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Road/Street to Avenue...

Started by videosean, May 28, 2008, 03:27:28 PM

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videosean

Quote from: Rechi on May 29, 2008, 07:56:26 AMbut make it more dirty, please ;)
I'm trying :)  Matching the ave texture at the north is better than matching the road texture at the south so far.
->

JoeST

Looking brilliant here, thanks for thinking of this :)

Joe
Copperminds and Cuddleswarms

videosean

#22
I obviously have an alpha mask issue on one texture set... any ideas on what I missed for the missing piece?

The IID of the missing pieces that I remade are in these ranges:
0x091A9800 - 0x091A9830
0x04009800 - 0x04009830
Perhaps there's a range I missed in the DATs somewhere?
I named it zzz_averd.dat and put it in My Documents\SimCity 4\Plugins\Network Addon Mod\
*edit*
Removed the 0x09 textures from the DAT.  No change.
Emptied Plugins folder except for my DAT.  No change.
Could this be why this piece has never been redone?  Too hard for noobs like me? LOL :)

rodrigogua

i made this quick test in illustrator and photoshop, but i guess it's not needed anymore

also, i now realize mine is 3x2 and it should be 2x2 but oh well

if you want to check the psd file just pm me ok?


videosean

#24
This is getting strange now... no idea what exactly I did to get a different piece to disappear it happened after zoning the low density residential to the northeast of the transition.  Different piece disappears and the missing one appears.

Boy... this is just frustrating...

Jonathan

I'm not sure if you've done it and you just made a typo.

But instead of doin the IIDs 0x04009800 - 0x04009830
You need to do 0x04009800 - 0x04009834

So thats(just for one texture):
0x04009800        0x04009810        0x04009820        0x04009830
0x04009801        0x04009811        0x04009821        0x04009831
0x04009802        0x04009812        0x04009822        0x04009832
0x04009803        0x04009813        0x04009823        0x04009833
0x04009804        0x04009814        0x04009824        0x04009834

Plus are you sure the 09 IID is right, because Maxis Road IIDs start with 00 and Maxis Avenue IIDs with 04, 09 is Light Rail or something.

Anyway great work on the textures, they certainly needed reworking, and if you are going to redo all the road textures, you could fix the 1px offset while you at it. :thumbsup:

videosean

#26
Quote from: Warrior on May 29, 2008, 11:50:34 AM
But instead of doin the IIDs 0x04009800 - 0x04009830
You need to do 0x04009800 - 0x04009834
Plus are you sure the 09 IID is right, because Maxis Road IIDs start with 00 and Maxis Avenue IIDs with 04, 09 is Light Rail or something.

Anyway great work on the textures, they certainly needed reworking, and if you are going to redo all the road textures, you could fix the 1px offset while you at it. :thumbsup:
No typo - I assumed the 0-4 at the end and just left it off when I posted... they are for the different size textures.  Below in super tiny text is the file list of my project folder relevant because each file was named with it's ID - not in my plugins folder.  The 09 (found in SimCity_3.dat) struck me as odd too from the little I've read here - removing the 09 files from the DAT (using the SC4Tool's Texture Creator) appears to have done nothing.  I know not of this 1px offset you speak of but I assume you mean there are some maxis textures that don't quite line up by one pixel?  I'm noob :)

0x04005800.png
0x04005801.png
0x04005802.png
0x04005803.png
0x04005804.png
0x04005804a.png
0x04005810.png
0x04005811.png
0x04005812.png
0x04005813.png
0x04005814.png
0x04005814a.png
0x04005820.png
0x04005821.png
0x04005822.png
0x04005823.png
0x04005824.png
0x04005824a.png
0x04005830.png
0x04005831.png
0x04005832.png
0x04005833.png
0x04005834.png
0x04005834a.png
0x04005900.png
0x04005901.png
0x04005902.png
0x04005903.png
0x04005904.png
0x04005904a.png
0x04005910.png
0x04005911.png
0x04005912.png
0x04005913.png
0x04005914.png
0x04005914a.png
0x04005920.png
0x04005921.png
0x04005922.png
0x04005923.png
0x04005924.png
0x04005924a.png
0x04005930.png
0x04005931.png
0x04005932.png
0x04005933.png
0x04005934.png
0x04005934a.png
0x04009800.png
0x04009801.png
0x04009802.png
0x04009803.png
0x04009804.png
0x04009804a.png
0x04009810.png
0x04009811.png
0x04009812.png
0x04009813.png
0x04009814.png
0x04009814a.png
0x04009820.png
0x04009821.png
0x04009822.png
0x04009823.png
0x04009824.png
0x04009824a.png
0x04009830.png
0x04009831.png
0x04009832.png
0x04009833.png
0x04009834.png
0x04009834a.png
0x04009900.png
0x04009901.png
0x04009902.png
0x04009903.png
0x04009904.png
0x04009904a.png
0x04009910.png
0x04009911.png
0x04009912.png
0x04009913.png
0x04009914.png
0x04009914a.png
0x04009920.png
0x04009921.png
0x04009922.png
0x04009923.png
0x04009924.png
0x04009924a.png
0x04009930.png
0x04009931.png
0x04009932.png
0x04009933.png
0x04009934.png
0x04009934a.png
0x091A9800.png
0x091A9801.png
0x091A9802.png
0x091A9803.png
0x091A9804.png
0x091A9804a.png
0x091A9810.png
0x091A9811.png
0x091A9812.png
0x091A9813.png
0x091A9814.png
0x091A9814a.png
0x091A9820.png
0x091A9821.png
0x091A9822.png
0x091A9823.png
0x091A9824.png
0x091A9824a.png
0x091A9830.png
0x091A9831.png
0x091A9832.png
0x091A9833.png
0x091A9834.png
0x091A9834a.png
Ave-road_VS_512a1.png
Ave-road_VS_512a2.png
Ave-road_VS_512b1.png
Ave-road_VS_512b2.png
zzz_averd.dat
zzz_averd.sav

Tarkus

#27
Quote from: Warrior on May 29, 2008, 11:50:34 AM
09 is Light Rail or something.

09 is OWR, actually.  Light Rail is 08.  Just in case anyone was curious, here's the full list:

00--Road
02--Elevated Highway
03--Heavy Rail
04--Avenue
05--Street
06--Subway
07--Water Pipe
08--Light Rail
09--One-Way Road
0A--Ground Highway
0D--Monorail
5E--RHW (RHW-2)

With many of the NAM puzzle pieces for the standard Maxis networks, and some of their related textures (not already pre-existing in-game), the first digit of the "network code" is replaced by a 5.  For instance, the NAM Road Puzzle Pieces begin with "50" in the IID.  The RHW has a 5 as a first digit instead of a 0 because it was re-integrated by the NAM Team (the "5" is kind of a NAM signifier in a lot of ways).  Also, some NAM draggable items prior to the latest draggable phase (Draggable GLR, for instance), fall under the 5FN range, where N corresponds to the second digit of the network code (Draggable GLR is in the 5F8 range as a result).

Some of the newer draggable, override-based networks that have recently come out follow a little bit different scheme for textures (and)/or models, which involves a three-digit network code.  Here are some of the ones currently in use.

5D0--TLA-5
5D1--TLA-3/AVE-2/ARD-3 (the sixth digit differentiates which one--it's 1 for TLA-3, 2 for AVE-2 and 3 for ARD-3)
5DC--GHSR
5DD--HSR
5DE--MIS
5E5--SAM Streets (the sixth digit in the IID corresponds to the SAM set number)
5EB--RHW-4  (Ground and Elevated will be differentiated by the sixth digit, true of all RHW networks)
5EC--RHW-6
5ED--RHW-8
5EF--RHW-10 (Provisional designation, may be changed to 5EE)

Many of the puzzle pieces for these networks fall under the 5C range.

-Alex (Tarkus)

Haljackey

Wow, this looks awesome, videosean!

Just add one of these in the median and it will be complete!


Best,
-Haljackey

videosean

Quote from: Tarkus on May 29, 2008, 12:09:18 PM
09 is OWR, actually.
Thanks for that list!  Just nobody has to go digging for the 09 duplicates I'm talking about from SimCity_3.dat here's a pic of them:

Jonathan

QuoteI'm noob

Noob? Hardly, your prettyy good at making textures, like that. :thumbsup:

You should probably remove the .sav file, they overwrite .dat files, and generally are outdated. So changes you make to the dat won't be seen ingame unless you delete it.(or if you want move it out your plugins folder)

Other than the .sav file there doesn't seem to be anything with the IIDs, And that 09 texture does look like it is for the Road/Avenue Transition.

And one other thing are all the textures' GIDs 0x1abe787d?


EDIT: Removed what Alex just posted, I'm just too slow. ;)


videosean

Quote from: Warrior on May 29, 2008, 12:23:07 PM
And one other thing are all the textures' GIDs 0x1abe787d?
yup
I might be pretty good with photoshop (not that any prospective employers will look at me without a degree :'( ) but the technical details of making stuff work with SC4 I'm still learning... and didn't think I wanted to learn these to begin with... but I just couldn't let this road to avenue piece go LOL


videosean

The .sav file is buried in my project folder which is on my desktop - not in MyDocs or the SC4 plugins folder.  I created and edit my dat file from that folder on my desktop then copy it into the plugins folder.

I tried the crazy and unthinkable... removed the 09 duplicates from the simcity_3.dat file.  No change in the game.  Restored my SimCity_3.dat file after that didn't work, started the game again just to try something... I've been using NAM for so long I'd forgotten that you can't connect OWR to ave without it BUT I had to give this a shot... since those odd 09 ave split pieces have what should be a OWR ID.  This picture is what I expected - nothing useful or unexpected LOL

Filasimo

#34
i do believe you are confused videosean as quoted
Quoteand I would compare it to this and say that the link you gave might not be in the strictest accordance with the MUTCD either... if I wanted to argue.  Since the Maxis avenue is 2 roadways seperated by a median strip my double yellow does need to get seperated, just like the highway in your link.
they are pretty much the same style with a grass divider and you say it is not following it? i do believe it is if you can show me a picture of your variation  in RL then i stand corrected just fyi

btw that link you gave me is a different configuration in the MUTCD when there is no grass divider there is actually a double yellow line on the median in that situation when there is a grassy median divider...if you want i can take pictures of that for you because i do drive on that road alot.... anyways do whatever ya want just trying to show you whats correct if you desire to make correct lane markings to MUTCD standards they do have a pdf guide  :thumbsup:

[EDIT] also i do believe you are wrong too whether its a RHW or not, 2 lane roads to 4 lane roads have the same markings so you may want to see this picture and take a few pointers http://www.flashearth.com/?lat=36.231842&lon=-86.62156&z=20&r=0&src=ggl  this is by my house so it is not a RHW type road
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Ryan B.

#35
OK, folks - I've found a RL picture that may help:



This is a basic 4-lane avenue (no median, no center turn lane) - divided highway transition.  Notice there are diagonal stripes, not chevrons.

I also quote the standard from Part 3 of the proposed 2008 Manual of Uniform Traffic Control Devices:

Quote from: '08 MUTCD (Proposed) | Section 3B.26 - Chevron & Diagonal Crosshatching Markings
Standard:
When crosshatching markings are used in paved areas that separate traffic flows in the same
general direction, they shall be white and they shall be shaped as chevron markings, with the point of
each chevron facing towards approaching traffic and with the diagonal lines that form the chevron
slanting such that the downstream ends of the lines intersect the longitudinal lines at the edges of the
adjacent travel lanes (see Figures 3B-8, 3B-11, and 3B-14, Sheet 2 of 2).
When crosshatching markings are used in paved areas that separate opposing directions of traffic,
they shall be yellow diagonal markings that slant such that the downstream ends of the lines intersect
the longitudinal lines at the edges of the adjacent travel lanes (see Figures 3B-5 and 3B-14, Sheet 1 of 2).
when crosshatching markings used on paved shoulders, they shall be diagonal markings that slant
such that the downstream ends of the lines intersect the edge line of the adjacent travel lane. The
diagonal markings shall be yellow when used on the left-hand shoulders of the roadways of divided
highways and on the left-hand shoulders of one-way streets or ramps. The diagonal markings shall be
white when used on right-hand shoulders.

Basically, it doesn't matter whether it's road - avenue, road - TLR-3, avenue - TLA-5, avenue - RHW-4, RHW-2 - RHW-4, etc. - they should all get the same striping treatment. 

For further reference, see the texture I made for a road - TLR-3 transition: 



I hope that cleared up any questions and / or concerns.  Please don't hesitate to ask me if you have further questions regarding the MUTCD and / or Standard Highway Signs book.

videosean

#36
Quote from: Filasimo on May 29, 2008, 03:02:16 PM
i do believe you are confused videosean as quoted  they are pretty much the same style with a grass divider and you say it is not following it? i do believe it is if you can show me a picture of your variation  in RL then i stand corrected just fyi
Yes. I was confused.  Did you miss my edit of my post?  I should have edited it better perhaps... make everything I said trying to support my original and wrong line of thinking striked out maybe.
Quote from: videosean on May 29, 2008, 03:37:49 AM
After some more thought I think with yellow lines and 2 way traffic chevrons are wrong.  They only make sense for splitting 2 lanes of traffic that flow in the same direction.  Using this as an example at Fem st and Concord Ave you can see that the lines are angled such that oncoming traffic is sort of directed by them to the right.  The chevrons are used for splitting 2 lanes of same direction traffic because each lane needs to move out from the center (you can see white chevrons in the roundabout to the east of Fem st along Concord ave) which explains why MUTCD shows white but no yellow chevrons. 
Filasimo is right.
« Last Edit: May 28th at 07:38:44 AM by videosean »
:)
It doesn't matter much if I can't get it to work in the game though... and because of the way the game handles this set of textures it's only going to be correct in 2 out of four configurations:

Quote from: burgsabre87 on May 29, 2008, 03:51:18 PM
For further reference, see the texture I made for a road - TLR-3 transition: 
I like the way there's an inner yellow line that surrounds the angled lines continuing the double yellow.  I might adopt that if I can get this to work in the game :)  Today just isn't my day.  Thanks for giving the section of the MUTCD on angles vs. chevrons - I could not find that this morning!

Shadow Assassin

#37
If you send me all the textures you've created, I can test it. [compile into a new DAT and make sure it works]. There should be... 16 textures total in Zoom 5 [there are four pieces making up this transition, each having four textures: no wealth, $, $$, $$$].

Just only send me the zoom 5 textures [the largest ones], and I'll take care of the rest. ;)

You may also want to check that your DAT loads after the NAM.
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videosean

Quote from: Shadow Assassin on May 29, 2008, 07:10:25 PM
If you send me all the textures you've created, I can test it.
Check your PM :)  I included the 128x alphas and my dat too... just in case it may help if you have similar probs.

Shadow Assassin

It seems you've forgotten to add the low-wealth and no-wealth textures to the DAT for that piece.

:P

Incidentally, you've also forgotten to add a few other textures too. It happens - it's happened to me once before, but it doesn't take long to fix, thank God.
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