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SimCity 4 Devotion Custom Content Showcase => SCAG Place => Team Custom Content Projects => SCAG Creations => Topic started by: fafalone on October 09, 2012, 10:25:35 PM

Title: [REL] TMIP Volume2 - UPDATE: RELEASED!
Post by: fafalone on October 09, 2012, 10:25:35 PM
Official Releases
Taxiway Marking Improvement Pack Volume 2 (http://community.simtropolis.com/files/file/31440-taxiway-marking-improvement-pack-tmip-volume-2/)

TMIP Volume 2 MMLs (http://community.simtropolis.com/files/file/31441-tmip-volume-2-mmls/)
-----------------------------------------------
So I'm working on an new pack for TMIP, with the goal of creating more detailed airports. What I've done first is lot some of the things from the AC pre-fab airports into modular addons for custom airports:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fgdf9cqC.jpg&hash=fbdcf481daaf212ac3734b537ed42403e5cf2491)

Those are available for the green tways, as well as light, dark, and apron.

And the props:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcIW6rjL.jpg&hash=c4f8355c1ac8be83b8f871698ace6c7fd8821812)


Also, I'm trying to expand the gate labels. My first ideas:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F31eR0yE.jpg&hash=6a72dc1693c1a37fe10255f9d7d1e9a1ab2bb5b9)

The things on the right is a definite go. But I'm having trouble with the gate numbering. What you see above is all one tile, so would obviously require a very large number of lots. The only modular way that doesn't seem too spaced out would need a 2 tile lead in:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrYPeNZm.jpg&hash=53b2105dbb15341ea4a1b6f570be27d3be79cec8)

Is that an acceptable trade off? Or would the larger number of lots be better (assuming an MML with the initial release)? Is there a better way to do it?

I'd like feedback from the community on that.

Also, I'd love to hear suggestions from the community as to what else should be included. (only caveat, I'm not going to try to replace the runways, I'll leave that to RMIP3).


*****************
Features (Updated 01/13/13)
*****************

-ARP Roads with the dark ramp base (ARIP may or may not be ready, might hold off till v3)
-Gate numbers on individual tiles on light and dark ramps (1-20)
-Terminal letters on individual tiles on light and dark ramps (A-H)
-Arrows on light and dark ramps (N,S,E,W,NW,SW,NE,SE)
-Common airport props on individual lots on light and dark ramps (baggage trolleys and vehicles on roads, some on ramps)
--Also a couple equipment yards
-Taxiway stop and hold points (as seen on the RMIP pre-fab runway entrances), for light, dark, green, and apron taxiways
-Diagonal vehicle boundary lines
-Diagonal AC Team terminal pieces on the dark ramp texture
-MMLs for each category since this is obviously going be a huge number of lots, even more than TMIP Vol 1

========================
4/26/2014 - Update
Hopefully one day I'll have the time to finish everything but in the mean time I've released a public alpha for those interested in using the parts that are near-done. This includes terminal letters, gate numbers, arrows, and lotted props on both light and dark base textures. Also, PLT's ARP Roads and ShadeSlayer's ARIP Roads done on the dark texture-- including the jetway over road piece on dark texture, and a version centered across 2 tiles for certain lots it doesn't line up with, on both light and dark base texture. Some of the terminal pieces (from the AC white/blue terminal set) on the dark pavement are included (see pic in later post), the ones that have substantial visible areas like the diagonals, round corners, and ends.
I'm also posting MMLs: Light Gates, Letters, and Arrows; and Dark Gates, Letters, and Arrows. These were also near-done so just needed a couple bug fixes and are now working; but none of the other MML sets have even been started. If I have time to work on them, the roads will be next.
Comments, questions, or bugs are welcomed in this thread.
FAF_TMIP_Vol2_Core_Rev1.dat needs to be installed for everything; FAF_TMIP2_Roads_Core.dat needs to be present if you're using either ARP or ARIP. Other than that, everything can be copied to your plugins folder as needed.
Note on dependencies: The original stuff these are based on needs to be installed. PLT/ARP, ARIP, RMIP. But you should have those already if you're into airport modding so much you're using TMIP. :) TMIP Volume 1 isn't explicitly required, but things like lead-outs aren't duplicated here.
For the props, install all the AC Mega Props, then SCAG prop packages:
SCAG Mega Dependency 1 (http://www.simtropolis.com/forum/files/file/26252-scag-mega-dependency-1/)
SCAG Mega Dependency 2 (http://www.simtropolis.com/forum/files/file/26605-scag-dependency-2/)
Those cover almost everything. The rest is covered by the following:
BriPizza's ground handling props: Set A (http://www.bripizza.net/sc4/2011B747-400LCF/GroundHandling.html) and Set B (http://www.bripizza.net/sc4/2011B747-400/GroundHandlingB.html)
The fire truck came with SNM Airport Crash Station, the prop pack is BSCBATProps RT SNM Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=280)
I believe that covers everything. If not let me know.

Update Jan 2 2017
Went back and finished a number of lots that were close to done.

-New stuff:
Additional prop lots; a new small vehicle group, and 1x1's for a bunch of the tugs
Taxiway stop points, 2 types, each on apron, green, light, and dark textures
Vehicle boundary line extensions for the red/white dark texture lines adding some diagonal support, and for the white lines on the light tway to add diagonal support for both the centered and offset versions. The sets aren't complete, but there should be enough to create some new options.

Not yet done:
-Need to create new lots for all types of vehicle bounds
-Need to create MMLs for the other lots (the MML for the gates/letters/arrows will still work, as those lots were already done)
-May or may not create icons for some of the prop lots... the auto-generated ones were reasonably ok since they clearly show what's being added

Update Jan 8 2017
New stuff:
-Added missing vehicle boundaries for single white line on light taxiway (offset to diagonal left-to-left and right-to-right)
-All updates and bugfixes recently uploaded

To do:
-Possible other permutations of double-line taxiways on dark taxiway?
-Other MMLs? Please provide feedback if I should make other MMLs and what should be covered in one


Update Jan 14 2017
This should be the last test version before a major release, as all principle features are complete.

-New dark ramp vehicle bounds- offset red/white to diagonal left-to-left and right-to-right.
-Bug fixes


RELEASE - Jan 28, 2017

No problems were reported with RC1, so I've gone ahead and officially released TMIP2 and the MML Set, complete with installers and readmes.

Taxiway Marking Improvement Pack Volume 2 (http://community.simtropolis.com/files/file/31440-taxiway-marking-improvement-pack-tmip-volume-2/)

TMIP Volume 2 MMLs (http://community.simtropolis.com/files/file/31441-tmip-volume-2-mmls/)

Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: krbe on October 12, 2012, 01:52:05 PM
Good to see some expansion of the markings. I don't think there should be a lead-in on the tile number -- they're already available at the same one-tile depth, and some airports omit them (see e.g. Copenhagen (https://maps.google.com/?ll=55.627457,12.645864&spn=0.00185,0.004823&t=h&z=18&iwloc=18200661273033224971) or Prague (https://maps.google.com/?ll=50.107823,14.264336&spn=0.003093,0.004635&t=h&deg=270&z=18) airports.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: fafalone on January 10, 2013, 08:34:06 PM
So, work on this project is ongoing. I have not disappeared again.

Here's a new teaser pic.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FssFBdlE.jpg&hash=8070ab64395ef6dbaaec6f14b34a402c39e102b2) (http://i.imgur.com/ssFBdlE.jpg)

This shows quite a few of the features that are very near completion:

-Dark roads: both ARP and ARIP, which integrate with the red/white vehicle boundaries and dark taxiways
-The jetway bridge over road, including a version that's centered between 2 tiles since the original doesn't always line up properly
-Terminal letters
-Arrows
(the letters and arrows are separate, so can be used with the numbers too)
-Gate numbering
-Various airport props lotted, the picture shows several styles of baggage carts and a catering truck, but there will be several others too
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: M4346 on January 10, 2013, 08:54:06 PM
This would make a great addition to realistic in-game custom airports :thumbsup:
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: figui on January 11, 2013, 04:11:44 AM
wow, i missed this thread before. looks very promising, looking forward for its release :thumbsup:
in the meantime, i´ll follow your work on this addon for TMIP and try to share some feedback
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: fafalone on January 12, 2013, 09:51:25 PM
Thinking about including these in the release...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FX7sjaSs.jpg&hash=dd6209158cab44fe152b7160225060643eebc3f5)


(Diagonal terminal pieces changed to the dark texture to blend in with the gates)

And always remember MMLs will definitely come with it at the initial release!
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: fafalone on February 23, 2013, 07:00:18 PM
Well I always hate when nobody gives updates... so well I still can't promise a timetable I will show you guys this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F2373%2Ftmip2progress.jpg&hash=1fb1206e1b474c050991510bcadc6aaec73cbd77)

I had to make this to keep track of it all myself, so thought I'd share since it shows where I'm at and the final decisions on what's being included. Got quite a bit done in the past week. But the upcoming things are the slowest. Most of those vehicle boundaries require all new textures, and MMLs are a real pain but really needed.

I split off a couple things; a dark conversion of ARIP and attaching RMIP2 taxiways to RMIP1 concrete wide runways will wait until after this is complete. Although I will include the terminal to airbridge over road piece on a dark road (not listed, just remembered, it's nearly done tho).
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: figui on February 28, 2013, 06:23:01 AM
now that´s a long list  :o

completion of both this and the rmip3 projects will force us to redo all of our airports.. that´s great  :thumbsup:
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: [Delta ²k5] on February 28, 2013, 08:20:16 AM
 &apls simply fantastic...

Do you also plan adjusted jetway connection pieces / adjusted LOT's for the A380 gates? (I made some by myself but I like when a pack just fits together)
Nevermind. Found my answer already:
QuoteThe jetway bridge over road, including a version that's centered between 2 tiles since the original doesn't always line up properly

Well... what we now really need are the larger runways :D
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: dossenaandrea on January 10, 2014, 12:38:30 AM
Hi!
any news about the project?
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: fafalone on April 25, 2014, 02:47:14 PM
Well, I do want to finish this some day. In the mean time, I'll post a few things.

These are a few of the things that are at least somewhat close to release quality.

PLT's ARP on Dark Textures - These are basically release quality. New icons.
ShadeSlayer's ARIP on Dark Textures - Don't have new icons, but I did change the descriptions so you know before plopping, and the TGI info so it doesn't conflict with the original.
Terminal Letters / Gate Numbers / Arrows - Near production quality. But no MML and it's quite a large set. They're not packed together though, so you can choose what you need.
Misc Props - Same as last

Unfortunately I haven't really made much progress on anything else, including the other projects like the variable height terminal pieces.

Understand this is an Alpha Release. Even the things that are near production quality have not been thoroughly tested. Everything is provided as-is, do not expect a complete LEX-quality package. There might be some bugs; for that or any other issue you can e-mail me through the link in my profile, I don't know when I'll check back in here.

FAF_TMIP_Vol2_Alpha1_Rev1.zip
link deleted, new version out, see updated first post

FAF_TMIP_Vol2_Core_Rev1.dat needs to be installed for everything; FAF_TMIP2_Roads_Core.dat needs to be present if you're using either ARP or ARIP. Other than that, everything can be copied to your plugins folder as needed.
See first post for discussion on dependencies.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread
Post by: omer584 on April 25, 2014, 10:52:33 PM
Quote from: fafalone on April 25, 2014, 02:47:14 PM
Well, I do want to finish this some day. In the mean time, I'll post a few things.

These are a few of the things that are at least somewhat close to release quality.

PLT's ARP on Dark Textures - These are basically release quality. New icons.
ShadeSlayer's ARIP on Dark Textures - Don't have new icons, but I did change the descriptions so you know before plopping, and the TGI info so it doesn't conflict with the original.
Terminal Letters / Gate Numbers / Arrows - Near production quality. But no MML and it's quite a large set. They're not packed together though, so you can choose what you need.
Misc Props - Same as last

Unfortunately I haven't really made much progress on anything else, including the other projects like the variable height terminal pieces.

Understand this is an Alpha Release. Even the things that are near production quality have not been thoroughly tested. Everything is provided as-is, do not expect a complete LEX-quality package. There might be some bugs; for that or any other issue you can e-mail me through the link in my profile, I don't know when I'll check back in here.

https://www.dropbox.com/s/d693r7gmld45ntw/FAF_TMIP_Vol2_Alpha1.zip

FAF_TMIP_Vol2_Core.dat needs to be installed for everything; FAF_TMIP2_Roads_Core.dat needs to be present if you're using either ARP or ARIP. Other than that, everything can be copied to your plugins folder as needed.
Note on dependencies: The original stuff these are based on needs to be installed. PLT/ARP, ARIP, RMIP. But you should have those already if you're into airport modding so much you're using TMIP. :)

Thank you so much I was waiting a charitable person to make this. I just tested them and I saw only 2 problems;

1. Vehicles on roads (stair truck, baggage car, yellow firetruck and hose truck) are not visible. The reason of this problem might be dependencities so this is not a big or important problem.
2. On the other hand I found a bug that crashes game. When I go down on Airport menu and when I come Dark Gate Arrows and Dark Gate Numbers; game crashes. After that I removed Dark Gate Arrows and Dark Gate Numbers from plugins and tested again, it worked perfectly. With light texture ones does not have any problem. They look great and very useful.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on April 26, 2014, 02:27:12 AM
Those props come from another package. Try SCAG prop packages and http://www.bripizza.net/sc4/2011B747-400LCF/GroundHandling.html

As far as the crashing... replace the core file with this one. It solves some of the crashing. There's still a mystery lot that's messing up the icons and crashing on plop. I'll try to track that down later. But at least most of the lots can be plopped and the it doesn't crash just from scrolling over them. What happened was that somehow the lots pointed to the wrong query file, fixing that seemed to help. But hey, that's why this was never released. Not done.

But hey, at least I feel better since to even go see what you were talking about I had to restore the SC4 exe from the CD since the latest NAM release did something to the EXE that made SC4 entirely unloadable (crashed instantly after click the icon).


Edit: I really don't understand how it could have happened. I test plopped all the lots, and sometime between then and them being put into the 'done' folder, a bunch of stuff got messed up. TGI numbers changed, LTEXT files became flat out corrupted (showing UNKNOWN instead of LTEXT). That's what's causing the crashes. I'm fixing it now, I'll put it back up later tonight.
The alpha release posted above has been fixed. Please re-download.
A few files, randomly it seems, had TGI changes, LTEXT files get corrupt, and PNG files get corrupt. How, I'll never know. But a number of corrupt files have been fixed and I test plopped again everything in dark gates and arrows, and they're working now as far as I can tell. Please report any other bugs or issues.
(link deleted, new version out, see updated first post)
See the first post in this thread for info and links on dependencies.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: omer584 on April 26, 2014, 10:48:08 PM
Again thank you soo much I tested them and looks like there is no problem or glitch at Darp Arrow and Numbers.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFDtr5LG.png&hash=2d0a466be35dc71e6e9055581d21d29afa6a4b22)

NOW THEN. I can start construction of my newest airport which has 4 runways and which will have 2 passenger and 1 cargo terminals. Ohh and also there will be a city around it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaVYec3A.png&hash=08d98c64bb63f3a899d1e6fc8d0a411d6cd83a9d)
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: omer584 on May 02, 2014, 09:05:00 AM
Thank you fafalone to make me create this. As it is mine, it is also your airport. http://sc4devotion.com/forums/index.php?topic=117.1200 (http://sc4devotion.com/forums/index.php?topic=117.1200)
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 02, 2017, 05:55:35 PM
So it's been a long time. I quit playing SC4 for a long time after being extremely disappointed in the leaders of this community. It really just killed my love of the game to be told that if somebody publicly released for free something then disappeared and the site expired, that not only was it illegal (doubtful), but so wrong that even asking who might have these abandoned works was grounds for being banned from here. It really upset me as a creator that the leaders of one of the few sites left would enforce such an immoral distribution ban by preventing members from sharing unmodified, fully attributed backups on their own (i.e. not talking about publishing on the LEX).
Edit: I've been informed the policy regarding abandoned works has since evolved to be more accomodating of preservation. It was very pleasing to hear of that development, and the above comment reflects my feelings about the situation that existed when I left years ago, and not the current one.

But anyway, I've been playing a bit recently and wanted to post some more of this project. A good number of the lots were very close to completion, just needing some modding in reader. So what was close to done I finished up.

In this release:
-All the content from the first release:
Terminal Gates, Terminal Letters, and Arrows, for both light and dark taxiways
PLT's ARP on Dark Textures - These are basically release quality. New icons.
ShadeSlayer's ARIP on Dark Textures
Terminal buildings on dark textures
Prop lots for airport equipment

-New stuff:
Additional prop lots; a new small vehicle group, and 1x1's for a bunch of the tugs
Taxiway stop points, 2 types, each on apron, green, light, and dark textures
Vehicle boundary line extensions for the red/white dark texture lines adding some diagonal support, and for the white lines on the light tway to add diagonal support for both the centered and offset versions. The sets aren't complete, but there should be enough to create some new options.

Not yet done:
-Need to create new lots for all types of vehicle bounds
-Need to create MMLs for the other lots (the MML for the gates/letters/arrows will still work, as those lots were already done)
-May or may not create icons for some of the prop lots... the auto-generated ones were reasonably ok since they clearly show what's being added

Edit: Link to old version deleted, see first post for the current version of this project.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: Seaman on January 03, 2017, 02:00:07 AM
omg, that's a delayed christmas present, that's what it is!  :bnn:

I've stumbled across the TIMP2 alpha just a couple of months ago and since then it has been extremly useful!
And since most of the aircraft related content creators seem to be inactive for quite a while now, this update hits me quite unexpected :)

Can't wait to look into it.

I just have to take the oportunity: fafalone, maybe you can look into this (http://sc4devotion.com/forums/index.php?topic=17640.msg514348#msg514348) and add your ideas. Any help would be appreciated. Your addition of diagonal vehicle boundary lines encourages me even more...
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 03, 2017, 09:46:26 AM
Replied to that thread and sent you a PM Seaman.

--------------------------------------

I forgot to include the ARIP dark version in the release; updated now.
It looks like I forgot to include it the first alpha revision too, but in the very original alpha it was there so I think it's game-ready.

FAF_TMIP_Vol2_Alpha3b.zip (https://www.dropbox.com/s/fop8wz8x0uepmad/FAF_TMIP_Vol2_Alpha3b.zip?dl=0)
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: woodb3kmaster on January 03, 2017, 08:14:51 PM
It's a real pleasure to see this project alive and kicking again! With so many airport-related content creators MIA, breathing some life into TMIP2 is exactly what the community needs. I look forward to seeing more progress.

Speaking of revived projects, I wonder whether you've ever thought about making a wide runway set. With Voltaire and the other AC Team members gone, nobody really made any headway on that until almost a year ago, when this project (http://sc4devotion.com/forums/index.php?topic=17319.0) got started, only to be left behind. I tried my hand at a similar project (http://sc4devotion.com/forums/index.php?topic=388.msg508602#msg508602) inspired by that one, but ran into some technical issues that I still haven't been able to resolve. If you'd be interested in collaborating to make wide runways an SC4 reality, I'd love to know.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 04, 2017, 12:25:51 AM
Is this the one you were working on?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FT4JhYOF.jpg&hash=335cbe916219fc809c09427f5b718120393c1ece) (http://i.imgur.com/T4JhYOF.jpg)

The set I have doesn't have its own side edge pieces, note where the double-line is? Those are sidings from one of the RMIPs and seem to work perfectly though. The pic in your linked thread looks even more complete than that with the diagonal connectors.

What's the problem? That minor center line issue? It's barely even noticable. But I'd certainly help resolve it... why start from scratch?
Also, while I definitely like yours better even with the center line flaw, the RMIP diagonal exits work too; I checked and they work the same as the sidings, the half-center line is 100% invisible and the texture matches perfect:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7sdv0kn.jpg&hash=f847e742b88414184dea7dc1f2a086a59a14a794) (http://i.imgur.com/7sdv0kn.jpg)

I'd use those, but would love it if you sent me yours even if their current state.


I'd really like to see one with the light concrete texture though. I had initially tried to update the textures on the existing wide runways in light concrete to match the RMIP style, but couldn't get things to fit right.
But this is exactly why I do things like release preview versions that aren't complete. Gwail's RMIP-3 was totally usable, but is now likely gone forever. Even things that aren't publicly usable... things from me and my group I send to anyone who wants what they see in a teaser pic, because I've never met someone that wouldn't want a buggy, incomplete lot instead of an abandoned project that nobody can pick up on.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 04, 2017, 03:37:01 PM
Finished MML for dark road sets, both the PLT-ARP ones and the SCAG-ARIP ones; and the TMIP2 jetway over dark road pieces. I left the light jetway over road off since that's more an ARIP addon really.
Also, this zip contains a new version of the ARP roads .dat- replace the old one with this; the old one has an instance ID collision with something somewhere so one of the icons appeared disabled but not hidden when the MML was present.

Edit: Link deleted; included in Preview 4 or newer. (see first post in this thread (http://sc4devotion.com/forums/index.php?topic=15163.msg435850#msg435850) for the latest version)

Going to keep adding things as they're completed in case I stop again.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: woodb3kmaster on January 04, 2017, 10:36:31 PM
Quote from: fafalone on January 04, 2017, 12:25:51 AM
Is this the one you were working on?

<image>

The set I have doesn't have its own side edge pieces, note where the double-line is? Those are sidings from one of the RMIPs and seem to work perfectly though. The pic in your linked thread looks even more complete than that with the diagonal connectors.

That appears to be Tabi's 200-ft runway pieces, which are, indeed, the ones I designed my exit taxiways to work with. Those work fine, and with the flat prop Tabi added to them, the half-centerlines aren't even visible, so they're no issue.

Quote from: fafalone on January 04, 2017, 12:25:51 AMWhat's the problem? That minor center line issue? It's barely even noticable. But I'd certainly help resolve it... why start from scratch?

The issue I've had isn't even cosmetic: they just make SC4 hang whenever I mouse over them in the airport menu. They work perfectly when I plop them via the LotPlop cheat. It seems that my custom icons got corrupted when I added them to the DATs, and I've yet to succeed at adding them without the Reader corrupting them.

For the centerline, I tried BATting a flat prop to extend it to the center of the runway, complete with a large dark stain (like Gwail made for RMIP-3), but it didn't look right in game. I'd still like to make that happen, but I might have to abandon my use of a box or rectangle spline with a partially-transparent texture.

Quote from: fafalone on January 04, 2017, 12:25:51 AMI'd use those, but would love it if you sent me yours even if their current state.

I'd be happy to send them to you.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: eggman121 on January 04, 2017, 10:54:38 PM
I must say fafalone, thanks for reviving this project  :thumbsup:

It takes a bit of stamina to develop content especially if your a solo developer. Can be draining too.

I remember playing with the current work and I am impressed with the current state of work.

I can't even begin to imagine what you have in store for the community  ;D




I am just thinking out aloud here, but with the textures in hand I could make some draggable runways based on the road and street network. It seems logical to me if the TMIP was given some light NAM magic that we could break down the complexity of laying the runway by making a system of draggable pieces based on the road and street network.

I have the skills to make things happen and since this project already has textures and paths would be relatively easy which makes things quite achievable.

Take or leave but this is just a suggestion.

I love your work however  ;)

-eggman121 
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 05, 2017, 01:52:25 AM
wood yeah the icon issue I can fix that no problem, have had hanging icon issues myself. PM me a link or send it to fafalone at gmail. I might be able to get a center line prop to work too, but still maintain that shouldn't hold you up from releasing it.

Also, tracked down those runways, they're actually from bripizza.net (http://www.bripizza.net/sc4/201311RW4x/201311RW4x.html)
---------

Thanks eggman, in addition to finishing this I've got that multi-level airport project to finish up, a good number of those lots are complete. Other departed SCAG members had started some things too I'm going to take a look at, fortunately we all uploaded our in-progress work to a private exchange so everyone could contribute.

TMIP doesn't actually have any runway pieces... do you mean airport roads or lead-out lines? I'm completely unfamiliar with transit network modding myself, but draggable airport roads would definitely be nice. Draggable lead-out lines probably intersect with other things too much to be really useful. With runways though I can really only see a small area where being draggable would help; unless you wanted to make the RMIP taxiways draggable too; but with runways 90% of the painful plopping is setting up the special parts at the end, the numbers/letters, tire fade, guide lines, takeoff point, blast zone.. things dragging wouldn't really be possible for.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: Seaman on January 05, 2017, 02:13:11 AM
Quote from: eggman121 on January 04, 2017, 10:54:38 PM
I am just thinking out aloud here, but with the textures in hand I could make some draggable runways based on the road and street network. It seems logical to me if the TMIP was given some light NAM magic that we could break down the complexity of laying the runway by making a system of draggable pieces based on the road and street network.

I like the way you're thinking, eggman :D

But there might be some issues to consider. With the threshold, displaced thresholds, blastpads, touchdown zone markers and naming/numbers etc. there are lots of details to be added to a runway (on both ends) and their actual position depends on the overall length of the runway. This might cause some troubles when implementing a draggable runway. Anyhow, a draggable base pattern with "cosmetic puzzle pieces" like the RHW-ones might actually save some time during construction while providing the necessary flexibility for markings.
A crazy idea: the most time consuming thing (in my opinion) is the construction of the RIMP taxiways. Even the simplest layouts take their time to build. But if they would be draggable...   (altough on a second thought: the cool feature with the tarmac/grass/gate textures on the edges of the taxiway might be too overwhelming to implement  &mmm)

EDIT: ups... didn't get the post of fafalone mentioning the same things... ???
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: woodb3kmaster on January 05, 2017, 09:01:21 PM
I can see one possible way to make draggable runways/taxiways: Flex pieces. In principle, one could make all the special runway marking pieces Flex-based; overrides for the rest of the runway would spread from those pieces as one drags whichever network they're meant to be used with (maybe monorail? They'd almost certainly need to be model-based anyway, so that they could be the proper width while allowing the appropriate automata to travel down their center). That method would also allow all the runway pieces for a given width/surface type to be placed in a single tab ring, which would save tons of menu space. A draggable method is probably also the most feasible way to build diagonal and FA runways/taxiways, for that very reason.

Come to think of it, Flex-based overrides could also be used to overcome the issue Seaman mentioned re: taxiway edge textures. They could even place props like edge lighting via T21. Junctions with lead-in lines are the main complication here, but might be resolved with overhanging props on lots that are meant to be placed at the taxiway's edge.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: Seaman on January 07, 2017, 04:51:33 AM
In the unlikely case you didn't thought of that allready for the next version of TMIP2, here's an idea for a diagonal gate boundary line. The same lot as circled in red, but with an offset to match the gatelines.

TMIP2 alpha just feels amazing. Huge leap!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FowknQvm.jpg&hash=8149452b52d798798e78f8f3dc09c99dad64a207)
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 07, 2017, 03:00:55 PM
The TMIP2 offset-to-diag lots don't line up right?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGwhYaM8.jpg&hash=cc58d0beb34c84d69833611fc1a44738dd50b8f3)

Will take a look in game later. Gets to be a pain, my airport menu is so massive it takes several minutes of abusing my scroll wheel to get to the tmip lots, after the game takes 5+ minutes to load my million airport plugins.

I suppose they wouldn't looking at the rotations, I think those are the missing permutations noted in the to-do lists. (offset to diag C and D)
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: Seaman on January 07, 2017, 03:48:20 PM
Quote from: fafalone on January 07, 2017, 03:00:55 PM
The TMIP2 offset-to-diag lots don't line up right?

they are totally fine (yellow circles). I just mentioned another item worthwile to be on your to-do list (orange circle)  ;). If I understood your notation correctly, it's "Offset Left to Diag B" or "Offset right to Diag A".


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDvjMtbR.jpg&hash=3409f9e64b54f39a8fb2e8ee32db8c3155fbfa6b)


Quote from: fafalone on January 07, 2017, 03:00:55 PM
Will take a look in game later. Gets to be a pain, my airport menu is so massive it takes several minutes of abusing my scroll wheel to get to the tmip lots, after the game takes 5+ minutes to load my million airport plugins.

I know exactly how that feels  :D  this mousewheel kept me busy the whole saturday long...
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 08, 2017, 09:22:58 AM
Ok so I believe these two should address it right?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTp5rKDs.jpg&hash=58af929a754608f0439606d03e9378397ea1d8b2)

Is there any other major omissions before I update the main package?

Edit: Link deleted; included in Preview 4 or newer (see first post in thread (http://sc4devotion.com/forums/index.php?topic=15163.msg435850#msg435850) for latest version)
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: Seaman on January 08, 2017, 10:53:49 AM
Quote from: fafalone on January 08, 2017, 09:22:58 AM
Ok so I believe these two should address it right?

:)  :thumbsup: exactly


Quote from: fafalone on January 08, 2017, 09:22:58 AM
Is there any other major omissions before I update the main package?

not that I am currently aware of. I found a naming/description/icon error where "left" and "right" was mixed up in the two mirrored lots, but i believe it was TMIP1 and the functionality is unaffected. So maybe not worth mentioning. ;)
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 08, 2017, 02:46:16 PM
All changes since Preview 3 have been merged:

TMIP Volume 2 Preview 4 (https://www.dropbox.com/s/cnp02x1querkuar/FAF_TMIP_Vol2_Alpha4.zip?dl=0)
(Note: for about an hour after upload the zip didn't have the ARIP roads in it, if you're missing those re-dl, sorry about that, forgot I had them in a different folder when i zipped things up)

We're very close to public release time now... besides any bug reports (e.g. Seaman if you can be more specific on which lot?), there's only three issues I'd really like feedback on before finalizing the feature set:

-For the red/white vehicle boundaries for dark taxiways, are there any combinations that really need to be added?

-Should any more MMLs be made, and if yes what should be covered by each one?

-Are there any not yet included misc airport props that need to be available on plain taxiway tiles, on roads, or should any more larger equipment group lots be included?

Edit: And one more:
Since a lot of us build mega airports, should I include larger ramp filler pieces? RMIP has 1x1's and larger grass fillers... should I include 2x2, 3x3, and 4x4 dark and light ramp fillers?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCPHqKOh.jpg&hash=a4de7190b87e5adda9b776dc108ddb7bd63a4576)

I think I'm going to; have the lots done.. lotted, modded, custom icons. The public release is going to be like the alpha, all individual lots in their folders, instead of combined into a giant .dat, so that people can pick and choose if they don't need particular lots or sets of lots.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: Seaman on January 09, 2017, 05:47:00 AM
I will look into that in the next 24 hours.

Quote from: fafalone on January 08, 2017, 02:46:16 PM
-For the red/white vehicle boundaries for dark taxiways, are there any combinations that really need to be added?

-Should any more MMLs be made, and if yes what should be covered by each one?

-Are there any not yet included misc airport props that need to be available on plain taxiway tiles, on roads, or should any more larger equipment group lots be included?

And one more:
Since a lot of us build mega airports, should I include larger ramp filler pieces? RMIP has 1x1's and larger grass fillers... should I include 2x2, 3x3, and 4x4 dark and light ramp fillers?



Edit:

Quote from: fafalone on January 08, 2017, 02:46:16 PM
We're very close to public release time now... besides any bug reports (e.g. Seaman if you can be more specific on which lot?)

I've sent you a PM on this



Edit2:

maybe this setup is worth looking into (proposed lot circled in yellow, same setup as proposed in an earlier post for the light texture ramps)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fl85Btf5.jpg&hash=7ef5d1960855f1c2d5840aa9b5d1ebc522f7af29)




regarding the MMLs: I do not use them, therefore I cannot say anything about them.

regarding large fillers: Nice idea! I would utilize the 2x2 and maybe the 4x4, while discarding the 3x3 (keeping the number of lots in my airport button section in mind)  :D - on the other hand: since you do not datpack all your lots, maybe you should include all three and remember the users to delete unused variants.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 09, 2017, 12:09:03 PM
Yeah there's tons of permutations for those crazy red/white lines... I'll add the ones you suggested, maybe a couple more... but probably not every possible scenario; that would probably wind up being a dozen more lots or more.

Edit: Had a lot more motivation than I thought today; got those two done, will be in the next full update since they require a Core update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTSzh31I.jpg&hash=5a2c50336c63bbe9cbfa9d603b21b1ee7a40b1f5)
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: joelyboy911 on January 13, 2017, 08:46:37 PM
Hey wow - this is incredible. I've been away from the game for a long time, but I was checking the site just quietly every so often - and I've been thinking about getting back into playing. Amazing to see others are back (and/or still here!) as well.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: fafalone on January 14, 2017, 09:26:53 AM
Awesome, whats up joel! :thumbsup: Looks like you're just like me in falling back into the wonderful SC4 community as there's still nothing better.
  :bnn:
-----------------------
Here's the updated TMIP2, Release Candidate 1. If there's no bugs or missing lots that should really be made for this version, this should go up on the exchanges soon.

FAF_TMIP_Vol2_RC1.zip (link removed, see main post for new release)

The Core file has been updated for those new vehicle bounds, so make sure to replace that too.
Title: Re: [WIP] TMIP Volume2: Progress and Brainstorming Thread: Now with Alpha Release!
Post by: Seaman on January 14, 2017, 09:33:18 AM
Quote from: fafalone on January 14, 2017, 09:26:53 AM
Here's the updated TMIP2, Release Candidate 1. If there's no bugs or missing lots that should really be made for this version, this should go up on the exchanges soon.

great  &apls  I will have a look at it asap.



EDIT: seems good so far. Release Candidate 1, you are clear for take off.
Title: Re: [REL] TMIP Volume2 - UPDATE: RELEASED!
Post by: fafalone on January 28, 2017, 01:30:58 AM
No problems reported so I've made the official release. Has installer and readme.

Official Releases
Taxiway Marking Improvement Pack Volume 2 (http://community.simtropolis.com/files/file/31440-taxiway-marking-improvement-pack-tmip-volume-2/)

TMIP Volume 2 MMLs (http://community.simtropolis.com/files/file/31441-tmip-volume-2-mmls/)
Title: Re: [REL] TMIP Volume2 - UPDATE: RELEASED!
Post by: Seaman on January 28, 2017, 05:02:10 AM
2017: fresh airport related custom content, here we come. Yeah baby!  :thumbsup:
Title: Re: [REL] TMIP Volume2 - UPDATE: RELEASED!
Post by: WZNGT on July 18, 2018, 06:08:56 AM
Hi, glad to see the release of TMIP2 after a long absent, it's even been another year and a half after the release...

Not sure if you are still here again but I just really want to know if there's anything left for SCAG's 737 AEW&C(E-7 Wedgetail now) project, been really wanted it since my Chinese junior high school years and now I am in the last year of my Australian high school course, been to Amberly twice and saw some E-7s with my own eyes(even into the hanger in 5/June/2017 with Boeing Excellence Program)! Images will be appreciate, they seems all gone and I can't find a single, not daring to think of it's release since all these years have passed. TAT