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Making Models for Transit Networks: Some General Specifications

Started by Tarkus, February 22, 2008, 05:33:12 PM

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Korot

That would have to be T21'd. Or it would take a hell of a lot of RUL'ing.

Regards,
Korot

Tarkus

Quote from: mtg on March 14, 2010, 01:27:36 PM
Now what if I want to have a column, every other tile..?

You'd need to have a non-True-3D column model and use a T21 exemplar to apply it.  That's how the 15m EMIS and ERHW-4 are set up.

Quote from: Korot on March 14, 2010, 01:28:30 PM
Or it would take a hell of a lot of RUL'ing.

Hell would be right--it'd probably end up quadrupling the amount of RUL work necessary and the resultant RULs would be rather unstable as well.

-Alex

mtg

QuoteAnd also, you have some rotational conflicts there
I have some more rotational conflicts, I can't rotated my ramp..??


QuoteThat would have to be T21'd.
I thought I would at some point come to T21's.

mtg

But before I jump in to T21's, and after I solve my rotation problem. I want to make my newly created network to make curves, and be able to cross other networks.

Jonathan

That is the best plan, T21s tend to under the decoration section of modding so it comes last :).

Can you show the RULs of your puzzle piece again?

Jonathan

Blue Lightning

Im guessing there might be something wrong either with the rotations in your RUL0 entry or the rotation intersections in RUL1. Can you show us both of these?

Also, curves and overpasses will come soon, let's get all problems sorted out so we have the best platform to work with ;)
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg

The RUL's and the DAT of the model are available on the NAM associates board
I refresh those files every time I make a "big" change so you can check out what I'm doing!

Blue Lightning

#367
I've taken a look, and the rotated versions in RUL1 don't line up.

Old:

type1=0x00010100,0x02000200,0x5DE4B500,0,0
type2=0x01010000,0x00020002,0x5DE4B500,3,0
type3=0x01000001,0x02000200,0x5DE4B500,2,0
type4=0x00000101,0x00020002,0x5DE4B500,1,0


Fixed:

type1=0x00010100,0x02000200,0x5DE4B500,0,0
type2=0x00000101,0x00020002,0x5DE4B500,3,0
type3=0x01000001,0x02000200,0x5DE4B500,2,0
type4=0x01010000,0x00020002,0x5DE4B500,1,0


The reason why it won't rotate is because you didn't do a consistent right or left byte shift, the 01 flags were all over the place.
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg

I copy paste the new code in the rul, but I still can't rotated the piece.

Tarkus

Generally, due to how the starters on the ends work, you'll have to make a separate "reverse" version for transitions like that to get them to go the opposite direction.  Since you've got a 30m-to-ground setup going, you'd need to make a ground-to-30m.  It should involve just cloning the piece and giving the clone new IIDs, then flipping the U-coordinates on the UV-mapping for the roadbed (but not the rest of the piece), followed by adding a RUL entry using the versions of the starters that are rotated 180 degrees.

You should be able to rotate the 30m-to-ground one you have in 90-degree increments, though.

-Alex

Blue Lightning

Found the issue, look at the major entry of your RUL0 entry. It says [HighwayIntersectionInfo_0x00015480]

Should be [HighwayIntersectionInfo_0x00005480]


[HighwayIntersectionInfo_0x00005480]
;Added by MTG textures by Tarkus Tutored by Jonathan and Blue Lightning 02/16/2010.
;RHW double-elevated-ramp

....

[HighwayIntersectionInfo_0x00015480]
CopyFrom = 0x5480
Rotate   = 1
[HighwayIntersectionInfo_0x00025480]
CopyFrom = 0x5480
Rotate   = 2
[HighwayIntersectionInfo_0x00035480]
CopyFrom = 0x5480
Rotate   = 3
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg


Jonathan

Alex, I believe there may be a better way of doing the reverse ramps.

You could just copy the original using CopyFrom then use transpose to flip it (there is also a "function" that flips a puzzle piece the other axis, but it hasn't been used before and I can't remember what it is) and then use the AutoPathBase to set paths which go in the reverse direction (as I don't think they will be reversed by the transpose)

That way eliminating the need for duplicate S3Ds with the texture's flipped?

but you'd probably also have to override the previeweffect.

Jwonathan

mtg

Ok before I do the reverse ramp I'll rebuild my current ramp, as it still needs some work on the concrete deck, maybe when I'm doing that I can do the reverse ramp as well. But that's something for next week.  ;)

Tarkus

Quote from: Jonathan on March 14, 2010, 02:46:58 PM
You could just copy the original using CopyFrom then use transpose to flip it (there is also a "function" that flips a puzzle piece the other axis, but it hasn't been used before and I can't remember what it is) and then use the AutoPathBase to set paths which go in the reverse direction (as I don't think they will be reversed by the transpose)

I'll have to mess around with that.  I do know that the usual "Transpose" function does not work with puzzle drags, though.  At least, I've never managed to make it work in the past 2 1/2 years of working with them.

-Alex

mtg

Ok! what's next overpasses, curvy things??

-edit- I think first will be curvy stuff

mtg

With my drageabel network I can now drag a nice straight road deck, but without corners jet,
Do I have to write an override, that says
0x5EB4B500 next to RHW2 texture = 90 degree turn texture next to 90 degree turn texture

-edit- that doesn't make sense it will tell the game to make a turn when I'm dragging straight.. ?? 
hmm It must be something else than, I must tell the game when I move the cursor out off the straight path it makes a corner piece  %confuso

Jonathan

These ruls are not done by what you cursor does (another set of RULs do something kind of like that)
Basically what happens with you starter piece you just made is, when you drag the RHW-2 form the starter piece it plops a straight RHW-2 texture (as this is what the base RULs define when there is a tile which is straight) then the game "looks in" RUL2 and see that your RULs you wrote say "when a 30mMIS (the starter tile) is next to a RHW-2 tile(what you dragged) make the 30mMIS into a 30mMIS (ie do nothing) and make the RHW-2 tile into a 30mMIS" except it never actually draws the RHW-2 texture as the game works on IIDs. So it only draws the 30mMIS piece and that's what you see.

So to make a 90 degree curve, you would have to do:
Straight30mMIS next to 90degreeRHW-2 = Straight30mMIS next to 90degree30mMIS

Hope that makes sense.

Jonathan

mtg


mtg

Straight30mMIS next to 90degreeRHW-2 = Straight30mMIS next to 90degree30mMIS


Is there an easy way to find those models-textures or do I have to shout through The RHW dat to find them??