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SimCity 4 Devotion Custom Content Showcase => BSC Place => Team Custom Content Projects => BSC Creations => Topic started by: sithlrd98 on September 18, 2008, 07:06:33 PM

Title: Sithlrd98 Mods and stuff
Post by: sithlrd98 on September 18, 2008, 07:06:33 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSithlrd98_Mods_bannercopy.jpg&hash=14f55198faa24958a2347f77290571fdc7e589e8)

For everyone who is still having issues with how my mods and the SFBT Euro Road Textures mod work, please read This (http://sc4devotion.com/forums/index.php?topic=5706.msg261159#msg261159)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fprojeects2copycopy.jpg&hash=8082f93f35cf44d47801b29a2b0b5fbb1e9f109a)

Click Images For Downloads

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Favenue.jpg&hash=130c3771dd9a1a31f5f766381fd8d08ef3e92313)


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Still under construction.......




Hello everyone. As some of you may know ,I have decided to   sidewalk texture the 45 & 90 degree avenue curves. (http://sc4devotion.com/forums/index.php?topic=5621.0)
I already have uploaded the white curves to the STEX , but decided to wait on the sandstone untill I could get the T-21 done. Once complete , they will work with the white or whatever sidewalk texture that they get textured.
Since I no longer need help (I hope) ;) , I decided to post in this thread. With the excellent tutorial from Swamper and help from Ebina , Mrtnrln , and Swamper , I finally have started to T-21 them. I mainly just want to see if there is any interest in these and/or to get some feedback on how they are coming , before I get too far into it. These are not Lots , they are the actual puzzle pieces. Right now I'm concentrating on the 90.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Ft21.jpg&hash=23f125b93cd22d6bd205d33750c5767be9c23c5a)

I realize that the sidewalk doesn't exactly match. It is the way the game renders the models. I have tried to match them but it is too difficult. I also realize that the lights are too close on the curve...and that I am missing a tree.

Anyway , thoughts are welcome! (just remember that I'm just getting into t-21 so be gentle :D)

Jayson


Follow the Tater for all of my uploads(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Fstex%2Fbadges%2Fpotato_.jpg&hash=31b363749c77264cb581e6d7df8a5a048db7d2cf) (http://www.simtropolis.com/stex/?p=files&keyword=sithlrd98&view=all)
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: art128 on September 19, 2008, 03:56:18 AM
that is incredible sithlrd98  &apls
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: Simpson on September 19, 2008, 08:52:41 AM
This is a really fine work here?  ;)
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: sithlrd98 on September 20, 2008, 07:44:02 PM
I finally finished the 90 degree! As you can see , it is interchangeable with the sandstone , white , and NAM versions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fsucsess1.jpg&hash=ad32217a40f58989cf238992ff2a96cc5323ac61)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fsucsess2.jpg&hash=aaeef47e135f1b31e2b21d0e77fa65f5e56b076e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fsucsess3.jpg&hash=c2f880793b5af539f70a8e1f43e1afe22ff677d8)

Next I will do the 45 degree which shouldnt be as difficult.


Jayson
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: Shadow Assassin on September 20, 2008, 10:05:47 PM
It'd be far better to T21 the textures, that way they can be wealth-dependent.
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: dedgren on September 20, 2008, 10:49:13 PM
Jayson, that's excellent work.  I know folks have been waiting for this a long time.

Plus, if my experience with the wide curves is any guide, you'll now spend another six months perfecting the textures.  Enjoy the spotlight, though- we'll all be watching for more great stuff from you, and there's no saying that it's not hard work.


David
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: art128 on September 21, 2008, 01:00:38 AM
amazing work  &apls it's very good  :thumbsup:
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: MandelSoft on September 21, 2008, 06:23:36 AM
Looks good!  :thumbsup: I like it.

Success with the 45 degree curve!
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: dragonshardz on September 21, 2008, 11:57:15 AM
looks great. got any cobblestone planned?
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: Toichus Maximus on September 22, 2008, 12:01:47 PM
can't wait for the release! :thumbsup:
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: sithlrd98 on September 25, 2008, 04:07:04 PM
Thanks to all who have commented!

Quote from: dedgren on September 20, 2008, 10:49:13 PM
Jayson, that's excellent work.  I know folks have been waiting for this a long time.

Plus, if my experience with the wide curves is any guide, you'll now spend another six months perfecting the textures.  Enjoy the spotlight, though- we'll all be watching for more great stuff from you, and there's no saying that it's not hard work.


David


Well , its' not gonna take me that long after all...I was looking at Squidis' Orlach MD and noticed the wide open pedestrian area , then it hit me ,NAM ped tiles...it was sitting in front of me the whole time. So thanks to whoever it was that textured them!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FAvenueCurveSandstoneT21.jpg&hash=6a47bcfbd474bd20a31d964661b787b51c9985ef)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FAvenueCurveWhiteT21.jpg&hash=4a5e08bc41556613789890b1deaf7e6bf1e2dc79)

And since I had success with the avenues , I decided to do the road curves...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FRoadCurveSandstone.jpg&hash=e7a1468b1ba2d0e5ea6297bcf4d51b08ed9c578b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FRoadCurveWhite.jpg&hash=ddd6161adc24950ac788fa2a26c972c532b94af4)

I think I got the jist of the T21 on the curves and plan on different variations , however the road curves are giving me some trouble. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2F2-1.jpg&hash=499488b0b4e973a13e5c77e7e5d7cf8601cd62c0)

Because they are set up different , I'm T21ing the models , and because the same model is referenced a couple of times , I can't seem to figure out hoe to mirror or add anything to the instance that is empty.( they don't have that grid effect , I just had the grid on so I could look at the individual textures)

Anyway , the curves are on the Stex and I'm gonna do the sap23 Euro Asphalt Sidewalk next and a couple of others.

Thanks again

Jayson
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: art128 on September 26, 2008, 03:52:02 AM
amazing work my friend  &apls I download it now  :thumbsup:
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: CasperVg on September 26, 2008, 10:26:36 AM
Incredible development here, I can't wait to see the sap23 cement versions  ;D
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: Mr. Webman on October 06, 2008, 09:33:43 PM
Hi, I like your designs for the sidewalks, but... Could you do it on Jeronij's sidewalk style too? It should fit very well in my city because I have this one. Sorry for my english, thanks for your dedication. &apls
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: Simpson on October 07, 2008, 12:12:39 PM
This is a really good work  &apls
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: sithlrd98 on October 07, 2008, 04:30:52 PM
Thanks to all who have shown interest in this project! I'm still working on some T-21s for the roads , and some new ones for the curves , as well as some other stuff.
Quote from: Mr. Webman on October 06, 2008, 09:33:43 PM
Hi, I like your designs for the sidewalks, but... Could you do it on Jeronij's sidewalk style too? It should fit very well in my city because I have this one. Sorry for my english, thanks for your dedication. &apls
@Mr. Webman , Yes and no...before I even attempt to do them , I'll first need to contact the creator , then I need to make sure I've got time. The other thing is , with the exception of the Gn Leugim Portuguese Texture , all of the ones I've done have been one texture , regardless of wealth. In order for me to do justice to Jeronij's sidewalk mod , I need to try and make them wealth dependant...which is something that I'm not exactly sure how to (I've been told it is possible) , but it involves the BAT , which I'm no good at!

Anyway , for those of you that would like to try the mods , they are at ST , and here are the links:
Road Curves Sandstone Sidewalk (http://www.simtropolis.com/stex/index.cfm?id=21013)
AvenueCurves Sandstone Sidewalk (http://www.simtropolis.com/stex/index.cfm?id=20434)
Road Curves White Sidewalk (http://www.simtropolis.com/stex/index.cfm?id=21014)
AvenueCurves White Sidewalk (http://www.simtropolis.com/stex/index.cfm?id=20433)
SAP Avenue Curves (http://www.simtropolis.com/stex/index.cfm?id=20489)
SAP Road Curves (http://www.simtropolis.com/stex/index.cfm?id=21010)
Gn Leugim Portuguese Texture Roads (http://www.simtropolis.com/stex/index.cfm?id=21009)
Gn Leugim Portuguese Texture Avenue Curves (http://www.simtropolis.com/stex/index.cfm?id=20491)

REMEMBER...only one type of sidewalk can be used at a time!

Thanks again,
Jayson
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: Fatsuhono on October 09, 2008, 02:42:53 PM
Beautiful work! I particularly love the avenue curvings, amazing idea and thank you for sharing my friend!
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: sithlrd98 on October 09, 2008, 06:11:57 PM
Well , I finally have gotten somewhere on T21 ing the road curves!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FRoadT21.jpg&hash=3eaa283451b173e9e1ec97984a82433080aaf971)


Jayson
Title: Re: Sithlrd98 Textured Curved Avenue MOD
Post by: art128 on October 10, 2008, 08:35:44 AM
that's look good my friend  :thumbsup:
Title: Re: Sithlrd98 Textured Curve MODs
Post by: sithlrd98 on October 10, 2008, 08:07:56 PM
Since the last pic , I decided to try and make the curves more complete.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FT21Sucsess.jpg&hash=ad87d359cb73f930ce59523e7c1a1e6d3ddbe12e)

Whatcha think? I'm pleased with the outcome and think it's ready for primetime!

Jayson
Title: Re: Sithlrd98 Textured Curve MODs
Post by: art128 on October 11, 2008, 01:37:23 AM
that's really nice  &apls great work my friend  :thumbsup:
Title: Re: Sithlrd98 Textured Curve MODs
Post by: Andreas on October 11, 2008, 02:12:03 AM
Looking really nice so far!  :thumbsup:  I'd say you should reduce the number of streetlights, though, half the amount would be more than sufficient. ;) Some trees could be removed (at the 45 degrees curve: one of the two that overlap a bit; at the 90 degrees curve: the lower ones should form a curved line, rather than a zig-zag pattern). I know how hard it is to create T21's for those, though, kudos to what you achieved until now!
Title: Re: Sithlrd98 Textured Curve MODs
Post by: sithlrd98 on October 11, 2008, 08:34:07 AM
Thanks for the input Andreas! I do like well lit roads! I tweaked a few of the pieces...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FRoadt212.jpg&hash=a40674dc49b2e7ac935f63bb4d93adf07f3e3c57)

Doesn't this look better?

Puzzle pieces are a pain!

Jayson
Title: Re: Sithlrd98 Textured Curve MODs
Post by: sithlrd98 on October 11, 2008, 03:19:36 PM
For anyone who wants to try them out , here is the link

Jayson
Title: Re: Sithlrd98 Textured Curve MODs
Post by: Fatsuhono on October 11, 2008, 03:57:56 PM
Hello Jayson, beautiful new mods for the curve, I can't wait to try them out! Do you think it would be possible to have the white lines on the avenue solid (since it is a curve)? ;)
Title: Re: Sithlrd98 Textured Curve MODs
Post by: sithlrd98 on October 11, 2008, 04:08:40 PM
Thanks Fatsuhono ! Actually , the transit textures were not created by me...they are part of the NAM. All I did was to add a base texture underneath for side walks.I'm not sure if there is a mod to make the avenue curves solid white , but if you want the Euro texture , Andreas uploaded a euro texture mod that changes the road texture...
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302)

Unfortunately , this is not compatible with my mods at this time.
Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on January 29, 2009, 06:51:26 PM
It's been a while since I updated this....I have re-done the Road Curves mods to include the FAR.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSAPStandardcurves.jpg&hash=0efb530461ba0b46220a7dcbad7bc68a885b010f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSAPFAR.jpg&hash=737e57fa1b33728d3f30edb98c64f1b9618d4c84)

They are done in the same White , SAP euro asphalt , Sandstone and Gn_leugim Portuguese Texture.

I also have been working on fixing my original T-21 Road and Avenue curves mods (with some great help from BuddyBud!) and now have the FAR pieces done.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FWideRadiusRoadT-21.jpg&hash=198d366be443f78caaeccf70b4f2f64878b05903)

And re-did the avenues to remove some of the lights and trees...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FWideRadiusAveT-21.jpg&hash=3f2689846824647825472bc8384b5a0851a2bec1)

These should be up this weekend on the STEX. The road and avenue sidewalk texture mods are on the STEX.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: jmdude1 on January 29, 2009, 09:12:42 PM
thats great news. i really appreciate these and the work youve put into them. it makes breaking the grid look so much more realistic rather than having empty spaces.
these are a definate for anybody who loves great curves.  :D
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on January 30, 2009, 02:30:29 PM
Thanks jmdude1 ...of course we can all thank David over at 3RR for breaking the grid! The mod has been released over on the STEX. (http://www.simtropolis.com/stex/index.cfm?id=21068)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: LE0 on January 30, 2009, 02:46:44 PM
They are wonderful realistic urban curves :thumbsup: but do these curves replace grass curves for rural areas?

Like will there be the sidewalks, trees, lights in rural areas?
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on January 30, 2009, 02:53:16 PM
The curves(ave ,road and FAR)  that are included in the NAM, do not have any sidewalks. What I have done is basically a "texture override" where as I have added a sidewalk to each texture. The T-21 mod can work independent of any of my sidewalk mods...so if you don't like the sidewalks but want the lights and trees, then you only need to have the NAM installed.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Andreas on January 30, 2009, 02:56:11 PM
And if you don't like the US textures, wait for an update of the SFBT Euro Road Textures Mod, which will be released soon. :)
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: JoeST on January 30, 2009, 03:09:08 PM
this topic is awesome... cant believe I havent said WOW already... just WOW
Title: Re: Sithlrd98 WideRadius Curve MODs *Seasonal Curves*
Post by: sithlrd98 on January 31, 2009, 06:49:54 PM
Can you say SEASONAL Curves?

SFBTSeasonal Birch Trees
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSFBT1.jpg&hash=b83cd41d7269f80a081a8987550740817ed53228)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSFBT2.jpg&hash=f905b924fcef33992c38d8ba9922f2b031802141)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSFBT3.jpg&hash=9333c3c948e643dbdc807eee2e2afda0f18210d8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSFBT4.jpg&hash=950af4490964d1fdcb8a8875a13e3702d33d5845)

I am currently working on this as well as Porkissimos Seasonal Trees (which is a pain in the ...) and would like to get some feedback as to if this mod would be useful or just general thoughts. This is very time consuming and ,instead of just doing it for myself , I would love to share them :) I have only done the S curve so far.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Simpson on February 07, 2009, 02:11:14 PM
Fantastic pictures Jayson, thank you a lot for your excellent work on NAM curves
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: LE0 on February 07, 2009, 04:26:48 PM
Ooh seasonal :thumbsup:

Actually my question was if I install this mod, do these work like if you zone on curves, or do they replace nontextured curves?
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: buddybud on February 07, 2009, 11:48:42 PM
looking great my friend, keep it up.  :thumbsup:
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: art128 on February 08, 2009, 02:34:26 AM
Hey Jayson , this is soo awesome my friend !!
I can't wait to see the porki' version !  &apls &apls
Title: Re: Sithlrd98 Seasonal tree WideRadius Curve MODs
Post by: sithlrd98 on February 08, 2009, 09:48:35 AM
Thanks everybody! LE0: Presently Any of my radius curves sidewalk mods will replace the NAM instances . Since it would be very difficult (for me anyway) to duplicate the way that most sidewalks are handled by the game , the next mod will have the wide sidewalk ,but would be wealth dependent  like the pic above.Which leads me tobuddybud :Thanks for the help that you gave me in order to fix the other mods...I'm hoping to learn something from your project that will enable me to fulfill what I said to LE0.SimpsonThanks, I'm glad that others like these!art128 : well , here are the first pics...but I have a problem. I started this mod like the others , made all pieces then built the exemplars. I have re-done this a couple of times since the results were a bit odd. I'll let the pics do the talking.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FPK1.jpg&hash=cede6001d2f53602b13b2697c12dd9431cd71ae6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FPK2.jpg&hash=363e2fd5ed824f3b270f020ccde0c26b90f236a8)

Here is the problem: only one piece has been t-21ed , and it looks like more since the props are offset. Everything looks OK until Fall. Look at the leaves and you'll notice that they are off on a couple of rotations. Now , I can work with the other props and figure a good placement , but the leaves are gonna be a problem. Does anyone think the leaves are necessary ?

Jayson

Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: buddybud on February 08, 2009, 12:34:35 PM
HI jayson.

  The moving trees and the leaves you are having problem with are most likely rendered off center. IF you made flippable props out of these trees like i showed before this will happen. Essentially you have to make new unique props by copying them and giving them a new instance. Then re-center them. It can be done but honestly don't remember how. Do a look around for info. If you can't find any pm me and i'll see what i can find. If you take that route you will need permission to alter whomever's tree's those are.
  As for the sidewalks i talked to smoncrie about that. The sidewalks are totally plausible but only for flat tiles or sloped tiles...not tiles bent diagonally. I'm working on that at the moment

Cheers. this last bunch looks great.
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on February 08, 2009, 02:21:49 PM
Quote from: buddybud on February 08, 2009, 12:34:35 PM
HI jayson.

  The moving trees and the leaves you are having problem with are most likely rendered off center. IF you made flippable props out of these trees like i showed before this will happen. Essentially you have to make new unique props by copying them and giving them a new instance. Then re-center them. It can be done but honestly don't remember how. Do a look around for info. If you can't find any pm me and i'll see what i can find. If you take that route you will need permission to alter whomever's tree's those are.
  As for the sidewalks i talked to smoncrie about that. The sidewalks are totally plausible but only for flat tiles or sloped tiles...not tiles bent diagonally. I'm working on that at the moment

Cheers. this last bunch looks great.

Thanks for the info , I was pretty sure it was because of them being offset. I had already assigned the props that I wanted to use a unique ID , so I knew that wasn't my problem. It will be a shame if I can't find a way to make these work because they are very well done props , but if it comes to re-rendering , etc , I really don't know if PK would grant the rights and , for some reason I can't even remember his galley web site address.
I'm not sure what you mean by "The sidewalks are totally plausible but only for flat tiles or sloped tiles...not tiles bent diagonally."

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: buddybud on February 08, 2009, 03:46:20 PM
hi there...

The models don't have to be re-rendered...but you would have to copy the prop, alter and redistribute it. So you would still want permission. The placement could simply be altered using the lotconfig in the flipped lot to adjust where it sits. As for the leaves i have no idea but in reality leaves seldom end up on your own lawn!!! lol. Let me know if you need help repositioning the props.

QuoteI'm not sure what you mean by "The sidewalks are totally plausible but only for flat tiles or sloped tiles...not tiles bent diagonally.

Presntly the props i'm using are 1 solid tile. Like any prop it won't bend to suit it's terrain. Because the far curves conform to slope my present sidewalk solution would only work on flat ground. There may be a solution as seen at the end of my Attempts thread...but it's aways from being implemented. I'll keep you informed.

Bud
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on February 08, 2009, 04:49:53 PM
Gotcha! OK , the problem with just altering the lotconfig properties is this: with the exception of the avenue curves , all of the pieces have "mirrored" textures, I have attempted to compensate by adjusting the "kPropertyID_FlipsAllowed" but that doesn't seem to work so , I can do the trees and the lights (except for one that likes to flip every which way) and just avoid the leaves.****Please forgive me if this is not what you mean****** I am just curious as to why Shadow Assasins PK street/road mod isn't exhibiting the same problem. As far as the sidewalks , I totally understand what you are saying...amazing huh? :D Thanks for all your input ,and I'm gonna try and see if I can get a hold of PK.

Jayson
Title: Sithlrd98 WideRadius Curves Mod *Seasonal Trees*
Post by: sithlrd98 on February 08, 2009, 07:33:34 PM
I have e-mailed Eric (Porkissimo) and have asked for his permission to re-distribute his props. I hope he says OK!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Dark_Jedi06 on February 11, 2009, 08:32:04 PM
I think you know my feelings already on your amazing work... ;D

As far as the T21 Props go, I prefer the curves without them personally. That way I can go through the tedious and obnoxious process of creating a LOT to overhang the curve with all the props I want on it, of course you have to lower the graphics setting, exit, reboot and change the graphics setting, and then exit again. :P

Once again, thank you for your work on these. :satisfied:
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: sithlrd98 on February 12, 2009, 05:38:36 PM
Dark_Jedi06 , tried it once and decided that I would rather fail multiple times to do these , than to try that again :)


OK, here is the question that I hope can be answered. Since I have been asked by a few members , I am going to Atempt to create a Alternate rail set , for the FARR , STR , and the new darker rails that David has done. I am looking to you to help decide on what texture to use , but keep in mind , texture creation isn't my forte' . Whichever texture that is used , I'm sure would have to be granted permission (I think) for these. This will be my first attempt at doing something like this , as the rails aren't gonna be done like the roads and avenues were , meaning the base won't be "blocky" but instead flow with the rail curvature. I think I have an idea for how to create these , but any additional help is always appreciated.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: Dark_Jedi06 on February 12, 2009, 07:51:35 PM
So you're essentially going to texture the rail curves so they flow seamlessly, and they won't be blocky? Hell, I'd settle for the blocky texture! :D So if you're initial plan doesn't succeed keep that one in mind... ;)

Just kidding. :P

As for the texture to use, I'd prefer to see the NOB grass used, though I'd settle for anything really. ;D
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: girlfromverona on February 12, 2009, 09:33:40 PM
Sounds like an awesome idea, Jayson. I hope you manage to pull it off!  ;D

Personally I'd prefer the low-wealth grass (texture ID: 0x35ea4100/0x35ea4150). I think it's a Maxis creation, so you wouldn't need to get permission to use it.
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: Swamper77 on February 12, 2009, 09:34:43 PM
Quote from: girlfromverona on February 12, 2009, 09:33:40 PM
Sounds like an awesome idea, Jayson. I hope you manage to pull it off!  ;D

Personally I'd prefer the low-wealth grass (texture ID: 0x35ea4100/0x35ea4150). I think it's a Maxis creation, so you wouldn't need to get permission to use it.

That ID is one of SimGoober's.

-Swamper
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: girlfromverona on February 12, 2009, 09:40:31 PM
Quote from: Swamper77 on February 12, 2009, 09:34:43 PM
That ID is one of SimGoober's.

Ah. Well, it's one I use a lot, so thanks, SimGoober!  :D

Another similar texture is 0x252b1000. Not sure whose that one is...
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: Swamper77 on February 12, 2009, 09:44:12 PM
Quote from: girlfromverona on February 12, 2009, 09:40:31 PM
Ah. Well, it's one I use a lot, so thanks, SimGoober!  :D

Another similar texture is 0x252b1000. Not sure whose that one is...

That one IS a Maxis texture :D

-Swamper
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: FrankU on February 14, 2009, 06:08:15 AM
I am one of those who raised the question in the first place.
I was looking for a texture that looks more or less like PEG's rail dirt mod. So I asked PEG, but he suggested to ask it the NAM people over here.

So, my question stays.
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: Swamper77 on February 14, 2009, 01:16:36 PM
Quote from: FrankU on February 14, 2009, 06:08:15 AM
I am one of those who raised the question in the first place.
I was looking for a texture that looks more or less like PEG's rail dirt mod. So I asked PEG, but he suggested to ask it the NAM people over here.

So, my question stays.

Unfortunately for you, there isn't such a mod available for the NAM's Wide Radius Curves. Someone will have to make it, but it won't be me. I have no network texturing skills whatsoever. I only deal with vehicles and their textures.

-Swamper
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: sithlrd98 on February 14, 2009, 05:06:13 PM
FrankU , the PEG texture is gonna be one of them , although for some reason I can't seem to find the full texture ...I thought it was one in the MTP textures pack , but I can't find it.

I am also leaning towards one by the SFBT,not at my home computer so I can't remember the ID. I presently have extracted all of the rail textures and will start "model matching" the bases so they will be the same as the originals. Then the fun starts! I am hoping that I will have something to show shortly , and depending on how difficult this is , will depend on how many variations.There is a lot of rail textures , and David keeps churning out more (loving every new piece!),so this may be a while before completed. Thanks for the suggestions,and the kind words!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: Simpson on February 15, 2009, 04:36:29 AM
Nice pictures as well  :thumbsup:
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: Sciurus on February 15, 2009, 07:35:27 AM
Very good pics, and with Prokissimo's trees, it's fantastic! :o
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: sithlrd98 on February 15, 2009, 12:43:42 PM
It's a start.....

SG
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Frailre-texSG.jpg&hash=87a753539725dd9edbc5a8c2dafa9f034837d253)

one from PEG
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fre-texPeg.jpg&hash=52ce10342deeb2eb77bdd0548e6f972b10b914bf)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs----FARR question --------
Post by: FrankU on February 15, 2009, 12:47:32 PM
Jayson,

I am not too picky. I am definitely not able to do this work myself. I also don't have very much I can add to the custom content on this site. So I guess I will be thankful for anything that is produces by you or all the other productive people.
Meaning: I will be happy with every acceptable texture that does the job. I will gladly jump in the discussion and exchange ideas. For the rest, I will wait and see.
Thank you in advance.

Edit:
While I was typing you posted the two pictures above.

My reaction: It could be my monitor, but both textures look a bit greenish or transparentish to me. I'd like them a bit more brown/muddish/sandish. But otherwise the frayed edges are very good. Of course you notices the repetition of the PEG texture yourself already; that is not too beautiful.
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: sithlrd98 on February 15, 2009, 02:15:57 PM
Is this a little better?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FRail-peg2.jpg&hash=827c47c2e9f12503f63486f81f66112bcb817e38)

I'm really trying to find a good base , I'm still looking.This one is Pegs 0x1DA44355


Jayson

Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: sithlrd98 on February 15, 2009, 04:50:17 PM
OK,shoot me for the double but I did the FARR smooth curve.....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FFARSRC1.jpg&hash=b765aab0d53738fbb45fa924dccea6dd2a903311)

This is more or less so that I can see how it will look. I don't know much about photoshop , etc. so I am pretty much guessing when creating each alpha and thats why it isn't perfect.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: buddybud on February 15, 2009, 06:21:36 PM
Yo jayson....looking good.

your alpha job so far seems to be working out and regardless that you're new to photoshop the results are outstanding.  There must be a "creating texture alphas" tutorial around somewhere if you want to fine tune or tweak your results. Either way your doing good work here.

Cheers.
Bud
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: sithlrd98 on February 15, 2009, 06:42:31 PM
Thanks Buddy....
Does anyone know a way to alter multiple textures at once , so that I can get a better feel of what I'm gonna end up with? What I have been doing so far is : take a base , apply a rail texture so I can get an idea where it needs to be. Erase some of the base going up to the rail , then remove the rail , create an alpha , apply alpha then re-paste the rail. This is very tedious as I'm doing each one piece by piece and I have no idea how its going to look with the other tiles until I get it in-game.
Of course if it were easy , it would already have been done I guess.  ;D


Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: buddybud on February 15, 2009, 06:52:16 PM
lol...we call that "the joy of texturing".  $%#Ninj2

The one way to save time is to take advantage of the psd format as opposed to the jpeg format or others. This way you can reuse your layers and masks..kinda like making a template.. You'll find with alphas that they tend to be repetitive after awhile and quite often you can easily just tweak one alpha for another. Of course when complete you would save your separate files as jpeg once you want to integrate them into a mod. Does that make sense? lol.
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: sithlrd98 on February 15, 2009, 06:58:24 PM
Yeah , it does. I have not been saving as a jpeg , only .png , but I think it would be smart of me to also save as .psd so I could mess with the layers. Since this is my first attempts , I'm trying to get perfection with out experience , so I'll just learn as I go I guess!
Quote from: buddybud on February 15, 2009, 06:52:16 PM
lol...we call that "the joy of texturing".  $%#Ninj2

Oh , joy! :D

Jayson

Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: Andreas on February 16, 2009, 03:34:31 AM
Hmm, I dunno... It looks odd. What I'm used here is some dark basalt (?) ballast, and the rest of the embankment is simply grass or similar. Here's a pic that I took last week or so:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F7049%2Ftrainab4.jpg&hash=da431c662adb9f824aacc84f3bad0cde226745a2) (http://imageshack.us)
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: sithlrd98 on February 16, 2009, 03:16:00 PM
I am still very much open to suggestion...give me a texture ID and I'll run with it. I still haven't been able to figure out what PEGS alt.rail texture is. I PM'd him and haven't heard back. I honestly don't use rail that much , live no where near rails , so I have no real idea of what anyone wants. So far , I used SG ID#0x35ea4150 , which was suggested and it's too green , PEGS 0x1DA44009 , also too green and now the present one is PEGS 0x1DA44359.

Anyone have any other suggestions , let me know  :)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: Nardo69 on February 17, 2009, 09:53:49 AM
Hi ...

I should've come earlier but sometimes I need to be called ..  &ops

About the material for the stones:

It actually depends on the local materials and the trabsportation costs for other material.

The stones have to be broken (no pebbels stones!) and as hard as possible so basalt stone is top choice if it is available. The HzL - a private railway company around Gammertingen between Stuttgart and Lake Constance (Bodensee) for example uses the local lime stone and because of this their railway bad is rather white. In North-Eastern Germany especially secondary railway lines with light roadbed used to use sand instead of stones with quite some maintenance problems today so that these lines where either closed or redone eith a "classic" broken stone railbed.

Dust, rust and oil do color the stones darker (even the oil pollution became much better the last years)

So for the broken stones itself I would recommend a dark brown color. And this railway bed (correct? german name is Oberbau) isn't too irregular; in terms of the SC4 "scale" you can create a parallel line / curve as outer border for the railbed.

The irregular shapes are the underground / foundation / substructure (which one? German technical term  is "Unterbau"). It consists of broken stones but at the border may mix with the soil. Sometimes but not always the color is different.

You can see the border between "Oberbau" and "unterbau" rather good in Andreas' picture:

Just follow the bigger broken stones and you see a kind of line just parralel and below the rail. below that line stones are smaller and there are plants.
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: sithlrd98 on February 18, 2009, 06:52:51 AM
That's a lot of good info , unfortunately it doesn't give me much to go on , except that it is looking like I'm either gonna have to make some new textures , or judging by the lack of other suggestions, there isn't much interest in this project. I'm gonna try and see what I can come up with and take it from there.


Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: Dark_Jedi06 on February 18, 2009, 07:58:06 AM
I am very interested in this project. ;D

I'm not sure on the base you should use however, as far as I'm concerned I've liked all three examples you've already shown. $%Grinno$% Perhaps something based on the alternate rail mod already produced by PEG?
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: sithlrd98 on February 18, 2009, 05:52:14 PM
Dark Jedi : I am trying do something similar , I have not heard back from PEG , so I don't know the exact texture.

After messing around with various textures , this is what I am leaning towards ( yeah I kinda flubbed the left slightly) . Please keep in mind that I am not a texture creator , I only apply existing textures to transit items , so this is kind of a stretch for me. ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FTest.jpg&hash=7c153d2acef7b7dd6ba6ea2ee1832bacf24f1fc8)

I am thinking about adding a little brown to tone down the grass a little. As usual , comments , suggestions are very appreciated!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: Andreas on February 19, 2009, 02:49:53 AM
Looks interesting - any in-game pics available? The rightmost track seems to be a bit "smudgy" and blurred, did you touch it with the drawing tools? Also (not sure if that's intended or simply a result of re-using textures), the inner two tracks seem to be wider (in pixels) than the outer ones.
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: Nardo69 on February 19, 2009, 11:57:53 AM
Looks good so far. I agree with Andreas. :)

Just the brown texture between the tracks look too yellow - it should be the same colour / colour mix like the brown stripe between tracks and the green.
Title: Re: Sithlrd98 WideRadius Curve MODs It's a start....
Post by: buddybud on February 19, 2009, 01:55:27 PM
looking good.

Something that will help with all those inconsistencies is using the GRID settings in photoshop. Set it for 128 with thick lines every 8. This grid will help you keep things aligned and also is compatible and mimics the 16m grid in bat.

Hopes that helps....keep it up.

Bud
Title: Re: Sithlrd98 WideRadius Curve MODs *Questions.....*
Post by: sithlrd98 on May 16, 2009, 06:58:37 PM
OK , this project isn't dead , its just been taking a real long nap!

I have a few questions on which direction this should go. The first 2 images are basically Davids WRRC with a base that I made. For the first question: Should I go with the first base or second?


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-1-8.jpg&hash=28762c9c95a3ce5a50f652778a79e80d6476c6eb)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-2-5.jpg&hash=be63689c4de5071af6f5b86c3e47dc2d18daf197)

Secondly , green or Black?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-1copy2.jpg&hash=26b4eced9c2aaa907cbfa83e0fa23288d410b173)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-2Blackwithbase2copy.jpg&hash=0239d50db8bf664276e36025cdf7e69394548ee0)

Third...which one looks best?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-1copy3.jpg&hash=1a2ecc16a72e748e1a3c890422f4b4273efd7b8b)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-1copy4.jpg&hash=ea65e2ab7232dba44e4d9705bc2c3d8096594198)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-2Blackwithbase2copy2.jpg&hash=8b168a45a02ec340c4c56b68e66bfc5d037c1420)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-2copy2.jpg&hash=625987bd3114591957fb100e4dc96e090c2c7810)

Please keep in mind that these are jpegs,not .png and that they are rough ideas with different techniques. I am basically trying to figure out
Please give me some feed back as this is not just for myself :)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: buddybud on May 16, 2009, 11:39:57 PM
Glad to see you back at work. I like the last one with the semi transparent areas. I would however clean up the edges with the eraser tool to make sure it looks smooth when placed. ie a combination of 3 and 4 with an emphasis on 4.

But thats just me :D

Cheers.
Bud
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 17, 2009, 06:02:07 AM
Thanks Bud.Yeah,as far as the transparency , I also am leaning towards 3&4.I just recently started messing with this project again and am still practicing with different techniques.I am learning as I go.....

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 17, 2009, 04:51:01 PM
Here is a cleaned up alpha in-game test , using the first base texture , and the WRRC rail-bed green.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FRail1.jpg&hash=680373a934ec148ba62e5c8a38cfdf66e654953b)


Edit

This is  my first attempt at HD textures, and unless I did something wrong , ....not sure why it looks odd!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Frail2.jpg&hash=c34c82dd2bd3c243dc23817f8ceed72066d4269f)

For anyone who would like to check these out , please PM me as the file is too large to attach.

Thoughts , suggestions?

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Gwail on May 18, 2009, 11:42:37 PM
Good to see the progress here, Jayson!

Sorry to posting so late, but I've been very busy last month. As I planned to make the same (I've given up, too messy for what I had planned to do), I looked a bit for some textures. Here you are the best I've been able to find, maybe it would be still useful for you. The first 3 pics are only 1:1 samples, source textures are big (over 2500 px). If you are interested, let me know.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F8069%2Fgravel01.jpg&hash=4c07070fe0ca57d2686fa288a483bad389de4c61)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F4848%2Fgravel02.jpg&hash=7afb79c6c5155c6989c3a1a961d64016aaa28dd4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg223.imageshack.us%2Fimg223%2F4059%2Fgravel03.jpg&hash=fc09d60ca1db851029ca5acc4e2c33e9f2b0dd95)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F6009%2Fgravel04.jpg&hash=0f5d1de2dc3fc79cb214659a4d2c871da757edfd)


And here are some photos of laying new tracks, you can see the Ober- and Unterbau ;).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg211.imageshack.us%2Fimg211%2F474%2Fbuild01.jpg&hash=4d7de9abde85fb7478d97c95584bde06d493de65)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg223.imageshack.us%2Fimg223%2F1723%2Fbuild02.jpg&hash=dcde5cb4b86e4ce6ecb3c028873013c39fb69039)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F5816%2Fbuild03.jpg&hash=c73d04a2190ce42700f04694e03a6adffe14e9a9)

I will PM you my email, you can send me your textures for investigations :).
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: dedgren on May 19, 2009, 12:22:29 AM
I think this shows real promise, Jayson.  Back to you with some thoughts in the next 24-48.


David
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: vershner on May 19, 2009, 06:27:54 AM
Something occurred to me regarding the road textures. The NAM medium (3x3) roundabout matches the sidewalk textures of the regular roads even when they are altered with the JRJ Sidewalk mod. Presumably the roundabout is an overlay texture and uses the standard game base textures.

Would it be possible to make all the curves work like this as well? Then one mod could change all of them together.

Or maybe I've misunderstood and Jeroni included the 3x3 roundabout in the mod, but none of the other NAM pieces...?
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 19, 2009, 07:10:57 AM
Gwail Thanks for the pics and I'll send you something later this evening ;)
David since you are da man with the curve plan,I hope you can give a few tips!

vershner First , let me say great job on the HSRP retexture!
The roundabout pieces themselves are not covered in the mod (or any sidewalk mod)? as they are puzzle piece NAM addons...(If I am correct,and if I understand what you are saying , and that I know anything at all which I probably don't ;D)as I must admit I am still learning. If and when I get some actual progress with this , I think I'll give Buddybuds T-21 textured model project a go and create wealth dependent side walks to the puzzle pieces. I also am gonna try a variation of Davids radius curve texturing trick to see if I can match the curves to the default Maxis overlay and grass base textures.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: vershner on May 19, 2009, 01:05:37 PM
I'm not sure my post before made much sense. Here's a couple of pics to show what I mean.
There is a smooth curve, medium roundabout, and a small roundabout. These three things each handle the sidewalk textures differently. The smooth curve has no sidewalk ever. The medium roundabout works just like the default roads, and the small roundabout has a white paved sidewalk all the time.  It would be great if all the NAM pieces could be set up like the medium roundabout. Is that possible?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Froadtex1.jpg&hash=9af15f320e632650998bc4a444b52882e41a6927)  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Froadtex2.jpg&hash=15aeec49bbaf03478d12a277959f8ed2ac0880bf)
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 19, 2009, 01:25:21 PM
Ah , I see...this goes back to what Jan (swamper) was talking about:
Quote from: Swamper77 on May 15, 2009, 02:41:31 PM
Actually, all you would need to do is remove the outer sidewalk texture from the NAM's Road Roundabout textures. Then the underlying sidewalk will show through. Same goes for the Street Roundabouts and the grass on the outer edges.

I'd leave the inner circle of the roundabout alone so the center will look consistent all the way around.

-Jan

So it could be done rather easy (I think :D)

I have a question: I'm at work so I can't test my newest over convoluted plan , but if I were to take a transparent base .png extracted from the WRRC , reverse alpha (white to be what you don't see instead of black) applied a base , edited to remove whatever then create a regular alpha...would this work?

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Swamper77 on May 19, 2009, 02:48:30 PM
Quote from: vershner on May 19, 2009, 01:05:37 PM
I'm not sure my post before made much sense. Here's a couple of pics to show what I mean.
There is a smooth curve, medium roundabout, and a small roundabout. These three things each handle the sidewalk textures differently. The smooth curve has no sidewalk ever. The medium roundabout works just like the default roads, and the small roundabout has a white paved sidewalk all the time.  It would be great if all the NAM pieces could be set up like the medium roundabout. Is that possible?

The medium roundabout has sidewalks because it is drawn with the One-Way Road network tool. Drawn networks that are texture-based will have sidewalks. The 2x2 Roundabouts just need to have their textures altered to remove the white Maxis sidewalks from their edges.

Model-based networks don't display sidewalks, but they can be added via T21 exemplars. A prime example of this is the El-Rail Facelift Mod by MIncroabl that is on the LEX.

Puzzle pieces are a little bit different. The underlying network is one of the existing game networks. Some puzzle pieces are for texture-based networks and others are for model-based networks. Puzzle pieces are composed of models, so they don't usually display sidewalks. Some puzzle pieces have been altered to display sidewalks, but it is a lot of work to do add them to puzzle pieces and make sure they don't affect anything else.

Sidewalks are a cosmetic thing, so not much attention is paid to them when making puzzle pieces. Functionality first, cosmetics later is the usual process with making puzzle pieces. Cosmetic changes can always be made later.

Quote from: sithlrd98 on May 19, 2009, 01:25:21 PM
I have a question: I'm at work so I can't test my newest over convoluted plan , but if I were to take a transparent base .png extracted from the WRRC , reverse alpha (white to be what you don't see instead of black) applied a base , edited to remove whatever then create a regular alpha...would this work?

That would work, provided the inverted alpha is applied to a new image and not the roadway image. You will also have to create some planar S3D models for the props of the sidewalks to be displayed in the T21's, which is what I think you are going to use to add the sidewalks to the puzzle pieces.

-Jan
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 19, 2009, 07:18:03 PM
OK , thanks to the great pictures that Gwail provided along with a little messing around with PS, I think that I will move out of the game textures and into "real world" textures. I have 2 256pixel single rail textures from the above switch to see what some of you think with the combination of textures.Again , these are .jpg so they aren't a sharp as the .png's but still work! The plan is still to make these  follow the curves , but am thinking that the "jagged edge"thing may not look as good as I had hoped.I also am not completely sure what , if anything, to do with the green (ballast?) and after looking at some of the earlier pics , and the ones by Gwail , I think I finally get it! (I hope :D)

Just 3 textures combined with a alpha mask and a litlle erasing of the dirt from the rock with a brush.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FArsenalGreenRoofDirtcopy1_256.jpg&hash=94f859ec3fd6f9263018f3ad0247e45729233c2a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FArsenalGreenRoofDirtcopy256.jpg&hash=60ba8dd9646c50b716882a548e64a34e83725fb1)
Same three with some shadowing and highlight adjustment without the erasing of the dirt. Not sure that the extra work is even going to matter in-game.

Is this looking a little more realistic?

Quote from: Swamper77 on May 19, 2009, 02:48:30 PM
Sidewalks are a cosmetic thing, so not much attention is paid to them when making puzzle pieces. Functionality first, cosmetics later is the usual process with making puzzle pieces. Cosmetic changes can always be made later.
Yeah , and we appreciate all that functionality! In some cases , there really isn't need for a sidewalk , maybe just a dirt shoulder.

Quote from: Swamper77 on May 19, 2009, 02:48:30 PM
That would work, provided the inverted alpha is applied to a new image and not the roadway image. You will also have to create some planar S3D models for the props of the sidewalks to be displayed in the T21's, which is what I think you are going to use to add the sidewalks to the puzzle pieces.

-Jan

Great cause I don't want to waste anymore time with my overcomplicated attempts at doing easy tasks! I really wish sometimes that I grew up a little later when programs like PS were being used in school , instead we had The Oregon trail , and Wolfenstein3d! As far as the models go , with Buddybuds permission (I haven't asked yet) I planned on using his with different IIDs and apply them that way and then get them applied via T-21 , just like you figured.

I just want to thank everyone who has been giving suggestions and help along the way, and hope that this turns out as well as I can picture in my head !





Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on May 19, 2009, 07:27:43 PM
Quote from: sithlrd98 on May 19, 2009, 07:18:03 PM
I really wish sometimes that I grew up a little later when programs like PS were being used in school , instead we had The Oregon trail , and Wolfenstein3d!

Hey now. I won't have anything bad said about the Trail. You get to give your family Cholera.. anybody with a 3 year old in full temper-tantrum mode dreams of that!

And Wolfenstien... you get to shoot Nazis. That's fun for the whole family there!
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 19, 2009, 07:47:33 PM
Quote from: wes.janson on May 19, 2009, 07:27:43 PM
Hey now. I won't have anything bad said about the Trail. You get to give your family Cholera.. anybody with a 3 year old in full temper-tantrum mode dreams of that!

And Wolfenstien... you get to shoot Nazi's. That's fun for the whole family there!

That's true , but how about playing Gorilla in Basic?

I forgot to mention for those who were interested in having the JRJ sidewalk mod covered in the Road and Ave curves mods, I did get permission so will probably start messing with them soon , of course they will be like the other mods for now since I am more comfortable doing them that way. Question is , which base? Should I just make 3 and allow users to just pick which to install?

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Swamper77 on May 19, 2009, 08:51:18 PM
The best way to do it is to make a set of DATs, each one being a different sidewalk texture. Then the player can pick which ones they want to use.

-Jan
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 20, 2009, 07:07:44 PM
Quote from: Swamper77 on May 19, 2009, 08:51:18 PM
The best way to do it is to make a set of DATs, each one being a different sidewalk texture. Then the player can pick which ones they want to use.

-Jan

What I am wondering is if I should create individual .dats for individual transit with each different sidewalk , so that the user could mix & match the road(as one type)and the Ave as another? I think that may be too confusing for some....just an idea.

Here is the final (I think) version of what I hope will be acceptable.Hopefully this will be the last time you see this switch outside of the game! This is a 256x256 .jpg but if you click-it , you will see the actual .png (just to see the clarity)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FTest_Final2copy_Finalcopy.jpg&hash=5ff3e1f3caad5358b08b63d578d16ea76d633f42) (http://i180.photobucket.com/albums/x262/sithlrd98/Test_Final2copy_Final.png)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: girlfromverona on May 21, 2009, 02:00:31 AM
That railway texture is looking really good, Jayson! Can't wait to see some in-game shots of your latest version.

P.S. The Oregon Trail was one of my favourite books as a kid, but I never knew there was a computer game of the same name! I would've loved that...  :D
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Gwail on May 21, 2009, 02:29:15 AM
So far so good, Jayson! Although I've got a feeling, that the stones in the underlayed texture are too big. I think you should try to downsize it.

If you give me your email, I'll send you ful size file. And read PM ;).
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 21, 2009, 08:27:11 AM
So, besides the gravel being to large...is this a keeper?

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 21, 2009, 11:00:08 AM
I know I am double posting , but this is what I did at lunch(15 mins of it anyway)..

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2F0x5046400E.jpg&hash=61fbe6a2a31765d56be0cb651d1e0d7ce937819e)    (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2F0x5046400E1.jpg&hash=6d8a12e1009edba8abf583e411f080a0b25b6d4e)    (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2F0x5046400Ecopy.jpg&hash=309e7359e67bb3d9d4a463b93f0f7da17977fd42)

Regular FAR         My sidewalkmod          Wealth dependent Test piece

Once I figure out the line tool and do a little touch-up , I think this will go smoothly!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Gwail on May 21, 2009, 11:18:46 AM
Here you are another texture to try if you like to. This time it's mine, took 2 hrs ago. A bit overexposed, but I haven't any chance to correct settings  - baterries just went down after two shots ;).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F5796%2Fdscf82961024.th.jpg&hash=7c9ed35d17f024ca690d4abf54c4815479aad9e1) (http://img268.imageshack.us/my.php?image=dscf82961024.jpg)

I'm not an expert about the rails, I'd like to see the in-game pics. On the separate shot it starts to look really nice.

About your FAR mod. Is it a chance to make all custom base textures apart from the roads? Are all road textures as the overlays or not?
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 21, 2009, 12:16:20 PM
Always can use pics!
As far as the FAR (Wide radius curves roads) mod , there are no bases nor any regular way to assign wealth's.
I am presently checking to see , with my limited skills , if/how it will look , then since I did get BuddyBuds permission, make props with his models and T-21 them to the curves. That way , hopefully , if one was using basic Maxis sidewalks these would match. I also hope to make T-21 sidewalk versions of my pre-existing mods , as well as the JRJ mod.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 21, 2009, 05:45:39 PM
This does take a little longer when you don't completely know what you are doing!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSmall_90.jpg&hash=0ec3bac32f6dc37faa92dd8667b820dd4b486bbf)

Small 90


David makes this stuff look simple!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: nerdly_dood on May 21, 2009, 06:19:36 PM
That looks pretty decent... I might recommend shaving off a bit of grass along the far outer and far inner edge to make the sidewalk a bit wider, though... Not bad! :thumbsup:
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 21, 2009, 06:25:18 PM
Thanks Nerdly!Yeah, I'm having a few issues there. In order to keep the grass the same width throughout,the beginning and end is not right. I started off with an road alpha on the top left to get the distance , then some reverse curve alphas  but I have no idea what happened!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Ryan B. on May 21, 2009, 06:43:48 PM
Nice work, Jayson.  Keep it up!
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: buddybud on May 21, 2009, 08:11:57 PM
Quote from: sithlrd98 on May 21, 2009, 12:16:20 PM
I did get BuddyBuds permission, make props with his models and T-21 them to the curves. That way , hopefully , if one was using basic Maxis sidewalks these would match. I also hope to make T-21 sidewalk versions of my pre-existing mods , as well as the JRJ mod.

Hey Jayson.

  just to clarify here. There is really no need for permission from me to pursue this, though i appreciate the respect you've shown.  :thumbsup:. Essentially my models for the sidewalks are simply a double triangle 3ds model that forms a square. *for single texture samples. To ask permission for that is like asking me for permission to use bat to make a cube.  ;) ...
The only issue i have is that if its done, that it is done right. The reason being that once introduced these squares and textures could then be reused over and over again. So co-operation between us would be essential to make sure we are on the same page. Also the reason i asked that the sidewalk beta not be redistributed or incorporated at this time is that it is both sloppy work and improperly implemented. I have made a couple of new models for the elrail sidewalk intersections, they are smaller models that use the resource key slightly differently but perform exactly the same.
  Again the biggest problem are non-level intersections or plops (such as far). I am confident from preliminary work that this also could be done, but have not done anything beyond test a couple samples in game. So in order to try this for a far curve or any such bendable plop we would need to play and experiment further with this.

Anyways...i'm glad you see the benefit of how these could be implemented and hope you can contribute to their development. With a bit of work a finished product would not be far off. pm or message or post any questions you have if any!!

Take care.

Bud
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Swamper77 on May 21, 2009, 08:30:42 PM
My only suggestion about the curve you have done is to swap the grass and sidewalks so they match up with the Maxis road graphics. Only streets and avenues have the grass strips next to the roadway.

-Jan
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 22, 2009, 12:10:04 PM
BuddyBud:
I appreciate all the help and encouragement you have given me! When the time comes for me to actually implement this , I definitely will drop you a line and make sure that this does go off without any issues!
Jan:
Yeah , I kinda flubbed the order in which the textures were supposed to be! Since I have limited skills in graphics programs,this was my first attempt at reverse alpha/alpha texturing,so I was mainly just seeing how it would work. I also appreciate all the help and answers that you also have given me!
Ryan B.:
Thanks for dropping by! Great job on the signs!

I do plan on messing around some more with the rails and the WRC stuff this weekend but think I may be able to at least get some of the JRJ stuff done.(providing R/L doesn't make it impossible..still on call for work emergencies  :thumbsdown:)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 22, 2009, 07:07:16 PM
I'm Getting there!

Before      (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSmall_90.jpg&hash=0ec3bac32f6dc37faa92dd8667b820dd4b486bbf)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSmall_90_2.jpg&hash=5eb65480ad009c5ef13775041bc6d5ec06267730)   After
                                                                                                                         
I'm starting to see things in black and white from messing with alpha maps...think I'm getting better,although I don't think I can get it "perfect"! I can definitely see why this wasn't done already!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Pat on May 22, 2009, 07:50:27 PM
LoL Jayson I feel your pain there man!!!! But once its done its a great joy to see it done aint it???
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 23, 2009, 07:14:04 PM
Just taking a break from these...this is what I've been looking at for the last hour......

                                   (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fmess.jpg&hash=52e2a635d5569afb16942b670dadddbbf0a8f8f5)


The Standard road curve pieces have already been textured (X3) and these represent the 2nd set of the FAR....Eyes are killing me!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 25, 2009, 07:33:43 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-4-2.jpg&hash=e6ab0309ff786a1b64e76e5092fdb6692f3b4500)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on May 25, 2009, 09:08:46 PM
You big tease!

I am very much looking forward to these.  &apls
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: vershner on May 26, 2009, 01:32:34 AM
Beautiful!  I'll finally be able to use wide curves in built-up areas.
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: carkid1998 on May 26, 2009, 02:43:19 AM

Are they... wealth dependent textures??

If so then MMMmmmm 8) 8)
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 26, 2009, 07:55:35 PM
OK , so I'm done teasing...the mod is up on the Stex. (http://www.simtropolis.com/stex/details.cfm?id=21747)

Unfortunately , this one is not actually wealth textured , its more of an illusion as I decided to go modular , meaning that you can have 1 texture for the 45 , another for the 90 , still another for the original NAM curves , and 1 for the FAR. That way , you have more choices / variety.
Even though this is by far the biggest mod I've done (each piece had 3 textures) , it actually took less time to complete! Now I need to get back to the other projects and will update as I go.Of course since David (Dedgren) is making even more pieces over at 3RR , I'll be busy doing those , but hopefully the right way :D And yes , there will be a Euro version , but that will probably be when the Euro mod is updated.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: darraghf on May 27, 2009, 05:53:27 AM
The euro mod has been updated since February, i think, except for the rural roads plugin.
-Darraghf
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on May 27, 2009, 07:19:35 AM
Yes, but they don't contain these textures , nor does it contain euro textures for all the stuff David has/is making for the VLR and HDR.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: darraghf on May 28, 2009, 02:05:28 AM
Oh right
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: vershner on June 09, 2009, 05:37:13 PM
As we were discussing earlier - you were right. Changing the roundabout bases was easy. I've done the road ones. I'll have a look at the street ones next.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Froundabouts.jpg&hash=64e801d90a2a60d5caaadf5fe03c382eb85e743d)
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on June 09, 2009, 06:10:48 PM
Cool! But,giving credit where its due.... Jan was the one who explained how to do it...I have never even tried 'em!

On a side note , I have decided to wait on the re-texture project mainly because of some developments I learned about in January , and that have been confirmed by Alex in the NAM creations thread. I did not completely realize that the technique used was as far along as it is.I don't know exactly how much has been done , and really think that once implemented , the work I was doing will become obsolete as well as be more complete. I am also not sure , but think that the exception to this will be the FAR/FARR and the WRRC, but just in case, I think I'll stop while I'm slightly ahead and pursue some other things that I've been thinking about doing for awhile.One is another T-21 mod , but with a theme that I hope will be useful!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: JonM on June 10, 2009, 07:41:00 AM
Its great!

got to remember to put in the NAM plugins folder though!!!
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: MAS71 on June 10, 2009, 08:25:59 AM
Hi Jayson san. :)
Thank you for all of your MODs, I'm always looked forward to your new creations.  ;)
but
QuoteJust taking a break from these...this is what I've been looking at for the last hour......
....Eyes are killing me!
:D Hahahaha.....oh, sorry....  ;D
Yes, Yes I can, I understand very well your EFFORT and HARDSHIPS for make them.  ;)
At first, You must becarful your health, and you keep it to good always!!  :thumbsup:

Take care
-Mas'71
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: buddybud on June 10, 2009, 12:55:53 PM
Excellent update to roundabouts folks  :thumbsup:

Keep up the good ideas jayson & all.

Bud
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on June 24, 2009, 07:21:50 PM
Newest project underway:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSakura_Beta-1.jpg&hash=c4e2c7669ca182045ca2d1ef130f7d8c01114e70)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSakura_Mod1.jpg&hash=618f497dedfc8c5c23b288490c7784040608ed9d)

Really need some other streetlights for these ...Maxis lights are not the perfect mix here! Will be addressing the Avenues, Ave.curves, roads,One Way Roads,and the FAR.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: MAS71 on June 24, 2009, 09:18:28 PM
Hello Jayson san.  :)
It's a good creations !  &apls

I'm so sorry that I don't have knowledges how to make good light corns with BAT(max).. &mmm
QuoteMaxis lights are not the perfect mix here!
I could not see any state in your pics as you said, Does the Maxis light-corn used in this pics? Are they not light up right now?

For example, Used Light corns in the Ripplejet san's "RJ - Brighter $$$ Street Lights (http://sc4devotion.com/forums/index.php?topic=4447.0)", It seems to so good. ;)
Was MAXIS's corn used for this ?


by the way,
Thank you for you using my Sakura(cherry) trees in your nice MOD. :)
I know that this version is rough draft one, but Are your MOD have 2 kind of size of Sakura ?(Large and Small)
I think that it's desirable to used only a Smalls. ;)
and Please use(to resized and more) my Sakura for freely if you want to do. ;)


Thank you.

##### Edited ######
I did find some Light-corns in the BSC MEGA Props Misc Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=426) too.
How it be good to your MOD ?
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on June 29, 2009, 06:08:06 PM
Quote from: sithlrd98 on June 28, 2009, 03:38:04 PM
After spending most of the day yesterday, and half of today , I realized that I tend to make things much harder than needed. I have never even really tried to do this before so as a novice to changing models in reader,(which I have even more respect for what BuddyBud is doing with his mod).....I present you a fully wealth dependant 90 degree road curve!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2F90_Wealth-1.jpg&hash=baf00459685072d8518984fcd1ebe1a2adaafdaf)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2F90_Wealth-2.jpg&hash=1a6928e966b8296ef4929747497713d7a2bc00b2)

I am attaching this and would like some testing to make sure there are no bugs. I have not changed the T-21 to allow for my previous tree and lamp mod , and the only other dependency is the NAM. The files should load after the NAM , so place them in the NAM plugins folder.

Jayson

I realize that not everyone visits 3RR , which is where the above quote is from. However, I still would like as much feedback/testing as possible, before I continue. At this time , the T-21 is set-up to change with the indvidual wealths , but will show up in all zone types...ie , civic , etc. This is only the 90 degree road curve , and at this time it is not compatible with my other tree/lamp mod.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: MAS71 on June 29, 2009, 10:04:53 PM
Hello Jayson san. :)
It's a good idea and nice creation ! &apls
I tested it at once, I report them here. :)

1. They could display right by each wealth. ;)
(I tested them with Park-Lot which have each wealth($,$$,$$$), I made them for various tests.)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F5232%2Fsithlrd01.jpg&hash=125e66a3fd174a5258fc42b78d434aa979e95c7c)


2. I confirmed some NOISES there. (on PROPs of Base Texture Parts)  :-[
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F5849%2Fsithlrd02.jpg&hash=0e69e20eaddfbabb7e851ddb966b6d5ca98bb528)


3. I could see some misdisplaying of other PROPs on there frequenty.  $%Grinno$%
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F4417%2Fsithlrd03.jpg&hash=1a422ea0a02a7b76928f332027b6aef60a3b3bcb)


About 2. and 3.,
I understand well that these are a problems that we could see well, these state were be generated when PROPs are piled up. These problems depending on my OLD PC may be. ;D

and
I understad that the Shadows(of buildings or trees or/and more) could not droped on this base-texture part that you added. but it's would not solved maybe.(A cause is by MAXIS program :P)


Thank you for reading Jayson san. :)
-Mas'71
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Swamper77 on June 30, 2009, 12:39:23 PM
The textures showing through trees and other objects has to do with how the parameters for the material are set in the S3D models. I could fix them if I had the files to look at. I had similar issues when I made some of my first custom automata models that were not simple reskins of the Maxis vehicle models.

-Jan
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on June 30, 2009, 07:59:44 PM
Mas san,
Thank you my friend for your report on your findings! I have noticed this with other as well. I think that the way I am doing these is incorrect!
Jan, if you want to look at them , that would be great...they are attached at the top post.

The following is from 3RR:

Quote from: superhands on June 28, 2009, 08:03:19 PM
Jayson, I have to say thank you for taking the time to do this.

one thing.
try to make the s3d of the road texture raised to around .1m (i think) - to avoid any noise on sloping land
and have this as the main model not relying on t21.(basically what is in the far plugin already but raise the model)
and have the sidewalk separate form the road s3d.   this should cut back the number of props/models for the t21-and man hours :P

i had a play with it and couldn't find any obvious bugs.

sorry for the hoohah, but this mod atm is looking promising and again thanks for filling the gap :thumbsup:

dave

I did not fully understand what he meant until today. So I decided to follow his suggestion , but ran into a problem. Because the Maxis roads are not model based and all of the curves are , the slight difference in the connection between them is amplified when raising the pieces .1000000. I re-did the prop for that piece as well as the flipped version , and it seemed to help fix the first piece but not the flip.
For the whole curve,I lowered the sidewalk texture -0.105000 and this made the  main sidewalk prop more slope conforming , at least on small slopes.

The only main issues are this...
The start/end for the curves have a little noise(but if I can get the flip piece working , then it will be fine) , while the remainder do not.
If I change all of the models in the NetworkAddonMod_WideRadiusCurves_Roads_Plugin.dat , then it will have to be updated , but this means much less prop making as well as time.
The pieces will not be as slope conforming due to the prop , even though I have tried many different ways with my limited experience.

I appreciate all the help/suggestions , and hope to get this solved!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Swamper77 on June 30, 2009, 09:47:52 PM
Jayson,

Try removing the following properties and see if that takes care of the problem of the models showing through other objects:

Prop Occupant Class ID and kSC4BuildingModelClassProperty
These two are only needed for effects or animated props (stoplights, fireworks, etc.)

You may also want to try changing the Occupant Size value for the height of the prop so it isn't listed as 16 meters tall. These recommendations were the only things I saw that were different than most props.

-Jan
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 01, 2009, 03:50:32 AM
Thanks Jan, I'll give that a try!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: superhands on July 01, 2009, 04:49:30 AM
sorry i think i must of confused myself when i wrote that  ;D

"to avoid any noise on sloping land"

this might involve more testing with regards to the height of the road vs the sidewalk even for flat land &Thk/(

Quotethe slight difference in the connection between them is amplified when raising the pieces

i have noticed this also. the only way i found around this was to extend the road model (vertexes) slightly over its draggable texture- but i guess if the right height was met this would not be a problem ;)


Quote
The pieces will not be as slope conforming due to the prop , even though I have tried many different ways with my limited experience.

I don't  know much about props so i cant really give an answer sorry  ()sad()
but i think some option exists to enable slope conforming props &Thk/(

QuoteIf I change all of the models in the NetworkAddonMod_WideRadiusCurves_Roads_Plugin.dat , then it will have to be updated , but this means much less prop making as well as time.

i'm sure some arrangement can be made ::)
I suppose some sort of standard should be set for the height of s3d's in the nam so that new content could allow for sidewalks added thru this method of 21.
i havn't used Cogeo's s3d model tweaker yet but i'm sure this may come in handy for batch raising.


dave
Title: Re: Sithlrd98 WideRadius Curve MODs **NAM curves Wealth texture Mod Question***
Post by: sithlrd98 on July 01, 2009, 04:00:05 PM
Well, after trying Jans suggestion , no change... I have tried many times to create a slope conforming prop by using not only the tutorial by BuddyBud , but have tried every way but the correct way to actually accomplish it! I have however found a happy medium : by leaving the NAM models alone , but dropping the sidewalk to -0.200000, the texture artifact on the road is gone(except for 2 pieces that I am having a heck of a time to line up for T-21ing). However , on slopes , the edges of the sidewalk in some cases is not too pretty! I really , at this point am all out of ideas, I even PM'd BuddyBud , but he has been MIA sine early June. The overall mod would work fine on flat land....and is OK to a point on minor slopes with a slope mod installed , so I'm asking any/all if these issues would be acceptable , or should this be shelved for a while?

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on July 01, 2009, 06:17:13 PM
I have no problem with them being only available for minor slopes. A bit of texture noise is nothing compared to the overall concept of wealth dependant NAM curves. I, personally, thought your 90 degree beta looked amazing in game. I like to use the NAM curves instead of normal maxis 90 degree turns whenever I can and avoided using your previous mods because it would add sidewalks in undeveloped areas. This mod, to me, is something that has been on the top of my wishlist since NAM curves first made their appearence. I hope you keep on trucking and know that we appreciate all the time and effort you are putting in to making this game that much better.
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 01, 2009, 06:38:47 PM
I really appreciate that!

I have 2 pics with just the High wealth , as I am still re-building the mod....as suggested by Dave , I am actually just creating a handful of props instead of each individual piece. This experience has taught me a little about S3D files , and I see just how complicated I was making the whole process....of course I think I have spent as much time trying to get one model to play nice!

This is on flat land

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FWSM-1.jpg&hash=714a89ad40e9a8498dbbff26a18f46713f1af73f)

This is with a slope mod and on somewhat radical slopes (I never even place curves like this when I play)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FWSM-2.jpg&hash=2706d1d26bcd3ea24b94bbf5f31e641d674be441)

As you can see , the noise I was referring to..more like a disappearing prop , but I think this is as close as I am gonna get!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on July 01, 2009, 07:06:59 PM
Those look really good. I never use the curves on slopes anyway.

I notice your high wealth textures don't quite a match. Somewhere on one of my usb drives I have the three different maxis texture matched really closely that I used for modifying pedmalls. If I can find it, do you want it?
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 01, 2009, 07:20:19 PM
Yeah,I have tried to match the high/low wealths but its kinda tricky! The medium is just the white ped mall texture. I would definitely appreciate them!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on July 01, 2009, 07:40:48 PM
What method are you using? I use Corel PSP XI and I think I just adjusted the red/green/blue mix to darken it.

I'll look for the usb drive tonight (though I have a TON of black scandisk drives and I never think to label whats on them), if I can't find it I will see what if I can remember the method I used and pump out some new ones.
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 01, 2009, 07:59:11 PM
Photoshop CS2...I basically go into match color and drag it back to around 65. That's the same technique I've done for all but the white and sandstone base textures. Somewhere I remember a plugin or tutorial on how to match color for photoshop into Gmax...but I can't remember where I saw it and exactly what it was called.



Never mind , I found it http://www.simtropolis.com/forum/messageview.cfm?catid=140&threadid=76232&enterthread=y (http://www.simtropolis.com/forum/messageview.cfm?catid=140&threadid=76232&enterthread=y)
Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on July 01, 2009, 08:26:26 PM
Photoshop is WAY too much program for me.

Here is a shot of the texture I created. The above tiles are pedmalls so they are a transit texture.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2Fhwtexture0000.jpg&hash=1c59edeb6f452f834885121c93c82e6764a410eb)

If you want it, attached below is the jpg.
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 02, 2009, 04:16:47 AM
That looks pretty good...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled--1.jpg&hash=07503b7a0592c1c2d24406955d1470b6e0a6484a)


You must share your secret!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Andreas on July 02, 2009, 04:27:59 AM
Jayson, this looks very promising indeed! Personally, I do use those curves on uneven terrain as well, but mostly in rural areas where a base texture is not required. I think the additional work of leveling the terrain when using the curves in urban areas is definitely worth the much improved look. :) I assume I shall wait with an update of the Euro Road Textures Mod until you have completed the set?
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Swamper77 on July 02, 2009, 07:43:17 AM
Andreas,

He has the road textures on a separate plane in the S3D models, so any texture mods that affect the roads will work independently from his textures for the sidewalks.

-Jan
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Andreas on July 02, 2009, 01:35:26 PM
Ah, even better - then we only need the basic Euro road textures, and the rest can be controlled via Jayson's mod. :)
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on July 02, 2009, 05:59:10 PM
Quote from: sithlrd98 on July 02, 2009, 04:16:47 AM
You must share your secret!

I used PSP and just tweaked the red/green/blue levels. If I get some time tonight I will try and match it better. I think the red levels need to be tweaked.
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 02, 2009, 07:26:07 PM
Kinda wish I had seen the post earlier....I think this is as close as a color match as one could hope for....(and it was partly you/partly me)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FMatch-1.jpg&hash=27e9e5d8df04b82009fafefbf558c629f618f280)

Now if I could get the start/end model corrected for appearance and of course fix the prop placement of the other 2 pieces , than I think this may work!


Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on July 02, 2009, 11:22:48 PM
Well whatever you did.. you did it right.  &apls

Glad I could help.
Title: Re: Sithlrd98 WideRadius Curve MODs ***Thoughts/Suggestions****
Post by: sithlrd98 on July 03, 2009, 05:45:26 PM
I have decided to re-think this whole project , and in doing so I have had to adjust the NAM pieces 0.1000000 and lower the sidewalk slightly below the 0.000000 plane. This causes one of two things to happen: either I release the adjusted models with the mod , or that particular .dat would need to be updated.What this has allowed is the sidewalk is low enough not to intrude onto the road , and also limits the "line" around the whole curve that is caused by the lots being on a flat 0 plane. I also have tried to adjust the start/end models by stretching the road slightly , which on some rotations looks fine while others it doesn't.I also was able to not only match the sidewalk better , but was able to get the pieces all lined up correctly.
What all these changes don't do is fix the slope conformity which is way beyond me.

I have decided to go this route mainly because of something BuddyBud wrote in his Tut:    
Tutorial on making my s3d props (http://sc4devotion.com/forums/index.php?topic=6956.msg220671#msg220671) , mainly the amount of available IIDs in the badb57f1 model group , but also the amount of props that are needed is too many.

That said , here are some pics:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fcapture_03072009.jpg&hash=8f577d7298a0198d425c169ac5b587c82725e791)

As you can see , the start model is elevated and gives a somewhat undesireable effect, even though I had slightly adjusted the vertices accordingly.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fcapture_03072009_182256.jpg&hash=d1a890e56b3ee6b4e2b163b2763989b11f58cf24)

Different rotation , looks better, still has that annoying line though!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fcapture_03072009_182811.jpg&hash=28e138df134eb8d1bdb7a536515f5d51b0561029)

Bad idea for many slopes!

If this is acceptable, than let me know!

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: ElPhantasmo69 on July 03, 2009, 11:39:45 PM
I have a quick question - I have the Wide Radius curve avenues and the corresponding white sidewalk mod but I don't see the sidewalk textures when I plop the piece; just the trees and the grass beneath. I don't have any other sidewalk mods and can't figure this out. Any thoughts?
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: eqXzeRt on July 04, 2009, 01:10:34 AM
sithlrd98,
I always was wondering - what terrain texture mod do u use on your screens?
Title: Re: Sithlrd98 WideRadius Curve MODs ***NEW BETA****
Post by: sithlrd98 on July 04, 2009, 04:05:48 PM
If you have downloaded the previous beta , please delete before installing. You will see 4 files: Sidewalk_Test_07_04_09.dat,zzzWealth_T-21_2.dat...these two are required.

The last 2 are modified NAM pieces...the MINOR is just that...I raised the pieces .100000,while leaving everything else alone.

The RADICAL file not only raises the pieces .1000000 , but also stretches some of the models to try and hide the elevation from the Maxis pieces to the NAM as well as hide
some undesirable effects from the addition of a sidewalk. See previous pics.

With use of Radical settings

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FDev-1.jpg&hash=a599b29e0dcaf03bee7d5e1f0e12b38a0586611a)

Some pieces are longer to compensate for drop

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FDev-2.jpg&hash=a566c4afb8be97614915c99cb05dd674c0f4d175)


USE ONLY ONE AT A TIME!!!!!

The RADICAL pieces are a little tricky to place in conjunction with other pieces , and some interesting effects will occur.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fintersection-1.jpg&hash=9ccd39f11f18949336613e0dcb723d9f2b4fa971)


Neither of these fix the slope conforming issues , and I recommend either gentle slopes with a slope mod installed or just placed flat. This part only has the standard curves.

This is just the Maxis textures, if this is working correctly , then more will follow. As before these need to be placed in the NAM/plugins folder.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 04, 2009, 06:35:33 PM
Also, for anyone who uses my white sidewalk replacement mod , this file is for you.

Just grab the Sidewalk_Test_07_04_09.dat and one of the model files from previous attachment.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: wes.janson on July 04, 2009, 06:43:12 PM
Downloaded!

I'll set them up in the sandbox region I am using for testing the growing capabilities of my relottiing crusade.
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 05, 2009, 02:11:17 PM
Well , its been a while since I uploaded these , and only a few people have downloaded. I have not heard anything back so I'm not sure if that is a good thing or what! I have been toying with a suggestion that Jan(Swamper) gave me , and it kinda seems promising , but brings me back to square one on the mod. Since there have been many who requested this type of mod for quite a while , I thought there would be more interest!

Since I have already done the regular curves in both Maxis wealths as well as the White sidewalk override, I will begin on the FAR.



Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: vershner on July 06, 2009, 12:57:30 PM
I downloaded, but forgot to try it yesterday...
I've tried it now and it seemed to work fine, so I set about modding the mod to fit the sidewalk texture I was using.

I used a simple texture override rather than actually replacing the textures in your dat, and interestingly, it matched the colours properly. I didn't have to darken the texture at all.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2F90texmod.png&hash=23276e63fbb2739897c4dfceb90424d81d5916c7)

That may be a better way to do the default textures too. It's much simpler than trying to match up the saturation and brightness for hours!
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 06, 2009, 01:27:26 PM
Because of the issues that both sets have , I've decided to go back to the beginning and remove all beta/test files. I mainly wanted to make sure the T-21 worked as it should.The current way works , and is very easy to change but requires too many external changes, ie altering the NAM files. They are set at the proper height and length as is...by raising them , it will cause undesired effects  , and stretching only sorta masks the issues and only works on some pieces ,but could cause even more problems.

The way I've decided to go is a much longer approach and I have to create many,many props...but is also the best match with almost zero side effects. They are still limited on slope conformity , but so are the actual curves.
The project is very time consuming and time is something I don't have a lot of , so progress will be slower , but the final product will be much better!

vershner : that will work , but if you try to do the same with the roads , you'll notice a big difference , mainly because the road is texture based , whereas the curves,etc. are model based. The overall idea with this first set was  as close as possible to match both cosmetic and function as the normal Maxis roads.

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: vershner on July 06, 2009, 02:36:39 PM
Quote from: sithlrd98 on July 06, 2009, 01:27:26 PM
vershner : that will work , but if you try to do the same with the roads , you'll notice a big difference , mainly because the road is texture based , whereas the curves,etc. are model based. The overall idea with this first set was  as close as possible to match both cosmetic and function as the normal Maxis roads.
No, that's what I mean. I already use that texture for the road sidewalks, and I used the same texture for the curve, with no adjusting for colour.
I did it as an override though, a new dat with one texture, ID f3d80089. For some reason this keeps the colour the same, so they match up perfectly.
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 06, 2009, 02:55:17 PM
Well....I guess you got lucky! ;D Every texture I've done , except for the White and Sandstone , had to be changed. However , I wonder if it has something to do with how dark it is.

Never the less , don't get too cozy with the beta...its being redone ...again , this time I not only am using my texture range IIDs , but also my prop IIDs, just to make it more "official" ::)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: dedgren on July 06, 2009, 08:28:03 PM
Jayson- hang in there.  I think your willingness to back up and adopt the more difficult solution will only make a great concept all that much greater in practice.


David
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: sithlrd98 on July 20, 2009, 04:57:13 PM
The US version of the new FAR transitions sidewalk mod (http://www.simtropolis.com/stex/details.cfm?id=22062) is on the Stex.   

For any questions , you know where to find me! :)

Jayson
Title: Re: Sithlrd98 Mods And stuff
Post by: sithlrd98 on July 22, 2009, 08:53:03 AM
         
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FSithlrd98_Mods_bannercopy.jpg&hash=14f55198faa24958a2347f77290571fdc7e589e8)

It seems that there is still some confusion on how my mod and the SFBT Euro Road Textures Mod work. (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302)

In order to have both a Euro texture , and a sidewalk , you must install only the version that is optional in the SFBT Euro Textures Mod.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FInstaller1.jpg&hash=bbf22244cabd591ee30cf24f09fb8e0e94d7254c)


Excerpt from euro road textures mod update Read-Me

Euro textures for the alternative Wide Radius Curves by Sithlrd98

    * zzz_Sithlrd98_Road_Curves_Gn_leugim_Texture_Euro.dat - for the Portuguese WRC sidewalk textures by Gn_leugim
    * zzz_Sithlrd98_Road_Curves_Sandstone_Texture_Euro.dat - for the WRC sandstone sidewalk textures by SMP
    * zzz_Sithlrd98_Road_Curves_SAP_Texture_Euro.dat - for the WRC concrete textures by SAP
    * zzz_Sithlrd98_Road_Curves_White_Texture_Euro.dat - for the WRC sidewalk textures by Maxis
    * zzz_Sithlrd98_FAR_Update_1_Gn_leugim_Texture_Euro.dat - for the Portuguese FAR sidewalk textures by Gn_leugim
    * zzz_Sithlrd98_FAR_Update_1_Sandstone_Texture_Euro.dat - for the FAR sandstone sidewalk textures by SMP
    * zzz_Sithlrd98_FAR_Update_1_SAP_Texture_Euro.dat - for the FAR concrete textures by SAP
    * zzz_Sithlrd98_FAR_Update_1_White_Texture_Euro.dat - for the FAR sidewalk textures by Maxis
    * zzz3_Sithlrd98_FAR_JRJ_LW_Euro.dat - for the FAR sidewalk textures by jeronij (low wealth)
    * zzz3_Sithlrd98_FAR_Update_1_JRJ_LW_Euro.dat - for the FAR sidewalk textures by jeronij (low wealth)
    * zzz3_Sithlrd98_WRC_Standard_JRJ_LW_Euro.dat - for the WRC sidewalk textures by jeronij (low wealth)
    * zzz2_Sithlrd98_FAR_JRJ_MW_Euro.dat - for the FAR sidewalk textures by jeronij (medium wealth)
    * zzz2_Sithlrd98_FAR_Update_1_JRJ_MW_Euro.dat - for the FAR sidewalk textures by jeronij (medium wealth)
    * zzz2_Sithlrd98_WRC_Standard_JRJ_MW_Euro.dat - for the WRC sidewalk textures by jeronij (medium wealth)
    * zzz1_Sithlrd98_FAR_JRJ_HW_Euro.dat - for the FAR sidewalk textures by jeronij (high wealth)
    * zzz1_Sithlrd98_FAR_Update_1_JRJ_HW_Euro.dat - for the FAR sidewalk textures by jeronij (high wealth)
    * zzz1_Sithlrd98_WRC_Standard_JRJ_HW_Euro.dat - for the WRC sidewalk textures by jeronij (high wealth)

Now , since Sithlrd98 WRC Sidewalk Texture Mod Jeronij Texture (http://www.simtropolis.com/stex/details.cfm?id=21747) is set-up a little differently (modular)...I would suggest downloading the
MAC version of the SFBT Euro Road Textures Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1605) since it will allow for you to copy the desired combination easier than the Windows installer does ,and follow these directions:

Upon looking at each folder , you will see "zzz1,zzz2,zzz3 in front of the .dat files as well as abbreviation HW,MW,LW denoting the wealth of the texture. You can use any combination of these  as long as you do not have 2 of the same Standard or FAR .dats installed , or 2 of the 90 and 45 degrees installed at the same time.
Here is an example :

(The first TWO are the Avenues from the above linked mod)

Will give you:



The same goes for the US version , although the names and wealth "ZZZ"numbers are different , It works pretty much the same.

You will need to place whichever combination you choose into  your  MyDocuments\SimCity 4\Plugins\Network Addon Mod\Plugins  As they need to load after the NAM.  To uninstall , simply remove them.  I recommend against mixing these with my other mods simply because the way this is done is probably confusing enough , but it is the easiest way I can explain

Again , any questions about this part of the SFBT Euro Textures Mod , should be asked here.
Follow the Tater for all of my uploads(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Fstex%2Fbadges%2Fpotato_.jpg&hash=31b363749c77264cb581e6d7df8a5a048db7d2cf) (http://www.simtropolis.com/stex/?p=files&keyword=sithlrd98&view=all)

Jayson

Title: Re: Sithlrd98 Mods and stuff
Post by: jmdude1 on July 27, 2009, 06:55:41 PM
thanks for the farr update to your great work.  once again its much appreciated.  i was wondering if an update for the street curves might be coming sometime in the future?
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 27, 2009, 07:11:27 PM
I honestly have not given it much thought. I have a few projects that I have started so I want to get those at least close to finishing as well as some side stuff before I take on anything else. Thanks for the support!

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: Albus of Garaway on July 30, 2009, 09:41:52 AM
What great work you've done here, Jayson! I'm positive that your hard work is going to pay off. I'm very excited for the wealth textures, especially.

Good luck!
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 30, 2009, 08:10:23 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fround3.jpg&hash=e9b87acc1ec764330990eb0c2136a7f2e77bc6bb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fround-1.jpg&hash=18f1514529b2213f29c39ca5bc2b216ba437d1c1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2Fround-2.jpg&hash=f7287aa114ccdab067afedcb2243729e811594cf)


Once I make sure I did not forget anything , I will upload them...it doesn't matter what sidewalk mod you use , so they will blend.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: Albus of Garaway on August 02, 2009, 08:36:31 PM
Looks nice, Jayson! Can't wait to see what you cook up next.
Title: Re: Sithlrd98 Mods and stuff
Post by: iskrem on August 03, 2009, 03:07:06 PM
Hey Sithlrd98, I have been hoping someone would do this, cant wait to see it released :thumbsup:
No big fan of the grass either :D - thanks for your great work.

Regards

Iskrem
Title: Re: Sithlrd98 Mods and stuff
Post by: KoV Liberty on August 05, 2009, 09:08:55 AM
Just testing out your grass mod. And I found this out... Most of my cities are plopped so I hate the grass. And this wasn't fixed...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi587.photobucket.com%2Falbums%2Fss315%2FDriftmaster07%2FAbidRayin-Oct12601249488202.jpg&hash=30697898339becd981b7955b857c64d9e9295cb9)
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on August 05, 2009, 09:57:35 AM
Check to make sure that not only are you putting the  overrides in the appropriate folders per the readme. The Straight Ave   was done in  Swampers sidewalk mods off of the Stex.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: KoV Liberty on August 05, 2009, 11:29:55 AM
Downloading now....
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on August 05, 2009, 05:01:57 PM
OK , what started out as a small project to get a few avenue pieces to not show wealth , ballooned into a much larger project. With the additional plugins by Swamper : Sidewalk Avenue Mod  (http://www.simtropolis.com/stex/details.cfm?id=10930) and Street and Road Sidewalk Mod (http://www.simtropolis.com/stex/details.cfm?id=11674) , I have hopefully found all of the Ave , Road and Street pieces (I know of one piece that I simply can not seem to locate ) so that regardless of the wealth of a lot you do not get any grass edges. This is a simple but time consuming mod . It will work with any sidewalk mod  giving a more complete look.

All of these are with the Euro textures mod installed. The regular NAM stuff was also modified.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-1-14.jpg&hash=808b67b04226b59b02b2c6b5a042ef116041e239)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-2-9.jpg&hash=da1bd4dbc2c2b5945ad6033e4f5664668ed9311a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-3-3.jpg&hash=445fc7a0c074b6a304867e9dc30b46b200323a95)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-4-3.jpg&hash=ed66b60208e38da74e8c79bf69c59df875cad843)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-7-1.jpg&hash=a4d5a0c0c747cc2a6effc9f54939a3895fb214b1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FUntitled-8.jpg&hash=a4be9469b81ec4c3c946df1c09564dfc75b3ae57)

Hopefully , I did not miss too many as I only was going after what was in the NAM and Euro Textures Mod. I did not feel the need to change the SAM as I think it is better suited for wealth textures.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on August 06, 2009, 06:59:58 PM
Been a little quiet from those who are testing...hopefully the silence is good! I hope to release this over the weekend and should be getting back to some of the other stuff I've started.


Also , just to clarify the install structure:

Swampers mods should go into SimCity 4\Plugins\Network Addon Mod\Plugins as well as
zNetworkAddonMod_Roundabouts_Avenues_Plugin_override.dat
zNetworkAddonMod_TurningLanes_Avenues_Plugin_Override.dat
zNetworkAddonMod_Diagonal_Streets_Plugin_Overrides.dat If you want to use it

zzNetworkAddonMod_overrides.dat should be placed in SimCity 4\Plugins\Network Addon Mod

If you are using the SFBT Euro Mod...then this is how I have that folder set-up:
SimCity 4\Plugins\Network Addon Mod\Plugins\zzzEuro_Road_Textures_Mod and then all of the Euro overrides. I only placed the Euro mod in my NAM folder for easy access.

You can leave all of these in at the same time. When you place the road/Ave/Street , there will not be any sidewalk...they still need something placed next to them (like a grass lot) for the sidewalks to show. The main thing the mod does is remove the wealth grass textures in place of none.



Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: jmdude1 on August 11, 2009, 03:31:53 PM
hey jayson,
ive been updating an existing city tile when i came across this problem.  i removed only your mod files (listed in your post above) and the problem was fixed.
i bulldozed the intersection and found this problem occurs when connecting the 1 way roads to only 1 side of an avenue.  although, i think its only when
the 1 way roads connect to the avenue diagonally, not if the avenue is diagonal and you extend a 1 way road off of a corner. i hope that makes sense.  :)

let me know if you need more info, or if you are unable to replicate this.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F5355%2Fblackroad.jpg&hash=de98e02d3221fb2cdace83ee0233cc9b322d7171)
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on August 11, 2009, 05:21:13 PM
This is why it is so important to have testers!!!!

Seems that I had flubbed those 2 pieces when trying to remove the wealth. I thought that I did it correctly , but as we saw....I didn't  :-[

But...I have fixed it!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FFixed-1.jpg&hash=b4456504c94718408519ee7f5dac59a371fa1f42)

I was going to release this tonight , but when I saw the post from jmdude1 , I think I'll let the testers have a little more time.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: jmdude1 on August 12, 2009, 11:01:18 AM
wow, that was a quick fix. thanks jayson. i havent seen any other issues with this mod at all, keep up the great work!
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on August 12, 2009, 11:45:37 AM
Well, hopefully those are the only ones! Barring any complications , I will try and get this out tonight on the Stex.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on August 12, 2009, 07:16:06 PM
The mod is on the Stex. I added the texture fix and zebra crossings for the Euro textures mod.

No Grass MOD (http://www.simtropolis.com/stex/details.cfm?id=22267)

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: Leodido on August 13, 2009, 04:00:09 AM
thanks a lot for this :)
Great job
Title: Re: Sithlrd98 Mods and stuff
Post by: miggoycor on August 13, 2009, 04:40:47 AM
I have a request. &idea Can you make a Monorail Facelift mod and a El-Highway facelift under it?  :)
Title: Re: Sithlrd98 Mods and stuff
Post by: Leodido on August 13, 2009, 11:01:31 PM
Just to clarify because I'm having issues.

To get sidewalk everywhere I need :


With these I should have euro textures, that are all using SAP sidewalk?
Am I correct?
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on August 14, 2009, 03:54:22 AM
Yep...after looking at your list , it sure seems like a lot doesn't it? As long as you put everything in the right place , you should be fine!

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: TmiguelT on August 14, 2009, 04:21:54 PM
i got one question... i'm using SAP sidewalk mod (Sandstone) and i saw that you have a different texture... will the NO GRASS MOD work with my texture? Also i'm not using the EURO texture mod so... will your No grass mod work with the current things that i have?
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on August 14, 2009, 06:25:55 PM
Every Sidewalk Mod is Compatible. You could also opt to have no sidewalks at all. If you are not using the Euro texture mod , then you only need the NAM overrides. The NAM overrides are in 2 folders which tell where to install. Also , if you choose not to have the streets altered , just remove that override.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: TmiguelT on August 14, 2009, 09:03:30 PM
Perfect  :)

I'm going to download it and follow what you just told me to do and see what happens. Thank you Jason  &apls .... I also downloaded your wide curves and NAM curves texture  :thumbsup:
Title: Re: Sithlrd98 Mods and stuff
Post by: Battlecat on November 30, 2009, 11:53:55 AM
These mods are really great!  I'm looking forward to seeing what else you might be working on in this area! 
Title: Re: Sithlrd98 Mods and stuff
Post by: Rady on February 06, 2010, 05:29:05 AM
SOrry, I'm a little confused by what is stated in the download readmes. Are these sidewalk mods (for avenue and road curves) combatible with the euro road texture mod or not? 'Cause in the readme of the "Road curves" download you write

Also , this as well as all of my Road curves/FAR mods are not compatible with the SFBT Euro Road Textures Mod. There are Euro versions of all of my road mod included in that mod.

So, the first sentence says they are not compatible. But the second sentence says that there is a euro version included?
Title: Re: Sithlrd98 Mods and stuff
Post by: Andreas on February 06, 2010, 07:12:01 AM
Sithlrd98's downloads contain only US curves. If you want to have Euro textures, you also need to select the appropriate files in the Euro Road Textures Mod installer.
Title: Re: Sithlrd98 Mods and stuff
Post by: Rady on February 10, 2010, 09:13:39 PM
I now had time to look after that, but again I'm a little lost. When installing the EURO road mod, there are options for the NAM curves textures. SO I suppose that's what you mean. But what option do I now select, 'cause there's no option for Sithlrd98 textures. The following options are available:

no sidewalk textures (default)
Maxis sidewalk textures
gn_leugins's ''
SMP's sandstone ''
SAP's concrete ''
jeronij's low / medium / high wealth ''
Title: Re: Sithlrd98 Mods and stuff
Post by: Andreas on February 11, 2010, 04:03:10 AM
All those options (except the first one) refer to Sithlrd98's textures - just pick the one that match your sidewalk textures mod, if you have installed one. If not, pick the "Maxis sidewalk textures" option.

Note: All NAM-like installers that I created have small help texts for each option. Hover your mouse cursor over the individual entries to show them in the "Description" box on the left. The installer even tells you to do so if you don't hover the mouse over one of these entries. It's all there, you just have to open your eyes. ;)
Title: Re: Sithlrd98 Mods and stuff
Post by: Rady on February 11, 2010, 05:38:44 AM
Ok, thanks, I was just expecting an entry like "Sithlrd98 sidewalk textures".

Gonna give it a try this weekend
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on February 14, 2010, 02:45:04 PM
In the future , I will try and come up with an easier approach...it was the best way I could think of at the time.


Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: Rady on February 14, 2010, 09:36:03 PM
No problem since there's always someone around that you may ask. Worked out fine - thanks! The only thing that I discovered is that I now have the texture for FAR curves also in rural areas which basically is not what I intended ... but I suppose there's no easy way to change this so that you will have the sidewalk textures only in urban areas ....
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on February 15, 2010, 01:13:59 PM
easy...no(depends on who's doing it  :P)...possible...yes.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: wes.janson on February 16, 2010, 11:05:53 AM
Wasn't there something about MORPH curves somewhere? I think Smoncrie was doing something with the puzzle pieces that allowed them to be wealth-dependant and support sidewalk mods.
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on February 17, 2010, 08:06:29 AM
Yep...that's what I was referring to.However , I seem to be extremely dense because although I see how it is implemented , I was unable to expand on it the last time I tried. I'm sure it's not as hard as I was making it  ::)

Jayson
Title: Re: Sithlrd98 WideRadius Curve MODs
Post by: Rady on February 18, 2010, 09:03:03 AM
Quote from: sithlrd98 on May 20, 2009, 07:07:44 PM
What I am wondering is if I should create individual .dats for individual transit with each different sidewalk , so that the user could mix & match the road(as one type)and the Ave as another? I think that may be too confusing for some....just an idea.

Here is the final (I think) version of what I hope will be acceptable.Hopefully this will be the last time you see this switch outside of the game! This is a 256x256 .jpg but if you click-it , you will see the actual .png (just to see the clarity)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FTest_Final2copy_Finalcopy.jpg&hash=5ff3e1f3caad5358b08b63d578d16ea76d633f42) (http://i180.photobucket.com/albums/x262/sithlrd98/Test_Final2copy_Final.png)

Jayson

Since I was unhappy with the way the rail lines look like I was searching for a mod and found this thread .... may I ask if this mod .. is on hold? .. has been finished? ... has been abandoned?

Actually I'm using swamper77's no dirt mod since I'm unhappy with the NAM FARR pieces not having dirt, but also the rails not havin any embankment at all looks kinda odd ..
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on February 19, 2010, 10:33:26 PM
Its kinda on the back burner. I recently had a HDD failure , and a lot of stuff that I was working on went bye-bye! I'm still looking through some of my back-up stuff , and since my organization skills were non-existent on a few things , it's taking some time. I do plan on re-visiting that project as well as others , but R/L has been kicking in hard!


Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: FrankU on February 24, 2010, 05:44:35 AM
OUCH!
Title: Re: Sithlrd98 Mods and stuff
Post by: cubby420 on March 15, 2010, 09:51:47 AM
Hey there sithlrd98! Thank you for the excellent work you've done here. Excuse me if this is not the right place, but I have a question for you. I currently use the SFBT street tree mod, which wonderful though it is, still allows sidewalk texture wealth divisions...which I hate!

Are your mods compatible with the SFBT mod? As I said, I still like the parking bays and street trees from that mod, just not so much the sidewalk textures. But, I am unequivocally in love with some of your sidewalk textures...

Again, sorry if this isn't the right place to ask or if the answer is staring me in the face.
Title: Re: Sithlrd98 Mods and stuff
Post by: Andreas on March 15, 2010, 10:03:25 AM
Since the SFBT Street Tree Mod doesn't contain any sidewalk textures, you can combine it with any other texture mods you like. Also, the SFBT trees don't touch any NAM curve puzzle pieces, which means any of sithlrd98's tree mods for the NAM curves can be used in conjunction with the SFBT mod.
Title: Re: Sithlrd98 Mods and stuff
Post by: cubby420 on March 15, 2010, 10:09:00 AM
Ah, thank you Andreas for the timely reply! Extra helpful and reliable as well considering your familiarity with the mod in question.

Off to download some of sithlrds excellent textures!
Title: Re: Sithlrd98 Mods and stuff
Post by: DK_FROGGY on May 18, 2010, 07:09:09 AM
Hi Jayson and thanks for your work and effort.

I really like the idea of no-grass, but I'm having trouble making it work. As such, I am hoping that you (or anyone else) could maybe have a solution for me :)

This image sums up my problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F7551%2Fnograss.jpg&hash=65213684d108ca479da8cbc76caac722c0e8c083)

I was expecting/hoping/thinking that I would get sidewalks on the diagonal road, instead of grassy triangles. The avenue-to-road transition doesn't look "no-grassy" neither.. :)

I'm sure that the problem is on my part, but I don't know wether I installed it wrongly, are missing files or anything..

What I downloaded:
Swampers mods
SFBT Euro Mod
NAM Roundabout fix
NAM

My plan was just to use the standard maxis sidewalks that Swampers mods also use, unless I'm totally mistaken - but something didn't quite work out. I would appreciate any help. I looked through my plugins folder to see if another download could be causing it, but couldn't find any. That being said, my organization skills are lacking too ;)

Thanks in advance :)
Title: Re: Sithlrd98 Mods and stuff
Post by: vil on June 24, 2010, 06:59:12 AM
Ive been playing around with your T21s Jayson  :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F9906%2Fvilt21sidewalkss.jpg&hash=9cc932f3285d50aaf1419d67c706086a6be42607) (http://img43.imageshack.us/i/vilt21sidewalkss.jpg/)

I have no idea what the above mentioned MORPH curves are and dont know how to make wealth-dependant puzzle pieces.

These are all T21s - flat slope-conforming props for different wealth sidewalks, merged with your t21s for high wealth. The road has to be raised juuuust a bit to make this work  %wrd

Edit: the whole reason i started this was to get no sidewalks in rural areas and then i forget to put that in the picture ::) Well that works as well, obviously.
Title: Re: Sithlrd98 Mods and stuff
Post by: tslate on August 29, 2010, 09:55:15 PM
I'm extremely frustrated.. I can't seem to get any of these textures to show up at all.  Someone on the stex told me to put it in a zzz- folder, which I did, and still no textures.  I have:

zzz Sithlrd98 Road Curves White Sidewalk v2.dat
zzzFSL98_AR_Update_1_White_USA.dat
zzzSithlrd98 Avenue Curves White Sidewalk.dat
zzzSithlrd98 Wide Radius Curves Curves T21 Data .dat
White_sidewalk.dat

I can see trees along road curves from the T21, but no curves or FAR pieces have any textures beneath them at all.  I've tried re-plopping some and still no textures at all.

I have left-hand-driving, but do not use any Euro textures to my knowledge.
Title: Re: Sithlrd98 Mods and stuff
Post by: juanton on January 09, 2011, 08:37:36 PM
Quote from: tslate on August 29, 2010, 09:55:15 PM
I'm extremely frustrated.. I can't seem to get any of these textures to show up at all.  Someone on the stex told me to put it in a zzz- folder, which I did, and still no textures.  I have:

zzz Sithlrd98 Road Curves White Sidewalk v2.dat
zzzFSL98_AR_Update_1_White_USA.dat
zzzSithlrd98 Avenue Curves White Sidewalk.dat
zzzSithlrd98 Wide Radius Curves Curves T21 Data .dat
White_sidewalk.dat

I can see trees along road curves from the T21, but no curves or FAR pieces have any textures beneath them at all.  I've tried re-plopping some and still no textures at all.

I have left-hand-driving, but do not use any Euro textures to my knowledge.

I have the exact same problem. 

I saw others here asking the same question but it was never answered.

On the curves and FAR pieces, there are trees but no textures.  I've tried everything, nothing changes it.  I have removed everything from my plugins besides the name and still the same.
Title: Re: Sithlrd98 Mods and stuff
Post by: travismking on January 09, 2011, 09:20:11 PM
I also have this problem, but only on the road curves, avenues work fine. Its very strange
Title: Re: Sithlrd98 Mods and stuff
Post by: juanton on January 09, 2011, 10:47:11 PM
Quote from: travismking on January 09, 2011, 09:20:11 PM
I also have this problem, but only on the road curves, avenues work fine. Its very strange

Yes, exactly.

Avenues work perfectly, but road curves and far roads do not work at all.
Title: Re: Sithlrd98 Mods and stuff
Post by: juanton on January 10, 2011, 01:50:14 PM
Quote from: juanton on January 09, 2011, 10:47:11 PM
Yes, exactly.

Avenues work perfectly, but road curves and far roads do not work at all.

figured it out.

you need to install the euro mod, and make sure to follow his directions in the other thread
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on January 28, 2011, 05:01:04 PM
Sorry, for my long absence..I am glad you got it sorted out! It is a convoluted set-up for uniformity, but it was the best I could come up with! I have had a few false starts getting back into things..but really have missed the game and community a lot.. but I have re-acquired the SC4 bug...now I  just need to figure out what I've missed, grab the new NAM..and see what goodies have been added!

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: WC_EEND on January 28, 2011, 05:04:12 PM
Good to see you're back Jayson :thumbsup:

Xander
Title: Re: Sithlrd98 Mods and stuff
Post by: Tarkus on January 28, 2011, 05:07:29 PM
Jayson, great to see you back around! :thumbsup:  Hope you're enjoying the latest NAM. :)

-Alex
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on January 29, 2011, 01:06:58 PM
Thanks Xander & Alex! Yeah,really like how the NWM has turned out ! &apls Just wish there was some Oneway road curves :P :P :P Maybe one day I'll be able to figure the Rul stuff (doubtful!) haha!  ;D

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: Blue Lightning on January 29, 2011, 02:13:38 PM
Jayson! Long time no see!
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on January 29, 2011, 03:13:02 PM
It has been a lonnnng time! Well, I played with the NWM some, and being the sidewalk loving nature killer I am, noticed the no sidewalks on the curves...so, it looks like I found my first project .Now if I could find the source PNG's......so much easier than extracting and re-numbering before texturing! haha

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: Tarkus on January 29, 2011, 03:22:40 PM
Quote from: sithlrd98 on January 29, 2011, 03:13:02 PM
Now if I could find the source PNG's......so much easier than extracting and re-numbering before texturing! haha

The NWM single-tile network curves are actually using smoncrie's MORPH Curves, so they basically just bend the orthogonal texture rather than having separate textures.

-Alex
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on January 29, 2011, 06:25:24 PM
 Sweet..found the FSH and already did an override ..can't believe I remember how!
Man..I forgot how addicting tweaking was! haha

Jayson


   
Title: Re: Sithlrd98 Mods and stuff
Post by: RippleJet on February 06, 2011, 04:48:11 PM
Quote from: sithlrd98 on January 29, 2011, 06:25:24 PM
Man..I forgot how addicting tweaking was! haha

Am I correct in reading that as a positive sign? ::)

In that case :D ... welcome back, Jayson! :thumbsup:
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on February 06, 2011, 05:10:44 PM
umm..yeah, kinda haha! Got just a little bit of R/L leftovers to deal with, then I hope to get back into things some. This time though, I think I will try to avoid falling back into the "too many projects going on at one time trap!" Still want to finish some of the things I was doing , but I also want to help get those empty lots fixed so everyone can enjoy those fine additions..including myself :) Just hope I didn't forget too much..but I know where to look and who to pester :D

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: RippleJet on February 06, 2011, 05:21:35 PM
Quote from: sithlrd98 on February 06, 2011, 05:10:44 PM
and who to pester :D

Ahh, I'm actually looking forward to that... $%Grinno$% :P
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 01, 2012, 07:11:14 PM
*Blows dust off*
After many R/L issues, false starts or whatever you wanna call it, I've been bitten by the SC4 bug and over the past month I've been lurking, downloading and reacquainting myself with the game and tools...itching to start modding a little bit, starting with tackling those T-21 road/avenue curve mods that I did a while back.
However, this time I need some direction seeing as I really had no plan or any real idea of what the end product should look like. So here's the question(s):
Is there any demand for a new mod?
If so, does anyone have any ideas for props to be used this time around?

I am definitely not as creative in implementing these mods, but seeing as I like using curves a lot in my urban cities, not having something on them drives me nuts!  ;D

I really would like some input on this.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: noahclem on July 02, 2012, 05:38:30 AM
There is definitely demand, at least from me  &hlp

I don't exactly understand what you're considering though. Are you talking about re-doing your old WRC sidewalks or creating a new set for the NWM ones? Or both? As for props, I've been really wishing for sometime that those curves could have HD, VIP trees instead of the old Maxis ones. HD sidewalk textures would make it even nicer, at least for me.
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 02, 2012, 09:13:18 AM
I'm mainly wanting to re do the road and ave curves I did .The props I used were all maxis mainly to keep dependency down..and seeing as they were my first real attempt at T-21..well,they kinda suck  ;D! Hahaha

I do want to do something that blends in with other sidewalk mods,or one that actually looks more realistic.

I have yet to really dive into the NWM,haven't really used it,so I'm not sure about modding them or even looked at what mods were available .....yet.

Seeing as there is a much better WRC sidewalk mod already out,  I believe my days of WRC texturing are over..with the exception of odd sets like rural roads(Yes,I realize the key word is Rural....but I use the intersections in my cities to avoid having a stop light on every block) and De-grassing the updated US and Euro textures (I haven't seen any out there....)


Jayson

Title: Re: Sithlrd98 Mods and stuff
Post by: NCGAIO on July 02, 2012, 11:35:12 AM
 &apls Always great to see people coming back ....

Tip to update the link to his work on stex to ...

" http://community.simtropolis.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=77873 (http://community.simtropolis.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=77873) "

So will fall directly on the page of your submitted content there.
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 02, 2012, 03:21:12 PM
Thank you for that updated STEX link  :thumbsup:
Simtrop seems to change every time I turn around..I can't find anything over there anymore!

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 04, 2012, 06:49:01 PM
Quote from: sithlrd98 on July 02, 2012, 09:13:18 AM

Seeing as there is a much better WRC sidewalk mod already out,  I believe my days of WRC texturing are over..with the exception of odd sets like rural roads(Yes,I realize the key word is Rural....but I use the intersections in my cities to avoid having a stop light on every block) and De-grassing the updated US and Euro textures (I haven't seen any out there....)


Hmmm...guess I was wrong.

I had been messing around with the game on this hot July 4th break ,sitting in the nice cool indoors which is a very nice break from my usual workday of fixing A/C's and whatever else breaks.. while the kids were in and out somehow not falling over from heatstroke and decided to take the opportunity to play SC4. It started innocently as it always does,but then I see something and think "What if I tried this"
I came across a mod that was made while I was dealing with R/L
Wide-angle curve pavement MOD & FAR puzzle pieces http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=803&view=previous&sid=66643f5b24480b8ef94d5b53602f43d1 (http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=803&view=previous&sid=66643f5b24480b8ef94d5b53602f43d1)
which essentially is a T-21 texture mod..(the same type of thing I was failing miserably at a while back) it works like the default Maxis transport design wealth, zone( no sidewalks on curves out on a farm..etc.) But...


This mod is very easy to run out of the box..it uses what ever sidewalk texture mod you are using ,or not using and gives the curves an almost seamless transition to the basic Maxis based transit items. :thumbsup:

However


Please do not think I am talking bad about this mod..it is a wonderful mod and a lot of time was obviously spent on it!
Since I prefer urban cities,I like having a uniform sidewalk look throughout and have found basic texture overrides to be easier and the visual end result is the same.

Now here are way too many pictures to get to my point  :D

This is my previous SAP set along with an unreleased Rural Roads override (I have yet to mess with the re-textured NAM or Euro Textures mods)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYnJsA.jpg&hash=f7b4931bc0a325d5a50c64833c311b3c9dcd3020)
This is with the Wide-angle curve pavement MOD & FAR puzzle pieces Mod Note the need for"Trigger lots"
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe1f2Q.jpg&hash=18008c6beb20efc98750d92264a3b2addfe036b0)
This is the same mod with a texture from BSC Textures Vol 01Blends pretty well
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4LX6S.jpg&hash=e6d89c340244e9a757ada2c768d94496effc1979)
But wait...this is what happens when I use the same mod with my Rural Roads_BSC Sidewalk mod
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FU7OiB.jpg&hash=bb206c49b2f422b4a618036560efd2b4dccfc035)
Can you see how the game handles the altered sidewalked Rural Roads plugin? The brick has more detail (IMO)and I didn't notice it with the SAP sets...
This is all texture overrides
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCG0rs.jpg&hash=2bb8185b8d87a3c0dde38846a4d209574696e6ac)
The Maxis road still "squishes" the texture, but the NAM pieces have more detailed brick textures...don't they?

So,now that I have overly complicated a simple explanation....I guess I will continue playing with PNG files.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 07, 2012, 09:01:58 PM
I know...I'm triple posting  :P

I don't know if there is a demand for a NWM No Grass mod..but I'm slowly extracting files to make one for myself as well as a NWM sidewalk texture override based on the sets I did for the WRC. Anyone interested let me know here or PM.

I really wish there was an easier way to extract from a dat...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSEFPZ.jpg&hash=b73a96492309303a3f8bb170d3a7c204702aaeb7)

SAP Texture

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3woP1.jpg&hash=59d2efa84b61bce83a330c2770a64a8765ef99b3)


Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: noahclem on July 08, 2012, 03:01:31 AM
Definitely still lots of interest from me! Looks great so far  &apls &apls
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on July 08, 2012, 05:24:02 AM
looking nice :D

are these "smart" textures, in the way they know what sidewalk texture is installed or they are fixed and we have to pick the right .dat file?
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 08, 2012, 06:55:03 PM
Quote from: gn_leugim on July 08, 2012, 05:24:02 AM

are these "smart" textures, in the way they know what sidewalk texture is installed or they are fixed and we have to pick the right .dat file?

Originally I was just going to do a basic sidewalk curve override like I've done in the past...BUT,if I can continue with the luck that I've had with the first part of this curve,they will be wealth dependent via T-21.IF :D

With a basic sidewalk mod(all the same wealth type)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYpIZp.jpg&hash=053f8e3cf234f8dbb3fa9270985781bdb2db0469)

Without any sidewalk mod(Basic Maxis)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNTEJ4.jpg&hash=4f52147a41b693dbf5c84adfdbca5bbe991cd768)
Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: Haljackey on July 08, 2012, 07:45:51 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fmedia.tumblr.com%2Ftumblr_m6v02xgixo1qma8h6.jpg&hash=53fe095e95c83728300b964acb43eae76e230ec7)

Freaking amazing work man!  :thumbsup:
Title: Re: Sithlrd98 Mods and stuff
Post by: kassarc16 on July 08, 2012, 11:37:58 PM
Awesome work, Jayson. I'd love to see all NAM pieces have these eventually, hopefully having more draggable overrides in the future will lessen the work for that.
Title: Re: Sithlrd98 Mods and stuff
Post by: Biriali on July 09, 2012, 01:47:58 AM
 &apls Nice. These are definetely needed. Keep up the good work  &apls
Title: Re: Sithlrd98 Mods and stuff
Post by: jmdude1 on July 09, 2012, 03:55:47 AM
its been a long time! your work is always great.  although i dont play nearly as much as before, i still use your previous mod.  i like your updates with the SAP texture.
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on July 09, 2012, 05:11:59 AM
nice, good luck then  :P

So, they will get the texture from my sidewalk texture to texture the t-21 props right??
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 09, 2012, 09:38:10 AM
Taking a moment at lunch to dry off from this wonderfully cool weather...Sarcasm was intended

I'm basically extending the Wide-angle curve pavement puzzle pieces mod found here:
http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=803&view=previous&sid=66643f5b24480b8ef94d5b53602f43d1
which will be the dependency as I'm only creating new exemplars for the NWM curves.All the real hard work was already done by the original mods creator. I'm hoping that I will be able to incorporate these pieces without too much difficulty.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on July 09, 2012, 09:48:12 AM
that's what I was talking about :D  %BUd%
Title: Re: Sithlrd98 Mods and stuff
Post by: noahclem on July 09, 2012, 10:01:55 AM
The new technique is looking very promising! I'll have to familiarize myself a bit with the mod you're basing this off of.
Title: NWM Wealth Curves
Post by: sithlrd98 on July 09, 2012, 08:19:51 PM
One of the great things about how the Wide-angle curve pavement puzzle pieces mod  is that the side walks don't have to be "blocky" on the curves.You basically just remove a couple of files and.... boom! This works extremely well for how the NWM is set up.
However,the bad part is there isn't a model to handle Landfill and Agricultural lots...and I apparently am too dense at copy paste S3D properties and or creating a proper model exemplar(even though it is basically copy, paste and change IID's)

I have sadly spent the greater part of the evening trying to get the curves to accept the new dirt sidewalk and handle it like it does the rest of the wealth types. I'm sure it is something dumb on my end, but I don't see it!

However, here is just the TLA small curve with the sidewalk following the curve..via T-21. I haven't messed much with the other parts of the mod as I rather like the look of no block sidewalk curves.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7dX36.jpg&hash=899eedb54e4dd98247c464cf5de547a8f569edf7)

Jayson
Title: Re: NWM Wealth Curves
Post by: jmyers2043 on July 10, 2012, 06:20:43 AM
Quote from: sithlrd98 on July 09, 2012, 08:19:51 PM
...
I rather like the look of no block sidewalk curves.
...


Me too  :thumbsup: 


- Jim
Title: NWM Wealth Curves:HELP NEEDED!
Post by: sithlrd98 on July 11, 2012, 08:48:04 PM
Let me start off by saying UGH!
WARNING: Rambling from one who is not good at explaining things simply!

I decided to work on this add-on with very little experience in models,and minimal T-21 skills.
The way the original mod was set up,models were made as props , attached as a T-21 referencing another model, then the appropriate Network piece was added and the sidewalk would contour (or using another part of the mod,you would have the "blocky" sidewalk that my texture overrides achieved) but wealth dependent. Very flexible setup. The previous picture I posted was a "cheat" as I only addressed one tile and the rest followed suit according to the wealth. I could have stopped there,and did the same for the rest of the curves and released it.
But it wouldn't be the same as the rest of the mod,and I REALLY want to understand why my attempt at building over 50% from scratch is failing right from the beginning.

This is what I'm trying to figure out. Looking at this picture from the original mod, Each road piece has it's own model set,all broken up like the majority of models I've seen (except NAM stuff which usually has 4 models , broken down then a full one). This picture shows the Small 90 road curve prop from the original mod ..ignore the incorrectly selected exemplar as this is just to illustrate what I'm trying to convey.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHxIKA.jpg&hash=1ee2e3ed3a4d0251ef8b00584a0f79948b552506)

Thinking that this would be the way to go (following Original creator) I tried to extract the S3D 0x51344005,then import into GMAX, export a Gmax file,import into BAT then build an exemplar based on the setup of the original mod. No dice.

I then copied 0x51344005 into a new .dat and copied a prop exemplar from the original mod, set-up to point to my new prop,and started creating the mod with 0x51344000 as my first piece (the same one I've been tinkering with as I've been testing and posting pictures of.) Problem is...it doesn't work correctly and I'm not sure why. I have followed the previous mod by creating 3 props of the road,copied t-21's and changed IID's to reference what needs to be referenced..and I'm not sure if it's because of the Models being different or if I am just missing something on the copy/paste T-21's!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhdOfA.jpg&hash=168fd6c1d5b6490f5a90d465a5c270f71dd3a2c8)

I could attach what I have done for anyone to look at, but you will have to have the original mod to visually test. I have only built one piece of one option..and one piece of the z overall option(blocky)

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on July 12, 2012, 04:12:13 AM
I once looked how this mod was created and I was like "oh gosh, too much sand for my truck!"

about your issue, dont know if using gmax for 3ds generating or so, is the best way, but, I am not an expert on the area. good luck anyway  :thumbsup:
Title: Re: NWM Wealth Curves:HELP NEEDED!
Post by: sithlrd98 on July 12, 2012, 10:24:10 AM
Quote from: gn_leugim on July 12, 2012, 04:12:13 AM
I once looked how this mod was created and I was like "oh gosh, too much sand for my truck!"

about your issue, dont know if using gmax for 3ds generating or so, is the best way, but, I am not an expert on the area. good luck anyway  :thumbsup:

Yes...that mod is very good at causing me headaches!!!!

I extracted the S3D for 0x51344005 via reader, then imported it into B.A.T, exported as a Gmax file then used the Maxis PIM to get it converted to a model .dat. I did not change any scripts in Gmax seeing as it was a flat model of triangles and not a 3D model such as a ramp. I really don't understand models or render programs..I have dabbled in the past but not more than texturing a box.

This is how it imported into B.A.T.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F0YoQD.jpg&hash=e106f65c55d7c6fb2cefe7325e65e052f1abc3f5)

When I looked at the exported model file in reader,it looks like nothing more than a strangely speckled shape...and even then I had to zoom in a lot to see it!

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on July 12, 2012, 11:32:43 AM
Well, maybe that is a problem with scaling. I've done some models for RHW and I am making a bridge for RHW6 and for both cases I had to use 3dsmax and not gmax. with it I can export the 3ds files direct. but remember that gmax (3dsmax) axis dont match the readers axis.

quoting MandelSoft:

QuoteNotice about the Y and Z co-ordinates
In this tutorial, the Y-axis or Y-co-ordinates are always used as the height-axis of an object. This is because in the Reader, the Y-axis is also the height-axis. However, in gMax and the SC4 Model Tweaker, the Z-axis is the height axis. See table below:


Reader axis:gMax axis:
XX
YZ
ZY
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 12, 2012, 11:58:06 AM
Dealing with models is pretty much over my head but I understand  the Axis points not matching up point.
So, I'm guessing ,from reading this...

I really have spent way too much time failing...but I really want to do this and try to learn what I'm doing wrong so I can expand on this idea with other things like Rails,etc.

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: vortext on July 12, 2012, 02:20:35 PM
Though I'm not familiar with BATting, I'm somewhat familiar with T21 modding and had a look at the original mod.

From what I see, the props are simple S3D models with just three textures assigned to it. So maybe you could skip the entire gmax process and instead copy the S3D models, paste it into a new .dat file and give it a new ID. Next under the 'mats' tab assign new textures.

Not sure if this will work but it's how I've turned textures to props in the past.
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 12, 2012, 04:29:34 PM
Quote from: vortext on July 12, 2012, 02:20:35 PM
Though I'm not familiar with BATting, I'm somewhat familiar with T21 modding and had a look at the original mod.

From what I see, the props are simple S3D models with just three textures assigned to it. So maybe you could skip the entire gmax process and instead copy the S3D models, paste it into a new .dat file and give it a new ID. Next under the 'mats' tab assign new textures.

Not sure if this will work but it's how I've turned textures to props in the past.

I have broken down the original mod to see what each piece did. In doing so,I am under the impression that the "Wealth textures" are S3D flat models that reference the game driven sidewalk wealth textures ,(Dirt,White,Pink, Grey) via corresponding IID's along with a masked overlay attached and triggered by a T-21 exemplar. By doing this, I could easily do a "Blocky"NWM curves mod.

The best part of how the mod was created however was the inclusion of the WRC/FAR pieces with their own models that resemble the full NAM models but in the general 0x000X0000-000XX430 S3D models (Instead of the usual 0x5XXXX005 NAM models) attached to the previous flat plane Wealth models via T-21. This allows the combined models to have their sidewalks "Curve the Curve" on the Road S curve,Small and large 90,etc,etc,etc , like I showed in a previous image.
Basically,in a nutshell...the geometric setup of the Road/Ave WRC's don't match up with the NWM curves,thus without the NWM curves S3D's, the best I could do is a "Blocky" sidewalk mod ....
or a visually appealing curved sidewalk Curve that would only have ONE exemplar from the NWM curve as a trigger ,IE 0x51344000 would trigger the curved sidewalk,not 0x51314010..etc,etc.
All of my tests have been on the TLA small curve only, but have noticed referencing all exemplars included in that piece makes the sidewalk all out of shape when a lot is plopped near as a wealth trigger, but only one gives it the Curved curve.

Does this all make sense now..cause I need some aspirin! Hahaha :D

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on July 13, 2012, 12:54:15 AM
well I think we can live with blocky sdewalks XD

also, I have that mod, and as I recall, he may show up not just the sidewalks, but also grass textures for lower densities. a blocky grass ain't that bad I think.
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 15, 2012, 07:01:21 PM
I originally planned to just show that the NWM curves could be sidewalked via T-21, like the Original mod..then say that after racking my brain, trying different things,then picking the brains of some much smarter modders  than I and probably confusing them with my borderline noobish modeling/modding skills, blocky was going to have to do...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtMy08.jpg&hash=b1a9520e32d9f5dbfbdd225dce5b4f10bbd5fe99)


BUT THEN I got a huge bit of good news ,a picture,and an example .dat from Blue Lightning....The NWM can have curved sidewalks afterall!

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: noahclem on July 16, 2012, 12:22:12 AM
Exciting news! This project will make a huge difference in the way my cities look  :thumbsup:
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on July 18, 2012, 03:07:35 PM
nice   ;D
Title: Re: Sithlrd98 Mods and stuff
Post by: sithlrd98 on July 24, 2012, 07:02:54 PM
I have made props corresponding to the wealths of the TLA,ARD-3 and Ave2 pieces and am trying to work out the T-21,but due to how I made these I don't think I'm gonna find the sweet spot with locating where these are supposed to show up. This is very upsetting! I have tried every trick I know,but as you can see...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FsogBY.jpg&hash=7586bce8b14746e5dd1f66ad449dab120d01f42f)

Just not working  :(

Think It's beyond me

Jayson
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on July 25, 2012, 02:10:35 AM
it's sad. I wish I could help out, but it is even more beyond me =\
Title: Re: Sithlrd98 Mods and stuff
Post by: TheOtherRick on August 25, 2013, 08:21:28 AM
Unless I am mistaken, NAM 31.2 has been released since the last post on this thread. I want to install the NO Grass Mod, and the Read Me states that I need to place Swamper's mods in the SimCity4/Plugins/Network Addon Mod/Plugins folder. The latest version of the NAM does not have a folder titled "Plugins". Could you please direct me to the correct installation of the NO Grass Mod?
Title: Re: Sithlrd98 Mods and stuff
Post by: Dublin on August 25, 2013, 10:16:54 AM
Make one called plugins, it's that easy. It most likely will work even just placed in the nam folder randomly.
Title: Re: Sithlrd98 Mods and stuff
Post by: TheOtherRick on August 25, 2013, 12:05:54 PM
Thanks Dublin. I'll give that a go and see if it works.
Title: Re: Sithlrd98 Mods and stuff
Post by: TheOtherRick on August 28, 2013, 02:27:31 PM
The NO Grass mod still does not work at all, but I can live with the grass I guess. However, the Sandstone Avenue Curves and Sandstone Road Curves mods do not work either. The ReadMe for the Avenue Curves states that I need to double-click the Installer file for installation. No "installer file" came with the .zip file. The ReadMe also gave the destination for the .dat file, so I manually placed it there. The mod does nothing. The same is true for the Road Curves.

Did the new NAM mess with these mods? If not, then can someone point me to a way to make these work?

If further information is required, I am happy to provide it. I have very few other mods and lots installed, so the probability of a conflict is minimal. I would really appreciate any help that is available.
Title: Re: Sithlrd98 Mods and stuff
Post by: vortext on August 28, 2013, 02:40:35 PM
Works fine for me with the latest NAM. Now would be the time for the 'z_folder' trick. ;)
Title: Re: Sithlrd98 Mods and stuff
Post by: TheOtherRick on August 28, 2013, 03:06:28 PM
Quote from: vortext on August 28, 2013, 02:40:35 PM
Works fine for me with the latest NAM. Now would be the time for the 'z_folder' trick. ;)

Thanks for the reply vortext. I'll try that. Just to be clear, are we talking about placing a folder called (for example) z_SandstoneSidewalks in the Network Addon Mod (NAM) folder, or just straight in my plugins? And then in that folder, I would put the two curve mods and perhaps the SMP Sandstone Sidewalks that covers the rest of my sidewalks.
Title: Re: Sithlrd98 Mods and stuff
Post by: vortext on August 28, 2013, 03:14:10 PM
Quote from: TheOtherRick on August 28, 2013, 03:06:28 PM
Just to be clear, are we talking about placing a folder called (for example) z_SandstoneSidewalks in the Network Addon Mod (NAM) folder, or just straight in my plugins?

The latter.
Title: Re: Sithlrd98 Mods and stuff
Post by: TheOtherRick on August 28, 2013, 03:30:30 PM
Quote from: vortext on August 28, 2013, 03:14:10 PM

The latter.

Thanks again vortext. Okay...done. Now here is what I have...Working on roads and avenues, but not streets...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8T94bfw.jpg&hash=dfedc3aaa4e4f6d5cd5e87bf22f52cc729cd4bb0)

AND...Now my Swamper-PEG No Rail Dirt mod has glitched (see below)...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIqgq0r8.jpg&hash=681f337eea9617180c827e9a11e9a0f9c61bb2c2)

Any suggestions?
Title: Re: Sithlrd98 Mods and stuff
Post by: vortext on August 28, 2013, 03:48:49 PM
Quote from: TheOtherRick on August 28, 2013, 03:30:30 PM
Now here is what I have...Working on roads and avenues, but not streets...

That's because curved streets weren't invented yet when this mod was released. In addition to the puzzle pieces, however, the latest NAM also contains draggable street curves which actually do show proper sidewalks!  ;)

Quote from: TheOtherRick on August 28, 2013, 03:30:30 PM
AND...Now my Swamper-PEG No Rail Dirt mod has glitched (see below)...
Any suggestions?

You may have to play around with the order of individual files too. e.g. prefix 'z_' to the no gras file and check ingame if it works as desired. Bit of trail and error will be involved here.
Title: Re: Sithlrd98 Mods and stuff
Post by: TheOtherRick on August 28, 2013, 05:48:34 PM
Thanks once again vortext. Trial and error worked (re: No Rail Dirt) without too many errors! :P The draggable street curves I didn't know about. I have read up on them in the NAM Manual and tried out a few. A little tricky at first, but getting the hang of it...and the sidewalks look good. It's been so long since I played, the new NAM is making me feel like a noob all over again! I appreciate your help.  :thumbsup:
Title: Re: Sithlrd98 Mods and stuff
Post by: gn_leugim on August 29, 2013, 02:09:26 AM
we have to keep in mind that with the advent of draggable curves and so, most of this stuff is outdated. ofc there are still some pieces that are not draggable, like viaducts (as for the public) TULEPS and so on, but regarding curves, most of them are covered, even FAR pieces can now be laid out with the normal road tool and have wealth textures.
Title: Re: Sithlrd98 Mods and stuff
Post by: vortext on August 30, 2013, 08:59:26 AM
Good point. I'd reckon only the 90 degree avenue curve needs an external sidewalk mod, the rest of the curves are covered with the latest NAM. Though on the other hand I can also imagine a wide curve with just the sidewalk looks better in certain situations (e.g. continuous pavement in CBD instead of wealth grass) so this mod may still prove itself useful in that regard.