(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg378.imageshack.us%2Fimg378%2F4061%2Fvscosmeticdashedroadsww3.jpg&hash=0f0f03b31c0ef6e0d051d6beb735f5610db7f20b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F2072%2Fvscosmeticdashedroadsv4ox0.jpg&hash=4a1fd0d30213837e80473378bf7e23e29a9b4185) (http://img211.imageshack.us/img211/2807/vscosmeticdashedroadsv4dy0.jpg)
I started playing around with this old mod made by Tierusu to make the dashes closer to what I think looks proper. In the process I found out that you can vary the textures not only by wealth but also low density vs high/med vs agriculture! That's how Tierusu had some roads with the double yellow and some with dashed lines. Dashed lines only appear in low density, unzoned and agriculture areas... and only on straight sections of roads. I like the way that works so I don't think I'd want to change that at all.
All was fine and dandy until I started noticing all the pieces in the game that have double yellow lines at their edge and they end up mating with a dashed line road and while it's not terrible, it bugs me... the road ends for instance:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg378.imageshack.us%2Fimg378%2F9139%2F20080806120441ug4.th.jpg&hash=dc8b4ae42ca751ca609893dc8386de0570ac2205) (http://img378.imageshack.us/img378/9139/20080806120441ug4.jpg)
I know I can fix those... and I did in the 3rd verson of my efforts... but I took it another step and made the ortho roads end square just like the diagonals do. The street cul-de-sacs are from another mod I haven't touched and the OWR arrows are mine and seperate from the dashed lines mod:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F1937%2F20080808122121zq0.th.jpg&hash=e2f0ae5c0c3fe653c6a1cd11bd478bb8906495c2) (http://img213.imageshack.us/img213/1937/20080808122121zq0.jpg)
I also went another step and made small variations in the roads... unzoned and agri roads are a little darker than roads in developed areas. The agri roads have a slight yellow/orange cast to them (though I really can't tell in my game) with the idea that they're a little dirtier than other areas because of the farm vehicles dropping dirt on them. More pics:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F5664%2F20080808123144az8.th.jpg&hash=49081c185482c33186e1bf42de171568c9d4a14a) (http://img172.imageshack.us/img172/5664/20080808123144az8.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F9396%2F20080808123205mz0.th.jpg&hash=6d3de2b43fe203cb9ea8008a8599be657dc85cb8) (http://img172.imageshack.us/img172/9396/20080808123205mz0.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F122%2F20080808123214rc5.th.jpg&hash=1e5924fce73a22add67bae6a89f5ca52fb0a9fec) (http://img172.imageshack.us/img172/122/20080808123214rc5.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F1849%2F20080808123221uj1.th.jpg&hash=aff11c2ba3cde4295b3cd2a6ee32aae5c891a486) (http://img172.imageshack.us/img172/1849/20080808123221uj1.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F876%2F20080808123300ew6.th.jpg&hash=d29b44867e37c86f836a56edd97f839b0333beeb) (http://img172.imageshack.us/img172/876/20080808123300ew6.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F8760%2F20080808123632ex7.th.jpg&hash=ed790c8abe18c3d5285548f4ed6654db5b8bd41c) (http://img172.imageshack.us/img172/8760/20080808123632ex7.jpg)
I don't know if I'll continue to make changes or not. I really would like to redo every road texture in the game but it's such a huge task! I'd like to change the dark patches just a little... like so but not as dark:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F1451%2F20080805185701fm0.th.jpg&hash=bcccf111bccb0b8b86c6c57f5031f5a3882ef3af) (http://img141.imageshack.us/img141/1451/20080805185701fm0.jpg)
It's obvious from that picture it would be near impossible to make that kind of a change without hitting every road texture in the game + NAM textures and I just don't want to take that on all at once. Ideally I'd never have the time to do it anyway because I'd be busy with work and other things :)
http://sc4devotion.com/forums/index.php?topic=4847.msg171086#msg171086 - there's a link to download it there if you want to use it.
Does anyone know the IID of the texture the game uses for along the road in agriculture areas?
The one pixel offset (caused things to not line up when rotated - my road is 79 px across, the maxis road is 79px across but the outer 1px of each edge is partly transparent) is coming from the road/street being an odd number of pixels wide. I think I should try and correct that.
I really like this idea, it would add another level of realism to sim city. (Although the transitions look a little rough, but I can't mod worth crap so who knows ;).) Please keep up the great work! :thumbsup: &apls
Hey Videosean, Great work :)
Joe
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg505.imageshack.us%2Fimg505%2F1916%2F20080809101704bw1.jpg&hash=e91b368322ec4d61038997bbfffff6b3066ab32f)
That shows my line of thinking. Above are the original game textures, mine are directly below. For unzoned areas I'd like to have a sort of unfinished curb edge - just asphalt and no curb basically. High wealth I'm thinking a red brick curb, low wealth a dingy concrete curb, and medium wealth I'm undecided. For the medium and high density curbs I'm thinking keep the same colors, but remove the lines that make them look like brick curbs. The high wealth high/med density wouldn't be red brick colored although that would best match the game's high wealth sidewalk color I think. This should all prove to be challenging (maybe too much) when I get to doing curved corner pieces LOL
The high/med densities would still have a solid double yellow.
this is looking great
so you are going ahead with the pixel misalignment rectification? (ie getting rid of the odd pixels)
Joe
Quote from: JoeST on August 09, 2008, 07:36:49 AM
so you are going ahead with the pixel misalignment rectification? (ie getting rid of the odd pixels)
I think so. I'm not changing the width of the roads I'm just making sure I have semi transparent pixels at the edges like the originals do. I'm nearly positive that will fix it.
Nice work there on these textures, videosean! :thumbsup:
I don't think agricultural areas will be any different than unzoned areas save for some dirt ;D There will be a bit of a rough transition between unzoned/agricultural and other developed area roads since the unzoned/ag are a tad darker though. I think I'm settled on these colors for the curbs and white lines for unzoned/ag.
| Top row are the original | game textures |
7 Agriculture | 6 $ High/Med Density | 5 $$ High/Med Density | 4 $$$ High/Med Density |
0 Unzoned | 1 $ Low Density | 2 $$ Low Density | 3 $$$ Low Density |
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg363.imageshack.us%2Fimg363%2F1125%2F20080809152738gu5.jpg&hash=c5ebf81f24594792a88bc695a78c02f1e0485ed2)
Currently the v3x of this project has diagonal roads with sidewalks that don't match up - I need to shift all of them over 1 pixel and it should be fine. I'm still getting a 1 pixel offset in one rotation of road end pieces (how can the dashed line not be offset too?!!) and it looks like I messed up the edge pixels being transparent too - probably an alpha mask issue :( Another thing is in the first picture I have no idea what texture is being used for the road just past the intersection - it's not one I made it's a default.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg527.imageshack.us%2Fimg527%2F7253%2F20080810151051la6.th.jpg&hash=2ba4843c79c04ae9305b35a95f644a09d1a28940) (http://img527.imageshack.us/img527/7253/20080810151051la6.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg527.imageshack.us%2Fimg527%2F6593%2F20080810151700kk0.th.jpg&hash=1ec23408a4704efc251d877e4cbf9571ec80f97c) (http://img527.imageshack.us/img527/6593/20080810151700kk0.jpg)
I've changed my dashed lines so that they aren't split at the tile's edge - this will avoid having double yellow butt right up against half a dashed yellow line. I also figured out the mysterious textures near intersections... it's part of NAM and I had to put my DAT into My Documents\SimCity 4\Plugins\Network Addon Mod\z\ subfolder in order to get it to load after the NAM textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg365.imageshack.us%2Fimg365%2F5035%2F20080814004404ar0.th.jpg&hash=2c9260a2ba98093966be780283b57586144e2e84) (http://img365.imageshack.us/img365/5035/20080814004404ar0.jpg)
However... they are rotated 180 degrees (or flipped) from what the maxis textures are which is why I'm getting that particular 1 pixel offset. My curbs aren't the same on each side and that's what gives that away. I guess I'll have to rotate and try again. I'm having no luck in fixing the ortho end pieces having a 1 pixel offset in one rotation... they're going to stay that way I guess. My diagonals are looking MUCH better though :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F5434%2F20080814005257wk4.th.jpg&hash=c2d628422cdd4e4a39a45ae0b8aa1d0476bcb5d5) (http://img525.imageshack.us/img525/5434/20080814005257wk4.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F9360%2F20080814005314lq5.th.jpg&hash=926ffed3d7272e062d7f505266abb3629caa8f13) (http://img525.imageshack.us/img525/9360/20080814005314lq5.jpg)
*edit* rotating the NAM texture replacements 180 degrees failed to change the 1 pixel offset. I'm hoping it's because I did the rotate operation improperly in photoshop and am trying again.
*edit*
NAILED IT!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg179.imageshack.us%2Fimg179%2F9431%2F20080814141919ej5.th.jpg&hash=5e8ee6bdeddaf6862a4bfa064486e53cb34052e8) (http://img179.imageshack.us/img179/9431/20080814141919ej5.jpg)
This image here demonstrates what is going on:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F497%2F200808141pixeloffsetyi3.jpg&hash=0c02ca6ad170777e4b789f700b5ee9909803d5a4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F9109%2F200808141pixeloffsetrew8.jpg&hash=722cd183ec62a584e14cf7e2e7d1b20e65fd7e07)
The tile there is an even number of pixels (4x4 squares) wide. The grey object (road) is 3 pixels wide... an odd number. You can't center it properly because for all intents and purposes you can't have a fractional a pixel and when you flip (mirror horizontally) or rotate the texture 180 degrees (top pic) and place it next to a texture in it's 0 or home position (bottom pic) you get a misalignment. If you try to center it with 1.5 pixels on either side of the red center line you will end up with fuzzy or blurred looking pixels at the edges because whatever you're using tries to approximate what half white and half grey would be in this example and the object will appear to be 4 pixels wide instead of 3. Anyway...
http://www.plunder.com/Cosmetic-Dashed-Roads-download-156708.htm - download with v4c that fixes 1px offest in some instances.
What I'd like to see is a mod like this for roads so that they still have a double yellow line, but brighter, the same brightness/color as the line is on the DTP RHW mod available from the STEX (I've heard it's locked - verification plz? if need be i can send someone a FSH texture from the mod so they can see what the yellow color is) so anyway i like the curb ideas, and an idea for a $$ curb is a really long concrete strip with the tiniest bit of crack in the curb at even intervals, then a stretch of grass in low-density areas, then the sidewalk (like the streets) and maybe the grass can be implemented on the $ and $$$ textures, too... Anyway... I also like the no curb but white edge line for unzoned areas... but I prefer RHW-2 for roads with dashed lines.
Good work so far, though.
Quote from: videosean on August 13, 2008, 09:48:08 PM
The tile there is an even number of pixels (4x4 squares) wide. The grey object (road) is 3 pixels wide... an odd number. You can't center it properly because for all intents and purposes you can't have a fractional a pixel and when you flip (mirror horizontally) or rotate the texture 180 degrees (top pic) and place it next to a texture in it's 0 or home position (bottom pic) you get a misalignment. If you try to center it with 1.5 pixels on either side of the red center line you will end up with fuzzy or blurred looking pixels at the edges because whatever you're using tries to approximate what half white and half grey would be in this example and the object will appear to be 4 pixels wide instead of 3. Anyway...
http://www.plunder.com/Cosmetic-Dashed-Roads-download-156708.htm - download with v4c that fixes 1px offest in some instances.
Why are you writing that as though it's a new discovery? We all knew that was the problem, which is why we told you the only way to elimnate it was to retexture the whole lot. The reason your centre line lines up is because it's centred on the tile 1 pixel either side of centre.
Sorry if what I said sounded like I was acting as if nobody knew. One of the reasons I didn't want to change the width is because there are so many other things that doing that might affect. I really hoped I could work with the original widths so as not to throw off any other mods that have been made over the years.
What you're saying sounds like a good idea nerdly_dood. I'll make something along those lines as soon as I can :) I might make the curbs 1pixel wider than they are since I could barely see them in the game but I'm not sure yet. This whole odd pixel thing is just workin on my nerves but I think I'm going to have to make even pixel width roads if I want to stop running into things that frustrate me.
Awesome work replacing the curb with a white line in rural areas! It looks a lot better now. Would it be possible to round the corners more on the NAM road turning lanee intersections?
currently the dashed to double yellow transitions don't seem right. i looked it up and found some in rl. and here's how i saw that they did it.
i don't know how this would be done but i have how its done in rl in the attachment
EDIT: well after thinking about how texturing is done, i'm not sure if this is possible. then again you guys know way more than me
Quote from: Edgware on August 16, 2008, 04:04:25 PMEDIT: well after thinking about how texturing is done, i'm not sure if this is possible.
With what I think I know it's not possible... but you never know. There are plenty here that know more than I do too.
How do these curbs on low density look nerdly? In the 1st image I copied some of the new roads over to the right side over the default road textures to get a feel for what it will look like when the new ones meet up with old textures in the game because it will happen at curves & intersections unless I find time to do everything. These are 80 pixels from curb edge to curb edge, 2 pixel wide curbs, the dashed is still low density and double yellow is med/high density and the sidewalks will go where the grass tiles disappear. The 2nd image has (top to bottom) new $$ LowD, previous 79px $$ LowD, Maxis road, new $$ Med/HighD.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F8821%2Fmockupay0.th.jpg&hash=0ddb291c0808940d631d98b62118faea61762df9) (http://img509.imageshack.us/img509/8821/mockupay0.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F3503%2Fmockup2rl4.th.png&hash=8f180ccfe2ce4dbb3a4b2b46f1d7768c00ccbd2b) (http://img213.imageshack.us/img213/3503/mockup2rl4.png)
I tried making some pink textures with IDs running from 0x00004B80 to 0x00004BF0 and didn't see them appear on the roads in my game. I was kind of hoping there could be some more variations to explore but it doesn't look like it.
Well, theres a chance. Your first release of this texture, right before the road-T intersections, there was a double yellow line, two tiles before the T on the part that doesn't have the left turn lane. That was realsitic how the dashed lines had the double yellow line come after them in that situation. The most recent release though, allows the dashed lines to go all the way to the T now, but could you be able to use the solid/dashed texture transition on those tiles instead?
Nice catch j-dub :) I think you're absolutely right and now I'm glad those duplicate textures are in the RTL! I still don't know what texture the game uses for the sides of agri zone roads :( Actually I haven't been able to track down the exact sidewalk textures either but if I could find the 'dirt' texture I had thought about making it a part of the diagonal agri road texture so that the green edge follows the diagonal edge of the road instead of the way it is by default.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F1470%2F20080817125725mu5.th.jpg&hash=1a4eb55a872cf48adf2009c9f7b19432ff480101) (http://img296.imageshack.us/img296/1470/20080817125725mu5.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F7049%2F20080817125522ww7.th.jpg&hash=627294b7408eba17be480b55b1b2a3d4d137d35f) (http://img296.imageshack.us/img296/7049/20080817125522ww7.jpg)
http://www.plunder.com/CDR-VS-download-157236.htm v40d is still at 79px and will match NAM and Maxis textures for the most part.
Good job on the curbs, they match what I had in mind rather well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F3293%2F20080820085204bwh8.th.jpg&hash=5e2c9d220d468a743537b03ffb2a0ceb4eb7e44c) (http://img507.imageshack.us/img507/3293/20080820085204bwh8.jpg)
Slow progress on an even number pixel width road system... not giving up yet! The diagonal sidewalk/grass size will be changed - as it is now it wouldn't match up properly in the game and I didn't realize that until I started working on ortho to diag curve pieces. The one with white lines and grass doesn't have any proper curbs in the image yet - white lines + sidewalks isn't on the agenda.
Thank you for starting to fix that, the Maxis curves curbs had no reason to be so sharp to beging with.
Quote from: j-dub on August 20, 2008, 07:32:13 AMMaxis curves curbs had no reason to be so sharp to beging with.
That one piece that goes between the curved road and the diagonal road in the picture (http://img507.imageshack.us/img507/3293/20080820085204bwh8.jpg)... it's the same piece for boths curves just in different rotations. It's also used in at least 3 or 4 other instances... which is why I can't really change those curves much. They have to work in all the same situations the old ones do :/
*edit*
Unzoned area intersections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F8488%2F20080821074558hj0.th.jpg&hash=9b8a20db5386e23ee0cf94bb0404df61065e31b7) (http://img210.imageshack.us/img210/8488/20080821074558hj0.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F5681%2F20080821074911xk8.th.jpg&hash=a7e8ceeca7609e7cf6d0e0f2feaa26ccaca71b93) (http://img210.imageshack.us/img210/5681/20080821074911xk8.jpg)
I'll probably stick with double center lines 2 tiles from intesection (with NAM turning lanes mod) but threw in the dashed line version of the ortho just because I started using the dashed line pieces to build off of. I'm thinking of perhaps using some sort of brick texture for crosswalk in $$$ intersections. This (http://maps.google.com/?ie=UTF8&ll=39.962279,-83.000821&spn=0.001414,0.003313&t=k&z=19) is an example of what I mean. I'm not sure curved curbs will work on the diagonal intersections - east and west curbs in the image here might get messed up. It looks as if the game might use the same piece for one tile as it does in a 4 way and 3 way diagonal... will only know after testing... eventually. I might be wrong about this though :)
QuoteI'm not sure curved curbs will work on the diagonal intersections - east and west curbs in the image here might get messed up.
Just make the curve a standard size and use it on any and all intersections that may have that.
However... keep in mind that it's kind of a no-no to have "unique" stop lines (basically single-sided stop lines) because the game frequently flips intersections rather than rotates them like it should...
Quote from: Shadow Assassin on August 21, 2008, 06:08:27 AM
Just make the curve a standard size and use it on any and all intersections that may have that.
However... keep in mind that it's kind of a no-no to have "unique" stop lines (basically single-sided stop lines) because the game frequently flips intersections rather than rotates them like it should...
Which is a rule Maxis didn't follow for street/rail diagonal intersections.
I'm reasonably sure that intersection textures for diagonals are flipped frequently. This includes textures for diagonal T intersections and orthagonal/diagonal "y" intersections and orthagonal/diagonal 4-way intersections, and possibly diagonal + intersections. Orthagonal T intersections are also frequently flipped. I can't help this, but I would like you to know that your stop bars may be detrimental to the overall realism of your intended modifications. Crosswalks are not affected by this, but you should be very precise when putting them into the textures to make sure that they match up properly.
I wish stop lines weren't affected like that... But the good news is that stop bars aren't always there where a stop sign or a traffic light is.
Stop lines can (will) be removed or made to go all the way across road no problem :)
Even with the possibility of flipping, I might like to have a go with the stop-lines as they stand; I'd like to see for myself just how often it gets flipped.
Its too bad they made the game that way with the flipping, I don't know if anybody has avenue rail road crossings with gates, but its especially irritaiting how the props flip with the texture. The roads I could handle, because the gates go over to the other side, but then again I can't stand the fact how the white stop line ends up on the wrong side of the road for me already.
1st test, 1st problem. The difference in color is kind of on purpose... going with the DTP RHW style of colors for new 80px pieces for now. 3 textures, only 2 show up :(
before:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg55.imageshack.us%2Fimg55%2F9347%2F20080825135838yl6.th.jpg&hash=97a0c75d9583b6e5baa81ecd6813420230b31864) (http://img55.imageshack.us/img55/9347/20080825135838yl6.jpg)after:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg82.imageshack.us%2Fimg82%2F2444%2F20080825141931nx9.th.jpg&hash=f1d62849f21c485953778bda484fb8bef71d7631) (http://img82.imageshack.us/img82/2444/20080825141931nx9.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg55.imageshack.us%2Fimg55%2F2750%2F0x00002e04ui7.png&hash=de234762c9de8a2fa2ad8d538bb029e871fcae04)0x00002E00 = > diag/diag 3 way
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg55.imageshack.us%2Fimg55%2F4854%2F0x00051104ks9.png&hash=d3d8df3bf5cc5d5e27a7a9235a2025f761e143a1)0x00051100 = / should be the straight piece with curved inside corner on the diag/diag 3 way? Not seen in pics, the game is just using regular straight pieces of road instead.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg55.imageshack.us%2Fimg55%2F1732%2F0x00003904hc7.png&hash=00a68365226de8e2ef680d27172ef8b7345fd550)0x00003900 = |\ ortho/diag 3 way
A 3rd problem with curved curbs (and I really don't want to have to remake all my textures with square curbs!) is where you have the main diagonal road and then 2 diagonal roads intersecting right next to each other... there should be another texture to complete the 2 inside curved curbs at one edge of the main diagonal road but I don't think there's an IID for it since it looks like the game is using the regular straight piece there as well.
Could any of these problems be RULed? Have I missed the proper IIDs or somehow assumed wrong about 00051100?
*edit*
1 more problem... the sidewalks change between $$ and $$$ but the game refuses to use the $$$ textures I made for these diagonal 3 way intersections - $$$ should have had a red curb. I've double checked my IIDs in the DAT and unzoned and agricultre works properly... even the high/low density $$ texture work properly. Apparently Maxis thinks high wealth areas don't have diagonal intersections?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg174.imageshack.us%2Fimg174%2F6021%2F20080825142903jm2.th.jpg&hash=1f7dcdd1643bdc155296f44ba9fb5ae175d03f5d) (http://img174.imageshack.us/img174/6021/20080825142903jm2.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg174.imageshack.us%2Fimg174%2F8391%2F20080825142946ya2.th.jpg&hash=6ab169d849208cbe9840b129944aef480546ff3b) (http://img174.imageshack.us/img174/8391/20080825142946ya2.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F7867%2F20080825143416am9.th.jpg&hash=a12cc6aa02430b530778f8f295365cfcdc8fba99) (http://img254.imageshack.us/img254/7867/20080825143416am9.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F6529%2F20080825143714hu1.th.jpg&hash=b493721928ec9242ba87c5fb1dc81e0bc9e8fa56) (http://img187.imageshack.us/img187/6529/20080825143714hu1.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F7259%2F20080825143721pm8.th.jpg&hash=f625dd571f59b1ec827084562b593ccd5f960d1d) (http://img187.imageshack.us/img187/7259/20080825143721pm8.jpg)
Wait, The Intersection Pieces are more Darker (black) then the straight peices. ()what(). But great job :D, i can't wait for the Next Release.
I think that's because those are the only ones he's done... at least, as far as solid-line roads go...
I tried a little RULing and failed. I'm thinking/hoping that 0x0000B00 is an available ID. From the original SimCity DAT files A00 is diag road, C00 is a diag to ortho piece and F00 is 90 degree ortho turn - they skip letters so I picked the missing B to experiment with. I have screenshots of in game and ilive's reader hoping I made a big n00b mistake with the RULing that someone can point out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg82.imageshack.us%2Fimg82%2F7373%2F20080826023346th6.th.jpg&hash=412a4f001328ad7ef52754472105e705ae62b437) (http://img82.imageshack.us/img82/7373/20080826023346th6.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg82.imageshack.us%2Fimg82%2F495%2F20080826023505ic8.th.jpg&hash=6439ac53bfd29a6c46c6dbf2b45f6e7d80faa3df) (http://img82.imageshack.us/img82/495/20080826023505ic8.jpg)
I changed 1,3 to 3,1 for rotation on the last piece and it still didn't work.
Well, there's three issues I noticed--the first is that you used the wrong RUL file. The RUL with Instance ID 0x0000000e is a Supplementary Individual Network RUL file for the Avenue network. The RUL file that handles overrides, like those in the RHW and SAM is 0x10000002--you can find the most up-to-date public version of it in the NetworkAddonMod_Controller.dat file in your NAM folder.
That RUL file right now is so long that it actually goes beyond the Reader's built-in character limit (it's also over 2MB, impressive for a text file), so you have to export it (right click the file and from the menu that appears, select "Save decoded file"), and edit it in an external editor like Wordpad or Notepad. To get it back into the Reader, just select "Insert and compress file".
The second thing I spotted is that you had three textures on the override you were trying to set up. Unfortunately, the RUL can only handle two textures/models at a time (I learned from personal experience :D), so you'll have to write multiple lines of code in order for that override to be complete.
The final thing--I noticed you had "0x0000B00,1,3" at the end. You left out a "0" on the texture instance ID (I've done that many, many times myself--nothing to be embarrassed about)--also, the second number can only be a "0" or "1". It's basically a "no/yes" for flipping the texture. The first number handles rotation, and ranges between 0 and 3--when you do have a flip, though, it reverses the direction of rotation from clockwise to counterclockwise--which means, more or less, that 1 and 3 are reversed upon flipping.
I also see you've made it so the textures are IID labeled in game. I do the same thing myself a lot of times, it helps out immensely. :)
Hope that helps! And the textures look fantastic as always! :thumbsup: It's always great to see another RULer getting started.
-Alex (Tarkus)
Edit: I've checked myself, and 0x00000B00 is an available texture IID.
I'm going to have to try with a texture I know I can get to show up maybe because this didn't work. The B00 textures are in their own DAT file in a z subfolder of the NAM folder. I'm also thinking (in hindsight) that I should put any additions to the controller file at the end to find it easier using reader.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F1197%2F20080826041013ro4.th.jpg&hash=22eca3abb073b2f2209cc28d765f8a717b8bc42a) (http://img254.imageshack.us/img254/1197/20080826041013ro4.jpg)B04:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F8750%2F0x00000b04fl0.png&hash=95226a4bad63304bf2ee8302a2cad96f805698d2)
I was wrong on my rotations of the original textures! ;D
0x00002E00,0,0,0x00000A00,2,0=0x00002E00,0,0,0x00000B00,3,1
gives:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg409.imageshack.us%2Fimg409%2F5093%2F20080826055158sh3.th.jpg&hash=93875e7655036df2673d1593d7a10199237a4bf0) (http://img409.imageshack.us/img409/5093/20080826055158sh3.jpg)
QuoteI'm going to have to try with a texture I know I can get to show up maybe because this didn't work. The B00 textures are in their own DAT file in a z subfolder of the NAM folder. I'm also thinking (in hindsight) that I should put any additions to the controller file at the end to find it easier using reader.
Just use a temporary texture and you should be fine...
As for the latter: that is actually recommended, it makes it that much easier to edit.
looking good =)
- Allan Kuan
I'm getting stuck again! The text in the images is shorthand for the RUL code. When I do it one way, I get the B00 texture I'm expecting but it's to the left of the E00 texture!
0x00002E00,1,1,0x00000A00,2,0=0x00002E00,1,1,0x00000B00,2,0
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg409.imageshack.us%2Fimg409%2F9572%2F20080826081506km1.th.jpg&hash=b345827b1d50d6b33423d0a4d5ed0d38b9b8eecd) (http://img409.imageshack.us/img409/9572/20080826081506km1.jpg)
Okay... so my feeble logic says try swapping E/A and E/B but that doesn't work.
0x00000A00,2,0,0x00002E00,1,1=0x00000B00,2,0,0x00002E00,1,1
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg409.imageshack.us%2Fimg409%2F6443%2F20080826081106kb8.th.jpg&hash=21e05034fc830c617b2d5c29fa5d21caccdde521) (http://img409.imageshack.us/img409/6443/20080826081106kb8.jpg)
0x00002E00,0,0,0x00000A00,2,0=0x00002E00,0,0,0x00000B00,3,1 - this code seems to be fine (?) and is responsible for the intersections that look correct in both images. I think I might be misunderstanding something fundamental about these rotations and RULs.
*edit*
Here's one I tried out of desperation... swapped only the replacement texture side of the code lol
0x00002E00,1,1,0x00000A00,2,0=0x00000B00,2,0,0x00002E00,1,1
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg409.imageshack.us%2Fimg409%2F9269%2F20080826083113lz0.th.jpg&hash=8f9a8558705e42f9d86f18f9d7eb401517b11bec) (http://img409.imageshack.us/img409/9269/20080826083113lz0.jpg)
*edit*
The B00 texture isn't pathed... not that the texture it's replacing was pathed properly by maxis in this instance on a third look the intersection tile takes care of it... sharp 90 degree turns for each lane in the direction of where I wanted B00 to go.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F4293%2F20080826203123ch2.th.jpg&hash=8ec9c3632dd1b8c7bae4f4e8a8479249bf545ca9) (http://img204.imageshack.us/img204/4293/20080826203123ch2.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F1474%2F20080826203348xw7.th.jpg&hash=c9ef4611eda94bd8088fda39909bbe5f9126ff50) (http://img204.imageshack.us/img204/1474/20080826203348xw7.jpg)
I wonder... the idea of forgetting the curved curb on the side that is causing me such a headache but adding a continuous right-turn lane in the large triangular empty space of the intersection tile. Of course it would only work in one orientation for the side road... the other orientation would have it be a continuous right turn for the main road... scrapping the curved curb on both inner corners here might be the best solution for me &mmm
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg527.imageshack.us%2Fimg527%2F4856%2F20080826204728qd0.th.jpg&hash=91a5925f823532b14b51af6606cf24cc1ba49e48) (http://img527.imageshack.us/img527/4856/20080826204728qd0.jpg)
Okay so I'm ditching the curved curb on one side of the 3 way diagonal since I couldn't figure out the proper RULing and will have to do similar for the 4 way diagonal. I'm still trying some RULing for something (can be seen in the pics) with about 50% of it working. RULs aren't necessary for the texture replacement to work, just experimenting with more unassigned Maxis IIDs. Pics are with empty plugins folder except for NAM and my 80px road stuff I have so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F9969%2F20080827150535zx5.th.jpg&hash=b9d21cc7c50c00ff5b7158d96eb52d7ac73d9a69) (http://img300.imageshack.us/img300/9969/20080827150535zx5.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F2898%2F20080827150502ng6.th.jpg&hash=03b2a258f7a9afa1d56f11f18ffdc225e4724233) (http://img300.imageshack.us/img300/2898/20080827150502ng6.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F7994%2F20080827150512ae4.th.jpg&hash=2a091d70b14f42e2ce695a46ad9c9ce1e1d1e47c) (http://img300.imageshack.us/img300/7994/20080827150512ae4.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F7085%2F20080827150453ei0.th.jpg&hash=31b6378a76ca8d2e2f167a333228c87293680d3c) (http://img300.imageshack.us/img300/7085/20080827150453ei0.jpg)
Nice roadtextures, videosean! :thumbsup: Maybe I can make some Euro-style road textures when it's finished.
Thanks for the compliments and advice everyone it is appreciated even if I don't always say so :) I'm open to suggestions usually too.
I have 3 more curve textures this morning... the center tile of each image. I'm not crazy about how they look or match up with the other textures - I might be able to tweak them some more but I'm getting sick of trying to match up the lines perfectly lol. The center image that looks like an ortho to diagonal piece looked really wrong to me with a curved edge for the left side so I think I'll keep it a sharp angle. If I go any further to the right with the right edge of the right texture I won't have any room at all for a small grass strip before the sidewalk but I wish the right edge of the curve were more sharp so it better matched the inner curve :(
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F7658%2F20080828053406ne1.jpg&hash=1ea3d555edc8f65727d55b7a2cb0339328c9b783)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F6918%2F20080828073554ch4.jpg&hash=dc307663b7a803ec73720df94783bb34cf00115e)
Some days I feel like I'll never get to the NAM textures.
You are missing a piece for the curve to 45 degrees. The corner is actually made up of 2 pieces before the true diagonal piece pops in.
Those actually aren't 45 degree/diagonal straight road pieces above and below each texture I'm working on. I did the ortho to diagonal pieces earlier. The pieces that look like 45 degrees roads above can be seen in these 2 mockups and there is a slight curve to them.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F5269%2F20080820085204cvb5.th.jpg&hash=14b61f4c3f22eddd9f94502c3392a8362cb9bb43) (http://img254.imageshack.us/img254/5269/20080820085204cvb5.jpg)
Quote from: Diggis on August 28, 2008, 05:38:57 AM
You are missing a piece for the curve to 45 degrees. The corner is actually made up of 2 pieces before the true diagonal piece pops in.
Yes, Diggis is correct. Look for 0x00000C00. :) It fills the gap between 0x00004D00 and 0x00000A00.
-Alex (Tarkus)
Edit: Never mind. :D Looks like you got it.
My 45 diagonal straight, Maxis C00, my C00, in game shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg353.imageshack.us%2Fimg353%2F4802%2F0x00000904bq6.png&hash=1466c9e7895025bf98ad4f6dee8f03d969222a8b)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F5928%2F0x00000c04sf6.png&hash=8e39aa66ad7c844e5960f84d4145c685cbe9c690)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F6159%2F0x00000c04gq6.png&hash=f8915ccbbad499590446bf35f621f99027c356aa)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F9897%2F20080828162013js9.th.jpg&hash=8e1de3517a61e152c64704f78675d824f22ae166) (http://img84.imageshack.us/img84/9897/20080828162013js9.jpg)
:)
Great work on the textures &apls
You'll get to the NAM textures eventually :thumbsup:
btw, are putting those IIDs on in Photoshop or have you modified the game textures to show the IIDs?
I just use photoshop - wish I had the skills to modify the game to show us IDs!
All you'd really have to do to do that is just extract the textures, use Photoshop to write the IIDs on the texture, and then import the "marked" textures into a separate .dat. I do that quite regularly, and I find it helps immensely with RULing to have "IID Revealer" files.
-Alex
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F6918%2F20080828073554ch4.jpg&hash=dc307663b7a803ec73720df94783bb34cf00115e)
Can you improve the middle bottom texture? Curve the the road slightly so that it doesn't appear the curb suddenly changes angle.
As well, the left bottom texture looks funny when the road line doesn't follow the curb's curve.
And one last thing... the diagonal texture... the left side (everything left of and including the left yellow line) seems to be offset by 1 px. I think that you were intending to make these "symmetrical"; if that's the case then the offset might theoretically screw things up a bit. That's of course unless the SC4models are all offset... in which case... >.<
- Allan Kuan
That middle bottom texture 0x00000C00 is used in several instances. It's usually part of a 2 tile transition combo when a road transitions from ortho to diagonal. 1st image shows my 0x00000C00 with the Maxis 0x00004D00 which is what my middle image is for. 2nd picture shows all the transitions I could think of (there could be more though) where 0x00000C00 is used and marked every instance of 0x00000C00 with a yellow square in it's tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F1795%2F20080829104026zj6.th.jpg&hash=4d616d7e6249355a64a79648a7ef0c939ac0d025) (http://img299.imageshack.us/img299/1795/20080829104026zj6.jpg)
I'll try to come up with something better for that middle middle 0x00004D00.
0x00004D00:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F4614%2F0x00004d04cu3.png&hash=8f0a625977ad8328f78f9b0c290a0f12701ceaa9) 0x00000C00:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F5928%2F0x00000c04sf6.png&hash=8e39aa66ad7c844e5960f84d4145c685cbe9c690)
Sometimes the photoshop screenshots might be of something that's not quite finished. I'm not going to allow any 1 pixel offsets in the game - will fix any I find after testing and honestly haven't tested the ones I've been showing photoshop screenshots of yet.
*edit*
I'd rather not separate the double lines because there should be angled lines between them when that's done (and they'd only look proper about half the time in the game due to texture flipping) but it looks wrong to me with one lane looking wider than the other.
new 00004D00:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg295.imageshack.us%2Fimg295%2F7741%2F20080829200035ib1.jpg&hash=812082c2310c3a1b7e612f0b39bc62dad0d5009f) old:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F9288%2F0x00004d04xxxuv2.png&hash=3a8d4c0d852327167eb369b918149970947fbf7f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F6226%2F20080905191643gy4.th.jpg&hash=1c1c3b01bce3b6b072363555a1251ca4b8817365) (http://img149.imageshack.us/img149/6226/20080905191643gy4.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F3524%2F20080905191633ke8.th.jpg&hash=338b757b59965f4c3b07b6cb9bc36843e8d2ab17) (http://img149.imageshack.us/img149/3524/20080905191633ke8.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F7207%2F20080905191625ue9.th.jpg&hash=0c5d796d8d0fb3ce0c7127d3154275ee4d7ea837) (http://img147.imageshack.us/img147/7207/20080905191625ue9.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F8462%2F20080905184830lk5.th.jpg&hash=330d221e38baa3090af0b9603879e51d056bacdc) (http://img257.imageshack.us/img257/8462/20080905184830lk5.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg260.imageshack.us%2Fimg260%2F6654%2F20080905185045jt5.th.jpg&hash=b501afb8223c40c5e6a4703eb9c82ec60b6aec8d) (http://img260.imageshack.us/img260/6654/20080905185045jt5.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg111.imageshack.us%2Fimg111%2F7620%2F20080905185056vh1.th.jpg&hash=d84524e7bdf55d42988c0e7b6ca017aea8f2a015) (http://img111.imageshack.us/img111/7620/20080905185056vh1.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg111.imageshack.us%2Fimg111%2F204%2F20080905185112nw8.th.jpg&hash=d6cf114a0d08e72790e637bdb75e6976c5ee8210) (http://img111.imageshack.us/img111/204/20080905185112nw8.jpg)
Slowly but surely this will get done :)
If anyone would like to try out my mstery.dat file feel free! It contains texture IIDs of road intersections that I'm not able to get to show up in my game. If you can get them to show up I'd like a screenshot so I know how to make them show up :)
http://www.disperseit.com/view.php?id=14161 - zip file with DAT file and PNGs of the textures marked with IIDs.
Very nice, very very nice
cant wait for more :)
Joe
I'm thinking there's little or no need for a crosswalk for the south and east sides of this intersection (would still want stop lines of some sort and the left image shows that) but I might keep the crosswalks.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F7091%2Fint00021b04auo3.png&hash=b91a6c07d32676f8fd6262f8f03978d457a1fff3) | (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F6782%2Fint00021b04bwh5.png&hash=e55db4027aa78cc2b190f19fa0eebacb166d6ecc)
00040D00 - I've figured out this texture's purpose (can cross it off the list if you're trying the mystery.dat from earlier) but I wasn't able to get it to show in my game. The connecting roads are 0x00000C00 - not regular diagonal straights.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F7029%2F0x00040d04afx0.th.png&hash=b6731b3521979a469af512160f32d2e8e17b069b) (http://img201.imageshack.us/img201/7029/0x00040d04afx0.png)
I'm fairly certain that when I tried to get the 00040D00 intersection in my game it changed into 00010400:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg238.imageshack.us%2Fimg238%2F846%2Fint00010404amw4.th.png&hash=a7e0811cf09765917f5659fc2f00b327bd00f307) (http://img238.imageshack.us/img238/846/int00010404amw4.png)
I should make textures for anything I can figure out even if I can't get it to show in game... right? It would mean more bloat/wasted unnecessary bytes (as long as my attempts to get it to appear were good enough) but it would be complete.
Great Idea.
Is it available for download anywhere?