SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => Topic started by: MandelSoft on December 18, 2011, 02:38:36 PM

Title: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 18, 2011, 02:38:36 PM
--- PARTICIPATION CLOSED - TESTING UNTIL 25 DECEMBER ---

Original post:



Hello fellow city builders,

The Euro version of the RHW textures is almost finished and we're looking for some testers, especially people with the left-hand drive version of the game. For those who don't know how the textures look like, here are some examples:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F6918%2Feurorhw01.jpg&hash=941d5b63121610028050b805cab924a92c6b7b67)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F1006%2Fswn02.jpg&hash=04dfb80144b9f601b76aa3ff73204c82e254fe40)

For testing, you require the following:

- You have to stress-test this mod, make sure everything is tested.
- If you find any bugs, please report them.
- The plan is to release the mod on December 25. Testing starts on December 21. Be sure you do all the testing within this time span.
- While testing, you can take some time to take a picture of the mod in action. Who knows, maybe your picture will be included on the download splash screen or in the ReadMe.

There will be some known bugs with this mod:

- Due to the use of model-based draggable items, the diagonal RHW-2, RHW-3 and RHW-4 may give issues on slopes involving the terrain showing through the RHW. A workarond is to zone and dezone right next to the RHW. This will make the "sidewalk-bug" appear in a positive way (so you won't see holes in your RHW).
- Some at-grade intersections are not supported in this mod, mostly orthagonal x diagonal crossings or Railway or GLR crossings. These are quite labour intensive to make and are rarely to be seen.
- The RHW-NWM crosslinking interfaces are most likely not supported in this mod. Most likely this would be included in the NWM Euro Texture mod at some point.

If you're interested, please sign up here. If you're selected, I'll send you an e-mail with the test version of the mod. But make sure you fulfill the demands, so we all can enjoy this long-awaited mod.

Best,
Maarten (and Riiga)
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: Cracks on December 18, 2011, 03:00:48 PM
You probably know me as cacks over at ST and I would love to try out the new Euro textures for the RHW, well, you know my enthusiasm from ST chat about your work anyway. :P

Cheers Maarten and Riiga for such an amazing modd and set of textures,
Cacks
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: ivo_su on December 18, 2011, 11:37:40 PM
Congratulations on the work of Maarten and Riga - you guys know you have my full respect. The marking of exits from the first picture I like, but I wonder why it is likewise the second picture. I very much enjoy these corners of outputs - everything looks much more esthetically pleasant.

- Ivo
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: Sciurus on December 19, 2011, 01:25:09 AM
Ah, le voilà! :D
I could test it I think... if you want for sure!

Guillaume :thumbsup:
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: Shadow Assassin on December 19, 2011, 02:19:43 AM
I would LOVE to test this RHW mod, but I don't have time leading up to Christmas, so might as well wait till it's released. Nice work, though.
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: gn_leugim on December 19, 2011, 02:28:48 AM
I am RHD, but still I can have it a try to test.
btw, it looks good :D
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: MandelSoft on December 19, 2011, 01:56:28 PM
OK, so we have the following participants for now:
- C(r)acks
- Ivo_su
- Sciurus
- Gn_leugim

If anyone want to participate, the selection closes tomorrow evening at 19:00 GMT+1

Best,
Maarten
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: Shadow Assassin on December 19, 2011, 05:30:35 PM
Why not put it up for the NAM testers to test it as well? More, the better, basically.
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: cmdp123789 on December 19, 2011, 07:04:09 PM
I also play the RHD... but I would love to test it... I dont post much in here... but I followed every single post you made in here... so it would be great if I could test it and feedback
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: MandelSoft on December 19, 2011, 11:32:28 PM
Quote from: Shadow Assassin on December 19, 2011, 05:30:35 PM
Why not put it up for the NAM testers to test it as well? More, the better, basically.
Noted! I'll do that ;)
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: Shadow Assassin on December 20, 2011, 01:47:18 AM
I have a question: do all the exit pieces have chevrons (optional or otherwise)?
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: MandelSoft on December 20, 2011, 03:47:58 AM
All exit pieces will have chevrons, including the DRIs. Although for some pieces the design of the puzzle piece itself prevents them to point them in the right direction for both the on-ramp as the off-ramp situation... (although this is a rare circumstance)
Title: Re: The Euro RHW Texture Mod is looking for testers
Post by: ivo_su on December 20, 2011, 10:35:15 AM
Maarten, I thank you for your trust and will be happy to try and test the European textures, although I'm sure you did perfectly with Riga.
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 20, 2011, 11:58:30 AM
Further participation is now closed. I'm awaiting for e-mail adresses to send the mod to (look in your PM inbox). For the NAM members and associates: it's located on the usual location if you want to test it.

If you've found bugs, please post them here...

Best,
Maarten
Title: Re: Euro RHW Texture Mod testing reports
Post by: Shadow Assassin on December 20, 2011, 10:30:49 PM
Alright. Most bugs I can see mainly are to do with at-grade intersections (to be honest, my suggestion is that they should be done, if only to ensure continuity).

A lot of bugs I've listed below are more likely in the scope of Project 0E and can be fixed now for future inclusion.

A list of things that should be checked:
- A-type DRI for RHW-4 needs puzzle darkening on two of the pieces.
- A-type DRI for RHW-4 (inside) also needs puzzle darkening and material settings adjusted for the S3d (this is more in the scope of Project 0E and should be done then)
- B-type DRI for RHW-4, same as above
- same with 6S DRI
- Ditto for 6C DRI
- ...and 8S A1 DRI only, B-type is fine, 8C isn't affected
- 10S A1 as well only
- Diagonal MIS end is the same as the orthogonal MIS end (incorrect texture ID)
- Other variant of diag MIS end also doesn't have a texture

- Texture error with diagonal RHW-4 A-type offramp
- Minor alignment issue with RHW-4 type C1 entrance
- Mat settings for RHW-2 type D1 entrance need adjustment (this is probably 0E-related once again)
- Same applies to RHW-2 type D1 Wye
- RHW-3 A1b (both entrance and exit) need mat settings adjustment and also need reworking as they have missing texture parts.
- RHW-3 dual A1a and A1b both need mat settings adjustment
- RHW-6S A1 exit has Z-fighting issues
- RHW-6C dual-shift type A1 needs mat settings adjustment
- RHW-8S A1 needs mat settings adjustment
- Same goes for 8S B1
- Ditto for 8S D1
- ...and again for 8S D2
- 8S E2 has a missing texture chunk and needs mat setting adjustment
- 10S A1, B1, D1 and E1 need mat settings adjusted
- 10S D2 exit has missing texture chunks
- RHW-4 to 6C transition needs mat setting adjustment
- RHW-6S to 6C transition needs mat setting adjustment
- other transition needs it too
- same with 6C to 8C
- and 8S to 6C needs it as well
- RHW-2 to RHW-3 both transitions need settings adjustment
- RHW-3 to WRHW-2 needs it too
- RHW-4 double wide radius curve is missing a texture chunk
- RHW-4 inner wide radius curve is missing a texture chunk
- RHW-4 dual lane shift needs a mat settings adjustment
- FARHW-4 to diagonal RHW-4 outer curve has a small texture chunk missing
- All cosmetic pieces are fine but they need mat settings adjusted to new NAM specifications, including the arrow overlays.
- multi-coloured RGBK squares on elevated RHW-4 neighbour connection piece (could be a 0E issue)
- RHW-2 FLUP ramp needs updated texture (this might come later, though, when a proper model is done... Dexter?)

And that's about it from what a brief test showed.

Cheers,

SA
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 20, 2011, 11:38:55 PM
Quote from: Shadow Assassin on December 20, 2011, 10:30:49 PM
A list of things that should be checked:
- A-type DRI for RHW-4 needs puzzle darkening on two of the pieces.
- A-type DRI for RHW-4 (inside) also needs puzzle darkening and material settings adjusted for the S3d (this is more in the scope of Project 0E and should be done then)
- B-type DRI for RHW-4, same as above
- same with 6S DRI
- Ditto for 6C DRI
- ...and 8S A1 DRI only, B-type is fine, 8C isn't affected
- 10S A1 as well only
I have to admit, I was a bit lazy here by not doing it. The case was that the texture IIDs for the DRI S3Ds were ending in the 0-4 range instead of the A-E range. This might be a job for Project 0E
Quote
- Diagonal MIS end is the same as the orthogonal MIS end (incorrect texture ID)
That's a RUL-related error, not a texture error. Sorry, my bad, it was indeed a texture error. I got it fixed now on my end...
Quote
- Other variant of diag MIS end also doesn't have a texture
Missed that one. Thanks for sptting that.
Quote
- Texture error with diagonal RHW-4 A-type offramp
I'll be checking that...

Quote
- Minor alignment issue with RHW-4 type C1 entrance
- Mat settings for RHW-2 type D1 entrance need adjustment (this is probably 0E-related once again)
- Same applies to RHW-2 type D1 Wye
- RHW-3 A1b (both entrance and exit) need mat settings adjustment and also need reworking as they have missing texture parts.
- RHW-3 dual A1a and A1b both need mat settings adjustment
- RHW-6C dual-shift type A1 needs mat settings adjustment
- RHW-8S A1 needs mat settings adjustment
- Same goes for 8S B1
- Ditto for 8S D1
- ...and again for 8S D2
- 8S E2 has a missing texture chunk and needs mat setting adjustment
- 10S A1, B1, D1 and E1 need mat settings adjusted
- 10S D2 exit has missing texture chunks
I'll be checking the missing chunks. The Mat settings are again minor details...

Quote
- RHW-6S A1 exit has Z-fighting issues
It always had Z-fighting issues; they did never showed up before, since the pieces didn't have chevrons. Some other ramps, like the RHW-6S A2 and the FARHW type C2 ramps also will show Z-fighting issues...

Quote
- RHW-4 to 6C transition needs mat setting adjustment
- RHW-6S to 6C transition needs mat setting adjustment
- other transition needs it too
- same with 6C to 8C
- and 8S to 6C needs it as well
- RHW-2 to RHW-3 both transitions need settings adjustment
- RHW-3 to WRHW-2 needs it too
Again minor details.

Quote
- RHW-4 double wide radius curve is missing a texture chunk
- RHW-4 inner wide radius curve is missing a texture chunk
- RHW-4 dual lane shift needs a mat settings adjustment
- FARHW-4 to diagonal RHW-4 outer curve has a small texture chunk missing
That's odd, I thought I fixed that on my end...

Quote
- All cosmetic pieces are fine but they need mat settings adjusted to new NAM specifications, including the arrow overlays.
That is just a detail (and this is also affecting the original RHW-mod). Too much work for now
Quote
- multi-coloured RGBK squares on elevated RHW-4 neighbour connection piece (could be a 0E issue)
I'll be checking that...

Quote
- RHW-2 FLUP ramp needs updated texture (this might come later, though, when a proper model is done... Dexter?)
Can't do anything about that now, but I did send Dexter my textures...

Best,
Maarten
Title: Re: Euro RHW Texture Mod testing reports
Post by: Shadow Assassin on December 21, 2011, 12:56:03 AM
Excellent -- would it be too much to ask that MIS intersections with Maxis and other networks in medium and high density areas have the same sidewalk treatment as the rest of the networks? It's just a little odd seeing a sudden patch of grass where sidewalks should be on the crossing road.
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 21, 2011, 03:30:12 AM
Well, I think I'll fix that later. "If it ain't broke, don't fix it" ... yet ;) First I need to get the real broken content ready...
Title: Re: Euro RHW Texture Mod testing reports
Post by: Dexter on December 21, 2011, 06:09:13 AM
I'm not sure if it will be of much use at the moment without the rest of the set (being 5 tiles long as opposed to 4), but I have attached a Euro texture RHW 2 FLUP model.

I'm not sure that the LODs are ideal though, as when Alex tested a few before they showed horrible artifacting around the sides.

Best
-Matt
Title: Re: Euro RHW Texture Mod testing reports
Post by: gn_leugim on December 21, 2011, 06:15:12 AM
Well, I have done some testing and found some bugs I think.

I've run almost all RHW2 and RHW4 and I found the following:

both dual RWH2 exitways have some textures wrong:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_3.jpg&hash=4cc7b60f52d2d90703682dd4d25a9c78e83c00bb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_1.jpg&hash=2e2ebbff35ddf7e9448f7ea73a3708562053502c)

Also, one of the split RHW2 to MIS has some little issue:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_2.jpg&hash=9dd48f92d56d5eb382ff0f47d923b95757c0de90)

(this part I'm not sure if is covered too, but I tested it anyway)

I tested many intersections and interactions with other networks as well, and I found on the RHW2 - Avenue  intersections yellow lines:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_4.jpg&hash=6ed8be6b8c67675444786e0f20887072ccf722fc)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_5.jpg&hash=96e38ad79d14ffef903b6c2892fda091d47f6d44)

I also found most the NWM-RHW2 intersections euro textures missing.

Moving on RHW4 I found that one of the split RHW4 to MIS has a bug too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW4_1.jpg&hash=9a7019ed2d6a2d90a1ae4026bc8986252f030c1f)

and talking about MIS, is this suppose to be like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FMIS_1.jpg&hash=8d07a9b9294735383df6db612f89bd42ca59588a)

I mean, the inner line is still a little yellowish, and it does happen fairly on all MIS items.

On the ERHW4 I found the Entrance pieces with a bug too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FERHW4_1.jpg&hash=fea77a21f77f5887e12597f3d25c0db22c5bf0ec)

I'll keep searching for more.  :thumbsup:

(btw, I havent read all Shadow's post report, so I may be repeating some of the bugs  :-[ )
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 21, 2011, 06:25:03 AM
@Dexter: Thank you! I see what I can do...
@gn_leugim: I see your problem: you have obviously Dexter's Euro RealHighway Texture mod installed, which is in conflict with my mod. The textures that do show are actually the right ones...

EDIT: I could sucessfully replicate the issues Shadow Assassin posted. Moreover, I found even some more bugs that I'm about to fix:
- The DDI has one misaligned tile
- The LHD support is probably not working because it's loaded BEFORE the main mod, making the whole file useless. Putting ZZ_ in front of it will work...

I also copied the Prop Exemplar from the RHW FLUP ramp in order to make Dexter's ramp work. I still got to test it in-game yet...

Anyway, this is why tests are so important: those bugs can sneak in quite easily...

Best,
Maarten
Title: Re: Euro RHW Texture Mod testing reports
Post by: Sciurus on December 21, 2011, 07:51:25 AM
I downloaded the file with success; I'll test it tomorrow ;) If I ever can :D

Guillaume :thumbsup:
Title: Re: Euro RHW Texture Mod testing reports
Post by: Dexter on December 21, 2011, 07:58:23 AM
@gn_leugim:  It looks to me that you have my Interim Euro textures installed, which are overriding most of Maarten's ones.  Try removing mine and see what happens  ;)
Title: Re: Euro RHW Texture Mod testing reports
Post by: gn_leugim on December 21, 2011, 07:59:25 AM
Strange, I removed the other mods, and placed this one as the last one loaded  ()what() ()what()

EDIT: I foun them sneaking hidden from me :o

I'll start looking from start then ^^
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 21, 2011, 08:15:44 AM
Here's a small patch including bugfixes for everything that has been reported so far, except the RHW-8S Type B2 ramp (somehow the puzzle piece is too stubborn to show properly). Files will be merged in the final version of the mod.

A proper exemplar of Dexter's Flup Model is also included...

EDIT: Seems that I need to edit the model itself too; It's rotated backwards!

EDIT2: Fix uploaded! Rotated the model 180 degrees with SC4 Model Tweaker.

EDIT3: You might want to be more carefull with placing RHW-2 FLUPs: Dexter's FLUPs take up 1 tile more space, but it's now a bit off by 1/2 tile. A T21 fix might be necessary, but I guess the FLUPs will be reconstructed after Project 0E...

Best,
Maarten
Title: Re: Euro RHW Texture Mod testing reports
Post by: gn_leugim on December 22, 2011, 04:10:02 AM
well, that patch sorted some stuff indeed, but I still found some stuff to report:

First, the Street - RHW2 intersection is not aesthetic as far I can see.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_1-1.jpg&hash=781c397c8809090812e9b08f9a78872e2df57249)

Although this is not likely to be seen, there is a missing texture here (RHW2):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_2-1.jpg&hash=eb3715fe986ff1b60559b44b1a6e424e233e5be9)

Some Diagonal Elevated puzzle pieces have white  marks on the ground. I also found this on some other ground pieces, but on the elevated ones it is more noticeable:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2Fpuzzle3.jpg&hash=48ad0990a651a5480c5ec570f9a5030375892f6b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2Fpuzzle2.jpg&hash=5a6cde181ce5c6a6966d20aae153ba4dd5a46c5e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2Fpuzzle1.jpg&hash=99d7c38df2166c0a16c2298caee0f0a7d36d3633)

And finnaly, in the FAR ring I found one piece with missing textures at some zoom levels:
here ok:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FFar1.jpg&hash=9b077f1ace5edc6171ed0b9230887aa5fae1aa35)
Zoom out and not ok:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FFar2.jpg&hash=9fa3e8e75a3fdcc0cfa61433fc67ea094165e7d3)

I also found some other things, but they were pointed out already or fixed.

Carlos
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 22, 2011, 05:03:15 AM
Quote from: gn_leugim on December 22, 2011, 04:10:02 AM
well, that patch sorted some stuff indeed, but I still found some stuff to report:

First, the Street - RHW2 intersection is not aesthetic as far I can see.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_1-1.jpg&hash=781c397c8809090812e9b08f9a78872e2df57249)
There may be some room for improvement here, but it's not that much of a problem; at least it's working, so it's not high on my priorities list...

Quote from: gn_leugim on December 22, 2011, 04:10:02 AM
Although this is not likely to be seen, there is a missing texture here (RHW2):
Well, I left that one out, since it's, as you just said, unlikely. Curves like this should be avoided at all circumstances...

Quote from: gn_leugim on December 22, 2011, 04:10:02 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FRHW2_2-1.jpg&hash=eb3715fe986ff1b60559b44b1a6e424e233e5be9)

Some Diagonal Elevated puzzle pieces have white  marks on the ground. I also found this on some other ground pieces, but on the elevated ones it is more noticeable:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2Fpuzzle3.jpg&hash=48ad0990a651a5480c5ec570f9a5030375892f6b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2Fpuzzle2.jpg&hash=5a6cde181ce5c6a6966d20aae153ba4dd5a46c5e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2Fpuzzle1.jpg&hash=99d7c38df2166c0a16c2298caee0f0a7d36d3633)
That's a general problem with the RHW mod, it was always there. This will likely be fixed during the implementation of Project 0E.

Quote from: gn_leugim on December 22, 2011, 04:10:02 AM
And finnaly, in the FAR ring I found one piece with missing textures at some zoom levels:
here ok:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FFar1.jpg&hash=9b077f1ace5edc6171ed0b9230887aa5fae1aa35)
Zoom out and not ok:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEuro%2520V50%2520testes%2FFar2.jpg&hash=9fa3e8e75a3fdcc0cfa61433fc67ea094165e7d3)
Ah, that seems like a mipmap error. I'll look into that...

I've found a few other bugs myself, so I have to fix some those too...

Best,
Maarten
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 22, 2011, 08:34:00 AM
Patch 2 (found in the attachment below) will fix some more bugs.
Title: Re: Euro RHW Texture Mod testing reports
Post by: ivo_su on December 22, 2011, 09:29:02 AM
Marked  part of the highway exit is built with the help of drag method.  When using Plop puzzle piece colors are better made ​​and I think that if it is not difficult for you would be a slight dimming did a good job.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F1544%2Fsimcity4201112221911214.jpg&hash=25984175858bb5e1626acce3c11a8ac67a735f39)
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 22, 2011, 09:51:11 AM
Well, Shadow Assassin did notice this bug too, but it has to do with bad IID assignment, meaning that the S3D models for the DRIs have texture IIDs that end in the 0-4 range instead of the usual A-E range. What you actually see here, is the undarkened, draggable texture instead of the darkened puzzle piece/model texture. I believe this should be fixed during Project 0E. But then again, the texture is working properly and therefore has not the topmost priority to be fixed.
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 22, 2011, 11:07:48 AM
I also got the SPUI textures ready in the mean time. You can download it below.
Title: Re: Euro RHW Texture Mod testing reports
Post by: ivo_su on December 22, 2011, 05:05:18 PM
Here I think that needs modifying to remove these  minor inaccuracies. Normally cutting texture to get  tiny bugs generally everything else is wonderful.  I am fascinated by what I see so far and am grateful for your work Maarten and Riga.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F63%2Fsimcity4201112230004580.jpg&hash=d2ee41d28986127307284afc2af1d8314927a977)

- Ivo : :thumbsup:
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 23, 2011, 12:47:00 AM
^^ That one was easy to fix. It turned out there was a two-pixel texture shift after copy-pasting that texture. The fix is attached below, also including a fix for the MIS diagonal stubs...
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on December 24, 2011, 08:22:17 AM
OK, testing is over, it's now uploaded on the STEX. Thank you for testing the mod!

Best,
Maarten
Title: Re: Euro RHW Texture Mod testing reports
Post by: ivo_su on December 24, 2011, 11:12:56 AM
I am grateful to you for testing,  it was a pleasure.
Merry Christmas Maarten.
Title: Re: Euro RHW Texture Mod testing reports
Post by: gn_leugim on December 25, 2011, 08:25:08 AM
you are welcome. and thank you for this great mod :) Merry christmas :)
Title: Re: Euro RHW Texture Mod testing reports
Post by: Sciurus on December 25, 2011, 12:01:43 PM
I would apologize for the no-testing, but I worked these days so I hadn't time enough. Sorry again! :thumbsdown:

Guillaume.
Title: Re: Euro RHW Texture Mod testing reports
Post by: Paul 999 on January 14, 2012, 03:25:55 AM
I have download the 'new' Euro RHW texture for the RHW at Simtropolis:
http://www.simtropolis.com/forum/files/file/27097-euro-texture-replacement-mod-for-the-rhw-mod-v50-by-mrtnrln-riiga/

During playing the game, I have found a couple of errors in the MIS. These might already be solved in one of the patch that I see this topic but i don't have download that because i not sure of i need these patch's.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F5610%2F41755863.jpg&hash=41e6b4d70a0bb940319ee94a19fe5e0e572dc04f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F2613%2F36324852.jpg&hash=252c0cdcdf6d3bee8103c86f10b6ea5c9692ca38)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F2834%2F47012225.jpg&hash=1b0ec39e2215cd62c88e017a3e64d1933fcd9208)

The emergency lane is on the wrong side of the road? or something? Too bad the Farr parts are work right yet, i hope you can fix it soon.
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on January 14, 2012, 03:58:58 AM
About the OWR-over-MIS bug: that's one within the RHW mod itself. I guss I'll make a patch for it soon for all RHW users.

About the FARHW curves: can you try to un-install the mod and see if the curves still match? If not, I have to re-assign some IIDs...

Thanks for the bug-report, Paul!

Best,
Maarten
Title: Re: Euro RHW Texture Mod testing reports
Post by: Paul 999 on January 14, 2012, 06:52:29 AM
Here you are, it is a conflict in the Euro texture.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F3791%2F41630129.jpg&hash=ffb430a7bc3cce4189330901be525035a7d7d9b0)

I go rebuild the curve whit the default texture, and install the Euro texture again.
Title: Re: Euro RHW Texture Mod testing reports
Post by: MandelSoft on January 14, 2012, 07:57:47 AM
OK, that makes the problem clear. I'll fix this immediately and upload a bugfix then...

EDIT: Bugfix is attached to this post (see below)
Title: Re: Euro RHW Texture Mod testing reports
Post by: Paul 999 on January 14, 2012, 10:43:27 AM
Thanks it works perfect! :thumbsup: