OK, so it goes like this...
There are 16 possible slots for SAM. We have 8 current sets with plans for another 5. That leaves 3 that are currently unspoken for.
Given that we have had a lot of people asking can we do this, can we do that, we have decided to let you create the last 3. I'm going to open a poll to coincide with the next release of SAM, along with uploading a set of kerblines and a tutorial on the creation.
What I want is nominations for textures. However, if you nominate a texture you have to be prepared to create it yourself, or have someone lined up to do it.
I've attached a zip file here with the kerbs for the 5 base textures. Use this to create the 5 textures that you use to make the set. You don't have to follow the kerbs if you have other plans, but for a basic set it helps.
Remember, these have to match up at the edges whether they are flipped, rotated or upside down.
What? No comments at all... ()what()
I guess the 20 downloads might mean something? Feel free to post if you are planning on doing a set. Make me feel loved. :'(
You guys are doing such a great job, I can't think of anything new to add.
I have attempted creating some, but none look good so far...
I'll let you know when I make a set that looks good ;)
OK mate. But I wouldn't leave it too long... you can post a start, and maybe a sample so we know what you are thinking of.
Okay, Diggis, here's a hug and a proposal for you:
Long ago there had been the Tar Sealed Streets. Currently you hardly see them and I throw them out of my Plugin folder, too, but I still like them somehow ...
http://www.simtropolis.com/stex/index.cfm?id=11613 (http://www.simtropolis.com/stex/index.cfm?id=11613)
Problem is however that the STEX Upload date is February 2005 and I don't know at all if the creator rivitoz is still active or not ...
Bernhard :thumbsup:
Quote from: Diggis on April 12, 2008, 11:18:05 AM
However, if you nominate a texture you have to be prepared to create it yourself, or have someone lined up to do it.
Nardo, I'm hoping you read this. :thumbsup:
The red brick texture in the SAM looks suspiciously like it was done by the same person, so you might be in luck.
Do you like crazy paving?? $%Grinno$%
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FStraight0x5e54bx00.png&hash=0073e50b925219b1b1fbe56af31abd68ad8d78d9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FEndPiece0x5e500x00.png&hash=5f534edd34a191fdadcb7171f63dd3dbae1f838e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F90Turn0x5e590x00.png&hash=4c29f1c6919a2709856e1356c54c2a71bc199793)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F4wayIntersection0x5e527x00.png&hash=19e7e4282b1c50de6257006b12d84bc637390b32)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FTIntersection0x5e557x00.png&hash=c3a8a9d094a538c5da1e93dc8f44bb11ff3da8cf)
They still need work but let me know what you think
AJ :thumbsup:
They look good. :thumbsup:
I have a couple of tips if you don't mind. Try and remove the repitition within each piece as it will show up worse because every piece is tiled. It looks like you have 3 tiles per piece, try and remove, or mix up the centre 2 pieces a little. Even changing the colours will make a difference.
I'd try it with a darker mortar line. Don't know what it would look like, but the white seems a little bright.
Finally, it might work well with a custom edge to the kerb. Check out the cobblestone textures from SAM V2 that I've attached.
http://sc4devotion.com/forums/index.php?topic=4002.20
Goto that link guys scroll all the way down to the bottom then scroll up a bit. Those are some real good textures right there. I think he actually plans on making them. Just thought id inform you guys. Cheers :thumbsup:
I saw those earlier. Maybe drop him a PM about this.... :thumbsup:
I don't know if those are currently planned already, but adding Chris Adam's rural tracks would be nice. As lots with transparent base texture, the suffer from the "water graphics bug", so they would be a good candidate for the SAM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg61.imageshack.us%2Fimg61%2F1387%2Fnewcurvesqn2.jpg&hash=2ac7757d9cafe1588b9643c24d211a3389a5c1a4)
Also, for the draggable ped mall addition, I'd vote for PEG's and deadwood's forest tracks. :)
The issue I had with Chris's is that they are only really one way. They could be Modded to be 2 way with ease but if I recall, Chris is MIA so that might be a problem.
As for Ped Malls, thats a wee way off and I'm sure the BSC paths and forest tracks will be added.
I don't know if this will be possible, but how about making [a] seawall(s) draggable? It gets kind of boring if there are long stretches.
So add a street to the top of the seawall or add pedestrian paths.
i would like to change the bsc parking texture to for walking snake ones would be great :thumbsup:
Quotei would like to change the bsc parking texture to for walking snake ones would be great
Quite easily done. It's not that hard.
As for the tar-sealed streets, I would love to see them in game. There's already a basic set - they may have to be expanded anyway like the PEG gravel streets were.
Just from interest; why exactly are only 16 slots availble/possible?
Because the insanity has to end at some point $%Grinno$%
Luckily, they're bound by a simple hex number, which will only allow for 16 textures. (0-9, A-F)
Thanks Xxdita. Thats pretty much it. On both counts.
Heblem, replacing the parking textures will be the simplist set to replace as there are only 5 peices. I've got a tutorial written up which will explain it, although any done for the parking lot textures will probably have to be reIID'd as we are moving the to be part of the ped mall set. Hopefully won't be a big change though.
Warrior, that would be a great idea. It might make a good 'boardwalk' set. I guess we'd be able to do it though T21's. I would prefer to see it as part of the Ped set, so might have to wait till then.
SA, my two concerns with those textures is that they original creator isn't around to ask. Hasn't been active since Nov 2005, and that no one here seems to be keen to create them, only to get them created. I'm moving on to the ped malls and T21's at the moment so these last 3 have to come from the community.
Oh, one last thing... the final chosen sets will become part of the original SAM set. They will be included with the download. This means that the use of them will be given over to SAM to upload where we see fit. You will be credited as the creator and your permission sought for other uses.
Quote from: DiggisThe issue I had with Chris's is that they are only really one way. They could be Modded to be 2 way with ease but if I recall, Chris is MIA so that might be a problem.
Just thought of something, the RHW-4 is a one way network but uses the same technology as the SAM and is based off a two way network, anyway if the track is one way, and there is a tractor (or whatever) going into a field how does it get out of the field?
Diggis, I definately am not the most experienced personhere when it comes to network pieces, in addition to this I am rather busy with a large lot project (large in meaning of way more than 100 Lots) but I do have some basic texture knowledge and may try itsome help from here and/or the SFBT.
I would do it but it'll need its time ... and as said above the creator of the tar sealed streets textures seems to be MIA ...
drives back over the sam
Quote from: Warrior on April 14, 2008, 11:55:06 PM
Just thought of something, the RHW-4 is a one way network but uses the same technology as the SAM and is based off a two way network, anyway if the track is one way, and there is a tractor (or whatever) going into a field how does it get out of the field?
It drives back over the same ruts. However simcity doesn't really allow for that.
Nardo, I wasn't really taking a dig, and maybe someone else will get inspired. I'm not sure what the protocol would be on using this as there really is a lot of modification to do these so you might be able to recreate them.
Thanks for your comments Diggis ;)
I have modified the crazy paving base texture, I changed the colour slightly and adjusted the contrast and made it a tad darker.
I also added a custom curb as you suggested and i added some tire marks because it looked too clean.
I have never been strong with photoshop or image/texture creation but i'm quite proud of these.
Although they do look a lot like the cobblestone texture
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FStraight0x5e54bx00-1.png&hash=e46e3f64d633dfcf8f1ad746f702e351929b66fa)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FEndPiece0x5e500x00-1.png&hash=5141961903cfb96c8760978348673c037027484e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F4wayIntersection0x5e527x00-1.png&hash=9db18888fb29f71207f1b2f1081b1cd886aa3ffd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FTIntersection0x5e557x00-1.png&hash=8147d8c3936998bd12f213cd1a7c57da91dcb635)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F90Turn0x5e590x00-1.png&hash=4d6f99ac1963efd7bdb8156bacf7ac7897a34f35)
I also made the Corner square &mmm What do you think? I didn't think the curve suited this base texture
Comment very welcome
AJ :thumbsup:
I like it! :thumbsup:
There seems to be a white line through the kerb on the intersections. I think it's the base kerb possibly.
The square corner works OK, but it might be an issue with the paths. Jason might be able to help us more here...
I have one further tip to just make it a bit more real, apply a soft noise filter (in photoshop) which will just take away that 'clean' look. A monochromatic one would be best.
Thanks Diggis.
Yeah, that white line is the base curb that i forgot to remove $%Grinno$%
I will add that filter then show ya the results ;)
Quote from: Diggis on April 15, 2008, 02:17:41 AM
The square corner works OK, but it might be an issue with the paths. Jason might be able to help us more here...
Its an interesting set thats for sure. It may look alot like the cobblestone but it is a lighter color, I wouldnt mind seeing the white (or a lighter grey) grout again to keep the the overall look lighter than the original cobblestone, but either way is fine to me.
The square corner is interesting. I agree that this should be more squared off than the normal corner. Although, I would suggesta different way of making these more squared off. Instead of a hard 90 degree turn, what if you rotated the Kerb bricks on a 45 degree angle and had 2, 3 or 4 at the inner corner and then the far side can maybe be square or maybe it can have 45 degree bricks aswell. This would give you the intended "hardlined" look you are wanting while allowing for cars to flow through the turn. You could also transfer this to the intersection corners aswell.
The reason I say go with the 45 degree bricks is because by a RL point of view, turns rarely have a sharp 90 Turn like that, imagine a car misjudging the corner an hitting the hard concrete 90 point it would cause a high chance of popping the tire.
I like texture, Alfred.Jones :thumbsup:
what about including a set from cycledogg's amazing textures (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101)?
(https://www.sc4devotion.com/csxlex/images/beximg/TexturePack.jpg) :thumbsup:
Bighead, if you are willing to do it, please put your name in the hat. This isn't a suggestion thread, but a place for people who are willing to do a little work to get their set included.
Quote from: jplumbley on April 15, 2008, 06:04:52 AM
The square corner is interesting. I agree that this should be more squared off than the normal corner. Although, I would suggesta different way of making these more squared off. Instead of a hard 90 degree turn, what if you rotated the Kerb bricks on a 45 degree angle and had 2, 3 or 4 at the inner corner and then the far side can maybe be square or maybe it can have 45 degree bricks aswell. This would give you the intended "hardlined" look you are wanting while allowing for cars to flow through the turn. You could also transfer this to the intersection corners aswell.
The reason I say go with the 45 degree bricks is because by a RL point of view, turns rarely have a sharp 90 Turn like that, imagine a car misjudging the corner an hitting the hard concrete 90 point it would cause a high chance of popping the tire.
Thanks for your suggestion ;)
I was thinking it looked to tight for cars or even buses!! It would be a nightmare to take a bus through that!! :D
Here are the updated textures
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F90Turn0x5e590x00-2.png&hash=e8974ab4e3a54c8867f66ae37b123b3f2dea6ebc)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F4wayIntersection0x5e527x00-2.png&hash=ab3a1456a80b9e2c60889f4a62ce7755693bb3b2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FTIntersection0x5e557x00-2.png&hash=1abcd700d03857e4ed270c90950cd5aaab3e4ff3)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FEndPiece0x5e500x00-2-1.png&hash=6daa1193592b7e86c7326384ffadc38476251ed9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FStraight0x5e54bx00-2.png&hash=d91d366a09eadd77d4f81b129a2a8722bfb40820)
I wasn't sure what to do with the yellow texture on the intersections so i left it ()stsfd()
Do you think it needs the 45 on the intersections or just the corner ()what()
Suggestions & comments welcome
AJ :thumbsup:
Yeah, looks good. I like the 45 angle. Works really well, and the noise has just added a little 'age' to the whole thing.
I would suggest with the yellow lines maybe use half as many but take them right out to the edge of the 45 corners.
They are looking very nice there, Alfred.Jones! And looking forward to more of these...
Actualy I don't like the yellow lines. Beside that, it looks better than the old ones.
AJ that is looking real good there M8!!!! I do agree that some of those yellow lines need to be reduced a little bit...
NB: here is something Ive been trying I dunno if Im going to go any further but hey its a start for me... My first texturing jobber ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F8513%2Ftintersectiontest0x5e55ku4.png&hash=eee19d1b45f15393d0f9c47d07de7e9c72497632)
Alfred .. I think you should consider making the sharp outer corner a small 45, and replace the yellow square with some type of cross walk.
Yeah, I would second the usage of a crosswalk too. Maybe you could use one for your set as well Pat.
I got rid of the yellow lines and added a crosswalk using bricks...
Let me know what you think ()what()
I also made the outer corner a small 45 as Becca suggested
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F90Turn0x5e590x00-3.png&hash=63d49ff3194a5bcbf207980b3ddb6d8b2a25934c)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FTIntersection0x5e557x00-3-1.png&hash=7d51d7829719ad92c391f54b472bd15619d356b4)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FEndPiece0x5e500x00-2-1.png&hash=6daa1193592b7e86c7326384ffadc38476251ed9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F4wayIntersection0x5e527x00-3.png&hash=98834731f7c72ee13839890b18fa603a0b721809)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FStraight0x5e54bx00-2.png&hash=d91d366a09eadd77d4f81b129a2a8722bfb40820).
Thanks for all your suggestions. They are greatly appreciated :thumbsup:
Something I tried, tell me what you think,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F4587%2Fcc4wayintersection0x5e5en1.png&hash=94cb21313e37ede231e0424334ee5aea9ac96580)
I'm going to decorate the street's borders some more, i think.
I don't really like it myself, I gotta search for a better asphalt texture, this one is a bit oversized imo.
EDIT: And this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg224.imageshack.us%2Fimg224%2F9258%2Fcc24wayintersection0x5exw2.png&hash=a33d3e2bfa1e8ae7f90768fa96650d2d994fa5a8)
My only request is to add something that has a centerline; maybe something in the style of the access drive of a strip-mall.
aww AJ i loved the yellow banding.... i think it gave it a real uniqe character.... i do agree that they should be wider and fewer in number however and i also would agree with extending them into the 45 degree corner areas....
Zakuten: This isn't a request thread. This is for people who have a texture they want to add themselves.
Pat: Good start with the base textures, but the wear marks are a little strong. You really just want some discolouration of the base, a pair of darker stripes either side of the centre.
AJ: Yeah! Thats the baby. I really like the crosswalks, and it's nicer without the yellow. This will be a great set. You might be able to do an option set with the yellow banding for MG, but thinking about it now it is more suited to a more basic texture.
Casper: Good start. A couple of ideas. Download the set nardo liked and sample his work. If you borrow the straight one to start with and modify it to your tastes and then use it to do all the rest you aren't really stealing his work. I would suggest with the marking it's too white. Pure white is the devil... try adding a noise filter (monochromatic if possible) to it like AJ did. Just breaks it up a little.
The is going great guys. We have 3 so far. Look forward to a few more.
How about these MG? $%Grinno$%
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FTIntersection0x5e557x00-4.png&hash=2ba4d53faf74c01a1bd0e4c7455342dc03c4d60a)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F4wayIntersection0x5e527x00-4.png&hash=eb394093e3711e2dcad51caa8d2381d9337aab4e)
Yes? No? Maybe So?
AJ: i like your textures alot but i didnt like the yellow stripes and also the new crossing you made. in my opinion it would look best without such things.
I like crossings, not sold on the yellow strips myself. Squidi, remember these aren't everywhere. They always look more intense untill you get them into a game situation.
Looks good AJ, but I personnaly prefer it without the yellow stripes, wy not try replacing a current SAM set and see how it looks, just temporarily?
Because I haven't passed on the info to do that yet.... &ops
If you upload them to the thread I'll prepare them for you quickly without Alpha Maps etc to test.
Yeah, I think it is a bit much with the yellow stripes ;D
I'll leave it with just the crosswalk :thumbsup:
i think its an either or situation, either crosswalks or stripes, not both.....my personal preference would be the stripes but if the consensus is crosswalks go with it, i would ask though that if possible you could send me the striped versions (if they exist) so when diggis releases the tutorial i can use them personally.
AJ , I agree that the textures look great &apls but definitely leave the yellow out! The brick zebra crosswalk looks good also!
Come one people, I know AJ has set the bar high, but surely there are more of you willing to give this a go. &mmm
i was just working on somthing and tried it in the game.
i found out that the brick is not really visible like i thought while creating them :(
do you think there are some potential to work more on them ?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F7192%2Fterra01zj9.jpg&hash=6055589fe0aed4efdc95938f2a2864fde80222c0)
It's not that bad. I quite like it. You might be able to make the texture a bit larger. You would probably benifit from the angles on the corners like AJ has.
What you need to do now is add some wear to them. As I said to Pat: 2 darker patches on either side of the centre to show tyre marks.
damn thats roman roads right there... it might end up with several alternative sets.... like historical SAM rural SAM scifi SAM generic SAM etc, as soon as i get some free time i will postify some of my ideas...
@squidi: That looks very nice, and introduces a mediterranean feeling into the game indeed! The bricks/rocks should be a bit larger, and I think it would look better if you'd actually make a curve rather than a rectangular corner.
Quote from: squidi on April 16, 2008, 04:58:17 AM
i was just working on somthing and tried it in the game.
i found out that the brick is not really visible like i thought while creating them :(
do you think there are some potential to work more on them ?
I think this is very good!! I see what you mean about the bricks not showing up well, but they do have a nice texture to them. Maybe if you scaled up the brick size a bit it would look more like what you are looking for. Definately this is worth it to keep working on.
@Alfred.Jones Personally I dont like both the yellow lines and the cross walk and feel it takes away from the overall look of your cobblestone. I would say go with one or the other. I like the crosswalk, but if you were to choose that I would scale the size of that down a little bit. Still looking good though keep it up.
andreas i first wanted to make a curve and i also think it would look much better but i have no idea how to make with gimp the brick to a curve too. i tried a bit around but nothing worked.
do some of you have an idea ?
Maybe I should do some Louisiana, pothole filled, streets?
Quote from: RebaLynnTS on April 16, 2008, 06:17:35 AM
Maybe I should do some Louisiana, pothole filled, streets?
We have some Low wealth potholly textures coming. More cracked than potholly, but the pot holes will become repetitious and wont look as good as you think as they will get repeated every tile.
Quote from: jplumbley on April 16, 2008, 06:00:25 AM
@Alfred.Jones Personally I dont like both the yellow lines and the cross walk and feel it takes away from the overall look of your cobblestone. I would say go with one or the other. I like the crosswalk, but if you were to choose that I would scale the size of that down a little bit. Still looking good though keep it up.
I have decided to go with the crosswalk ;) I might be able to use the yellow lines on a rail crossing ()what()
JP: I didn't really think potholes would look "nice" anyway :) Some low wealth street textures, are a good idea though, glad someone is working on them.
Alfred: Yellow lines for the rail would be nice
Sorry image is low res, but hows do these look?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F6244%2Fajtextureszoom5gj9.jpg&hash=c72646aca7b1405351c312d8ef243911dcad76c2)
One thing to remember: Don't change the direction of the base textures or this happens: :D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F7665%2Fajtexturestk6.jpg&hash=215b4a1e8714c75527cac33f8a94d7e425f1f712)
The corner is still a little fat, but looks much better. I've got some ideas, but won't be able to work on them until later (going to the VA in a few minutes).
now i tried out another 90° turn and also made them with more contrast for the brick before i will try a larger scale becouse i think a larger scale would maybe look better but is not very realistic
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg181.imageshack.us%2Fimg181%2F4861%2Fterra02xh4.jpg&hash=a522551da890bbe2d40a1101def805ed47f3b5ca)
Quote from: Diggis on April 16, 2008, 06:25:13 AM
Sorry image is low res, but hows do these look?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F6244%2Fajtextureszoom5gj9.jpg&hash=c72646aca7b1405351c312d8ef243911dcad76c2)
One thing to remember: Don't change the direction of the base textures or this happens: :D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F7665%2Fajtexturestk6.jpg&hash=215b4a1e8714c75527cac33f8a94d7e425f1f712)
The orientation for the textures must be done as if you were replacing the original MAXIS Streets. This means that if they are not in the exact same rotation, they will end up showing improperly in-game. My RUL set has everything in the same "starting" position as the original texture created, so if the texture is rotated improperly, given the wrong IID, etc then there will be issues with them showing up in game.
Please be mindful of the other sets currently in the SAM, they can serve as a guide. You may also want to test your set by replacing on of the others for you to make sure everything is in order.
@squidi... I still like them even with the small bricks ;) I like what you have done with the corner and I really like your Kerb. I will definately like to see this one in the SAM.
Quote from: Diggis on April 16, 2008, 06:25:13 AM
Sorry image is low res, but hows do these look?
I don't reckon they look too bad!
Thanks Diggis ;)
Quote from: RebaLynnTS on April 16, 2008, 06:32:01 AM
The corner is still a little fat, but looks much better.
I agree with you there; I will try to make it less 'fat' :P
EDIT -
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Quote from: squidi on April 16, 2008, 06:34:59 AM
now i tried out another 90° turn and also made them with more contrast for the brick before i will try a larger scale becouse i think a larger scale would maybe look better but is not very realistic
I think that looks very good squidi! I don't think the texture needs scaling. The size is realistic atm
Squidi: Looking good :thumbsup: I like the discolouration you have on this. Works really well.
ok, i will make the croosings now and fix some problems with repititions i got after my last changes
but first i need a little breakfast and its 4 am here ;)
Squidi, these look great!
I wouldn't mind those for use in an urban area, for back alleys and such. [you know, how in some cities, they just have old service alleys that used to be used as roads]
Quote from: Diggis on April 15, 2008, 10:49:29 PM
Pat: Good start with the base textures, but the wear marks are a little strong. You really just want some discolouration of the base, a pair of darker stripes either side of the centre.
OK kewl Diggis I will try and get that done out a bit more and see if I can pull it off... Like I said this is my first real attempt at any texturing, who knows maybe bat next lol $%Grinno$%
Quote from: Pat on April 16, 2008, 08:30:45 AM
OK kewl Diggis I will try and get that done out a bit more and see if I can pull it off... Like I said this is my first real attempt at any texturing, who knows maybe bat next lol $%Grinno$%
It's how I got started, although I tried moding instead of loting. I'm slowly learning BAT. I must confess that I do have some experience with PhotoShop though, using it most days at work. :P
Quote from: squidi on April 16, 2008, 06:02:56 AM
andreas i first wanted to make a curve and i also think it would look much better but i have no idea how to make with gimp the brick to a curve too. i tried a bit around but nothing worked.
do some of you have an idea ?
Unfortunately, no. It took me a whopping 2.5 hours to create a 90° GLR curve texture back then, that's when I decided not to try that ever again. ;) Maybe diggis has some idea, though.
Small excerpt from my up and coming tutorial:
QuoteThen create the hardest standard piece... the 90° turn. I find it's easiest to put in a 4way. Erase all but a small section (10 pixels) at the boundary and then copy and rotate this piece around until you fill the kerb line.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg397.imageshack.us%2Fimg397%2F9296%2Fimage016yc7.jpg&hash=c7ef6b878bfe95ad9f2d1d92527e6631f2f248b0) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg397.imageshack.us%2Fimg397%2F3659%2Fimage018ib7.jpg&hash=5d76dc5f6c1ca8c2769f1bbc9b1b3c967dc79baf) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg397.imageshack.us%2Fimg397%2F9371%2Fimage020il6.jpg&hash=33559b4fe42e94531e1a6b4f529a4e6be7d225cf)
for the curve i tried to rotate and stretch every line of stones but the result is totaly blured and i would even try to draw everything manually but than you have to draw every single pixel and in that zoom you cant know how it will look if you zoom out.
the parts i actually drawed manually in the current version are just made by try somthing out and look in the farer zooms at it to see if the result is right or if i have to correct it again. ;)
now i tried 2 different versions of the intersection maybe you have some suggestions
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edit: i tryd that out diggis but the result is a blurred brick as i told above
maybe it has to do with gimp but i think its just becouse the small number of pixels in every line of stones
If you do it with lots to layers you can slowly erase some of the pieces to work up a curve. The other optionis to leave it like you have it, and just curve the kerb line.
now with round kerbs as diggis suggested and i like it much more this way
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F5741%2Fterra04yd6.jpg&hash=cee1f2632b7f3468e14f038e9d1515df4350a47d)
there are still some problems with the borders of the textures what needs to be fixed but i think this will not be a big problem
Alfred: Much, much better.
Squidi: I like the latest version a lot.
OK, I have a gift from the goddess. She is too modest to take credit herself so I'm posting the pics. It's her first attempt at texturing, and a pretty good one at that.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F653%2Fnewcityjan3001208375465gp8.jpg&hash=19c91ecc93616f06328ecbbd70b0b0417361df9a)
I saw the mention of "adding wear" to the streets. German Village is a section of Columbus that has red brick streets. They're pretty hard to pick much detail out of from the satellite view but here's a link if anyone wants some sort of overhead visual reference for brick streets:
http://maps.google.com/maps?f=q&hl=en&geocode=&q=german+village+columbus+ohio&jsv=107&ie=UTF8&ll=39.945308,-82.992812&spn=0.001215,0.002452&t=k&z=19
Some of the streets there do have a center line of sorts made from white/grey bricks if my memory's right... I know it's visible when driving down the streets that have the line. If you have the street labels turned on in the google map, Mohawk street has a line down the center.
http://lh3.ggpht.com/goldenplatypus/SADdXFaSL5I/AAAAAAAABA8/JjopTXSBmuY/DSC_0045.jpg - a big (not necessarily good) picture from ground level where you can see the street and sidewalk.
OK guys... I may not have said this earlier but I have to go on a tangent here a bit.
I am looking around at this thread and even a year ago when I started thinking about if the SAM was possible, that I just simply couldnt dream of. It has been a long time coming but this project is bigger than anything I could have imagined and it definately wouldnt be in the place it is today without the help of so many people. I probably would have quit if it wasnt for the help of all the great people who have been there for me:
Tarkus - Thank you!... You helped me learn how to rule over the Override RUL. You also helped by making the SAM Starter Pieces.
Diggis - My righthand man... Been there since the first release and doing things I never could do with textures.
Andreas - The support behind everything! Making the upcoming Euro Textures for SAM, and converting the MAXIS T21s for the SAM Streets.
Memo - For your surprising addition to the SAM RULs. You da man!
There are so many more... I am so proud of how far this has gotten and obviously we still have lots left in us to be released. SAM version 1 was 5.5 mb installed, SAM version 2 was 12mb installed and SAM version 3 is looking to be 21.5mb installed. Just in file size you can see progess is getting faster especially when the release dates have been every 3-4 months almost dead on. We already have SAM version 4 in the planning stages with upto 6 more sets and hopefully Pedmalls, the 6 more sets will almost double the size of SAM version 3 on thier own! I just cant believe it!
Thank you everyone who has given so much interest in this project! Now, I must go on a Karma binge, to all the people who have helped me get this far and those who are putting thier pride on the line to potentially contribute to this project.
Thank you!! :thumbsup:
Tangent over
_____________________________________________________________________________________
I cant believe we were able to bring the Great Goddess Barbyw to the texturing world. Those are an awesome start and I must say these 3 texture sets totally blow my mind.
Woah. I really like the textures from BarbyW!!
@squidi, I think the curved corners look much better! :thumbsup:
@jplumbley, I think you need to thank yourself for all the awesome effort and work you have put into making this awesome mod available for all us here. If I had the ability I would give you karma, because you more than deserve it!!.
AJ :thumbsup:
Jp you TOTALLY ROCK!!!!!!!!!!! I wish I could give you a karma point about now, it would be for "Being the SAMmer of SAMmer's!!! You also deserve credit here as well and I believe with out you there would probably been no SAM at all...
Barby Why wont you claim credit for something you did??? OMG WOW you are totaly doing such a wicked job on that texturing!!! I belive Mg said it earlier about Roman Roads for Squidi textures but no I think you got it nailed down for the Old World Roman Roads!!!!!
no further news on my end yet cept I totaly suck lol....
Quote from: Pat on April 16, 2008, 09:40:48 PM
Jp you TOTALLY ROCK!!!!!!!!!!! I wish I could give you a karma point about now, it would be for "Being the SAMmer of SAMmer's!!! You also deserve credit here as well and I believe with out you there would probably been no SAM at all...
no further news on my end yet cept I totaly suck lol....
Thank you... &blush
Noone who puts the effort in to try sucks. It is more admirable to try and to fail rather to never have tried at all. I'll tell you a secret... I cant texture worth a damn, but luckily I have some of the best talent there is in the texturing world surrounding me now. If you went back and looked at some of the textures from SAM version 1... you'd be amazed at how others (Diggis) has made them soooo much better.
Eventually, with enough practice anyone can become an expert. So dont give up!
I was just looking at your texture again, (I over looked it earlier, sorry)... I was looking at Alfred's lol. TBH they dont look bad, I think that they could be useful for a rail texture. If you got rid of the Kerb and the lane lines, then made the gravel a bit smaller, it would look very nice for a base for a rail line with a few adjustments.
hmmm Jp you know I never thought of that at all that way!!! Dont worry I dont think many people have noticed the texture from me as it was a single pic lol, anyways who could convert that to a rail texture use and how would it work though would be my question? I mean like well would it be a in the city texture or what???
I do remember SAM v1 and what Diggis has done and I do agree he took it and ran with it!!! anyways Like I said that was my first crack at it, I will do a straight section then and totaly remove the curb err kerd lol.... Will see how this goes then, like you said its better to have tried then not tried at all....
Quote from: Pat on April 16, 2008, 10:05:07 PM
hmmm Jp you know I never thought of that at all that way!!! Dont worry I dont think many people have noticed the texture from me as it was a single pic lol, anyways who could convert that to a rail texture use and how would it work though would be my question? I mean like well would it be a in the city texture or what???
What photo editing program do you have? Do you have something that can handle "layers"?
Layers are one of the best things for SC4 texturing. What we do is someone builds a "base" texture for the road, then place the curbs and cross walks on it. Then we take that texture and overlay it onto the different grass base textures.
If you have a program that handles layers, then you can make the "base" gravel of the rail and then we can extract the Vanilla Rail textures from the game and use those as overlays onto your base. ;)
I have photofilter and it does to a point handle layers, I used the guidelines that Diggis setup and this is what I was working on for straight section of the street anyways earlier today, and just tweeked it now removiing the curb...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F7691%2Fstraighttest0x5e54bx00zz4.png&hash=fa27878b17bb9ddf160f2447976890693fbe69fd)
I really do think that would work well for a Rail gravel base!!
I can't take any credit for the texture as it is one of Callagrafx' that I played about with to make the overlays. I have to ask him if it is OK to make it into a SAM road and then I'll go ahead and make the rest of the set.
It would also work well as an alternate gravel road Pat. if you break the outside up a little you will get a messy feel and it would make for a great alternative to Peg's.
Jason: I got into this as I wanted it so badly. I knew by offering to help I would get to play with this before anyone else. Selfish I know, but I have also really enjoyed creating these textures and bringing them into the game. The Cobble set is still my favourite, but I think AJ might be preparing another High Use set for me. :thumbsup:
To everyone who has had a crack at this: You are doing really well. Next weekend I am going to start the poll and we will see how we go. I'll also release the full set of Kerbs/curbs when we release the SAM V3 so you can make a start on a full set.
Could those people who are wanting to enter the poll please post a set of the 5 textures they have done to show the world some time in the next week.
Quote from: Diggis on April 17, 2008, 12:01:03 AM
Jason: I got into this as I wanted it so badly. I knew by offering to help I would get to play with this before anyone else. Selfish I know, but I have also really enjoyed creating these textures and bringing them into the game. The Cobble set is still my favourite, but I think AJ might be preparing another High Use set for me. :thumbsup:
Don't feel bad about this, I actually started modding for the very same reason. ;) But why should I keep my stuff for myself when others could enjoy it as much as I do? I hardly used the SAM before I created the Euro textures for it, but with all the goodies that have been included into v3 so far, I predict will gain even more popularity than before. :)
Great work on your new textures there, squidi, Pat and Alfred.Jones!
Dont forget BarbyW/Callagrafx's textures!
last version: they now should fit together in all directions.
and i hope there should not be to much repititions what was the hardest on them ;)
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the bmp files with the alpha bmp s are attached
if there are any suggestions just let me know this
Hiya Squidi... I really, really like your textures.
The following attachment is the overlay textures for the Road and OWR T-Intersections and the following post will have the 4way Intersections. Basically just overlay these onto the Standard 4way and T intersection you have already made and you will have your intersections.
Here is the 4way Road and OWR intersections.
Thanks for those JP.
I have made the textures and I'll zip them all and send them too you in the morning :thumbsup: Too tired to do it atm :D
AJ ;)
I don't have FiSHMan, so if I could get the original street textures (and preferably the street/avenue, road, and one way transitions and intersections) i could probably PhotoFiltre the resulting PNGs into something i've had floating around in my head...but of course there is the problem of making them back into FSH files. (Actually i do have fishman but it won't work on my computer >_< stupid vista, i wonder when i will have time to download the 400+MB SP1 to see if that helps)
It will be something along the lines of the suggestion for a mall parking lot-type street (but not quite) with a single yellow dividing line down the middle, possibly a white line along the edge (maybe leaving room on the pavement for parked cars, like with Jeronij's KICKASS Street Side Mod), but i don't know about what kind of pavement...old chunky asphalt? old chunky cement? shiny new cement or asphalt?
comments?
I REALLY like AJ's wierd streets. I'm not a huge fan of the yellow stripes, but i don't HATE them, but i do like the white crosswalk stripes. The angled corners look cool too, and since they don't involve curves they are kinda cheating...
I must admit to never having seen something like Squidi's streets in real life, but they seem suited to a medium-density European-style city...
_______________________________________________________
Edit to previous post:
I have decent skills with PhotoFiltre. I have mostly used it to edit disasters into images of my SimCities, or RL, and ihave posted almost all of them in the off-topic thread "Show Us Your Catastrophes" in SimCities.com, but that site is dead for the moment time being...
Link to my PhotoBucket: Click Here (http://s220.photobucket.com/albums/dd138/nerdly_dood/)
My PhotoBucket also contains images of my city journal "nerdly_cities" (most of the later images) but that one is exclusive to, yes, SimCities.com until i feel like posting it on ST or SimPeg.
Please do not double post within 5 minutes. There is a Modify button. - JP
Quote from: nerdly_dood on April 17, 2008, 01:10:40 PM
I don't have FiSHMan, so if I could get the original street textures (and preferably the street/avenue, road, and one way transitions and intersections) i could probably PhotoFiltre the resulting PNGs into something i've had floating around in my head...but of course there is the problem of making them back into FSH files. (Actually i do have fishman but it won't work on my computer >_< stupid vista, i wonder when i will have time to download the 400+MB SP1 to see if that helps)
It will be something along the lines of the suggestion for a mall parking lot-type street (but not quite) with a single yellow dividing line down the middle, possibly a white line along the edge (maybe leaving room on the pavement for parked cars, like with Jeronij's KICKASS Street Side Mod), but i don't know about what kind of pavement...old chunky asphalt? old chunky cement? shiny new cement or asphalt?
comments?
I REALLY like AJ's wierd streets. I'm not a huge fan of the yellow stripes, but i don't HATE them, but i do like the white crosswalk stripes. The angled corners look cool too, and since they don't involve curves they are kinda cheating...
I must admit to never having seen something like Squidi's streets in real life, but they seem suited to a medium-density European-style city...
Attached to the very first post of the thread are PNG files for the 5 standard textures. These are what AJ, Squidi et al are using to create the start of their textures. Jason has since posted the T and 4 way intersections, also in PNG format.
As for getting them back, FiSHMAN is the LEAST effective way. You really need to use SC4Tool as it creates the seperate zoom levels for you.
:o OHHH!! Ok that helps a lot! Thanks!
(and by the way, my reputation has removed the modify button >_<)
Just wanted to say, everything is looking great so far.
Quote from: nerdly_dood on April 17, 2008, 01:10:40 PM
I must admit to never having seen something like Squidi's streets in real life, but they seem suited to a medium-density European-style city...
i think there could streets in south europe look like that but it was to long ago i was travelling this areas.
i made them just becouse i liked that style and color and not becouse i saw this in reality ;)
..
i have some crossings created and tried out some different styles.
maybe you like to tell what you think about
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OK ive been tinkering all day and doing mulitple versions and so far this is the one I like the most with taking advice from Diggis on giving it a edge to it... Ive tried to layer it but I couldnt get it to work at all, so what I did was cut along the edge there and smoothed it out...
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That looks really good Pat! I like it a lot :thumbsup:
Of course, they are also great!!
And great new progress there.
Great work there squidi, it looks like you now have all the OWR intersections done. Next would be the Road intersections and Diggis and I have more up our sleeves here, hehe.
Pat that is looking better for sure! Keep it going! :thumbsup:
I settled on the old cracked asphalt design and i came up with the images below. I would REALLY like to have the other network intersection textures, but I don't have them, so I used what I had access to. (90 curve is still under construction, it shouldn't be TOO amazingly hard to work on but it should be done soon)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F4wayIntersection0x5e527x00.png&hash=f7a9ebc97a10ea1dce8660215f78a6d702c5f751) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FEndPiece0x5e500x00.png&hash=4ba11fadb679a64dfe91b0d3207fda5cce32af8a) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FINCOMPLETE90Turn0x5e590x00.png&hash=f1a346e0f7d28089d965812a3c49c8763e479872) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FStraight0x5e54bx00.png&hash=f3a1ce26ab05ce7e5e35865fd16062ca926938ea) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FTIntersection0x5e557x00.png&hash=1be613412a43d29250c5312759f928565159328b)
and i can't find an 'attach' button...
Those are a good start Nerdly. Looks like you have a bit of work to do on your 90 Turn, but thats ok.
As for the other textures please look on Page 4 and get the files in two posts by me about 2/3s of the way down the page. This is not all of them just whaat we have released so far.
excellent work here guys espcially squidi I cant wait to use those textures &apls &apls :thumbsup:
Keep up the awesome work
Will
i hoped to get some opinions about the different versions of intersections i made &mmm
i now finished the T ones and there left 2 of the 4 ones
there is one of them i am not sure about
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is it sam to the bottom and to the right or sam to the bottom and maxis to the right?
the little differnt on the 2 sides made me confused
i have also another question..
do you use alpha files for them or does it work with the trancperancy of the png files?
if alpha files are needed it would be cool if i can have them becouse they need some changes to fit to my curved curbs.
Whoops &ops I used the asphalt streets to create these and must have forgoten some. Unless the is another like that then it should be SAM to the left as well.
OOOH MY GOD i SOOO NEED THOSE TEXTURES thank you jplumbey!!!
I took a totally new approach to the 90 curve and came up with this:
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That looks much better nerdly_dood. Nice work
It is not perfectly a 90 curve which looks really good for that texture, There is some really nice work in this thread &apls
Nerdly that is pretty damn fine, well done :thumbsup:
Everyone else is brilliant too, mmmmmmmmmmmmmmmmmmmmmmmm SAM
Joe
well thank you! &bis&
i oughta get working on the other textures now...
daaaaaaaaaaaang Nerdly those are looking real sweeeeeet!!! i cant wait to see those ingame...
Really great textures there, nerdly_dood! And the newer 90° curve is looking better and fantastic! :thumbsup:
Normally I don't like american stuff, but I like the texture, nerdly_dood! :thumbsup:
I was messing about to see what I could do and this is what I came up with
I know the curve needs some work as do the others but what do you think?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F4785%2Ftintersection0x5e557x00bj4.jpg&hash=ff76aa9552de07c70b7c327e3bd0f1c1427e1076)
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A kerb line and center line are needed , the edges need sharpening and traffic marks on the right side and for jucntions
stop marks etc
but
yes or no?
:satisfied:
TTC
I say yes and finish it off Derry I cant wait to see what it looks like finished!!!
You need to consider that when a straight piece joins up with one of the intersections it needs to match up. The way you have it now the textures don't match in all directions. Remember Jason's RULs will rotate and flip the textures.
I would take that straight, move the pattern to the left a little, then mirror it to the other side. Then use it to create the crosses on the T and 4 way.
Quote from: Diggis on April 19, 2008, 11:21:58 AM
You need to consider that when a straight piece joins up with one of the intersections it needs to match up. The way you have it now the textures don't match in all directions. Remember Jason's RULs will rotate and flip the textures.
I would take that straight, move the pattern to the left a little, then mirror it to the other side. Then use it to create the crosses on the T and 4 way.
thats just the draft version to see if people liked or not. the next step involves the steps you mention ^^
A quick question- Is there a time frame on all this, or will it be when you have 16 nominations?
just wondering as I tend to flit from one project to another and often time slips right on by
:satisfied:
TTC
The 16 was the number of sets that we can fit into the SAM. We have some already and some more planned so we are sitting on around 3 spare I guess.
I'll put the poll up after the SAM V3 release (it's closer and bigger than you think :thumbsup:) but you don't have to have them finished.
ooooooh Diggis you are such a biiiig tease!!! V3 sooner then we think like how soon in a week or is it the standered response it will be when its done ;) Sorry I though I head it off before it got out of hand... Ohh progress on my front no new news on the other intersections...
Quote from: Pat on April 19, 2008, 01:32:22 PM
ooooooh Diggis you are such a biiiig tease!!! V3 sooner then we think like how soon in a week or is it the standered response it will be when its done ;) Sorry I though I head it off before it got out of hand... Ohh progress on my front no new news on the other intersections...
Well now that would be telling. Part of the NAM secret handshake involved never ever giving a release date. It's on pain of death. :P
well, can i try my luck? ;D
i made some stret very common here in portugal, and i think around europe too is not much under the standards, but if you like them, i made them up to the standards ;)
sory for the double, but this has a attachment limit -.-
I don't know much about textureing, or about the street you based it off, but I think it may look a bit better with the kerb, but I like the actual texture. :)
I agree with Warrior about the kerb.
There is a group of dark bricks near the bottom of the texture. Add a couple of light ones in there to minimise the repitition. Otherwise good start. &apls
Nerdly - great textures. Have you considered putting the stop lines a little farther away from the intersection? It seems as though they're a little too far forward.
I made these a while ago, but I could never get the 90 Degrees curve done, here's what I have, but its still not very good.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd44%2FTheQuiltedLlama%2FSandstone.png&hash=1a28752b1e96fe9c3dc66329790b31de07fe5112)
They look awesome mjig! I'll definiteley use them if they're included!
The curve looks OK to me, although a little dark. Otherwise they look good.
mjig they are pretty excellent, thanks for sharing them :)
ty for the commnts, i'll retexture it, those were mostly to see if you would like the kind of texture :thumbsup: i'll add a kerb too :)
look at the exemple.. better? =)
Nice textures, TheTeaCat!
Yours are also very nice, gn_leugim!
That are fantastic ones, mjig_dudy!
I got the textures that JPlumbey posted on page 5 (not page 4) and went home immediately to work them into my texture set. I came up with this. I made the curves from scratch. Notice the cracks from my ugly streets invading the other networks...
(New name for my streets: Cracked Asphalt Nerdly_Streets)
One Way Roads
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWR4wayIntersectionv10x5e529x00.png&hash=08fea50142d0779dfd417b3a09997b6cdec9c509) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWR4wayIntersectionv20x5e52ax00.png&hash=d3fceb8bf25ea6a059bca1635215cbea3a4c0e8e) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWR4wayIntersectionv30x5e52bx00.png&hash=71bd02b2c012e1c2d1989be5d641c530a96682da) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWR4wayIntersectionv40x5e52cx00.png&hash=b7b14dcf6b47d1f0cfd0721ab94b2280f67dccd2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWRDiagonal4wayIntersection0x5e52dx.png&hash=3d43dda2567d8ef58ffb774cd70bbbd818ddc68b)
Roads
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoad4wayIntersectionv10x5e520x00.png&hash=db069b79812f51037a1c311985282531f7656ab7) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoad4wayIntersectionv20x5e521x00.png&hash=0331fc84c194f5602e7f1fda4dff1794273c86d7) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoad4wayIntersectionv30x5e522x00.png&hash=5565abf222ff6f1926b3e16ec1cf7fc423b1d94d) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoad4wayIntersectionv40x5e523x00.png&hash=8e5de653f456f51c19b245b1e7e6efa04b246fd5) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoadDiagonal4wayIntersection0x5e5de.png&hash=e61323569baa6aaea29c13035a8c272194c92933)
You might notice that in the diagonal 4-way intersections, the one-way road's dashed line does not stop in the intersection, the road's double yellow line does. Where I live, that's how the lines are painted in intersections, unless there are crosswalks - then they are like the ones with the curved road or one-way road. (But with the OWR + nerdly_street intersection, i left the intersection line-free for even-ness's sake, because i don't know how long the lines are on the default straight one-way road are)
Looks good nerdly.
YIKES!!
Thats what I get for going home for the weekend without my laptop... I come back and there are more quality candidates! I am quite impressed with what has happened here and not at all did I think we would get such a return from this thread.
Anyways... great work guys, Mjig, I was hoping to get a texture such as that. It doesnt surprise me you have made them since, well... You made the sidewalk mod with the same stone. Keep em coming guys.
As Diggis said, right now there is no "time limit" for having these complete. Just be aware there are quite a few textures (77 total textures currently per set in SAM version 3) that you dont really have access too from us yet and we will be releasing them later. Right now, we are expecting 3 sets to be available for this vote, but I will help those who want to continue the work and make replacement mods for the original SAM sets. That way ALL sets showcased here will be able to be used, but the vote here will be fore those that are installed with the Default installation. I dont want anyone to get discouraged if their set is not voted to be a default SAM Texture because your set will still have use to someone. Some people will not like every SAM set and will want to pick and choose some extras.
Oh... these sets are hopefully going to be available in SAM version 4. So, if we go on past releases, it took 3 months for SAM version 1 to be released, 3.5 months for SAM version 2 to be released and around 4 months for SAM version 3 to be released, so... let's hope that SAM version 4 will be released someitme before or around the 1 year aniversary of the first release, which would be September... But, who knows you guys could work faster than I would expect and maybe you will get it ready faster. :thumbsup:
Keep it going guys! SAM version 3 is just around the corner.... hehe.
Quote from: jplumbley on April 21, 2008, 04:26:47 PM
Right now, we are expecting 3 sets to be available for this vote, but I will help those who want to continue the work and make replacement mods for the original SAM sets. That way ALL sets showcased here will be able to be used, but the vote here will be fore those that are installed with the Default installation. I dont want anyone to get discouraged if their set is not voted to be a default SAM Texture because your set will still have use to someone. Some people will not like every SAM set and will want to pick and choose some extras.
Ditto. We were talking about getting away without a poll, but there have been so many great ideas come out that we are going to have to. Great work to everyone! &apls
latter nite, i'll try to make more textures, if not all.. thx for the comments =)
i'll see what i can do about getting the other textures ready... there's nothing i hate more than a minor detail that looks bad, so i'll try to get the T intersections and curve/straight transitions myself, but don't bet on it.
If anyone has any suggestions about what i could do to change my streets to make them look better - like to change the yellow line to white to fit in a more European setting - just tell me and i'll do what i can to fix them to your preferences. (And it's not necessary but it would help to have some PNGs of the SFBT Euro road mod so that you don't have yellow lines on the street/road or one-way road intersections and white ones everywhere else)
The three sets that go into the default set will get added tno the main euro mod (either by Andreas, the creator or myself) and I'll try add euro over lays for the creation set.
i finished the 5 textures, and there they are ;D
i know that some has a small glinch, a pixel or 2 diference from each other, but that is easy to correct :thumbsup:
They look good. If you follow Jason's Tutorial (link) (http://sc4devotion.com/forums/index.php?topic=4140.msg140033) you should be able to get them in game for a wee test. Use the IID in the file name but replace the second x with a 1 so they replace the parking textures.
allright, i'll try them out :)
that tan.. i insert the textures into sam :thumbsup: but something worked out bad, the edges are black ??? well, see it your self :)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-2Jun011208984403-1.png&hash=bba6d99d23206473e19c1916da081f621ad546f5)
Quote from: gn_leugim on April 23, 2008, 02:08:45 PM
that tan.. i insert the textures into sam :thumbsup: but something worked out bad, the edges are black ??? well, see it your self :)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-2Jun011208984403-1.png&hash=bba6d99d23206473e19c1916da081f621ad546f5)
That has to deal with the ALPHA maps on the textures. We will get more into this later when we have more complete sets ready for full out testing. ;)
Where you see black in the in-game picture is where you will see grass once we deal with the wealth grasses for the textures. Some of the sets here may require custom ALPHA maps but Diggis and I are willing to help out and teach how to make them so, dont worry too much about that right now. Everything will come together.
so, no its time to pass to other textures? like intersections with roads and so? : :)
If you can wait till the weekend I'll try and release the full set of textures with an indepth tutorial on texture creation. :thumbsup:
I do like tutorials, especially in-depth ones... looking forward to it!
allright i wait :thumbsup:
OK heres some news from me in what Ive been doing lately....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg174.imageshack.us%2Fimg174%2F8378%2Fstreettestuo8.png&hash=d205ea29e7a443b7aa31f1410016acd11fa3dbaf)
comments / suggestion / thoughts are welcomed!!!
Looking good Pat! :thumbsup: You need to work on the joints a little still.
OK kewl thanks Diggis I will try and see if I can seem it out lol :D bad pun sorry lol
I have some for candidacy, basing from maxis dirty textures and colonial red stone street, finally for streets one... hope you guys like this...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F7423%2Ftextshk4.jpg&hash=39de78fd323d1f2b00bb3f868d01d30d98c53a2c)
Well Heblem, you certainly got alot going on already.
Look great mate. There are some kerb lines missing on the brick streets but I like it so far.
OK, I said once we released the SAM I would upload the Texture creation pack and open a poll. So I will.
Can all people who have sets started for the SAM please post a single post per set showing the 5 variations (can you use image shack or photobucket rather than the upload here, makes it easier to quote :thumbsup:) with a name for the set and a description of what you are trying to achieve if you want.
I will quote these in all new thread next weekend with a poll for the voting. As we have so many quality candidates Jason and I will help out anyone whose set isn't chosen to finish them off and get them as a replacement option. :thumbsup: (of course we will also be helping those who win too. $%Grinno$%)
Portuguese Cobblestone or Granite Cobblestone
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FStraight2.png&hash=7fd5252ebd5c798858f2e12fdc8951b7db487a62) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEndPiece2.png&hash=c2d55091df6a60f031377252f8695f11202366fc) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2F4wayIntersection2.png&hash=1b9dff40548a8b412d5e8f3eb06bd05484e0ab02) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FTIntersection2.png&hash=8c3569e821698b3c5864c0c51a953b53a3bdcbb6) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2F90Turn2.png&hash=cf0a3a7f5cc5264e40476487465a192f288f7891)
well, as you can see, i tried to archive the kind of Cobblestones you can see in granitic areas, and mostly here in Portugal.. it gives not just a old style to streets, but also can be used in rural areas, historical and much more.. hope you like it :)
It looks beautiful, gn_leugim. I like the old style :)
very nice :) &apls
but it would be better when there are no "white" at the edges.
AJ Crazy Paving $%Grinno$%
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FStraight0x5e54bx00-2.png&hash=d91d366a09eadd77d4f81b129a2a8722bfb40820) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FEndPiece0x5e500x00-2.png&hash=e8f6ca0b5d935e5bd7f6ae82af84dd8cfa387a14) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F4wayIntersection0x5e527x00-3.png&hash=98834731f7c72ee13839890b18fa603a0b721809) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2FTIntersection0x5e557x00-3.png&hash=0f74e1a20288cbe20a76de4089e0fd9b0043ef74) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi114.photobucket.com%2Falbums%2Fn263%2FAlfred_Jones%2F90Turn0x5e590x00-4.png&hash=6ce9f0a1df00727be828c1fc517cdbab76a66a37)
Thats mine
Wonderful work on the textures there, @ all! :thumbsup:
my: "klinker street"
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg110.imageshack.us%2Fimg110%2F5013%2Fsamnominbp7.jpg&hash=5733103210862a128b67def0f43126e2ced6dec4)
Those klinker, Portuguese and Granite Cobblestone Streets Look Great. Would love to see those added to the SAM.
OK here is my set the "gravel road"
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F2278%2Fstreetstraightsectionsbw4.png&hash=cf67e91432e7b89ebbc3ae94e04e124a1f1b2b34)
i see i have good competition here :thumbsup: all good stuff
let the best win!!! &hlp &hlp
Quote from: Tolsome on April 25, 2008, 05:41:01 AM
very nice :) &apls
but it would be better when there are no "white" at the edges.
what you mean with "white"? ???
Wowie, what a competition! :thumbsup:
Hableurg
Pat
Squidi
gn_leugim
Alfred.Jones
(no particular order) It is definately a great group of textures. Maybe I can persuade Diggis into posting the other sets we were planning to finish up... Unless... Here are 2 of the planned sets for release that Diggis and I will be working on:
This first one is from the SFBT and is a sand based texture with curbs. Many of the textures are already done and it will look as is, just SAM draggable. This is originally a Park set which can be previewed and downloaded here:
SFBT Sand Park Path Set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1354)
This second set was a request from a in house NAM Team member. One of the contributors to this competition (squidi) made some textures for some of his custom lots in game and these textures will be used to create a "cracked" low-wealth street. Here is the preview for this set:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F8560%2F4wayintrsor6.png&hash=e623786f9a1de0c46434393903f5110e96b6a716) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F4086%2F90dgrpj0.png&hash=9de71d5b711d7cd41117256d18da37467c0cddbb) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F7408%2Fenddm5.png&hash=87b26e6ea20b6a89f08f4a2b4e31b2d0090aa08e) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F8741%2Fstraightff0.png&hash=4134a5f22bfd9d7ffd7096b215e7334c45193b2c) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F7647%2Ftintrsia5.png&hash=55a40a1d693339193bf2c38c3a6ee678e72e7a0c)
Wow! This is going to be close. You have some great sets there guys.
Sandstone Streets
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd44%2FTheQuiltedLlama%2Fsandstone-1.png&hash=e8b0e47de1f318cc5bdae4bb75cec20a6b714c92) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd44%2FTheQuiltedLlama%2Fsandstoneend.png&hash=20b902fd3254de32170d50a81ec9e6675479bdee) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd44%2FTheQuiltedLlama%2FsandstoneT.png&hash=35e875d0450334e8c65c29cd46f16d9727be4d4b) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd44%2FTheQuiltedLlama%2FsandstoneX.png&hash=309df7fbf209d449a4598d1e0a75f327f102f019) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd44%2FTheQuiltedLlama%2FsandstoneC.png&hash=c4082a5ccab65cead3b3edbbde5ceb0906c97009)
Like the results here! Nice ones! :thumbsup:
Thinking out loud time so I can remember later.
SAM - 0 - squidi Cracked Low Wealth Streets
SAM - 1 - squidi Klinky Streets
SAM - 2 - Herringbone Streets -- Replacement (Hableurg Hex Brick Streets)
SAM - 3 - Pegasus Dir Streets -- Replacement (Hableurg Dirt Streets)
SAM - 4 - Pegasus Gravel Streets -- Replacement (Pat Gravel Streets)
SAM - 5 - Trolca Dirt Streets
SAM - 6 - BarbyW UK Cobblestone
SAM - 7 - Hableurg Asphalt Streets
SAM - 8 - xannepan Cobblestone -- Replacement (Alfred.Jones Cobblestone)
SAM - 9 - Josefmayor Brick Streets
SAM - A - Mjig_didy Sandstone Brick Streets
SAM - B - SFBT Sandy Streets
SAM - C - gn_leugim Portugese Streets
SAM - D - Reserved for future Developements
SAM - E - Reserved for Pedmalls
SAM - F - Reserved for Pedmalls
4 Replacements sets
As you may notice I have tried to make the "replacements" a replacement for a similar texture style. This way we can have the most Variety amoungst the SAM Base sets. I think this will be a very suitable way of implementing your sets in the most opportune fashion. There will be a quick "How To..." written to change the replacement to replace a different set than the defualt, so you will be able to choose which set you would rather overwrite.
Now, Diggis is going to be releasing the full set of Curbs to the public in the next couple days once he has them all sorted out. They will be released on the LEX with a Tutorial he will post on the new NAM How Tos and Tutorial Board. So, texture Artists be ready, we are about to hit the big time! The faster we get these done the faster SAM version 4 may become available. But, remember there is absolutely no rush to get these done immediately, Diggis has a few sets he must do himself and dont expect it to be released in a week, think in months.
Sweet Jp that is sounding sweet!!! I cant wait to see some wonderful stuff to hit the LEX soon and stretch my learning curve some more!!!
thats replacement idea is great!! and if someone don't like one of them, if he have a older SAM version, he can replace it with the older version.. it not only gives variability, as gives also adaptability from the users
How about the those streets that had trees in them. Forgot who did those However.
How about rural roads (for SAM) like this one: (including yellow lines and crosswalks, US style)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Ff%2Ff4%2FIndiana-rural-road.jpg%2F200px-Indiana-rural-road.jpg&hash=a942effb8aa0f581becdd0452d8f74968a9c2bc2)
If it needed i could make some ;)
Hey Heblem I like that alot!!! Are you going to do that one by a chance???
Quote from: Starmanw402007 on April 27, 2008, 05:58:35 PM
How about the those streets that had trees in them. Forgot who did those However.
This is about textures. Trees etc are added using T21's which we have now for the SAM sets, but you can also add Jeronij's street mod.
Am I too late to nominate this...?
Streets only:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FTIntersection0x5e557x00.png&hash=1be613412a43d29250c5312759f928565159328b) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FStraight0x5e54bx00.png&hash=f3a1ce26ab05ce7e5e35865fd16062ca926938ea) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FEndPiece0x5e500x00.png&hash=4ba11fadb679a64dfe91b0d3207fda5cce32af8a) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F90Turn0x5e590x00.png&hash=3d52f2692a7c3f4a9fc13e954dfb77c3edc7ea87) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F4wayIntersection0x5e527x00.png&hash=f7a9ebc97a10ea1dce8660215f78a6d702c5f751)
Road/street intersections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoadDiagonal4wayIntersection0x5e5de.png&hash=e61323569baa6aaea29c13035a8c272194c92933) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoad4wayIntersectionv40x5e523x00.png&hash=8e5de653f456f51c19b245b1e7e6efa04b246fd5) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoad4wayIntersectionv30x5e522x00.png&hash=5565abf222ff6f1926b3e16ec1cf7fc423b1d94d) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoad4wayIntersectionv20x5e521x00.png&hash=0331fc84c194f5602e7f1fda4dff1794273c86d7) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRoad4wayIntersectionv10x5e520x00.png&hash=db069b79812f51037a1c311985282531f7656ab7)
One way road/street intersections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWRDiagonal4wayIntersection0x5e52dx.png&hash=3d43dda2567d8ef58ffb774cd70bbbd818ddc68b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWR4wayIntersectionv40x5e52cx00.png&hash=b7b14dcf6b47d1f0cfd0721ab94b2280f67dccd2) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWR4wayIntersectionv30x5e52bx00.png&hash=71bd02b2c012e1c2d1989be5d641c530a96682da) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWR4wayIntersectionv20x5e52ax00.png&hash=d3fceb8bf25ea6a059bca1635215cbea3a4c0e8e) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FOWR4wayIntersectionv10x5e529x00.png&hash=08fea50142d0779dfd417b3a09997b6cdec9c509)
Quote from: nerdly_dood on April 28, 2008, 12:08:27 PM
Am I too late to nominate this...?
Of course not.. You can be a Replacement for the "Squidi - Cracked Street" that Diggis will be working on for the default set.
I have to say I am impressed by the tidal wave of SAM textures shown here. It's great to see so much enthusiasm for this incredible mod.
To all the creators... :thumbsup:
Keep up the good work!
so many textures &apls
but, by the way, when is gonna be the selections\poll?
Quote from: gn_leugim on April 28, 2008, 02:04:44 PM
so many textures &apls
but, by the way, when is gonna be the selections\poll?
I posted on the previous page that I dont think we need a "poll or selection"... All the textures will be used, so lets just get to work.... When Diggis gets the Curbs all sorted out and uploaded to the LEX with his tutorial. I thought he would have that done already. But apparently the slave has been helping out some other Team... Traitor. :thumbsup:
don't be hard on him ^^ people have life :thumbsup:
i'll try to do some more textures further too &Thk/(
Hehe, thanks GN. ;)
I've finished this up and just need to do some images for the upload. I'll try and get it released this afternoon.
Done! It's up there now. :thumbsup:
Here (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1611)
Thanks Diggis :thumbsup:
Just downloaded it. Going to make some textures ;D
i vote for that option that Peg's Textures stay in there, they look awesome ;)
Shaun thank you for this!!! Just downloaded and will try me best on this....
not today, but tomorow i'll start working on this too :thumbsup: but slowly, i have life too &hlp
and by the way, what about euro textures? =1
Good point. They will be added to the Euro Mod for the sets included in the main file. The other will have to have that option added to the installer.
oky donky ;D
i'm scared &mmm they are dozens and dozens of textures to do :o ??? goshh.. a hell of a work here ^^
Quote from: gn_leugim on April 29, 2008, 02:56:23 PM
oky donky ;D
i'm scared &mmm they are dozens and dozens of textures to do :o ??? goshh.. a hell of a work here ^^
Now you see where I started this time last year LOL... Thankfully Diggis came along and did much of the grunt work after September, since well he made them much, much better looking than I can.
eeeks talk about a mental overload here!!! WoW I thought it was something simple myself, boy was I wrong and Jp you should be proud of your boy diggis he's done good lol.... &apls
OK, do avoid being overwhelmed I would start by getting your 5 standard textures finished and polished. Having had a good look at your I would suggest possibly making the kerb stone slightly thinner and then making the corners mitred (I know, you probably don't have any idea what I mean ;D) Mitred is when you take two objects (like the kerb stones) that meet at an angle. So that you don't have an opening on the outside you can cut the 2 stones at an angle so the match up.
Once you have done that take a crack at the 4 ways. Do it piece by piece and don't rush as thats when I, sorry you, will make mistakes. :thumbsup:
alllright.. man, gratz on your work.. &apls i knew that was a lot of it, but not as much ::)
Quote from: jplumbley on April 28, 2008, 12:45:43 PM
Of course not.. You can be a Replacement for the "Squidi - Cracked Street" that Diggis will be working on for the default set.
Oh cool... but even cooler is the SAM Creation set or whatever, i LOVE you diggis!
Quote from: gn_leugim on April 30, 2008, 12:27:38 AM
alllright.. man, gratz on your work.. &apls i knew that was a lot of it, but not as much ::)
How do you think I felt? I've had to do 6 sets, plus Jason has more for me. :'(
Quote from: nerdly_dood on April 30, 2008, 12:20:10 PM
Oh cool... but even cooler is the SAM Creation set or whatever, i LOVE you diggis!
Errmm... &ops Sorry, but I'm not really that way inclined.... ::)
Ohh, plutonic blokey way... OK sure. :P
He Diggis ;) Get in there ;D
Thanks everyone involved in this, the textures so far have been fantastic, and yeah Diggis I respect you all the way for creating all those textures.. LOL
Joe
well, first of allo, let me tell you that i found something wrong in the stuff you uploaded, about alpha's, the picture abovem tells everything, iether cross and tee intersectitons alphas are wrong (i guess)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-18Jun011209645473.png&hash=2828468222750d9a0ffd5e0597d2f95af6b265eb)
second, i made all the standards operational ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011209648003.png&hash=6e80c1d561d57dc67859d4a9f5d262a5f840f170)
and third, what is that thing of reputation over there? <-----
love to all :-[ &hlp &hlp &hlp :D :D :D
Hey, looking good. I've just checked the texture creation set, and the problem appears to be yours. The 4 way you have in the top pic is what it should look like. The second pic both the 4 way and the T are wrong. They will match the existing SAM as I haven't updated them yet.
What Alphas are you using?
Oh, and reputation is something you can be awarded for good deeds.
actually the crosswalks in the first picture to me look more realistic than ther normal alphas....
Thats why I did it. It seemed weird to me to force people to walk over the grass to cross the street.
the alphas i used i made from yours, just change them a bit.. i like more as they are with your alpha too, but as no other have that look, i though it was wrong ^^ :thumbsup:
Hehe, no I will be changing the other SAM sets to match those this time round. :thumbsup:
Diggis well I think I got the kerbs trimmed like you suggested but far as doing the other stuff I'm still overwhelmed siigh... Ive read and reread what to do and how to do it but Im lost still eeeks....
Quote from: gn_leugim on May 01, 2008, 06:29:45 AM
well, first of allo, let me tell you that i found something wrong in the stuff you uploaded, about alpha's, the picture abovem tells everything, iether cross and tee intersectitons alphas are wrong (i guess)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-18Jun011209645473.png&hash=2828468222750d9a0ffd5e0597d2f95af6b265eb)
second, i made all the standards operational ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011209648003.png&hash=6e80c1d561d57dc67859d4a9f5d262a5f840f170)
and third, what is that thing of reputation over there? <-----
love to all :-[ &hlp &hlp &hlp :D :D :D
This is looking good!! I personally though feel it is "too flat" though. The detail in-game is being lost. Something that may help this is if you accent the custom kerbs you have made with a darker tint to it. Maybe them a darker blueish-purple to highlight the street more and make it stand out more. This is just a suggestion.
Keep up the good work!
Quote from: Pat on May 01, 2008, 07:05:26 PM
Diggis well I think I got the kerbs trimmed like you suggested but far as doing the other stuff I'm still overwhelmed siigh... Ive read and reread what to do and how to do it but Im lost still eeeks....
be brave :thumbsup: its a hard work, but its possible :thumbsup:
Im trying honestly but I think Ive stretched my learning curve to far :'(
Pat, what programme are you using?
And can you past what you have so far?
Im using photofilter... I'm very basic at it too, Ive just learned how to blur images with setting a setting and so forth by a idiot chance lol...
@Pat: Just practice, and the more you do it, the better you get...you of all people should know that. I was using PhotoFiltre when I did all those pictures for "Show Us Your Catastrophes" at SimCities.
@Diggis: I know you're probably not gay, and i'm not either, but i really want to improve what's left of my reputation, but since FiSHMan won't work with Vista, especially not 64-bit, so i am limited to the lot editor and a couple other programs...which doesn't include the BAT since GMAX won't start up without a what's-it-called code...so all i'm able to make is lots. (That reminds me to add details to my nerdly_lots on the STEX...)
Also, I was looking at your rail textures in the SAM texture set creation kit, and your diagonal GLR texture got confused with your double diagonal GLR texture. (which I didn't know was possible...)
Here's the diagonal GLR texture that I haven't changed in any way: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FDiagonalGLR0x5e515x00.png&hash=0c5a37ebe1d24b41d039084643d8db386bf716a2)
And here's the double diagonal GLR texture that I forgot to not change: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FDoubleDiagonalGLR0x5e516x00copy.png&hash=d1f4eede3704cf77f547281e99720a698ce2e4b4)
Umm, to be honest I'm not sure if it's possible either. &ops
I threw these in at the last minute.
Quote from: Diggis on May 02, 2008, 12:21:24 PM
Umm, to be honest I'm not sure if it's possible either. &ops
Well, okay then... if it is, then at least we'll have textures ready...
Also, I remember a rather forceful reminder that the SAM will
not include diagonals. Then yesterday, i looked in the folder with all the SAM stuff, and what do i see, but a folder for the diagonal street textures! Hmmm... I'm (reluctantly) willing to do the many textures necessary for the diagonals. And the included PDF was helpful, too, and it will be more helpful soon, when i get to the alpha map stuff.
I have all the avenue intersection textures done, a couple of the transitions, all the 4-way intersections,
the T intersections aren't done yet but they should be easy as pie, the T intersections are done, some of the rail textures are done, NONE of the diagonal textures have been worked on yet, of course all the 'standards' are done. I should remind myself to have a custom alpha map for most of my textures, because they don't competely match the curb lines that you used. (I have curved corners, not the immediate right-angle ones that you always see in the game but never (at least i haven't seen them) in real life).
I will do my best to avoid missing, incomplete or improperly alpha-mapped textures, but i cannot guarantee that for the diagonals because they may or may not, but probably won't, be included in SAM v.4.
Quote from: nerdly_dood on May 02, 2008, 12:37:52 PM
Also, I remember a rather forceful reminder that the SAM will not include diagonals. Then yesterday, i looked in the folder with all the SAM stuff, and what do i see, but a folder for the diagonal street textures! Hmmm... I'm (reluctantly) willing to do the many textures necessary for the diagonals. And the included PDF was helpful, too, and it will be more helpful soon, when i get to the alpha map stuff.
Ummm, have you been living under a rock for the last week? I would suggest you have a play with SAM V3 a little.
I haven't been playing SC4 much, but when I do, i just don't do much with diagonal streets 'cause i figure that they won't work with the SAM...maybe i should actually try and see if diagonals work... :D
Quote from: nerdly_dood on May 02, 2008, 01:12:22 PM
I haven't been playing SC4 much, but when I do, i just don't do much with diagonal streets 'cause i figure that they won't work with the SAM...maybe i should actually try and see if diagonals work... :D
My God Man... ()what()
Well, what else is there to do with it? I know that roundabouts work, and of course intersections and straight sections work... You're just confusing me... :'(
OK Diggis attached is what Ive done so far in the zip...
Quote from: nerdly_dood on May 02, 2008, 01:24:30 PM
Well, what else is there to do with it? I know that roundabouts work, and of course intersections and straight sections work... You're just confusing me... :'(
Maybe you should check the main SAM thread...
PAT, ta, I'll take a look and get back to you over the weekend. :thumbsup:
OK thank you diggis :thumbsup:
Those aren't bad...but the alpha maps are going to be hell with PhotoFiltre. I could probably help you with that, though, once I figure out exactly how i'm going to do that with my cracked asphalt streets.
Ok, at least this is something that doesn't confuse me... Diggis, unless I'm just being amazingly stupid (which is quite possible) please be more clear in the future.
Okay, i was being amazingly stupid.
I saw a picture of what looked like a short section of diagonal SAM, but then there was a disclaimer:
GOD, I'M AN IDIOT!!
Okay, so the SAM has been enabled for diagonal streets... that's a major improvement!
:-\
I can't say you didn't try to help me...
:'(
relax.. ;)
well, as my textures lose detail in game 'll remade them, and add the kurb line as said before...
Quote from: jplumbley on May 01, 2008, 10:08:18 PM
This is looking good!! I personally though feel it is "too flat" though. The detail in-game is being lost. Something that may help this is if you accent the custom kerbs you have made with a darker tint to it. Maybe them a darker blueish-purple to highlight the street more and make it stand out more. This is just a suggestion.
Keep up the good work!
but i didn't get the last part ()what()
Quote from: gn_leugim on May 03, 2008, 07:08:27 AM
well, as my textures lose detail in game 'll remade them, and add the kurb line as said before...
but i didn't get the last part ()what()
What I was saying was you can try making the Kerb Bricks darker. This way it creates contrast between the Kerb and the Road Surface.
got it :thumbsup: now i just need some time to work on it ^^
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011209993635.png&hash=b908a242a36ea00d70a25c0fc93b5acd95949a4b)
that's what i made new, do you like more the new vertion, or the older one?
I prefer the older version for the road base, the newer version's kerbs look good though.
Maybe you can combine the kerbs of the new version with the base of the old?
Actually, personally I'd say with the road base aim about halfway in between. The old one is a little blurry, but the new one is a little sharp. Try a slightly darker tint on the kerb lines, but they definetly show up better.
the kurbs are the same, i just changed the base...
i'll blur a bit the base, and tint the kurbs ;)
Progress report:
Standards: DONE
4-way: DONE
T intersections: DONE
Transitions: DONE
Rail: COMPLETION PENDING because I need to do some tweaking on the Diagonal GLR texture, which is identical to the double diagonal GLR texture. All other textures done.
Diagonal: IN PROGRESS after a MAJOR BREAKTHROUGH, namely, 'distort.' It is a function of PhotoFiltre, which enables the user to move the corners of a rectangular selection area independently form each other, and the program stretches or squeezes your selection accordingly, even blending it for you if you stretch it. Using the three-tile-long section of my nerdly_streets on the right and "Distort" I managed to create this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FDistortion.jpg&hash=05dff733df86e45f18724cc285cdcadf539a898b)
wow.. nice :thumbsup:
Thx!
Turning the streets around using 'distort' blurs the grainy pavement, but then i add more 'noise' at a value of 12 (idk what that is with Photoshop or PS Pro, i use PhotoFiltre) that makes it match again.
The original noise value I used making the straight texture was 37, then I added black lines at a 1px width and 20% opacity.
do Peg's textures stay in the mod?
<p>Hello,</p>
<p>As I suggested a month or two ago in the regular SAM thread, I am interested in creating a dashed street texture set. I have completed a tentative straight texture (as of now without any grass) and have started the curve. Here's the straight piece:</p>
<p>(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.picoodle.com%2Fimg%2Fimg33%2F4%2F5%2F6%2Ff_fstraightm2m_299640e.jpg&hash=7ca1c78f77b6e8332615311b18dda4a5905dc4d8)</p>
<p>Let me know what you think of this, and if I should finish creating the other four main pieces. This texture seems to be remotely similar to the other one above by nerdly_dood, so if this one is no longer needed that is fine.</p>
Sffc that is looking good there so far...
Meastro far as I understand they will still be the same base set but what we are creating here is optional textures... So if some one was to use my gravel road it would be instead of Pegs...
Sffc, I'm sure we can find a use for this. If you downloaded the pack of the LEX you will see that it is simple enough to replace any set in SAM so you could use it yourself.
Pat: Sorry mate, I haven't got to looking at your textures yet. Busy weekend in the Sun. Will try and take a look this week. I think I know why you are having problems with my tutorial. It was written for hard surfaces, not gravel roads. You are going to need to create custom alpha maps for this. What software are you using?
just a simple question, what can we do when the set in which we are replacing the textures does not have some of them.. for instance, set 1 does not have anything besides standards, so when i made road intersections, they didn't appear.. What?¿
so i changes for the set 9, the red one with a middle line, and was going fine, till i did the diagonal road intersection, which does not exist in this set too
what can i do?
Quote from: gn_leugim on May 07, 2008, 07:17:46 AM
just a simple question, what can we do when the set in which we are replacing the textures does not have some of them.. for instance, set 1 does not have anything besides standards, so when i made road intersections, they didn't appear.. What?¿
so i changes for the set 9, the red one with a middle line, and was going fine, till i did the diagonal road intersection, which dos not exist in this set too
what can i do?
A couple of the intersections have not been RULed yet. I have to add some more RULs for SAM version 4 so I will be getting on that eventually. The best sets to replace currently are sets 2,7,8, or 9 as they are the most complete.
Quote from: gn_leugim on May 07, 2008, 07:17:46 AM
so i changes for the set 9, the red one with a middle line, and was going fine, till i did the diagonal road intersection, which does not exist in this set too
All the diagonals in the set should be RULed. Could you post a pic of the missing ones? It sounds like a bug.
Quote from: Diggis on May 06, 2008, 11:10:31 PM
Pat: Sorry mate, I haven't got to looking at your textures yet. Busy weekend in the Sun. Will try and take a look this week. I think I know why you are having problems with my tutorial. It was written for hard surfaces, not gravel roads. You are going to need to create custom alpha maps for this. What software are you using?
LoL its OK Diggis... I know how NUTtie RL can get lol... I am currently using PhotoFilter and really only starting to learn how to use it... Very basic though at that... I do however have a very old PsP 5 lol... Dont ask me how to use though, never touched it...
here is a picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011210184168.png&hash=115893107d3d1fe47bd8c00e6d53267b87d9eadd)
thats the intersection i told about..
and by the way, take a look at the new textures.. I'm trying to find a good texture before making the whole set ^^
I like the kerb better. But there seems to be one side missing.
Ahh, when you said diagonal I thought you meant diagonal streets. There are a couple of intersections such as this which haven't yet been RULed. There are only about 4 or so. I'd do them anyways as at some point Jason might put them in.
Quote from: Diggis on May 07, 2008, 11:34:26 AM
as at some point Jason might put them in.
You have no faith... I plan to do them... eventually. I just need to look up the original texture IID and write the RULs. It would take probably about 30 mins in total to write the 4 intersections your talking about, but you know, Im lazy. Well, maybe not lazy, life just gets in the way.
agree with you JP, life is hard =1
about the texture, i just sharped the base texture, and tried to change the kerb, but (you can see there) some are larger, and the reason you can see only one is because the way i change them was by giving them "altitude", and what you see is the "shadow", and on the other you can't, but I'm changing that too, because e with the base like it is, the kerbs like they were looks good.. i think lol
The idea with the altitude is good, except it only works from one direction. &mmm
yap, that's right, and when we change to other piece, not allways we get the same orientation on both pieces &mmm
well, like it will be is not bad too ;D
here are some pictures:
overall:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011210195306.png&hash=9eef87af0ae48f22532777172826904bc1344c9e)
contrast between new and old:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011210195333.png&hash=b1d09971f99b5fb7d7e5dbba2bd32af8cdc1706a)
and what the hell?: ??? :o
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011210195347.png&hash=4774828e92b4fd9e1aad03c29ee2471f84f71f4f)
The last one appears to be a RUL bug. I think it only appears in one rotation, and only if you the street stubs are one tile long.
Quote from: Diggis on May 06, 2008, 11:10:31 PM
Sffc, I'm sure we can find a use for this. If you downloaded the pack of the LEX you will see that it is simple enough to replace any set in SAM so you could use it yourself.
Thanks for your reply. Does that mean that this texture can be included in the SAM? Does it mean that it can be an option (i.e. two texture sets numbered "B" or something)? Does it mean that I can create it for my own use, but it won't make it into the SAM? And what is the "pack" that you mentioned?
I just completed a tentative curve piece, shown here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.picoodle.com%2Fimg%2Fimg26%2F4%2F5%2F7%2Ff_curvem_7a9fff5.jpg&hash=b81755fe45e2a4d0eef13083e2b83daf3dcee881)
and the first piece, which I changed slightly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.picoodle.com%2Fimg%2Fimg33%2F4%2F5%2F7%2Ff_straightm_89f6db8.jpg&hash=9697bba63b93be81daf3f0c25fbccd952343bae3)
Thanks for your reply; what are the answers to these questions, and do you think that it is worth finishing the set?
Quote from: Andreas on May 07, 2008, 03:55:10 PM
The last one appears to be a RUL bug. I think it only appears in one rotation, and only if you the street stubs are one tile long.
Ya... I noticed this yeturday... There is a RUL fix I will have to deal with when I make an update to the Controller. Just have to remember to do it. Maybe, tomorrow I will go back to staring at RULs and try to finish up an ALHPA release for the Turning Lanes Plugin and make that fix.
Quote from: sffc on May 07, 2008, 04:06:46 PM
Thanks for your reply. Does that mean that this texture can be included in the SAM? Does it mean that it can be an option (i.e. two texture sets numbered "B" or something)? Does it mean that I can create it for my own use, but it won't make it into the SAM? And what is the "pack" that you mentioned?
and the first piece, which I changed slightly:
Thanks for your reply; what are the answers to these questions, and do you think that it is worth finishing the set?
Your set wont be included as a Default Set. But we can help you in creating a Replacement Set, there are already 4 sets that will be Replacement Sets and will be separate downloads from the SAM itself. There are simply not enough "slots" for all sets to be included together.
I see... so I can develop it independently and offer it as a separate download, as a replacement for another set in the SAM? Which means that people would then have to "choose" their 16 favorite sets?
Quote from: sffc on May 07, 2008, 04:12:08 PM
I see... so I can develop it independently and offer it as a separate download, as a replacement for another set in the SAM?
Correct.
Quote from: sffc on May 07, 2008, 04:12:08 PM
Which means that people would then have to "choose" their 16 favorite sets?
that's my favorite part of this :thumbsup: we can customize SAM as we like
meanwhile, i made most of the road intersections with the new brand texture ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011210252594.png&hash=17e097855f8754ad12cb88c4c7377a1980bffc08)
WOW! This is looking sooooo good! &apls
:thumbsup: looking real sweet there Gn!!
I haven't seen a purply-blue street in RL yet, but I like it, and you seem to be putting a lot of effort into this. Good work so far :thumbsup:
Now, about making my own texture set a reality... I have 2 computers. One of them, my laptop, has wireless INternet access, which I need to go to the local public library for. It has Windows 2000, a 12GB hard drive, 256MB RAM, Pentium 2, reads (not writes) CDs, and a 2.5MB, yes only two and a half megabytes, video card, and a 100-minute battery life; and SimCity 3000 Unlimited, PhotoFiltre, GMAX and an opensource transportation simulator called Simutrans. This is the computer that I am using ot create my SAM replacement set ATM.
The other computer has a 40gb hard drive 1gb memory, ATI Radeon x1050 with 128MB dedicated video memory, AMD Athlon 64 single-core, SimCity 4, about 1 1/4GB of SC4 plugins, SC4Tool, Lot Editor, ILive's Reader, LEProp, and FiSHMan, and no Internet access. It is a desktop comp. Oh yeah, one more important thing: It runs on Windows Vista Ultimate...which means that FiSHMan is entirely worthless and SC4Tool doesn't show textures.
Why don't I install SC4 on my piece-of-crap laptop and do my modding on it, you ask? Because my SC4 disk 2 is scratched, which means that although I can run the game, I cannot install it: Sound.dat is corrupted and will not copy properly. If I get a clean copy of Sound.dat and try to use it, the installer will try to overwrite it and the installer cancels anyway, so unless I spend $20 for a new CD set, I am stuck.
Unless, of course, I copy all the SC4 core files and the third-party programs onto my laptop, that is. I should do that soon so I can try to get this SAM replacement thing working...
If you're wondering, I use a 2gb flash drive to copy plugins that I download on my laptop to my desktop computer.
ty all for the nice words ()stsfd() for those who don't understand where i based in, i left here some images to show you you. notice that the color range of this Type of road is wide, because all depends on the stones used.. :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fjaquinzinhopeixeiro.no.sapo.pt%2Fsobe_a_calcada.jpg&hash=942cdf4cc113f2b7818fd8247e1979fb9d88b690)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F3993%2Fcalcada1rq5.jpg&hash=bf673a20caad9b2ac826b507bda53473a2bb0d13)
usually hey are made of granite, but you can also may find made of limestone, but this are more to sidewalks, like these:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.olhares.com%2Fdata%2Fbig%2F95%2F959193.jpg&hash=1078f24297b42eeb41e4f0d3b8e8fc51f7531e64)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jf-sjose.pt%2Fimg%2Flocais_interesse%2Fimg_66.jpg&hash=7cab8e4ac3149eca4df2ef58ad19a92836f6ae06)
hoe you enjoy my contry views :thumbsup: $%Grinno$% &hlp
Thanks for the Pics. They look good, and the last pics of you works looked good too. :thumbsup:
@most anyone who can help me: Advice please? (^see my previous post^)
@gn_leugim: Thanks for letting me have some idea of what they look like in RL, good work so far :thumbsup:
well, i'm not the right man to tell, but you could try to copy paste simcity4 from one pc to the other.. &Thk/(
Quote from: gn_leugim on May 09, 2008, 02:51:22 PM
well, i'm not the right man to tell, but you could try to copy paste simcity4 from one pc to the other.. &Thk/(
That probably wont work... In most software, the installer adds or edits files called DLL files. If the right version or the DLL file doesnt exist in your Windows directories the game will not function. It is nearly, if not impossible to know which ones are added or edited and your game will not work. This is just one of many anti-piracy features..
Quote from: jplumbley on May 09, 2008, 03:05:00 PM
That probably wont work... In most software, the installer adds or edits files called DLL files. If the right version or the DLL file doesnt exist in your Windows directories the game will not function. It is nearly, if not impossible to know which ones are added or edited and your game will not work. This is just one of many anti-piracy features..
In case of SC4 it works, they are things added during the installation, but you can play SC4 if you move your files
Anyway for those using Vista, turn off Aero, that may help SC4Tools or Fishman to run ( that helped the XTool to run )
Oh, and nice textures gn
Still nothing (after disabling Aero) maybe it's cause i have the Vista Basic UI turned on? should I try Windows Classic?
about vista i can't help you man &mmm
about textures.. well.. i have to get a break, cuz i resume class, and i have a lot of homework to do "$Deal"$ :'( :'( :angrymore:
hope soon can resume ::)
or do something form tiems to time ^^
Quote from: nerdly_dood on May 12, 2008, 12:55:22 PM
Still nothing (after disabling Aero) maybe it's cause i have the Vista Basic UI turned on? should I try Windows Classic?
Maybe, you may ask xxdita, he may know
Windows Classic might help, because it turns off Aero entirely.
As for the FSHman, it will work, but not properly. The problem I have is that it won't read FSH files. Funny, eh. But luckily, I can just use something else to get the textures I need. It seems programs coded using the NET framework don't like Vista that much for some reason [this applies to SC4Tool, too].
back to texturing, a bit, now with OWR :thumbsup:
I'm getting very nearly done with the actual textures, the next major step is making the alpha maps. When I can get around to fixing the putting-it-in-the-game problem I don't quite know yet, but I do know this: Since my Vista comp has a 64-bit processor and my laptop is 32-bit, any programs that I copy from one to the other will not work but installer programs and any kind of file will be fine.
(and thanks to everyone for at least trying to help)
so do the SC4Tool stuff on your laptop then...
I run SC4Tool in XP Compatibility mode with no problems.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi91.photobucket.com%2Falbums%2Fk301%2Fditareinvented%2FSC4D%2FScreenShot066.jpg&hash=50d4bba811a2f0edbaadb6b8d8316e4def437fe3)
You might want to try the same for Fishman. I also keep Aero turned off, since it seemed to be causing issues with XTool, and really just wasting resources.
OH, right, that compatibility doodad! I could try that...should work...
About the curb lines...With the Diagonal T intersection V1, I can't really tell which side is which...Is this the right orientation? (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FDiagonalTV10x5e579x00.png&hash=47d8cc2f6baced98c959dfbc6cf40014eaa4d145)
The street that ends at the intersection is the one on the bottom coming up from the left.
Nerdly that is looking real sweet there bud!!!
Quote from: nerdly_dood on May 19, 2008, 12:12:25 PM
About the curb lines...With the Diagonal T intersection V1, I can't really tell which side is which...Is this the right orientation?
The street that ends at the intersection is the one on the bottom coming up from the left.
Actually that could be either. It's one of those multi use pieces that could also be a 4 way.
I know that, but I don't want my streets ending up looking amazingly strange...like the stop line is on the street that doesn't end, and the yellow line ends in the middle of the intersection...
And another thing...Do you [this applies to everyone] like the end pieces that end in a pile of gravel, or do you like the end that looks more like the default Maxis street ending? (I could probably touch up the diagonal gravel end some more to make it more symmetrical, or do you like it all off-center like that?; and the 'dead end' text is staying)
Diagonal:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FDiagonalEnd0x5e573x00ABRUPTEND.png&hash=1e89f55267edd007c34216f111c75e61c18f5d71) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FDiagonalEnd0x5e573x00DISORDERLYGRAV.png&hash=c662e89329dec9fb6c14d7d5599a1acbce7a45c8)
Straight:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FEndPiece0x5e500x00.png&hash=4ba11fadb679a64dfe91b0d3207fda5cce32af8a) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FEndPiece0x5e500x00DISORDERLYEND.png&hash=e0cec781fe6207a237b029bf257373359134a021)
Quote from: nerdly_dood on May 19, 2008, 01:28:59 PM
I know that, but I don't want my streets ending up looking amazingly strange...like the stop line is on the street that doesn't end, and the yellow line ends in the middle of the intersection...
Can't do anything about that. Sorry, you are best to put the stop lines on both pieces like we have with the others. Unfortunatly it's a limit of the game.
Then I guess the stop lines will get the shaft on my diagonal pieces... I can't have my intersections looking weird... I may end up having to entirely remove the yellow lines from my diagonal pieces, which would be a pain... (That would be a last resort if the intersection textures are flipped instead of rotated to show certain intersections)
It's best not to have the stop line on a street intersection like that... it's one of those tiles that may require flipping inside the network RULs so you might get some weirdness anyway. :P
You don't need to remove the diagonal lines, but just end it just before the intersection, and it should be just fine.
That's easier than removing all the lines on the diagonals...so...
Stop lines on diagonals are getting the shaft!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F_ChainGun.gif&hash=702d48d15b9619454a64f47ddf7fb547836dae07)
Actually the problem is that there is the risk any texture could be flipped. That would mean one sided textures run the risk of being wrong.
Then in that case all stop lines will get the shaft (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F_ChainGun.gif&hash=702d48d15b9619454a64f47ddf7fb547836dae07)
and they are being replaced with crosswalks.
Good idea.
easy boy ^^ OWR cross intersections done.. sorry for my lack of speed these days, but i have a lot of homework to do :angrymore: :'( :'( :'(
Ok, just out of curiosity... how is everyone going? Not trying to chase you, as I haven't even started work on the others yet, :D Just wondering.
Quote from: Shadow Assassin on May 15, 2008, 02:10:17 AM
Windows Classic might help, because it turns off Aero entirely.
As for the FSHman, it will work, but not properly. The problem I have is that it won't read FSH files. Funny, eh. But luckily, I can just use something else to get the textures I need. It seems programs coded using the NET framework don't like Vista that much for some reason [this applies to SC4Tool, too].
i'd say im in the same situation (on vista)-(tried using the old Computer aswell, but fshman and sc4tool read: mscorre.dll missing) . so what is it you use SA? %wrd
dave
Im at a stand still on my end atm...
Its ok Shaun...
The EA Graphics Editor (http://www.nba-live.com/eagraph/) may be of interest for MS Vista users. It allows to convert FSH files to graphic files and back. It's much less convenient than SC4Tool, but if you have no other choice ...
... Why dont you guys re-install Windows XP with Service Pack 2. Dont get SP3 because they have MAJOR issues with SP3 at the moment...
I will not be upgrading to Windows Vista anytime soon as there are too many incompatibilities with it and they really screwed up with it. Ive heard from some of my tech buddies at school that they are probably going to release a new Windows before getting all the issues with Vista sorted out. I think I will completely bypass Vista and wait for the next one before I upgrade.
i'm running the 64-bit version of vista and have had no problems whatsoever. :thumbsup: I've had it for 8 months and have never gotten the BSOD. ()stsfd() maybe you guys should upgrade your processors to AMDs. ;) i can easily run SC4 in windowed mode, IE7 with like 7 tabs, Outlook, AIM all at the same time without any lag...i only have a 2GHz processor AMD Athlon 3000+ and 2GB of RAM. So i think it's not vista but 32-bit processors that are having trouble with vista. Vista 64-bit is 100 times better than XP Pro 64x and even XP Pro. I only have Premium btw...anyway nice textures everyone &apls can't Wait for SAM v4. :D
Quote from: debutterfly on May 23, 2008, 02:37:55 PM
i'm running the 64-bit version of vista and have had no problems whatsoever. :thumbsup: I've had it for 8 months and have never gotten the BSOD. ()stsfd() maybe you guys should upgrade your processors to AMDs. ;) i can easily run SC4 in windowed mode, IE7 with like 7 tabs, Outlook, AIM all at the same time without any lag...i only have a 2GHz processor AMD Athlon 3000+ and 2GB of RAM. So i think it's not vista but 32-bit processors that are having trouble with vista. Vista 64-bit is 100 times better than XP Pro 64x and even XP Pro. I only have Premium btw...anyway nice textures everyone &apls can't Wait for SAM v4. :D
I have an AMD Athlon 64 4200+... I just like my Windows XP (32-bit Edition). I used to have Intel products, but after a few unhappy issues, I have decided to go with AMD as the processors are cheaper and seem to work better.
1) i try to download the EA Graphics Editor and it says "Only one connection per IP" i thought that i was the only one on this IP address...
2) Okay, about Pat's situation: The administrator of www.simcities.net, Mike Dixon-Kennedy, aka OP4 or OnlyPlace4, died the other day. His lack of progress with his gravel roads may be related to that, but this is just speculation.
3) I am making progress rather quickly with killing the stop lines.
Well that is now a good part, but Ive been at a stand still for awhile now as I just cant handle the rest... Its more or less way above my head... So if someone else could carry on with it that would be grand... I just now really dont have the umph to try any more....
Pat! I would be more than happy to take over your project. Please PM me details!
Lets all Remember Mike forever!
Pat. I am so very sorry to hear about your friend. I will be keeping you, your family, and his family in my prayers.
thanks chrism. will try it.
i had been using the "print screen" option of getting textures which works well, except in my case it was leaving 1 x 128 pixles out of the equation.
dave
Thanks Swat and Becca!!!
Guys, I dont want to be mean or anything, but can we keep the OP4 discussion in the dedicated thread. This is a developement thread and I would like to keep it in a positive light.
Here's a link to the 'official discussion thread'..
WARNING! This is at another website (www.simcities.net), and you need to register to post!
SimCities Forum - God Bless Mike Dixon-Kennedy (http://simcities.net/forum/index.php?topic=1976.0)
jplumbley, hope you don't mind -it may not be progress
chrism, or anyone who might know, what attributes/shpi properties do you save the fsh file as in ea graphics editor?- to convert bmp back to fsh ie:format palette, transp, header
thanks
dave
Quote from: Diggis on May 23, 2008, 12:45:10 AM
Ok, just out of curiosity... how is everyone going? Not trying to chase you, as I haven't even started work on the others yet, :D Just wondering.
well.. right now.. not doing nothing about SAM, because this weekend i have to finish 2 reports, i have to study to 2 exams, one oral, one practical, and have a project to complete till Monday next week.. so.. I'm off :angrymore:
I got my last diagonal texture done last night, now i need to do the new alpha maps for the various intersection etc. textures that i changed to make my streets look better. I didn't change the stop lines into crosswalks for every texture, but only for the road and avenue etc. intersections.
i have resumed texturing.. making now OWR t intersections, and then maybe rails-- ;)
meanwhile i made most of 4way intersection OWR:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-23Mar011212000860.png&hash=e93fb50b344dbb29088d4299fd22ebd4e499ff20)
Looking good! :thumbsup:
Lower right corner: missing texture with the OWR/Street T-intersection.
i know :D at that point i had only the 4 way cross intersections made :thumbsup:
Oh. D'oh!
Note to self: read ENTIRE post BEFORE replying.
Okay, so well here's the situation... My current concentration is strongly on my newfound discovery of my ability to re-skin automata, namely my twenty-seven police cars, of which I have tested roughly five. So my nerdly_streets are on the backburner until I get bored with these cars.
Backburner? So does that mean you are finished with the street making then?
Quote from: j-dub on June 09, 2008, 11:07:46 AM
Backburner? So does that mean you are finished with the street making then?
Usually that means they are on hold while they do something else. ;)
Right, i'm not done, but I'm not working on it either because I have other stuff that's more important...like how Tarkus has the NWM project on his backburner while he works on the next version of the RHW.
i have SAM in the Backburner too, first my evaluations at university :-\ ()sad()
Quote from: gn_leugim on June 10, 2008, 01:19:46 AM
i have SAM in the Backburner too, first my evaluations at university :-\ ()sad()
As it should. There is no pressure as Jason and I are also having RL issues. ;)
sometimes life is a pain in the.. :bomb: :S
Did I say I had SAM on the backburner? Well, I now have two projects on backburner... Both the SAM new texture set and my police car mods, are on the backburner, one behind the other...but which is behind which depends on which I am working on at any particular moment... I have finished putting the Standards (all wealth levels) in-game, and I have most of the one-way 4-way textures done but I haven't tested them in-game.
Well do you want someone else to test it, I bet anyone would.
Ya know, that would be helpful... I haven't done anything more since I updated the other day, but here's the progress so far, attached below.
Did I say that it replaces the Herringbone streets? Cause I always have the brick ones if I want something like that...
That's SAM texture set 2.
Good news.. no, I didn't finish my SAM set, but my exams will finish at 19th this month.. then, I'll have all time to Mod, Texture and Bat as I want.. ;)
(and the exams are going well.. made 4 in 7 allready ^^)
how do grey brick streets sound?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Fgreybrickstreets.jpg&hash=d73b41d10e833aa6b53e6336e84de7d029435f48)
with that sidewalk mod they look nice ;)
just curious ....Is it possible to make low wealth streets with asphalt cracks and pot holes without each tile looking identical?
Quote from: scottott999 on July 18, 2008, 08:14:29 PM
just curious ....Is it possible to make low wealth streets with asphalt cracks and pot holes without each tile looking identical?
No, unfortunatly this is not possible.
Some people may have noticed, specifically with the MAXIS single tile Plaza lots, that some textures when put into lots are able to be "random". There is a special function as part of "standard textures" that allows multiple "variations" of a texture within one texture.
I myself wondered if it was possible that these "multi-textures" were possible with the transit networks. So, I created one and made it a transit texture. When I tested the texture out in-game, I found that only the texture identified as #0 was the one that showed and the only one that showed. Unfortunately that meant the "multi-textures" are not applicable to the transit networks and we cannot created multiple versions of the same texture to be randomly selected by the game to be shown.
The only way would be to use varioua overlays as part of a streetside mod i think
Quote from: mightygoose on July 19, 2008, 04:50:14 AM
The only way would be to use varioua overlays as part of a streetside mod i think
Im confused...
The "
Road Surface" for transit textures
are the overlay. You cannot have an "
overlay" in the fashion you are describing.
The only way to have random "
street junk" would be to create props and have them appear via T21. That is definately alot of work. Cracks will not show up as you have intended and some stuff such as manholes *may* look out of place as a prop rather than part of the texture. Anyone willing to take on such a project is welcome to, I will
assist (
not do) in the modding via teaching.
I haven't noticed my manholes out of place via random exemplars. As for potholes, I don't know why anyone would like potholes anyway. The default potholes usually appear to lack of funding and eventually make that tile red, and soon there are accidents. I noticed this from having my services funding low. Decorative potholes would require a good modeling. I don't know how cracks could be done, unless as in the overlay texture like Nerdly's streets. Speaking of which, Nerdly_dood, after using in game, I liked your variation, especially the markings, but for the higher wealth textures, could you have the cracks eliminated instead? I have had previous texture mods with the same network's texture different at certain wealth levels.
Quote
The "Road Surface" for transit textures are the overlay. You cannot have an "overlay" in the fashion you are describing.
Oh yes you can. :P
In the context of that sentence that Mightygoose wrote, he meant flat BAT models or something similar. Anyway...
QuoteCracks will not show up as you have intended and some stuff such as manholes *may* look out of place as a prop rather than part of the texture.
If the prop is made so that it has the street texture underneath the crack texture, and is colourmatched so that it matches the default stuff, it shouldn't even look out of place at all. So, it's hard work, but it's possible... all you have to do is apply your knowledge to solve the problem we're being faced with here. ;p
The problem with moddelling ground plane models is that you really need .5m high LODs which will block out some of the cars.
Quote from: Shadow Assassin on July 19, 2008, 07:43:49 AM
Oh yes you can. :P
In the context of that sentence that Mightygoose wrote, he meant flat BAT models or something similar. Anyway...
If the prop is made so that it has the street texture underneath the crack texture, and is colourmatched so that it matches the default stuff, it shouldn't even look out of place at all. So, it's hard work, but it's possible... all you have to do is apply your knowledge to solve the problem we're being faced with here. ;p
Good luck, with that! :thumbsup:
I sure wont be sticking my fingers into props via T21 $%Grinno$%. Which is exactly what I explained, something very different from "
overlay textures" on a Road Surface, which
is impossible. T21s are the only way for this to be possible and there are drawbacks to it is what the goal of my previous post was.
Remember the vanilla parking bays? Anyway if who ever does want to make a cracked street model, maybe consider not covering a full tile model, and doing a similar approach to the T21 exemplar parking bays. This way you don't worry about trying to get measurements to accuracy so much by keeping it small. For the moment though, if I wanted to ruin my streets, I would just use Nerdly's texture. :P Thank you for doing that Nerdly, because realistically not everyone can cough up street repair funds.
Hello everybody, I'm back =) $%Grinno$%
I've resume my works, and among them is SAM (of course lol)
as I have a lot of thing to do, I decided to dedicate one day each lol and today is SAM
I made up the Ave inter.. and found some errors..
from RULing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-2Abr011216651031.png&hash=8615ecb41817ed1e919a2cb3e550268304a0aae9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-30Mar011216651022.png&hash=b0463aa34554dca537b5fbfe64295e052b0edc24)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-5Abr011216651044.png&hash=dad80380c6976a16248a6aad74811b5ecb1f58a1)
to visual glitches.. I guess that is also a RLU problem as I follow the kerb lines provided..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-28Mar011216651011.png&hash=2073c58dedc0808c1bb5e6bb3b6e412b4cdd841b)
cya soon :thumbsup:
The top issue is an RUL one, as are the two below. It may just be that they aren't in the game yet.
the bottom one is because the texture is flipped. Not sure if this is my fault or yours. Can you check the normal SAM textures?
you mean the non-mine previous texture of this set?.. sure.. but once again, I follow the kerbs you made &mmm
Yeah, I know, which is why I would like you to check the other texture as it will tell me if I messed up, Jason messed up, or you messed up. I'm hoping for it being Jason. :D
well, jason is the RUler right? so, I'm afraid was not him, because taking my textures out, the older ones look great.. then, I remember to check the basic textures you provide us, and I could realise that there isn't any texture with both sides of the avenue with white kerb, as you can see in the regular one, and as it should be with these too ^^
I also check the IDD's and they are like you provide lol.. ^^
(also, I'm making my thoughts based on this texture(attached), which is the one I think to be the one to be there)
best Gn_L
Yes, that looks like the correct texture. I just checked the other files and I appear to have rotated it in the creation set. You just need to delete the FSH files out of the DAT and rotate the piece you have created and add it back in again...
Sorry. &mmm
no worry.. easy thing :thumbsup:
First 3 pictures are of RULs that have not been written to this point. When we get to a point where it is possible to release a SAM v4, I should be ableto write the RULs for these intersections.
the avenue is looking good now.. now I moved to rail pieces and saw something wierd.. I have two double "GLR(diagonal) intersections with street (orthogonal) and none single :-\
it appears you are correct.... &ops
for the single, just erase the bottom set of rails and duplicate the texture down.
oky ;) I'll see what I can do. rails are done.. just need to check them out ^^
The GLR isn't RUL'd yet so you won't be able to check them. I hope to make jason do it in the next month or so.
and heavy rails? are ruled? those I made already ;)
Yes they are.
Uh, not sure if all of the slots are spoken for yet, but I only have limited time on the internet for now, so I can't read every page. Anyway, I would like to suggest the concrete texture PEG is using in his CDK-3 lots. It would be extremely usefull and look much better not to have a street running between them, but rather have them blend in. It's a concept I thought might be useful; having networks that don't look like networks. In busy seaports, there's places with no road markings, but people drive them anyway.
So... uhhhh... ::)
I know this thread is kinda deadish... but, well I was hoing some of the wonderful textures that were started here have atleast had some progress done on them. It would be a shame if none of these ever got put into the SAM, but its too much little old work for myself and Diggis to do all the artist work when we could be doing so many other cool things.
Hey Jp I know for myself I gotten stuck on further getting my textures done and well I am still stuck my poor brain cant grasp any further...
Quote from: Pat on September 03, 2008, 09:53:55 AM
Hey Jp I know for myself I gotten stuck on further getting my textures done and well I am still stuck my poor brain cant grasp any further...
For those who are stuck in one way, shape or another, please send me a PM and I will give some advice, help, etc.
I sure am stuck, but it's because my laptop died, and all my SAM texture set data is on it... However, the hard drive is not damaged so whenever I can get an adapter to put a laptop hard drive in a desktop computer I'll be on my way to making a SAM set. Of course someone could also use the early development set I attached to a post earlier on and continue for me with your own work...
my main issue is time.. I made some more textures from last time.. but the set is no completed yet.. &mmm
I've done some progress ^^
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-5Jan021223584736.png&hash=d545fb5c43e620a4c770751f0bba0de95493c2b9)
I've also made the rails..
Very nice.
Great to see you finally have some free time Carlos!!
Jayson
:D the free time isn't that much unfortunately.. colege take me all my time away /wrrd%& as you may saw at ST, I've stopped bating already too &mmm after these, I go to the transitions ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fcidadedetestes-2Mar021224584357.png&hash=fd722e93af5513c9e981adad8e2c41b63945ac68)
here are the heavy rails.. some aren't RULed yet though..
Yeah they should be... &mmm
Since I have started developement on SAM up again I am posting to bump this thread. Its been a while since this thread had any posts and it will be easier for everyone to find this thread again to check out the texture sets that may be included in the next version of SAM.
As always, any suggestions are very welcome for new sets. But, please be prepared to be able to create the textures yourself. I definitely do not have time to do them and I cannot create anything from scratch. I am working with a base set of textures from other users, as always and simply just expanding on their base to be a complete SAM set.
Probably too late, but I'm going to request a Euro-styled street texture with bicycle tracks, like you find in Amsterdam and Copenhagen.
Some of their streets have asphalt streets with a brick line separating the cycle track, with brick/cobble/concrete sidewalks.
Like so:
http://www.flickr.com/photos/16nine/2967772354/
http://www.flickr.com/photos/16nine/3080191120/
http://www.flickr.com/photos/16nine/2998320929/in/set-72157594364767108/
http://www.flickr.com/photos/16nine/3015690196/in/set-72157594364767108/
Additionally, for the T-RAM textures, the light rail should be in cobble/brick. Like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm4.static.flickr.com%2F3115%2F2553226028_4c01a8dd0a.jpg%3Fv%3D0&hash=9b85e10551eb14f04bb2fe27cde9f59c3a55dd34)
(ok, this isn't in Europe, but Portland. But you get the idea...)
Other streets have the cycle track separated from the street/road/avenue by a greenway:
http://1.bp.blogspot.com/_E-Gmv1JFKtE/SRMY8yLcjNI/AAAAAAAAB-M/T-dm91UWOPw/s1600/DSCF8927.JPG
http://4.bp.blogspot.com/_E-Gmv1JFKtE/SRrpRq7tc8I/AAAAAAAACAc/x0fovIvS3Jk/s1600/DSCF0837.JPG
Haven't you posted this before... ???
This isn't a thread for requests, this is a thread for people who want to make their own set.
Cycleways are problematic largely because the game doesn't actually recognise bikes as a seperate transport option.
Since this is brought up here, I am going to say any concept of that may not be possible, since it would appear bicycles are a transportation method all together. I have not seen Sims riding bicycles around in this game, except for the MySims, who will go on the roads, or ped-malls. Bike Lanes in Roads would be nice, but since this game was not made with working bicycles to begin with, can't have a network without the transportation.
Okay so it's been quite a while since i've done much of anything with my cracked asphalt street mod but I've restarted work on it. But although I still have the textures done in PNG form, I must still restart a new DAT file - meaning that the one available now will soon be overwritten.
I hope to have something complete soon. But to even start I would like to know what SAM IID ranges are still available. (If none are available yet I'll be replacing the Herringbone streets)
I think there is a number of spots left, there are a little bit more blank spaces in SAMv4 tab ring, just don't know if anyone reserved those.
Did anyone think of Old street texture , with potholes ,or old cracks or patch's of roadwork's &idea
Don't worry. If you lower your funding you will get potholes. Roads get so bad that damaged roads will show up red in the simulator map. Nerdly Dood's streets are in fact cracked up severely.
I was aware of that but , how about some realistic looking old worn out roads , for like Urban decaying Ghettos or underfunded Rural back roads. Maxis Potholes look like black holes and not pot holes! ;D
The problem with worn out roads is that every single piece of straight road is 1 texture. So any obvious feature, like a pothole, will show up on every tile. These could be added through T21's however, which is something I have considered doing.
So Shaun in essence it would more or less be a network prop that is weirdness to think that a pothole could be that lol....
Pat, chances are the ones that appear now are exactly that.
Are you still looking for new textures at all? I was thinking that a black chip-seal and a reddish chip-seal might be good? I could try to make them, but I would need to know exactly the number of pieces that are needed before I decide whether I have the time/skills/tools etc that are necessary.
Hmmm, exact number of pieces. There is on the LEX a SAM creation Kit, with all the pieces needed in it. However, you actually need to do 4 times as many because of the different wealth levels.
I've just done a quick check one of the original sets I did... There are:
~75 different textures x 4 wealths + 2 alphas for each (which are already done for you) which gives ~450 textures of which 150 are already done.
Once you have the first 5 done it's pretty simple from there as they form the basis for all other pieces. ()stsfd()
...Actually there are about a zillion textures, give or take &mmm
I've done a full set using the LEX guide and tried it out ingame with high expectations, but boy is it glitchy.
A few observations, from what I noticed doodling streets and intersections to see how they render--I'd greatly appreciate any help from a SAM-master:
The SAM reverts to Maxis streets whenever a SAM street has intersections to other road networks on 2 adjacent tiles. I tested this on the other pieces and this happens universally. You'd do this rarely ingame, but it is annoying nonetheless.
Also, it suppresses normal signage at intersections, though streetlights and occasional trees will appear.
Street roundabouts just don't render on any SAM pieces for me.
The Diagonal Wide Corner 0x5e577X00 is either misused or incorrectly drawn for its purpose when coming directly off a T junction and leaves a nasty sharp edge jutting out. In this situation, you would want the piece to have the curve coming to the center of the edge of the tile at the area where it abuts the T intersection (just like a 90 degree standard piece), and the top of the piece looking like the Diagonal Wide Corner. Very strange.
A horizontal SAM street crossing a diagonal avenue (Ave T Diag 0x5e558X00) will render properly on one side, but show a missing texture--i.e., nothing at all, just a grass tile--on the other. Is there a missing mirror piece here?
There's a missing piece: two streets coming to a right angle which touch a diagonal street. Schematically, it looks like a V with a bar underneath. No SAMs have this texture. Is there a way to find out what this piece is, and also what the misread turning piece mentioned above is?
The glr pieces--are they supposed to appear when using draggable glr? They don't.
The Ave Transition Straight 0x5e54cX00 and Ave T Street 0x5e55fX00 pieces are rendering as default Maxis though IIDs are correct.
I made my set with Euro textures only, replacing Trolca's dirt streets. I put my file in the NAM/SAM/Textures folder and removed the corresponding SFBT Trolca Euro textures from that mod. Is this the right way to load the file, and do I have to mod the type 21 and path files in any way as well?
Thanks in advance for any insights.
You might need to post some Pics of your problems. The SAM doesn't cover all instances yet, so that may be some of your problems.
Hi Diggis, here are some pics of my problems:
The missing corner/diagonal street intersection:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2Fmissinginstance.jpg&hash=491576a169dc849d4dab809282bd7e9c7d5efc7e)
The tight turn glitch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FTurnGlitch_resize.jpg&hash=0de087b906c028ec497baf7a2d9b248c0ae0868e)
The diagonal avenue not drawing correctly and missing tile (files properly ID'ed):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FAveXing_resize.jpg&hash=f740cfbdf217fea628be03ac6f49e4a426f35b6d)
Avenue ending into street not rendering (file properly ID'ed):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FAveSt.jpg&hash=e09ba74e591017967afdebd4791bfd042aa94158)
The non-rendering roundabout and the avenue/street transition rendering default maxis for all SAMs (files properly ID'ed):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FAveGlitch_resize.jpg&hash=ce2faaa32f830c045fff12f022838a68ffa9a759)
A problem with diagonal streets (and a missing euro texture on the roundabout?)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FNoname_resize.jpg&hash=175e55edba2f24029259f3fc12285f980c5edd84)
The first pic shows one of those missing instances I believe.
Quote from: gottago on September 15, 2009, 02:10:18 AM
Hi Diggis, here are some pics of my problems:
The missing corner/diagonal street intersection:
The tight turn glitch:
The diagonal avenue not drawing correctly and missing tile (files properly ID'ed):
Avenue ending into street not rendering (file properly ID'ed):
The non-rendering roundabout and the avenue/street transition rendering default maxis for all SAMs (files properly ID'ed):
A problem with diagonal streets (and a missing euro texture on the roundabout?)
The first pic shows one of those missing instances I believe.
1. That diagonal interesection was never RULed to my knowledge since no texture was created for it.
2. Is just a bad draw of the RULs, does this get fixed when you click with the Street Tool on the adjacent intersection, 90 turn or striaght piece next to the 90 turn?
3a. The two with the missing textures, means your texture is either not ID'd properly in the DAT file, or it is simply left out of the DAT file.
3b. I do not remember if I wrote the RULs for that intersection type. Does this work with other SAM sets?
4. I do not believe I wrote the RULs for that interesection type.
5. The roundabouts should work... What SAM set did you make your DAT file replace? Try replacing changing it so that it replaces one of the other sets with the textures working for the roundabout.
6. Again, I do not believe the RULs were written for that intersection type.
At this point in time, I do not have SC4 or iLives Reader installed and cannot view let alone edit the RULs to make updates. So, I cannot fix them at the current time.
Quote
2. Is just a bad draw of the RULs, does this get fixed when you click with the Street Tool on the adjacent intersection, 90 turn or striaght piece next to the 90 turn?
To my knowledge, that only happens when you do a ortho-diag street T next to a 90 degree curve. You may need to add an extra line of RULs that revert that back to the normal texture only in that situation. Hopefully that will fix that problem. I think I'll have to dust off my RUL2 editing skills and see what I can do about that, and then maybe it can be ported into the next NAM build if it's successful.
I think SAM v5 really should focus on increasing the stability of certain configurations... both for the default network (which was modified) and the SAM sets.
Quote from: Shadow Assassin on September 26, 2009, 08:00:19 AM
To my knowledge, that only happens when you do a ortho-diag street T next to a 90 degree curve. You may need to add an extra line of RULs that revert that back to the normal texture only in that situation. Hopefully that will fix that problem.
Most probably... There is probably some conflicting RULs there and just need a few extra ones to complete the stability for them.
Quote from: Shadow Assassin on September 26, 2009, 08:00:19 AM
I think I'll have to dust off my RUL2 editing skills and see what I can do about that, and then maybe it can be ported into the next NAM build if it's successful.
I think SAM v5 really should focus on increasing the stability of certain configurations... both for the default network (which was modified) and the SAM sets.
I put my support behind anyone who is looking to take the lead on modify SAM into the next version. And I am willing to provide any assistance, where there is a need.
How many "slots" are still available?
Quote from: cogeo on September 26, 2009, 09:40:21 AM
How many "slots" are still available?
I think Alex has setup the starter pieces for the rest of the slots. Atleast I hope he did.
There can be 16 sets in SAM the way the IID system is structured and there are currently 8 SAM sets included. THere are a number of sets started in this thread which if completed could fill up the final 8 slots. But, the way the SAM is setup, it is very easy to replace one of the default DATs with a different DAT including another set of textures you may want to use over a default set. So, there is 16 slots, but you can have unlimited choices to fill those 16 slots.
I would really hope to see some of the textures in this thread come to fruition one day.
I'm continuing to work (currently at about 20% complete) on the RealRoads project, which would in some parts be SAM-based. I would be happy to coordinate with anyone interested in doing their own work on SAM stuff.
Feel free to PM.
David
Quote from: jplumbley on September 26, 2009, 09:46:02 AM
I think Alex has setup the starter pieces for the rest of the slots. Atleast I hope he did.
I've got 6 additional slots set up at the moment as requested last year. I can add the other 2 easily if needed.
-Alex
Quote from: jplumbley on September 26, 2009, 09:46:02 AM
There can be 16 sets in SAM the way the IID system is structured and there are currently 8 SAM sets included. THere are a number of sets started in this thread which if completed could fill up the final 8 slots. But, the way the SAM is setup, it is very easy to replace one of the default DATs with a different DAT including another set of textures you may want to use over a default set. So, there is 16 slots, but you can have unlimited choices to fill those 16 slots.
Thanx for the reply!
Is there some sort of document (even a simple text file) explaining which textures one should make, and what each texture is, ie the IDs assignment scheme (with explanations, if possible)?
Quote from: cogeo on September 26, 2009, 10:08:11 AM
Thanx for the reply!
Is there some sort of document (even a simple text file) explaining which textures one should make, and what each texture is, ie the IDs assignment scheme (with explanations, if possible)?
In the first few posts of this thread Shaun posted some attachments... Eventually if memory serves correctly he uploaded a Texture Template to the LEX somewhere. The following link goes to the first post where he had one of his attachments:
http://sc4devotion.com/forums/index.php?topic=4369.msg138022#msg138022 (http://sc4devotion.com/forums/index.php?topic=4369.msg138022#msg138022)
EDIT: Here is the link to the Texture Creation Set. This includes a manual on how to setup your DATs and includes all the textures with only curbs and no street bases so you can overlay them quickly to create your textures.
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1611 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1611)
I guess the easiest way would be to take one of the existing sets and start replacing the textures. Then assigning new IDs should be easy (just changing a hex digit using the readers TGI editor - I mean change them all massively). Or not?
Just remembered a minor "issue" with the brick streets set. The pathfile for the "end" tile (that with the circular look) doesn't follow the texture design exactly and looks somewhat weird. It's a display-only thing. I do have a pathfile for such textures, actually I made it for those parking-end textures. You can find them in my logistics centres pack. It would require minimal changes, basically change the cars' paths to +/-2.0m off-centre.
This linkie (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1611) may help you then ;D
:satisfied:
TTC
Quote from: jplumbley on September 25, 2009, 05:22:11 PM
1. That diagonal interesection was never RULed to my knowledge since no texture was created for it.
2. Is just a bad draw of the RULs, does this get fixed when you click with the Street Tool on the adjacent intersection, 90 turn or striaght piece next to the 90 turn?
3a. The two with the missing textures, means your texture is either not ID'd properly in the DAT file, or it is simply left out of the DAT file.
3b. I do not remember if I wrote the RULs for that intersection type. Does this work with other SAM sets?
4. I do not believe I wrote the RULs for that interesection type.
5. The roundabouts should work... What SAM set did you make your DAT file replace? Try replacing changing it so that it replaces one of the other sets with the textures working for the roundabout.
6. Again, I do not believe the RULs were written for that intersection type.
At this point in time, I do not have SC4 or iLives Reader installed and cannot view let alone edit the RULs to make updates. So, I cannot fix them at the current time.
1) You are most certainly correct--this particular intersection does not render for any SAMs as of now.
2)No, it stays with that flanged corner no matter what
3a) I'll check if I missed this one--entirely possible I missed one of 400+
3b) That was indeed done--a diagonal avenue crossing an ortho street. I checked and the IID's are correct as per the template, but it doesn't render for whatever reason.
4)Actually there is a template for this RUL as well, but i can't get it to render, same problem as above 3b
5)I used trolca's dirt streets (#5) but completed all the pieces for roundabouts in the template, and later went back and checked the IIDs, which were correct as per the template.
Is using this set causing the missing renders? I.e., is there a problem because the path files don't have these IIDs, because trolca's set didn't have them, leading them to be unrendered for me?
6)
If there is not RUL, that is very much a to-do itemActually I just checked the template and there is an RUL for this, I simply can't get it to draw correctly.
Quote from: cogeo on September 26, 2009, 10:28:35 AM
I guess the easiest way would be to take one of the existing sets and start replacing the textures. Then assigning new IDs should be easy (just changing a hex digit using the readers TGI editor - I mean change them all massively). Or not?
Since the RULs were written in a way that you can find/replace in a Word document it is easy to add a new set RUL-wise. Textures take the longest now, only due to the amount of time it takes to create the texture. The easiest way to start is by creating the 5 base textures of the Street Network and then use the overlay's Shaun had provided to create the inter-network intersections. Diagonals, will take a little longer to create those textures, but should be no problem since Shaun has provided some guidelines in his texture creation set.
When it comes to IDing the textures... they have to use the specific IIDs that are used in the other SAM sets otherwise the textures and the RULs will not coincide with each other and it will not work properly. Each of the sample texture Shaun provided includes the IID# for each piece and the only number that is variable is the Texture Set ID which is the 5th digit, hence why there are 16 sets (0-F).
Quote from: gottago on September 26, 2009, 10:44:35 AM
1) You are most certainly correct--this particular intersection does not render for any SAMs as of now.
2)No, it stays with that flanged corner no matter what
3a) I'll check if I missed this one--entirely possible I missed one of 400+
3b) That was indeed done--a diagonal avenue crossing an ortho street. I checked and the IID's are correct as per the template, but it doesn't render for whatever reason.
4)Actually there is a template for this RUL as well, but i can't get it to render, same problem as above 3b
5)I used trolca's dirt streets (#5) but completed all the pieces for roundabouts in the template, and later went back and checked the IIDs, which were correct as per the template.
6) If there is not RUL, that is very much a to-do item
The "soft surface" sets are not fully RULed. Try replacing one of the "hard surface" sets like the Cobblestones. This will give you a true idea of what is working and what is not. A quick hint if you do not know, in iLives Reader there is an ID editor and if you type into the IID "xxxx7xxx" then select all the files in the list and update them. It will update all the 5th digits of the files to the #7. It will save you from having to re-create the DAT and is a two second fix to making your texture DAT replace a different set.
Quote from: jplumbley on September 26, 2009, 10:56:54 AM
The "soft surface" sets are not fully RULed. Try replacing one of the "hard surface" sets like the Cobblestones. This will give you a true idea of what is working and what is not. A quick hint if you do not know, in iLives Reader there is an ID editor and if you type into the IID "xxxx7xxx" then select all the files in the list and update them. It will update all the 5th digits of the files to the #7. It will save you from having to re-create the DAT and is a two second fix to making your texture DAT replace a different set.
Thanks very much for this info--I was just editing my post re: my choice of trolca #5 as causing the missing intersections when you posted this. I'll update the files when I have some time and post back here with the results--this sounds very much like the culprit.
Actually, wouldn't it be xxxxx7xx that you'd want to input in the ID editor? If you look back at the SAM specs, it's actually the 6th digit that denotes the SAM set number.
-Alex
Quote from: Tarkus on September 26, 2009, 11:05:55 AM
Actually, wouldn't it be xxxxx7xx that you'd want to input in the ID editor? If you look back at the SAM specs, it's actually the 6th digit that denotes the SAM set number.
-Alex
You're correct on this--it's burned into memory after doing all those textures
Quote from: Tarkus on September 26, 2009, 11:05:55 AM
Actually, wouldn't it be xxxxx7xx that you'd want to input in the ID editor? If you look back at the SAM specs, it's actually the 6th digit that denotes the SAM set number.
-Alex
Ah... whats one digit anyways LOL. Sorry, it's been a while since I have been in the SAM files.
I have found a minor problem with SAM. In some cases (T21s ?) the streetlight for straight tiles isn't the one used in roads/streets, but the one for highways. It's not visible if you are not using any streetlight mods because both the road/street and highway streetlight props use the same lightpole and lightcone model. But if you install my streetlights colour pack or marten's mods some of streetlights will be different (using the highway props) and this looks odd.
I have noticed this in the cobblestone streets, don't know about the others.
Maybe this could be fixed in some future release.
Hmm, when I created the T21s for the SAM, I simply copied the T21s for the Maxis streets and changed the IDs, so they were tied to the SAM textures. Of course I might have a mistake somewhere, but I can't remember giving the cobblestone T21's a special treatment, so they work differently than the rest.