it all out, I would like to rework the SAM 7 T21's to add EU street signs, have some sort of random bike placement (right now they are in a pattern) and hopefully fix a couple places where the wider streets make some props look out of place.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: APSMS on December 10, 2014, 02:36:30 AM
Well, EU street signs is really only preferable for those of us with European cities/regions; maybe separate the DAT files so we can choose?

Also, for random bike placement, would adding some blank models into the prop family create a little more randomness, since the bike chosen might be invisible? Not sure how that would work quite, but I'm not up on my T21 modding either.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: vortext on December 10, 2014, 02:41:02 AM
Things keep getting better and better!  :thumbsup:

The props might be scaled down just a bit indeed, the head should be about the same height as the van roof.

Also, since T21s are placed in a pattern by definition you might want to have a look at the prop random chance property (http://sc4devotion.com/forums/index.php?topic=13352.msg385304#msg385304). This does imply making new prop exemplars since it uses RKT4, then again, T21s should always use new prop exemplars to include the RKT#xm property, which allows props to appear on flipped tiles.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Dantes on December 10, 2014, 10:16:28 AM
Great texture work! (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fe03820ca109c4c698e0ec09bd238a35e.gif&hash=efaf62d8571d582729d35e4b4b2a85754f3e7279) I am grateful for every image that you post.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on December 11, 2014, 01:48:55 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FSam7T21Test2_zps846d40dd.jpg%7Eoriginal&hash=d2e2530c0cae9e8e9f5d59ae20cd49459c400d27)

So the bikes are in two prop families for Ortho and Diag, I've reduced the models to approx 72% of their original size, I'm quite happy with this personally. I'm also thinking of adding Murimk's bikes to the prop family for some more variety, although this would mean another dependency. Does anyone know of other bike props that might work here also?

Rest assured any T21 mods will be optional, I envisage the basic version to have adjusted street signs (you can see on the crossroads how the wider street geometry necessitates this) and the bikers. I have to look at SAM streetside mods, because one problem with adding bikers is that this will override other T21 mods.

If I change the RTK property in the reader (just from 1 to 1xm), the models suddenly disappear so am I right in saying you can't just change the setting, what else do I need to do? I've made an RKT4 prop once before, but my recent attempts with Seasonal MMPs are all failing, I just can't work it out and trial and error is not helping me to understand what is going on at all. Can anyone help me with this, or know of a tutorial where changing RTK settings is explained at all?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: vortext on December 11, 2014, 02:13:00 AM
Quote from: mgb204 on December 11, 2014, 01:48:55 AM
If I change the RTK property in the reader (just from 1 to 1xm), the models suddenly disappear so am I right in saying you can't just change the setting, what else do I need to do?

Sorry I wasn't clear. RKT#xm needs to be added next to normal RKT#. So the prop exemplar will in effect have two RKT# properties.

Quote from: mgb204 on December 11, 2014, 01:48:55 AM
I've made an RKT4 prop once before, but my recent attempts with Seasonal MMPs are all failing, I just can't work it out and trial and error is not helping me to understand what is going on at all. Can anyone help me with this, or know of a tutorial where changing RTK settings is explained at all?

While both flora and props can utilize RKT4, they're two different exemplar types and their timing mechanism are different. For seasonal flora you want to copy the FloraParameters property over from an existing seasonal flora exemplar.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on December 11, 2014, 04:35:08 AM
Great progress here  &apls

I never noticed the scaling issues with those bikes though it's not too surprising people are so consistently (and annoyingly) scaled larger than everything else. I'll be scaling mine down today. I like the idea of using more bikes, including murimk's. I feel like I've found another bike set that's nicer than the others, and I forget who made it now but my best guess is namspopof or vnaonod, probably available from the LEX and/or TSC. I believe Girafe also made some perfect-looking ones for the proposed VIP streetside mod but I don't think he ever released them. Maybe if you pester him a bit he would share them   ;)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: cmdp123789 on December 11, 2014, 06:12:53 PM
Lovely  &apls

Although, I do want the signs.. specially because this type of teture works well with Euro cities, and Euro signs will nail it!!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on December 21, 2014, 06:25:03 AM
Since I've mostly confined myself to working on the Wealth textures and T21 parts, I'll try my best to show the progress of the textures here. They are all finished now, although I do want to make some improvements here and there.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FSAM7_1_zps4d9524db.jpg%7Eoriginal&hash=14c16a90c023d52018245f252e198149c7b3e6c7)
Here you can see how nicely the pebble strip for the $$$ wealth textures can blend into other wealths.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FSAM7_2_zpsee2696a2.jpg%7Eoriginal&hash=e577904280c37969415b03050a203c0c6fa09dc7)
A selection of Diagonal Junctions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FSAM7_3_zps3677b0e1.jpg%7Eoriginal&hash=f08bc6939626386d7d8b9b87819998ba03144e04)
Some more junctions (I know my commentary sucks)...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FSAM7_4_zps40d9b81d.jpg%7Eoriginal&hash=ac0d91073ad54125ac9d8efd09de6f91f3343d70)
I modified the RRW textures (don't worry they will be the default) to make compatible crossings for PEG's Rail Mod note the yellow markings will not be part of the mod, they are part of something else I am working on.

I have both RHD and LHD Euro versions complete, so I need to finalise the US textures and the base mod should be ready for release pretty soon. The T21 mod may come later as it would be optional in any case. I have also made textures to replace those used for RTMT and HSR with the new bikepaths, I can't think of any other cases that use SAM7 but if I've missed something please do post and let me know about it, I would like this to be as complete as possible.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Diggis on December 23, 2014, 04:58:10 AM
Quote from: mgb204 on December 01, 2014, 11:38:14 AM
Hope it's OK to spill a few beans here - I think the intersections are all done, at least all those that actually have SAM-Override IIDs for the other SAM networks. Does anyone know if some functionality was ever planned and not finished or removed/made incompatible? For example I have IID's (from Diggis's templates for SAM) for GLR crossings, but they revert to regular streets with all the SAM networks. There are also a few other connections that just don't work with any SAM set, so I've no idea why there would be IID's floating around for them either.

My name was mentioned 3 times and like Beetlejuice I appear...  :P

Just a quick note on the project overall, I've seen a few people start SAM sets and give up when they see how many textures it takes. You've done a great job!  :thumbsup:

On the note of the IIDs, you are indeed correct, functionality for the GLR crossings and a couple of other minor pieces was indeed planned for. One or 2 sets had it RULed, but were missing something else. When I was last looking at it (god knows how long ago, 2 years maybe) there was talk if propagating it across all sets, but looks like it never happened.  All the sets in the main SAM should have the textures done already. It's worth doing the textures for it anyway, in case it does get added. Also chase Tarkus as I think he worked on the GLR RULs.  ;)

Also, someone mentioned getting this added as a main set. We've looked at doing that before, but have almost always been given incomplete sets so it's been too much work to do. If you finish the whole thing, and T21s off, it's worth approaching the NAM team about having it included as another set.

Also you mentioned in the first post below that you used the end piece to create the intersections with the other SAM sets. Unless you've repathed the piece, I don't think traffic will use this as it's technically a dead end.

Quote from: Catalyst on August 07, 2014, 09:48:29 AM


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F2aardjM.jpg&hash=44c324ffcd08fbe37197521b07e2aa7e927f0c43)

Thanks for reading!


Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on December 23, 2014, 03:38:24 PM
Quote from: Diggis on December 23, 2014, 04:58:10 AM
My name was mentioned 3 times and like Beetlejuice I appear...  :P

Let's try another one, Santa Claus, Santa Claus, Santa Claus... Anything?

Quote
...It's worth doing the textures for it anyway, in case it does get added.

Actually I think we got all but the GLR done before realising some didn't work, so I'll bear that in mind, thanks for clearing it up though. Oddly I use so few rail/street intersections I didn't even know there were SAM textures for this before working on this mod. The irony for me being that I put GLR over streets all the time, this would be far more useful at least for me.

Quote
Also, someone mentioned getting this added as a main set. We've looked at doing that before, but have almost always been given incomplete sets so it's been too much work to do. If you finish the whole thing, and T21s off, it's worth approaching the NAM team about having it included as another set.

To my knowledge it's complete, although I'm not entirely sure how far I'll take the T21's yet. I like the idea of an additional set, since the Haleburg streets are pretty useful too. One problem I can foresee would be that the bikes themselves would likely need an external dependency, which is a NAM no-no. For now I think we'll release the Override for SAM7, thereafter we can look at this option too.

Quote
Also you mentioned in the first post below that you used the end piece to create the intersections with the other SAM sets. Unless you've repathed the piece, I don't think traffic will use this as it's technically a dead end.

Quite correct, I believe it was noted that this would only be a visual connection. Even if you made a custom path, would that not cause some oddities when the same piece was used as a cull-de-sac? In theory we could just copy the paths from the straight piece so it's not a lot of work, I'll play about with this though because that ending is just so useful for transitions it's a shame that it can't be fully functional too somehow.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Durfsurn on December 23, 2014, 04:37:29 PM
Quote from: mgb204 on December 23, 2014, 03:38:24 PM
To my knowledge it's complete, although I'm not entirely sure how far I'll take the T21's yet. I like the idea of an additional set, since the Haleburg streets are pretty useful too. One problem I can foresee would be that the bikes themselves would likely need an external dependency, which is a NAM no-no. For now I think we'll release the Override for SAM7, thereafter we can look at this option too.

Regarding the external dependancy, depending on it's size, you could ask for permission to re-distribute it via the NAM Installer - I don't know how well this would sit with the other NAMites but it could be a possibility.

Otherwise this has progressed massively and looks amazing.

-Billy
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Catalyst on December 25, 2014, 01:50:21 AM
Santa Claus, hey that's actually my real name... Ok maybe not, haha.
Diggis, great to see you here, thanks again for uploading the SAM Texture Creation Set, without it I never would've been able to start this.
The end piece with the speed bump was indeed intended as eye-candy only, but changing its paths so that it can connect up with other networks such as the SAM streets is an interesting idea!
mgb204, its good to see our stuff in action in someone else's city, looks great! I really like the first picture with the straight-diagonal wealth transition trick and the last picture where the low wealth grass blends in very nicely with your terrain mod.
&apls
Title: WIP: SAM-7 Bikepath Testers
Post by: mgb204 on December 27, 2014, 02:34:17 AM
So I finished off the remaining changes, added STR crossing textures and made all the US textures this morning. In short this means the textures are now done (with the exception of some colour correction).

I'd therefore like to ask for volenteers for testing, nothing more than using the pieces and providing feedback on problems/improvements. I'd especially be interested to hear from US texture users as I really don't have a way to check them here. If you are interested please get in touch via PM.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on January 27, 2015, 05:01:57 PM
Just a quick update to let everyone know that the initial release of the SAM7 Textures is now available from Simtropolis (http://community.simtropolis.com/files/file/30113-cataylsts-sam7-bikepaths-mod/).

I'm still working on the T21 mod, but I hope to have a surprise to reveal shortly. In the meantime if anyone downloading/using the textures has any comments please feel free to provide full and frank feedback here.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on January 27, 2015, 11:42:55 PM
Fantastic!
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on January 28, 2015, 12:40:44 AM
Great to see this released! Why not publish it on the LEX as well?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: dwelln8hss32 on January 28, 2015, 09:46:16 AM
Really just checking in on this SAM7 set and seeing it for the first time, taking in what you've achieved. As I said on STEX review (I'm "estates to the real" over there) this is a milestone SAM mod, and I laud your efforts and others who supported its development. Looking forward to the T21 modding. Congrats on the release!  :thumbsup:
Title: SAM-7 Bikepaths - T21s and TGN compatibility
Post by: mgb204 on March 29, 2015, 09:11:30 AM
I've been working recently on the T21s for the Bikepaths, firstly I should say a massive thank you to Girafe who created the bike props especially for this mod, I've already replaced all my other bike props with them. With that in mind I will include an override to make them appear on Paeng's Bikepaths (and elsewhere) for those who prefer uniformity, MMPs are already done too.

Using the feedback here I've split the props into four groups; Ortho and Diag for regular lot use (in prop families) and a second special T21 set of each which contains offset versions of the props in the prop family mix. This second set also uses the Prop Random Chance property (thanks Vortext) so for example on a straight tile there is a chance that up to two props will appear in a total of six possible positions. I may need to tweak the settings a little, but right now the results are a pretty good mix between enough randomness and too many bikes. They are also set to disappear during the night.

I've also finished my overhaul of all the NAM junctions for SAM7 with T21s, I've used the French Road Signs pack as it pretty much contains everything and works in most EU settings, here's all these T21's in action:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FSAM7-T21s_zpsllpjlax7.jpg%7Eoriginal&hash=e74d73373ba691c5118fd20cbc9af94e035b3863)
(click for full size)

I'm using a custom version with Sudden Valley terrain grass, version 2 of the Bikepaths will have TGN (unified wealth ONLY) versions and there are a number of little texture fixes, most notably with Euro road transitions. Some improvements have also been made to the RRW crossings (Note: Yellow box markings will not be included in release):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FRailxSAM7_zps7zhsmnx6.jpg%7Eoriginal&hash=9591bfba118b8203740a0d03bef698b16fc76250)

Right now I'm thinking the options list will be along these lines:


Frankly, I'm already sick of T21s, I have much motivation to create new pieces but I wish I didn't have to muck around swapping properties from lots to t21s all the time, it would be great if there was a tool to lot a T21. I've found it harder and harder to find the motivation to return to the RHD versions and as a result when I start thinking about trying to support everything I just hit a wall, it is therefore clear to me that for a realistic prospect of release I need to reign in the number of options to keep the workload at a sensible level. What this means is first I won't be making a set of T21s where just the original props are adjusted to match the new geometry, frankly the original Maxis props are ugly, I have no desire to re-make them. As pointed out by APSMS such Euro-Centric signage is not something US users would like to see so I want to provide an option here, but I can't obviously accommodate many different sign sets. So long as making the US versions is no more than linking to a different prop and possibly rotating it I will commit to some sort of generic US version, however if I have to start breaking out the LE en-masse to make them, it's not going to happen. It would be very helpful if someone could point me in the direction of a single prop pack with some fairly generic US signage for this purpose. I don't want to come across as unwilling to support US users, but you have to bear in mind here just because someone uses either EU or US textures doesn't mean they would want EU or US signs either, as with everything there are just too many possibilities to extend support everywhere for what essentially started out as a very Euro-Centric mod. In theory you could just creates some prop overrides if you wanted different signage, all the hard work making the T21s has been done for you.

With regards to the Rail Crossings, the Maxis versions will simply move the crossing barriers to a better position. The Jondor Versions will contain full support for both Plundare's Catenary Mod / RVTs RUM for RRW and include the EU signage. My thinking here is that those who don't have the Catenaries installed simply won't see them in-game, the same with the Road Signage, since it's pretty unlikely users would have these installed that didn't want to see them it allows me to make one set without compromising on compatibility. I realise there are some drawbacks to this approach.

Lastly, now the bikes are in place I find myself unhappy with the car's driving through cyclists, I could see my way to making some optional path changes for the Straight and Diagonal pieces to accommodate the bikers, but I'm not looking to re-path the entire SAM7 set here. This would mean that the pathing would not match where the straights/diagonals intersect with other pieces, perhaps causing a small "jump" for automata, is this something that would be useful?
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on March 29, 2015, 12:32:17 PM
These are looking perfect  &apls  Girafe's street props, jondor's rail crossings, sudden valley wealthification, and of course these streets themselves are all the best of their kind. I'm trying to remember a suitable US style sign pack but haven't though of anything yet.

Tough call on what to do with the paths. Wouldn't the cars collide with ongoing traffic if they didn't collide with the bikers? The change you suggest should work for most purposes but won't be UDIable which is important to some.

Looking forward to seeing how things turn out  :thumbsup:
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Girafe on March 29, 2015, 01:34:42 PM
love the development  :)
Please put my signs everywhere  ;D
Title: Re: SAM-7 Bikepaths - T21s and TGN compatibility
Post by: jondor on March 29, 2015, 05:41:09 PM
Quote from: mgb204 on March 29, 2015, 09:11:30 AM
Frankly, I'm already sick of T21s, I have much motivation to create new pieces but I wish I didn't have to muck around swapping properties from lots to t21s all the time, it would be great if there was a tool to lot a T21. I've found it harder and harder to find the motivation to return to the RHD versions and as a result when I start thinking about trying to support everything I just hit a wall, it is therefore clear to me that for a realistic prospect of release I need to reign in the number of options to keep the workload at a sensible level. What this means is first I won't be making a set of T21s where just the original props are adjusted to match the new geometry, frankly the original Maxis props are ugly, I have no desire to re-make them. As pointed out by APSMS such Euro-Centric signage is not something US users would like to see so I want to provide an option here, but I can't obviously accommodate many different sign sets. So long as making the US versions is no more than linking to a different prop and possibly rotating it I will commit to some sort of generic US version, however if I have to start breaking out the LE en-masse to make them, it's not going to happen. It would be very helpful if someone could point me in the direction of a single prop pack with some fairly generic US signage for this purpose. I don't want to come across as unwilling to support US users, but you have to bear in mind here just because someone uses either EU or US textures doesn't mean they would want EU or US signs either, as with everything there are just too many possibilities to extend support everywhere for what essentially started out as a very Euro-Centric mod. In theory you could just creates some prop overrides if you wanted different signage, all the hard work making the T21s has been done for you.

Hey there. I recently returned to the site to participate in discussions about Cities: Skylines and I just happened to notice this thread. Glad to see you're making use of the RR props I designed.  :thumbsup:

There is a sort of solution to the problem of making T21s, but it's not actually a whole lot better than the lot editor. I was working on a tool shortly before I left SC4 development that was only released to the NAM team at the time because it was still pretty rough in development. I did use it to make the base set of T21s for my RR crossing prop mod, although the bulk of the work was actually done with a custom Java program that took that base set and made copies and adjusted positions slightly for different networks and for the LHD version, etc.

The last version of the T21 tool that I released can be found here: http://www.thedwarfers.net/otherstuff/random/sc4/T21%20Editor.zip (http://www.thedwarfers.net/otherstuff/random/sc4/T21%20Editor.zip) All you need is at least the Java Runtime v7 and it should still work, although I haven't actually used it in a couple years now.

Good luck!  ;)
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on March 31, 2015, 08:00:29 AM
Quote from: noahclemThese are looking perfect  &apls  Girafe's street props, jondor's rail crossings, sudden valley wealthification, and of course these streets themselves are all the best of their kind.

Couldn't agree more  :).

QuoteWouldn't the cars collide with ongoing traffic if they didn't collide with the bikers? The change you suggest should work for most purposes but won't be UDIable which is important to some.

Well in any case it would be optional, I don't really know how UDI stuff works, I'm guessing if the paths don't all line up this causes problems though? There does seem to be some space between passing vehicles, just a few pixels should be enough I hope, it would be great if we could emulate the real world where cars got stuck manoeuvring around bikes.

Quote from: GriafePlease put my signs everywhere

Oh where to stop...? (see below).

Quote from: JondorThe last version of the T21 tool that I released can be found here...

Thanks for posting, I've had a quick once-over with the linked tool yesterday and I think it may be quite useful to help realise the RHD versions, I make LHD by default, so it's a lot of work to re-make them entirely. Now I can simply move the props using the coordinates but with a visual representation so I can be confident I'm moving the correct things, it should be quite a time saver :). I'd leave you a Full Rimmer salute, but I can't find one.

---

I would like to extend the T21s to cover the other SAM networks too, once I've done a base set with standard geometry (so not this one), it's mostly just re-IDing T21's which I don't mind so much, I did this with Magneto's Roundabouts with Trees to create a full set of SAM variants. Then I think about a more general EU streetside mod, I've never really liked the Trees used in other mods, they are always too large for me, I also would like to get the streetlighting more unified since I often find a lot of T21s fighting for the same spot. I guess I'm thinking mostly about using props from Girafes trees, the recently released urban pack, car props and of course not forgetting the road signs ;),  I think most of the pieces are there to accomplish this? I'd love to do something along the lines of the Japanese Streetside Mod with lots of street clutter, perfect for the big city environments. I'm still trying to get to grips with the basics of the SC4BAT tool, but it's not inconceivable that I could also create some small simplistic props for this purpose too. So much to do...
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on March 31, 2015, 11:53:37 AM
On the issue of the paths, I think UDI presents the only problem for you having them not line up and it seems most people don't really use it. Iirc, we had a report of a problem with UDI caused by not-quite-aligned paths but they'd been public for many months before anybody even noticed and reported them and haven't yet been fixed because the issue just hasn't been thought important enough. Your path change would be a cool option to have even if it doesn't perfectly solve car traffic weaving around bikes and each other ;)

Have to say I'm particularly excited about another T21 mod with conventional geometry  :popcorn:
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on April 01, 2015, 03:18:19 AM
I have no knowledge whatsoever about the technical details you are discussing at the moment, but the not-even-final products look gorgeous!  :popcorn:
That's all folks.
Title: Re: WIP: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: jondor on April 01, 2015, 03:30:25 AM
Quote from: mgb204 on March 31, 2015, 08:00:29 AM
Thanks for posting, I've had a quick once-over with the linked tool yesterday and I think it may be quite useful to help realise the RHD versions, I make LHD by default, so it's a lot of work to re-make them entirely. Now I can simply move the props using the coordinates but with a visual representation so I can be confident I'm moving the correct things, it should be quite a time saver :). I'd leave you a Full Rimmer salute, but I can't find one.

http://www.youtube.com/v/6QsBiuNJiVM
Glad you found it useful, and that it still works fine.  :)
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on May 31, 2015, 03:40:23 PM
Just a quick update to confirm the T21 mod is complete as of 2 minutes ago :).

I've come to the conclusion that I really don't enjoy T21 modding, so having to remake everything twice for RHD versions sucked, that said I don't like it when there is no LHD option for a mod, so I will always commit to making RHD variants, especially as it's pretty much default for everyone else.

Final options will be:

- Base mod which simply adds bikes to the NAM T21s
- Optional addition for EU signage at junctions
- Maxis DTR crossings
- Jondor DTR crossings with support for Plundare's cantenaries

V2 of the SAM7 mod is also complete, along with the TGN variants, I just need to get this all packaged up and the documentation sorted before I can release it.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on June 01, 2015, 12:11:25 AM
Wow! Fantastic!  :thumbsup:
I guess you had a good night's sleep after you posted this?

We'll wait in anticipation for the release.

Thanks already.  &apls
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on June 25, 2015, 08:44:16 PM
As work on the sidewalk automation is almost finished, I can turn my attention to a number of in-progress mods. Due to some tinkering I made the decision to hold off releasing any texture mods until they are all ready. I want to be sure they all play nicely together and unify them into one location by default. The Bikepaths v2.0 have been finished a while, I've just got to finish adapting the sidewalk automation for my Sidewalk NAM release and then everything should be ready to go. In the meantime you can find a preview of the T21 mod attached to this post if you want to try it out.

If someone is able to point out a suitable generic US set of road signs with equivalents of the EU ones by Girafe I've used, I'd be happy to swap some prop IDs around and create a more US themed set. I would at minimum require the following signs:

- Stop
- Give Way/Yield
- Rail Crossing
- 2 Speed signs, I used 30/50 for the Euro set, no idea what's suitable for US in this regard.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: MandelSoft on June 26, 2015, 01:23:04 AM
You can ask Eggman; he has quite some US signs modeled for his T21 RHW signage mod.

If not, you can use these signs from Wikimedia Commons:
Yield: https://en.wikipedia.org/wiki/File:MUTCD_R1-2.svg
Stop: https://en.wikipedia.org/wiki/File:MUTCD_R1-1.svg
Railway Crossing: https://commons.wikimedia.org/wiki/File:MUTCD_W10-1.svg
Speed limits: https://commons.wikimedia.org/wiki/File:Speed_Limit_20_sign.svg https://commons.wikimedia.org/wiki/File:Speed_Limit_30_sign.svg  (I've picked 20 and 30 here as MPH equivalents, but maybe the speed limit norms are different in the USA)

These do need to be modeled, but at least you have some pointers about what to use.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: eggman121 on June 26, 2015, 04:06:47 AM
Quote from: MandelSoft on June 26, 2015, 01:23:04 AM
You can ask Eggman; he has quite some US signs modeled for his T21 RHW signage mod.

Here to help  :)

Ok. I will be resuming the T21 Signage Mod when the new content is settled.

Maybe a partnership? I have to fix some of the signs due to artifacts and disappearance but I can help with IIDs, Signs and how to T21 them if you need to go into that much detail.

-eggman121 
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on June 26, 2015, 09:35:57 AM
Hmm, I not really looking to make any models, especially US ones which I wouldn't use myself. If props exist then all I have to do is re-ID the existing pieces and maybe rotate them so it's quite quick, that's really more what I had in mind.

However T21s for signs makes more sense than either plop lots or MMPs (my current preference), I certainly have some ideas for RHW signs. For the most part I use MandelSofts UK signs in combination with Girafe's French Road Signage (these are pretty suitable for most EU environments). If each of MandelSoft's sets were given the same IDs (prop override may be required) and some sort of prop family, i.e. at junctions if there was more than one type of sign they could be selected with multiple clicks, that would be very useful for me.

In this way it should be possible to make a generic set of T21s where users could install a sign pack for their desired locale, and creators could choose to make compatible packs to work with it, one set of T21s should be all that's ever required for all circumstances. If this sounds like it resonates with you (I've no idea what you have planned), then I would be happy to combine efforts to see such a thing realised. I can BAT, but I'm not exactly confident with it or producing great results yet, so I probably wouldn't be much help with modelling in any case. Do you work in LHD or RHD, usually I'd offer to do the LHD set, but seeing as you're from a LHD country, perhaps your working in LHD too?
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on January 30, 2016, 11:04:30 AM
Coming soon to a LEX near you...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FTGN-Variants_zps1jum3r8j.jpg%7Eoriginal&hash=d52a546132f2083ee66cd556b36795d46a699dbc)

v2.1 of the SAM7 Bikepaths  :satisfied:.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Girafe on January 30, 2016, 01:14:36 PM
Thanks a lot  &apls &apls

Did you tweak a little bit the texture for the railroad crossing, I don t remember this one, and I kinda love this one.

Hope this roundabout texture could be fixed soon  ::)

Keep continuing this amazing job  ;)
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mattb325 on January 30, 2016, 02:05:06 PM
Thanks for all of your hard work, it looks like a really lovely alternative to the old asphalt streets!  &apls
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: kbieniu7 on January 30, 2016, 02:40:20 PM
Great addon! Especially for the Dutch users, I guess ;)
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: InvisiChem on January 30, 2016, 05:39:05 PM
Those are actually really cool.  :thumbsup:
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: eggman121 on January 30, 2016, 08:32:30 PM
Quote from: mgb204 on June 26, 2015, 09:35:57 AM
Hmm, I not really looking to make any models, especially US ones which I wouldn't use myself. If props exist then all I have to do is re-ID the existing pieces and maybe rotate them so it's quite quick, that's really more what I had in mind.

However T21s for signs makes more sense than either plop lots or MMPs (my current preference), I certainly have some ideas for RHW signs. For the most part I use MandelSofts UK signs in combination with Girafe's French Road Signage (these are pretty suitable for most EU environments). If each of MandelSoft's sets were given the same IDs (prop override may be required) and some sort of prop family, i.e. at junctions if there was more than one type of sign they could be selected with multiple clicks, that would be very useful for me.

In this way it should be possible to make a generic set of T21s where users could install a sign pack for their desired locale, and creators could choose to make compatible packs to work with it, one set of T21s should be all that's ever required for all circumstances. If this sounds like it resonates with you (I've no idea what you have planned), then I would be happy to combine efforts to see such a thing realised. I can BAT, but I'm not exactly confident with it or producing great results yet, so I probably wouldn't be much help with modelling in any case. Do you work in LHD or RHD, usually I'd offer to do the LHD set, but seeing as you're from a LHD country, perhaps your working in LHD too?

Sorry that I have not replied earlier &mmm

In the current state I will be resuming work on a T21 sign mod when the new Flex TuLEPs get released. When I first ventured into signs and T21ing for that matter I was dealing with puzzle pieces and did not have the requisite tools or skills as I do now. I think the transition to a Flex and draggable state has had its hiccups but gone relatively well given the circumstances. I have been waiting for the NAM to come to such a state as when it would be beneficial to add T21 props to transit pieces.

In any case I do plan to make a generic set of signs with coded IIDs so as long as the correct sign pack is included the pack will be picked up with the correct localized T21 BATs. I do plan to put the sign IIDs in a logical fashion and will present a spreadsheet to compliment when the time comes so other avid BATers can make their own signs to work with the T21 exemplars.

Yeah I'm speaking alot of NAM speak at the moment  ::) .

So when the time comes I will start working on the T21s.  :thumbsup:

-eggman121
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on January 31, 2016, 12:50:20 AM
Quote from: eggman121 on January 30, 2016, 08:32:30 PM
Sorry that I have not replied earlier &mmm...

In any case I do plan to make a generic set of signs with coded IIDs so as long as the correct sign pack is included the pack will be picked up with the correct localized T21 BATs. I do plan to put the sign IIDs in a logical fashion and will present a spreadsheet to compliment when the time comes so other avid BATers can make their own signs to work with the T21 exemplars.

The thing is, I don't use or know of any good generic US signs. It would take me five minutes to make a set of prop overrides using the same IDs as Girafe's road signs. The logic being that if you are a US user, even if you had installed the EU signs pack, you'd rather see US signs, so overrides should not present a problem. That way, US (or any other) signs could simply show on the existing T21's, without any major work.

So if anyone just gives me a link/details of where to find such props, for the few signs I've used, I'm happy to make them compatible, US or otherwise. No one did this, so I simply didn't pursue it further. I'm sure these props exist, someone just needs to point them out to me and you can consider it done.

At the time I was in no position to make signs or anything else. But even though I could BAT some now, I have no motivation to do so. If I were to spend my time batting signs, you can bet they will be UK-themed, I have no interest in making US content. I strive to make mods that fit with everyone's game, for example providing US and RHD support, the former would not have been part of Catalyst's plans for SAM7 at all. Before I could "fix" such mods myself, I always found it disappointing when a great mod I wanted, wouldn't fit my game. I'm mindful of taking reasonable steps to avoid this wherever possible. I know many creators do not take requests, but I'm easy going about it. Doesn't mean I will make everything, it just means I'm open to suggestions which help towards my goal of making my mods work for as many users as possible. But if no one cares enough about such things to ask, I'm not motivated to pursue every avenue on my own.

The idea of one set of unified sign ID's is a good one however. In this regard, it would be just as easy to create prop overrides using your IDs linked to Girafe's road signs for this purpose.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: eggman121 on January 31, 2016, 01:21:08 AM
Quote from: mgb204 on January 31, 2016, 12:50:20 AM
The thing is, I don't use or know of any good generic US signs. It would take me five minutes to make a set of prop overrides using the same IDs as Girafe's road signs. The logic being that if you are a US user, even if you had installed the EU signs pack, you'd rather see US signs, so overrides should not present a problem. That way, US (or any other) signs could simply show on the existing T21's, without any major work.

It is a stretch for me as well since I am in Australia where Signs vary state by state. My proposition was that anybody could BAT signs to suit their purposes. I hope I am not putting any pressure on anyone if that is implied (I hope I did not imply that  &mmm ). That was not the reason about the post. I am going to have limited time going forward this coming year so I have to pick my projects wisely. I can happily adapt signs when the time comes. If people would like localized signs for their area I am more than happy to provide the technical basis but I do understand with the BATing comes the time and effort people have to invest to make those props. This was more of a general proposition. I'm not asking anyone to do anything on any project, my view is that if you want something for the game badly that the said person will attempt to do it themselves. If others want the same thing they will help out. That is good practice.

Sorry if I was misunderstood. My sincere apology.

-eggman121
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on January 31, 2016, 04:35:46 AM
Bah, I didn't mean to make that into some sort of rebuttal. I'm just moaning a little due to my disappointment with a lack of involvement from the community at large. You are the last person I would single out, considering all your efforts on the creation side of things.

More specifically I mean the user side, those people who don't have time to pop a comment into a development thread or interact with creators. The point being, had someone who wanted such a thing, pointed me in the direction of the props, it would have been really easy to realise. Since I imagine someone created such a thing at some point, it's a little disappointing that no one came forward with anything. I'd gladly extend support of the T21 mod, it was a lot of effort since I don't like making T21s, I'd like to see as many users as possible utilising it.

I certainly didn't feel pressured into making props, as I said, feel free to suggest, prepare for me to say no also however. I apologise unreservedly if I made it seem like I was complaining at you though Stephen, that was never my intention.

Anyhow, I'll try and end on a more light-hearted note here... The good news is TGN versions of SAM7 are now also on the LEX, enjoy  :).

Quote from: Girafe on January 30, 2016, 01:14:36 PM
Did you tweak a little bit the texture for the railroad crossing, I don t remember this one, and I kinda love this one.

Hope this roundabout texture could be fixed soon  ::)

Rail crossings were re-done, along with the roundabouts and a number of other improvements. Mostly a case of applying skills I simply never had when I first worked on them. I've been through every last texture and didn't spot any issues. But if you find anything amiss, as always I'd love to know about/fix it. Even with such a small mod, having so many variations and options, it's very hard to test everything.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on November 15, 2017, 04:55:46 PM
Messing with the SAM7 Bikepaths mod today, mainly adding T21s for the new WRC textures. The refreshed NAM36 version will be released in the near-ish future. Anyhow, oddly for me I really got into making T21s for a few hours and managed to come up with this congested set of signage:

(https://farm5.staticflickr.com/4550/37559176135_b75377eeaa_o.jpg)

I've shown the intersection in two rotations so you can see everything properly. I'm not sure about releasing this particular setup, the issue being how well it'll play with other SRM variants. I'm using the UK set of SRM and everything is LHD that you see here. But the real issue is if other SRM variants just work (i.e lights and poles use the same IDs), plus the consideration of making the SRM a dependency for the T21 mod?

If nothing else the rest of the road signage will make it to the final release, I'll just replace the traffic lights with Stop/Give Way signage instead. I've also covered a few new intersections to add more road signage to them, I'll also do my best to add Diagonal Street lights whilst I'm at it.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: metarvo on November 15, 2017, 05:10:03 PM
T21 is a powerful means of adding detail to a scene which is underutilized IMO.  You've done an excellent job of implementing it here.  Splendid!

&apls
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on November 16, 2017, 04:46:34 AM
Wow, that looks great  &apls  I should really start using that network....
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: mgb204 on November 25, 2017, 08:52:51 PM
Some more progress on the T21s tonight. Now most of the Ortho Street/Road intersections have signage, as do the Avenues. Diagonals are tricky since I have no diagonal signs to work with :(. But I managed to get working lights (and bikes) on the diagonals.

I showed this second setup on ST recently, but figured it's worth showing here too:

(https://farm5.staticflickr.com/4559/24699032838_b1bc3ac392_o.jpg)

Because of the unique way avenues work code wise, the variants of this intersection will always come out right signage-wise.  :satisfied:

So having finished almost all I can for now, basically there is just the Diag StreetxRail crossings and adding lights onto the new WRCs to do. The later of those may not make the release, because the patterns to make sure they are spaced properly are very complex and I haven't figured it out yet. So with the LHD side otherwise complete, my attention turned to making RHD variants. This turned out pretty well allowing me to convert all LHD setups in less than an hour or so. Given I was in my RHD test area, I figured I'd try another set of SRM props which are more US-styled. As I had hoped, all the SRM prop variants appear to be using identical IDs, so in theory this intersection would match any SRM setup:

(https://farm5.staticflickr.com/4539/24775003278_059e03480f_o.jpg)

Since I have both LHD and RHD variants as part of the T21 mod, that means it's a viable option to include in the release version. Which really just leaves the question of making SRM an additional dependency? Since making more options is not really something I like the idea of, not for 2 T21s anyhow. Worst case, I can offer these special SRM junctions as a forum attachment/override, but for now i'm undecided on the issue.

Whilst I'm here, time to show you the new WRC textures. I've had these around 6 months, since I made them whilst assisting Eggman with adding this feature to NAM36.

(https://farm5.staticflickr.com/4548/37760125435_00e5464806_o.jpg)
Top Left / Right is the Large 90° Curve's two junctions. Then on the bottom is the S-Curve and Small 90° Curve.

I know some of the junction/crossing textures aren't exactly ideal. But the geometry and re-use of textures for the WRCs, especially for the 90 Degree ones, made it difficult to do these any other way. I think they are OK, even if a little skewed in places.

Quote from: metarvo on November 15, 2017, 05:10:03 PM
T21 is a powerful means of adding detail to a scene which is underutilized IMO.  You've done an excellent job of implementing it here.  Splendid!

Thanks Metarvo and Noahclem for the comments.

Indeed T21s are hugely overlooked if you ask me. OK a T21 mod might take a lot of work, but once done, no sign lots cluttering my menus and I never have to place them manually. Overall it should be a huge time saver in practise to have a solid set of them. Not to mention, you can't get props onto networks (sans tricks), any other way.

Once I've a base set, I will port the signs to other SAM sets, but I've bigger plans afoot eventually. I must admit, sometimes I really hate making the T21s, but I finally found a more efficient method of working, no more messing about in the Lot Editor this time. Aside from the lights on the WRCs, it's actually been refreshingly quick to create these. As such, I'm hoping I can make progress on my UK T21 mod in the near-ish future.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: FrankU on November 26, 2017, 07:41:50 AM
I have neglected this thread for quite a while. Stupid, I know now. This is great work! These rroads are very good for my Dutch theme, on which I should do some work.....
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: brick_mortimer on November 26, 2017, 08:25:15 AM
I use this version of SAM7 a lot.
The new WRC textures look super  &apls
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: belfastsocrates on November 26, 2017, 09:12:06 AM
This is superb work. The inclusion of signs in the T21 mod will save a lot of effort in-game and add significant realism to street/road scenes.
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: noahclem on November 26, 2017, 03:44:05 PM
Sure is looking great  &apls I finally did switch from the old ones to these ;)
Title: Re: Released: SAM-7 Asphalt Street Textures (Hableurg) Override
Post by: Badsim on December 01, 2017, 07:21:55 AM
Hi Robin ,

After reading a lot of records about T21's Moding , I did never dare to face it . Your work here is impressive and the result , purely  awesome . &apls

Cédric.