SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: mightygoose on March 07, 2008, 03:11:25 AM

Title: MnM's (Mightygoose's new Monorail skin) 31/03/09
Post by: mightygoose on March 07, 2008, 03:11:25 AM
Trials and tribulations with the reader....






after some discussion with tarkus it seems it is possible.... (anyone who has seen the movie "The Island" will know what im on about)

it is very early days here but i wanted to see what the public feeling on this was....

i have the straight piece just about ready to go....

195 polygons....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fmonoavesneak.jpg&hash=f73edc6b74a5dcec141356cfe3b78076fddaccba)

dont expect this any time before 3-4 quarter this year.... I don't even know how to start pathing this yet....
meantime.... thoughts?
Title: Re: Monorail over Avenue (MOA)
Post by: jplumbley on March 07, 2008, 09:04:37 AM
Pathing wont be your issue...  Making it a puzzle piece will be.

The problem with dual networks is they only use one capacity...  So, it will either have the Capacity of the avenue or the monorail, it cannot combine both.  This will give you a reduction of capacity since both traffic types will be added together to determine the congestion of the tile.  Since both Monorail and Cars are effected by Congestion they will both be effected when the network starts to become congested.  This works properly with GLR because GLR uses Subway paths which are not effected by Congestion, therefore not being calculated as part of the Congestion calculation.
Title: Re: Monorail over Avenue (MOA)
Post by: Jonathan on March 07, 2008, 09:56:42 AM
I dont mean any offence, but I cant see in your picture where the monorail tracks are.

I had planned to make a draggable monorail on avenue after the HSRP, which would just be a normal monorail pylon and track down the median of the avenue. However if you would like to continue with this I dont mind, but it would make sense to make it draggable from the begging instead of puzzle pieces then draggable.
Title: Re: Monorail over Avenue (MOA)
Post by: kassarc16 on March 07, 2008, 12:38:24 PM
Quote from: jplumbleyThis works properly with GLR because GLR uses Subway paths which are not effected by Congestion, therefore not being calculated as part of the Congestion calculation.

Does this apply to El-over-Ave too? Or will that fall to the same problem?
Title: Re: Monorail over Avenue (MOA)
Post by: Jonathan on March 07, 2008, 12:47:24 PM
Maxis El-rail doesn't have that problem because GLR is el-rail without the el.
Title: Re: Monorail over Avenue (MOA)
Post by: mightygoose on March 07, 2008, 01:37:15 PM
the monorail are of the hanging variety... the two silver constructions are the rails from which the cars will "hang"

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.brianhayes.com%2Fimages%2Fmonorail.jpg&hash=47f3f8f720905e076b65aef8d9502fb02c0cea5f)
Title: Re: Monorail over Avenue (MOA)
Post by: memo on March 07, 2008, 02:10:15 PM
Quote from: jplumbley on March 07, 2008, 09:04:37 AM
The problem with dual networks is they only use one capacity...  So, it will either have the Capacity of the avenue or the monorail, it cannot combine both.  This will give you a reduction of capacity since both traffic types will be added together to determine the congestion of the tile.  Since both Monorail and Cars are effected by Congestion they will both be effected when the network starts to become congested.  This works properly with GLR because GLR uses Subway paths which are not effected by Congestion, therefore not being calculated as part of the Congestion calculation.

Actually, GLR uses EL-Rail paths, not Subway paths, which are two different things. And to my knowledge, Subway paths can be affected by Congestion as Subways can also be overcongested, for instance.
Some time ago, I made some tests in which I set the capacity of avenues to 0. Then cars weren't able to use avenues, but the Sims could use GLR, also on the Avenue-GLR puzzle pieces. When in another case the capacity of lightrail was 0, GLR didn't work on the dual puzzle pieces, but cars did. This lead to the conclusion for me that the capacity of avenues and GLR on the same tile is calculated individually, at least on these avenue-GLR puzzle pieces!? Honestly, this makes sense to me because usually there are no crosses between EL-Rail and Avenues which would lower the capacity. Therefore, Monorail will probably work as well.
Title: Re: Monorail over Avenue (MOA)
Post by: Andreas on March 07, 2008, 02:20:35 PM
I tend to agree with memo, there shouldn't be a problem with the capacity of the avenue if it also carries monorail. Actually, I thought that monorail was the only network that isn't affected by congestion - at least I read that many times over the last few years. But of course the modders back then could have be wrong. ;) The only thing that will have capacity problems are transit enabled lots (stations), though. There are no individual capacities for the different transit types, so even a large amount of pedestrians that only cross the lot would add up to the capacity of the station.
Title: Re: Monorail over Avenue (MOA)
Post by: Jonathan on March 07, 2008, 03:09:23 PM
mightygoose: While that looks pretty awesome, it would not be compatible with the MAXIS monorail, meaning you could not visually join the 2 together.
Title: Re: Monorail over Avenue (MOA)
Post by: mightygoose on March 07, 2008, 03:31:42 PM
i am fully aware of this, although the set will be limited at first.... i do plan to release plain new standard monorail models as well. this is more of a personal project i thought the community might find some use for.

it will be slow progress and although i will produce as much as possible it will be take it or leave it (as ith all custom content)

although with tarkus' advice and all your input im sure this will turn out to be somethig quite unique.
Title: Re: Monorail over Avenue (MOA)
Post by: dragonshardz on March 07, 2008, 05:23:37 PM
Looks great MG.
Title: Re: Monorail over Avenue (MOA)
Post by: Jonathan on March 07, 2008, 11:43:45 PM
Sounds great, if you would like when you have them puzzle pieces and after I am finished HSRP, I could have a crack at making it draggable, but it's entirely up to you.
Title: Re: Monorail over Avenue (MOA)
Post by: A200 on March 08, 2008, 01:24:03 PM
They have this sort of thing here in Brisbane, except it is the AirTrain (passenger rail service to the airport, part of existing rail network) and not a monorail. The railline is fully raised off the ground and at the end goes up the median strip of the main airport road. At the international + domestic terminals, it has stations in that median strip (with I think ped overpasses to the terminals).

It would be interesting to see this sort of thing done, as the problem with monorails and other rail is that they take up a lot of space.
Title: Re: Monorail over Avenue (MOA)
Post by: ma360 on March 22, 2008, 02:06:20 PM
It's going to be very cool! :thumbsup:
Title: Re: Monorail over Avenue (MOA)
Post by: Starmanw402007 on March 28, 2008, 06:07:45 PM
That's going to be one awesome Monorail. Looking forward to adding it to all my cities.
Title: Re: Monorail over Avenue (MOA)
Post by: redraider147 on April 01, 2008, 12:43:20 AM
i've recently been testing some ideas involving express tracks on el rail lines, and some makeshift subway tests. as far as i've found, subways do get congested. i've had this problem over and over which prompted the start of the tests...while the express lines were separate tunnels, the sims utilized them as such, taking trains that branched off from a main line. thus leaving the local line much less congested. as for the capacities of avenue/monorail, it shouldn't in theory affect the congestion or capacities since the 2 don't even share the same surface...much like el-rail over road. the one downfall is that if one becomes congested, since the 2 have been combined into 1, the other is automatically affected negatively as well, even if there is no usage. if there was a way to get the game engine to read them both as separate networks, as a subway placed under the location of a road would be, then it's much more helpful from a transit standpoint...currently the only way dual networking helps is in the eye candy and moving somethign that would take up valuable real estate on top of something else thereby saving space in a cheaper way than using subway.
Title: Re: Monorail over Avenue (MOA)
Post by: Jonathan on April 01, 2008, 08:43:48 AM
Subway tests are very interesting, are there any pictures of the work you have done.
Title: Re: Monorail over Avenue (MOA)
Post by: mightygoose on April 01, 2008, 12:38:02 PM
after further talks with Tarkus, it makes little sense to do an over avenue network first.. so i remodelled the piece in 3dsmax exported as a 3ds and would like to know how to import this into the reader.... and where to go from there...

here is a WIP shot of the diagonal pieces.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ftest.jpg&hash=c670acf158d929a0bb17485eeeb69db27eab4176)

as a side note by ensuring the pieces are no more than 22m wide you have zero width compression when switching to diagonal...;)

32xsqrt2 ~ 22.6



-EDIT-

TECHSPEAK WARNING!

Ok according to the tutorial on this site [linkie] (http://sc4devotion.com/forums/index.php?topic=3917.0) the correct procedure is to:

"Export the model as a .3ds mesh file, which can be directly imported into the Reader, skipping the rendering process altogether."
However after buzzing Tarkus with the apparent impossibility of this we managed to figure it out. According to a post by Ardecila on the private NAM boards, the process is abit more involved.

Firstly, to import into the reader, you must first open an existing S3D file. Then by clicking on the "3ds functions" button and selecting "import .3ds". Find your 3ds file and select it. There it is in the reader isn't it?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fimport-1.jpg&hash=6995ec7fdbb7be9d677eca9d5f60ee0281b01acc)

Note the "3ds functions" button can be seen in this image. Well here is my model. Two things immediately struck me.

1)   It's at 90o to what it is supposed to be.
2)   It has the material properties of the original S3D file.

According to a post by Ardecila on the private NAM boards, the process is a bit more involved.

You have to go back to your model. There are three key points.

1)   All objects that are to be the same material should be converted to editable Poly's and attached so you are left with one object per material.
2)   Apply UVW maps to each object so again there is one map for each material.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Frefurbingthemodel-1.jpg&hash=5390f488924e3109466f11db512f0882af798db7)

3)   Rotate the model 90o in the X-axis, this is because in 3ds max z axis is up and down whereas in the reader it is forward and backward.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Frotatingthemodel-1.jpg&hash=d37c6d9f798e7cd29453a3843f8e3427fe2fcca2)

NOW in reader you need to ensure that the number of objects/materials in the 3ds file is the same as the number of anim groups in the chosen S3D file.

S3D anim groups = 3DS objects for the import to work.

I unfortunately didn't do this.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fimporttake2-1.jpg&hash=5b7254d93c471fb669a6addc1616bace1f9f3d68)

Again there are two things that strike me.

1)   The model is non coherent.
2)   Only some parts of the model have rotated.

Now, this seems odd, does that mean that only the objects with anim groups get rotated and the surplus don't? Well surely that would mean a similar affect would have been seen the first time considering I used the same S3D file for the import.






-SECOND EDIT-

The problem with the second import was upon reopening the 3dsmax file, to try grouping the object before export, I discovered that the rotation in max had been activated on ungrouped pieces so import 2 was a correct representation of what I told it to import. Having sorted out that minor render problem I went to try import 3.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fanimgroupediting.jpg&hash=a5e82d2c6a9260708809a12b12acecada2336187)

Here you can see I have used the right click functions to ensure the number of anim groups matches the number of objects in the 3ds file.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fimporttake3.jpg&hash=2e48d591c87a8f3a7eab4d33f503e8e635fdbe6b)

It seems Ardecila should have been more specific when he said rotate the object 90o in the x axis. To clear this up I will talk about real world position.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Frefurbingthemodel2.jpg&hash=77e7552e14efb0cd5e397febe471761a524dc27d)

By right clicking on the rotate icon this window appears. Type -90 in the box shown to achieve the correct result. (Note this is -90 from the vertical orientation, it is -180 for those who saved after rotating +90.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fimporttake4.jpg&hash=efeb43bbd15bc86974c05431e3f14adc8dacda10)

Import 4 seems dandy, orientation; scale and cohesion all seem to be accurate. Now all I have to do is figure out how to get the position correct in 3ds max to make the piece appear in the correct position in the reader. Looking at the last picture you can see it is partially submerged in the ground plane and off centre.


My questions are as follows...

How do I now get the textures into the reader?
Is there anything else I am doing obviously wrong?

thanks
MG
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: Collgab on April 01, 2008, 06:39:26 PM
Looks very nice mightygoose ^.^ hope it works out, I'd get it :)
Title: Re: Monorail over Avenue (MOA)
Post by: redraider147 on April 01, 2008, 10:59:37 PM
Quote from: Warrior on April 01, 2008, 08:43:48 AM
Subway tests are very interesting, are there any pictures of the work you have done.

not at the moment i don't, but i can get some. again it uses 2 separate lines laid side by side, but one line only occasionally touches the station.
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: mightygoose on April 04, 2008, 01:03:06 AM
thanks for the encouragement although i was hoping for a better response from the NAM guys (exception tarkus for his invaluable assistance via msn)

ok having dug around in the mod forums for a couple of hours reading lots of posts from 2003 by darkmattey and karybdis....

it seemed that FSH files were the way forward. well up until now everything is going semi smoothly so i downloaded fishman and set about importing the textures as fsh files into a .dat.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ffshcreation-1.jpg&hash=fe9f62fa3f683881ff615463cf59362b1768df98)

this error appeared. now i know fishman is infamously unstable but according to the thread this issue remained unresolved at the time of which DATGEN was released.... this was supposed to rectify the problem and bring everything into happy easiness.... but i got the same error....


ok--- now tarkus tells me the tool can do such things no problem lets see...

but the tool cant create a new .dat hmmm ok DATGEN can....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fdatcreation-1.jpg&hash=4394a7f18ed9e217e84589c3df8fc183ae05582f)

everything is hunky dorey but no.... it refuses to save an empty dat no matter how many times you click that button.... and as i cant import into datgen either now what....

old reader trick i seem to remember open a .dat delete the contents and save as....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fdatcreation2.jpg&hash=12d5ef1226d2c79fe086bbffe09895accd515357)

success click blank.dat, click fill the list, click save and name and navigate to the plugins directory(note i named the dat file materials for ease of finding in the reader) and then save.... fantastic.... now backĀ  to the sc4tool...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ffshcreation2.jpg&hash=f609157487ef6af334ad942f578092fd311cf932)

click the labelled texture creator to open the relative part of the tool.

now make sure you have a texture id range before going any further, i mean it. you dont want your transit model texture turning up as a lot base texture or the side of you finest hk skyscraper... well thats what could happen if you don't stick to your range ok...

im using the last bit of the BLaM range as it was assigned to the FBP - my project... so it is effectively mine.

0xF1E00000,0xF1EFFFFF - this is my range. you save only the start and end with the comma in the middle as a file called range.txt in the system folder of the sc4tool directory in program files.... that way the tool uses your range.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ffshcreation3.jpg&hash=5ee2bbb6e7cfbb2a95f37428b16d07cb13bba92c)

now open your previously created dat file....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ffshcreation4.jpg&hash=369d97d803114402e3c98339be7c69624d7ac3a8)

click the picture icon with the plus sign next to it.... to bring up this screen,

note your personal id range should be at the bottom of the window,

click next available id

click the open icon and navigat to your first texture....(note all textures must be 128x128 - some resixing in photoshop etc is often required)
click the camera icon

they do not need alpha maps so click ok

repeat till all your textures are added....

then close (it saves automatically)

click the analysis tab to use the texture scanner to ensure they are all there....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ffshcreation5.jpg&hash=29b79c3a063ebc9b11437beeda673f9e55335032)

and that hopefully is that.... back to reader soon





FROM HERE ON IN IS GUESSWORK--------------------------------------------------------------------------------------------------


right reopened the sc4model file.... found the s3d with same number of anim groups as mentioned earlier....

basically the goal is to leave only that s3d file and the fsh files of the materials in that model.... right

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fputtingbitstogetherinthereader1.jpg&hash=7aa8c15ac7819c02b6d144a35d4f48c501d13acc)

so i thought right "out with the old, in with the new" so i deleted everything apart from the relevant S3D file the XML file and theĀ  DIR file.... those last two need to be editted later....

went over to materials dat.... copied the fsh files...

went to go back to the .sc4model and all hell broke loose....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fputtingbitstogetherinthereader2.jpg&hash=61f9ba8e89ab7d6be70c41fb13163226788dac9d)

in future i think i need to add the new textures and reassign them before deleting the old ones... anyway thats enough for today....

edit- okay i was bored....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fputtingbitstogetherinthereader3.jpg&hash=9cc886965df6961c2e30be74a80af65d757d0a22)

initially copied files like so but it seems you need to copy the directory file over also...

i got as far as changing the first material instance but as before all hell broke loose when i tried to alter the uvw mapping...
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: Diggis on April 04, 2008, 04:24:19 AM
Hey, great looking tutorial.  Look forward to seeing how this will come out in game.  &apls
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: Jonathan on April 04, 2008, 08:56:26 AM
Great tutorial, I would have replied if I hadn't had to go to school along with internet cutouts and a lack of batteries for my mouse.

Btw, sometimes if you delete the fsh files that are or have been used for a S3D model then you must save close the dat reopen it and continue, before you click on anything else. And when that Balckbox message pops up it usually allows you to save your work before it crashes.
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: mightygoose on April 04, 2008, 10:41:40 AM
thanks warrior, btw is your avatar from the groundhog day episode of stargate??
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: Jonathan on April 04, 2008, 10:46:54 AM
Yes it is, probably the funniest episode in all 214 episodes (all of which i have watched btw, thats about 160 hours of tv :P)
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: mightygoose on April 04, 2008, 11:34:08 AM
its my favourite and ive seen about 90% of them...
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: Haljackey on April 13, 2008, 12:17:52 PM
Hmm... What a very creative concept, mightygoose!

This would act similar to the GLR-in ave right?  That is a great way to save some space.

I wish you the best of luck with the project!
-Haljackey
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: flame1396 on June 25, 2008, 02:54:28 PM
Hmm... this is cool. And you could do a regular monorail to this transition.... Unrealistic yes but it could work. A re-model of the monorail car to have a thing on top it could hang from is necessary but I have an idea for how it'd work BUT my computer is currently lacking in the image department so this will have to be ASCII "art" so basically trash ::)

It would consist of a regular monorail track (on the right in blue) headed into the transition to the hanging track (on the left in red), basically a sort of hand-off that in the real world is probably too dangerous or unreliable (or both) to work. The slashes in the drawing are actually gentle slopes and the space between the tracks wouldn't change for obvious reasons. The yellow is spacers and should be ignored)... As the train traveled along the normal track it would slope down while the thing on top for it to hang from grabs onto the inverted track, once the train is all switched over the doubled track ends, leaving the train at the same elevation as it started on and hanging rather than sitting on the track (or vice versa).

========== ___________
___________/ =_______________
_____________/
Title: Re: MnM's (Mightygoose's new Monorail skin) 02/04/08
Post by: Monorail Master on June 27, 2008, 07:47:42 PM
Mightygoose, I'm giving the help you need. Your MOA is the suspended monorail type as found in Wupperrtal, Germany in their 100+year old monorail. Well let me give you a good website for reference about Suspended monorails and other types of monorails. ( link below)

http://www.monorails.org/tMspages/TPindex.html

P.S. I give you an idea. I saw in Japan once a Elevated freeway with a suspended monorail below it BETWEEN A 4-LANE AVENUE!!!
Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: mightygoose on March 21, 2009, 09:52:31 AM
In a move that should make you feel UNCOMFORTABLY THREADOMANTIC.

this is back... now it seems that blundering in and guessing what to do next didn't work so i have been talking to buddybud and he suggested an alternative way of making this work. to maintain logical progression this will be reduced to a single tile network for the time being. but before i do anything.... i need to decide how i am going to go about this.

hence....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fplan01.jpg&hash=5f75e133646c5049342486f7a946d38867ee1f9e)

now buddybud's method of making pieces is instead of making the entire model a transit model, only the rail bed is. that way you can use the reader's built in model generator to create a flat plane. the remainder of the pieces are T21'd props. this allows for greater detail and simplifies the creation process somewhat. but how does this apply to your monorail you ask....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fmightygooseexample02.jpg&hash=d7a626a4742bc602c844e24f88a906930909481d)

if that is the rail bed plane and then alpha maps are used to make it transparent that should accomplish what is necessary. it also makes it easier to slope conform the pieces.

anyway, within the plan image question marks denote unmade decisions.... any imput as to which route to take with the other bits so far would be appreciated....
Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: choco on March 23, 2009, 05:46:11 AM
i wish i had more technical understanding of these issues, goose.  this is a great idea, and would like to help.   :)

unfortunately, i learn best by reverse engineering things, so i would have to look at bud's mod to see the implementation.  my first suggestion would have been to import via the reader.....but its very laborious.  T21's are much more simple from that respect, but can be a pain getting them aligned. 

Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: buddybud on March 23, 2009, 08:36:17 AM
ok...heres what i was talking about goose and as you requested.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg95.imageshack.us%2Fimg95%2F8351%2Fgooserail1.jpg&hash=e45db31395367c9ea1cbc889145b5f6d4ae151f2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F4125%2Fgooserail2.jpg&hash=b7bbfa0a65a0dd74958169455b5bdb67ea1a3fdb)

the rail as i explained is just an elevated 16mx16m 3ds big square with a texture of a track which has an appropriate alpha....that part looks good.

the structure as is, obviously is bat props that can be changed into 3ds props or make it part of the network model, thats all up to you of course !. There is a bat beam which conforms to slope and then a bat post and a bat post top that are non slope conforming. This keeps the posts straight but allow the beams to bend with the track.

anyways files are attached below...be aware that this was done using the standard elrail as a base and i simply replaced the straight section. It's not usable in game at all by the way.  Just an idea testbed. only plop the goosestructure.dat at the end of your plugins the rest are just the gmax files, psd template, textures and such. Also note i didn't really pay attention to unique instances....

Hope that helps and you know where to find me if you have any further questions.

Bud ;)



edit...note i was misunderstood in chat....3ds props and models have higher resolution then bat props thus allow finer detail...the benefit with Bat props is the easy of making them....sorry about that!
Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: Jonathan on March 23, 2009, 09:37:29 AM
Looks great :thumbsup:, just I hate the pixelation ;) So if you could make it 3ds, like Bud said, that be great!

One thing I don't understand, what are the trains meant to hold on to? As the blocks the hold the track in the air are the same width so thetrains would get stuck here (in RL)

Also you might want to try putting the the vertical beam and the Aish frame at the top into a separate model, the support model?

Jonathan
Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: buddybud on March 23, 2009, 10:00:42 AM
warrior...the above is nothing but a quick hours work to show  what could be done....i would agree that if done at that scale i would do the whole thing in 3ds or atleast most of it!....thats all up to goose though!

Cheers
Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: mightygoose on March 23, 2009, 03:16:07 PM
yeah its a fantastic approximation, now if I can replicate certain elements...

@warrior, the rails are not directly attached to the blocks, if you look further up you can see that... buddybud was just demonstrating the principle....

Following Buddybud's tutorial [linkie] (http://sc4devotion.com/forums/index.php?topic=6956.0) plus his help on MSN I have completed step 1.1 on the plan

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2F11.jpg&hash=b029a7797da44395e7f208951ab0ec4b9848874e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Frails-1.png&hash=3fca2bc5c7a6b109c729b5608671e6001b670319)

buddybud's rails were only 0.625m wide and normal monorail rails for hangers are larger than this so mine are 1.25m wide, i also sorted out the spar separation to allow for perfect repetition. ergo this texture is complete....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Frailsalpha.png&hash=8f7b70f327d1302bfed9c266de0e09ed36061904)

....and here is its alpha map.

and after about 2 hours battle with the reader and the tool with buddybud's indominable patience (he so deserves a karma point as this would have been impossible without him)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ffirstlife.png&hash=b75f880f45429eba5275d7f2f281b6435f68721e)

She's alive....mwhahahah...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fsecondlife.png&hash=14f7d810b7923d69a859e1aef088fe746ac1e2b9)

.....And the end pieces i did all by myself...



Now my dilemma is whether to make the other bits and do it one piece at a time or make all the rail shapes then add the props afterward....

im tending toward the Latter but ive got to figure out how to make the curved textures now, righto, that will do for now....


Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: buddybud on March 24, 2009, 10:51:51 PM
Hey Goose...

I'm really glad to see this work out. Before you go further i would suggest one thing to avoid repetitive tasks. Right now your track looks a bit 2d. Ie there is no depth to it and the color is VERY uniform. I would suggest dirtying up the rails and adding abit of Perspective using darker pixels to simulate edges or ridges. Though a small detail it will help the overall appearance. If you want some tips or examples for photoshop just pm or msn me.

Further more there are really only three more textures you have to make....let me explain.  I'll use my old rail template as an example....below shows the four main track set ups....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg178.imageshack.us%2Fimg178%2F5702%2Fgooserailsetupexample01.jpg&hash=1c598726d7d0cbfdcf8b2b75b7f5b0ae03fdee24)

Concentrate on these tiles for the mono and get them to all line up....once your done that you can then use these tiles to combine into any of the rush hour existing network pieces...they all share the same CURVES and ANGLES..for example

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F6303%2Fgooserailsetupexample02.jpg&hash=526ed7e07cdba720467cd9f525b569e4c01f8f84)

combining tile 2 with 4 plus a fipped and rotated vs of 4 gives you the tile on the bottom. This will both save you alot of time and also ensure that ALL pieces fit together. But again before doing this i would increase the detail of the rail texture to make sure it's not so 2 dimensional and bright. Also this will help with pathing later on.

Also as far as pathing goes, if you keep each rail in the center of where the existing monorail is, you will only need to adjust the height of the paths rather then adjust each and every position at a later date.

Anyways i hope that helps....

Cheers.
Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: choco on March 25, 2009, 04:21:36 AM
lookin good goose!   &apls

Title: Re: MnM's (Mightygoose's new Monorail skin) 21/03/09
Post by: mightygoose on March 30, 2009, 04:31:00 PM
well after all the excitement of figuring out the HD textures i though it prudent to apply them to my monorail mod... the ortho pieces are virtually texture perfect but this is only my first attempt at the diagonals, so much still needs to be done... oh and click for full res...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ffourpieces.png&hash=9d7352852ccdceb6886c41fad3c82d4043f603a9) (http://www.majhost.com/gallery/mightygoose/MNM/four_pieces.png)



comments, suggestions, bring em on.
Title: Re: MnM's (Mightygoose's new Monorail skin) 31/03/09
Post by: Pat on March 30, 2009, 06:44:50 PM
John looking real great there!!!  :thumbsup: