This is support thread for my creations. Post your problems with my creations here.
My current projects.
A mod for the NAM's Rail Curves/FARR that allows the same behavior as the dragged rails. Dirt texture appears when puzzle pieces are touching zones.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg354.imageshack.us%2Fimg354%2F809%2Fautomaticrailcurvesfilleb5.jpg&hash=6d657c19fcb80cde3e73546a58ecdf9d2d8b24c6)
Due to the way how it works, sometimes a part of dirt texture overlaps rails. This side effect may annoy you when taking screenshots. You can see some small noises in the picture.
And subway converter lots for the HSR/GHSR.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg505.imageshack.us%2Fimg505%2F4016%2Fhsrtosubwayst6.jpg&hash=a70286488c90a73e88569acfd2cb55ad2d07160a)
I used monorail instead of HSR on purpose to show size of lots. They are 1x1 size, actual lot is under the HSR/GHSR track model as prop.
Tunnel is 3ddz's model. If you were using the first version of HSRP, you'd remember it. He included two different models in his release but one of them(hsrp Tunnel.bak, which is not in the picture above) may not be included for it has a problem with LODs.
The NAM Curve/FARR fix would be incredible, ebina. Thank you so much for all your great work.
David
You never cease to amaze me, ebina. :) Using the old trick that morifari applied to the GLR for HSR is a great idea!
Pleased to see you with your own showcase here, ebina. :thumbsup: Can't wait to see what you come up with!
that stuff looks great ebina :) will be keeping an eye on this thread ;D
Joe
the mod is great, look forward to seeing more
That curve mod is amazing indeed. :thumbsup:
All: Thank you for your interest in my projects.
David: I don't think this one can be called fix for it brings a side effect. This will have to be a separated plugin. If side effect is not acceptable to someone, then he can remove the mod.
I'll upload trial version next week. Please try it and see how noises can be annoying.
Andreas: Morifari's tunnels are exactly what gave me an idea.
Problem is that 3ddz's model was created for draggable tunnel originally. Plopping HSR tunnels onto first tile from hillside is possible but visually bad. Hillside appeared inside the portal. Lots should be plopped onto second tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F486%2Fghsrtunneled5.jpg&hash=632006f55c49547a7744cda801a92d541353de7d)
While taking this picture I considered I may need to redo the lots. Tunnel portal can be moved to center of the lot.
Have uploaded CRRAF(Curved Railroads Automatic Filler). EDIT: Download link has been removed. Please see page 3.
I said it is trial version but it can be full version since nothing will be added anymore.
CRAF(Curved Roads Automatic Filler) is also included in the download. However, noises generated by CRAF are somewhat terrible compared to CRRAF. It would be better to use Jayson(sithlrd98) san's modds that replace texture of puzzle pieces directly, or uroncha's lot based filler.
To test CRRAF, simply copy files to folder that loads after the NAM and NAM curve plugin. For members who don't have FARR, you can test CRRAF using rail 45 curve piece.
Please note that dirt texture that appears around rail curves is same as the ones that appear around networks at farming zones. Thus if you installed any modds that replace dirt texture with something, replaced texture will appear. And if that mod is No Rail Dirt Mod, as it replaces dirt with transparent texture, nothing will appear.
These are samples of what I call "noises", are marked with white circle.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F1253%2Fcrraf01cr8.jpg&hash=6ec0d20aedaf8b8c136d9475569593e6f33586ab)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F9433%2Fcrraf02hy2.jpg&hash=c6aa0e6aedcd67f4d2ac75aad1e6131a1cd3cbd8)
2nd picture from different angle. Noises in 2nd picture cannot be seen but other ones appeared.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F8213%2Fcrraf03af9.jpg&hash=12e4ef3a86ec8ce149a964d14985989c65c17914)
Noises appear/disappear by rotating map and changing zoom level. Result can be different on your computer than what I showed.
Ebina-san I did not see this thread until now, and I must say, WOW! :thumbsup: These are beautiful new additions to the game!
Cheers for the mod :thumbsup: It improved the looks in my cities significantly since I use a lot of curves in rural areas.
HSR subway converter is near completion. The set will contain two different tunnel models and lots for HSR/GHSR of both models. Stats are basically same as the game's elevated rail/subway transition lot. Capacity will be 6,000.
Model A(from hsrp Tunnel new.dat) | Model B(from hsrp Tunnel.bak) |
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg371.imageshack.us%2Fimg371%2F1633%2Fhsrsubwaymodelaah2.jpg&hash=0e6cf5e74c1ac50cc67fd55b27e528f07bda7dfc) | (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F3180%2Fhsrsubwaymodelbdh9.jpg&hash=5299cad08afcc20f44a9d6892f48b525d79be20e) |
Subway needs to be connected in this way. If tunnel portal is facing to north then subway has to be connected to south.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg386.imageshack.us%2Fimg386%2F9232%2Fconnectingsubwaytolotar4.jpg&hash=54888198333dde5cc423772cdc04224e31cdbe6e)
I'm looking for members who would be able to help with creating menu buttons and writing documentation. If you could help please let me know.
Next project is revised version of Underground Rail Sidewalk Mod.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg362.imageshack.us%2Fimg362%2F9605%2Furailtunnelquerygz2.jpg&hash=f25218b4a25e3a877941722595fe3b600692b707)
Most noticeable improvement is U-Rail Tunnel Query. Like OWR puzzle pieces show arrows, U-Rail pieces show rail ghost by querying. It allows distinguishing U-Rail roads and normal roads easily, and finding misconnected tiles.
I must confess I haven't used Underground Rail at all yet - haven't had a need for it since I never built a station like Brussels Central.
However these underground rail pieces could be VERY handy in building underpasses for any kind of railways replacing the rail-to-subway converter pieces Buddybud once made als Beta - especially since the subway converters can only do passenger rail (or freight train with some midding). All that would be needed are some entrances for embankment or sunken ...
Just an Idee (unfortunately I cannot BAT ... )
Bernhard :thumbsup:
ebina,
I can make some icons once I have the lots, and also compile a readme file, if you provide me with a basic text. We could release those in the same fashion how I released the HSRP station, so it wouldn't be hard for me to use those files as a template.
As for the underground rail, I really like that query feature. Like Bernhard, I haven't used those pieces in my cities before, but I always planned to do so eventually (esp. since Ferox recreated Warsaw central station as a BAT). :)
nice work on those CRRAF :)
dave
Quote from: Nardo69 on November 14, 2008, 05:28:56 AM
However these underground rail pieces could be VERY handy in building underpasses for any kind of railways replacing the rail-to-subway converter pieces Buddybud once made als Beta - especially since the subway converters can only do passenger rail (or freight train with some midding). All that would be needed are some entrances for embankment or sunken ...
Maybe a kind of OnSlope pieces? I also wanted such pieces but creating puzzle piece is out of my knowledge... &mmm I may be able to create some pieces by copying existing ones, though.
Quote from: Andreas on November 14, 2008, 10:14:27 AM
I can make some icons once I have the lots, and also compile a readme file, if you provide me with a basic text. We could release those in the same fashion how I released the HSRP station, so it wouldn't be hard for me to use those files as a template.
Thanks for offering. Check your PM box, please.
Ebina san, the underground rail is really cool. I can't wait to use it, because I am planning an underground train station for my CBD! :)
Thanks to members who tried the CRRAF/CRAF. There was a request for updating them but I'm not planning to update at this point.
Uploaded beta version of U-Rail Query.
Temprarily removed download link. Updated version will be uploaded next month or so, including RSS for elevated rail dual networking pieces.
This beta includes unofficial update for the NAM Light URail plugin since I had to remove some old textures that are not compatible with new setup of S3Ds. For installation please check simple readme in the download.
I was redoing every S3D for U-Rail from scratch because I learned nice technique from Chrisim's post. It allowed reducing number of textures, I don't need to create road textures for each sidewalk mod separately anymore.
After installing the beta your Underground Rail puzzle pieces will look like the road in the upper side of the images. Roads in the lower side is regular draggable road with regular sidewalk, for comparison. My darkened textures for puzzle pieces are slightly redder than standard textures.
(NetworkAddonMod_Light_URail_Puzzle_Plugin_02062009.dat)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F9426%2Furailupdatemaxislk1.jpg&hash=7439b3c528093b9dcdb90979f4bb5ba40160675e)
Jeronij's sidewalk version, combined with the SFBT Euro Road Textures Mod.
(NetworkAddonMod_Light_URail_Puzzle_Plugin_02062009.dat, z_URail_Update_SidewalkTex_Jeronij_MW.dat, zzz1_NAM_Euro_Textures_URail_02062009.dat and zzzz3_Euro_Textures_Crosswalks_Add_URail.dat)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F5424%2Furailupdateertmjeronijbu1.jpg&hash=39ff5f45fc8175c1906fcca375ffb3d74c58880f)
Sidewalk texture and road textures can be replaced independently. You can use different sidewalk texture and road textures from regular roads if you want. I'll expand this replaceable sidewalk system to Elevated Rail on Road/Street.
Please test the beta and if you have suggestions or found any errors post it here.
Byproduct from the LTEXT topic, last section of fonts.ini is for the Lot Editor. LE is also able to display Japanese characters. But I might cancel this due to a certain limitation. Is there any demand for translated LE?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F4323%2Fjapaneseleui.gif&hash=c5fc4f2dcb812ee0bb9cbc55569d6cd39d55e58d)
"Choose New Building for Lot", "Choose Prop Family" and some cannot be translated(or I might have missed something). They ignore the content of "caption" or "captionres", they seem to be defined in elsewhere.
Uploaded the STR version of the One Way Railroad Crossings Sidewalk Mod.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F19%2Fstrxowrsidewalkmodlex01.jpg&hash=87a9e979593d1d858ffd03a0854a35240e958aef) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F9656%2Fstrxowrsidewalkmodlex02.jpg&hash=76bd04635b1bc036490f9889dacdba485a39cfdd)
This is RC version, includes a full readme along with mod files. I'll upload this to the STEX when the STR is uploaded on there. If anyone else's sidewalk mod is not supported in the uploaded version tell me where I can get that missed sidewalk set. I'll add needed files.
EDIT: Removed the download as of July 24th 2009. Please download the Railroad Crossings Sidewalk Mod.
Hmm, I wonder if this mod (and Swamper77's version for the Maxis railway crossings) shouldn't be included into the NAM...
Quote from: ebina on October 08, 2008, 07:27:42 AM
Have uploaded CRRAF(Curved Railroads Automatic Filler). http://www.savefile.com/files/1827860 (http://www.savefile.com/files/1827860)
I said it is trial version but it can be full version since nothing will be added anymore.
Hi. I noticed that the link takes me to a "file not found" page. Would you be able to restore the file? Thanks very much.
&apls nice work!
I love the yellow mod
FortSixAndTwo462: Sorry for the inconvenience.
Here's a new link. EDIT: Download link has been removed. Please see page 3.I searched my PC but could not find exact copy of the zip file that was on the Savefile.com. And I cannot remember if I wrote readme...
I repackaged mod files only, nothing has been updated from the initial version. Since there's no mod that will conflict with the CRRAF you don't need to care about the loading order of files. Simply copy files into your Plugins folder.
czkimi: Thanks.
Quote from: Andreas on March 29, 2009, 08:36:28 AM
Hmm, I wonder if this mod (and Swamper77's version for the Maxis railway crossings) shouldn't be included into the NAM...
Sorry for late reply... If OWRRX is part of the NAM, how do you implement it? If you include OWRRX into the NAM, only Maxis sidewalk version without diagonal grass options should be a part of the NAM to make installation simple. Textures for custom sidewalks and grass options for Maxis version can be separated download.
Second option is simplifying OWRRX. Same as the way Maxis took for diagonal roads, omitting fully paved diagonal for low density zones and grasses for medium/high density zone is possible.
Well, like the GLR Track Mod I'll release the mod first separately. Repackaging the mod into official NAM release can be done sometime later.
Fantastic! Thanks very much, ebina.
Ebina san, you are great!! &apls
But I think that only the GHSR needs the trick of subway conversion :-\, because the monorail has a tunnel entrance-exit and the HSR needs only an overhanging LOT.
So I've a request: Can you make the Model B as an overhanging LOT for HSR?
vinlabsc3k: It would be technically possible. Rather than that it might be better to add 3ddz's tunnels as second and third model of draggable tunnel, like GoaSkin did to road and rail. If I could get good result on it I'll post it here.
EDIT: Quick test. No lots or offset props.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F5504%2Fdraggablehsrptunnels.jpg&hash=f922fee185761f7349a8aad73ecb28b2e1fff9e4)
Yeah, i know, but there's a problem :thumbsdown:, if you want build monorail and HSR together, you must exit the game :'(, change the tunnel "skin" ()what() and reboot the game :bomb:. For this complicated procedure i've opted for the simple one. But this is only my opinion. /&HiPP/%
P.S.: The Model B must be positioned a little bit forward &idea
Quote from: vinlabsc3k on June 09, 2009, 03:47:53 PM
Yeah, i know, but there's a problem :thumbsdown:, if you want build monorail and HSR together, you must exit the game :'(, change the tunnel "skin" ()what() and reboot the game :bomb:. For this complicated procedure i've opted for the simple one. But this is only my opinion. /&HiPP/%
I know but GoaSkin's way allows using HSR tunnel and GHSR tunnel at the same time so I think it is worth to do.
Quote
P.S.: The Model B must be positioned a little bit forward &idea
It seems model B has problem with LODs. I guess that's why top of roof is not correctly displayed. If 3ddz could rerender the models, but he is not online for long time... Or hillside in the test shot is too high... Lowering hillside, or required heights for tunnels might be able to make tunnel B better. I will research good values for enablers of model B.
Oh, one more "tunnel" by the way, inspired by dedgren's screenshot posted on 3RR. HSRP additional tunnels might include this one, too...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F2485%2Fubghsr.jpg&hash=d76af397716c3d09f574849f14e47e9c154eea47)
Hi there, would it be possible to change the tunnel pieces so they use these props (http://www.simtropolis.com/stex/details.cfm?id=21764)?
Then when the HSR texture and models are changed the tunnels will still match.
Quote from: vershner on July 03, 2009, 06:57:54 AM
Hi there, would it be possible to change the tunnel pieces so they use these props (http://www.simtropolis.com/stex/details.cfm?id=21764)?
Then when the HSR texture and models are changed the tunnels will still match.
I think even if I use them old HSR textures have to remain there since track part of portals is in the same model. If anyone has GMAX files of 3ddz's tunnels they could be rerendered using your upgraded texture. But I don't think his tunnels could be updated...
Although I cannot do it as I'm not a BATter, creating brand new portals using your texture would be possible.
That would be cool...
Uploaded Railroad Crossings Sidewalk Mod (http://www.simtropolis.com/stex/details.cfm?id=22066) on the STEX. It is for mainly adding wealth dependent textures to the level crossings where heavy rail intersects with street, road and one way road.
I'll restart the U-Rail Update Mod.
I am in awe! You are definitely helping to fill in some major gaps and I appreciate it! I just had a quick look , and you hit all of the mods I did (looks like I need to do the Blam set :) )
Great work Ebina san!
Jayson
Thank you, Jayson san.
Quote from: sithlrd98 on July 21, 2009, 05:21:52 AM
... (looks like I need to do the Blam set :) )
If you don't like to combine roadway textures and sidewalk textures again and again for each tile, there's an easy way that involves S3D files. Since your WRC sidewalk mod is for model based network pieces it will work.
Chrisim's way allows you to easily combine roadway textures and sidewalk textures. Even if sidewalk is HD and roadway is SD, since who combine the textures is the game, you don't need to adjust image size each time to combine HD and SD.
If you wanted to see how to do it I'd try to describe tutorial and post it in tutorial section of the forum.
Thank you Ebina san , that would be much appreciated! Maybe I could actually do Mas sans sidewalk mod justice since his sidewalks are HD! I must admit that the way I do them is rather tedious . I wonder though if I already know this technique and was not sure if it would involve re-distributing models for each mod? I was doing something similar with a beta T-21 wealth mod , but I found a few issues with that.
Jayson
fantastic work &apls
Quote from: sithlrd98 on July 22, 2009, 05:18:06 AM
Thank you Ebina san , that would be much appreciated! Maybe I could actually do Mas sans sidewalk mod justice since his sidewalks are HD! I must admit that the way I do them is rather tedious . I wonder though if I already know this technique and was not sure if it would involve re-distributing models for each mod? I was doing something similar with a beta T-21 wealth mod , but I found a few issues with that.
Jayson
Once you've modified S3Ds they can be used for any custom sidewalks. The method adds "overlay (roadway)" texture to the same part of S3D as "base (sidewalk)" texture. What you need to prepare should be sidewalk textures of new IID for modified S3Ds. Or you can change S3D setting to load regular sidewalk texture (0x08N0000Z) if you omit to darken textures.
I'll start to write a tutorial.
Quote from: jacqulina on July 22, 2009, 06:15:58 AM
fantastic work &apls
Thank you.
So , because I think I know where you are going (of course I'm probably way off :) )....if I attach the base to the existing S3D by adding the with/or without making a new group etc. The models from the NAM dat need to be re-released. If I create new S3D's and create props for the Base and T-21 , they won't work properly .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F5849%2Fsithlrd02.jpg&hash=0e69e20eaddfbabb7e851ddb966b6d5ca98bb528)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F4417%2Fsithlrd03.jpg&hash=1a422ea0a02a7b76928f332027b6aef60a3b3bcb)
I am sorry to "jump the gun" I just have tried a few alternatives and the only way I was able to even slightly make a modular sidewalk mod with S3D's was to make alphas of the sidewalk base , created from the road texture and apply them via T-21. I am having issues even with that technique , but I'm sure it is something that I am overlooking!
Jayson
Sorry, I may be misunderstanding. What I said is to add sidewalk to model based network pieces directly, which cannot be wealth dependent. So it would work for your texture based sidewalk mod but not for T21 based version. Although it might be able to be applied to the T21 based version somehow...
Maybe I confused you Ebina san! I grabbed a few images that Mas san uploaded in my thread from a early beta of my T-21 wealth mod. I used them to illustrate what adding a basic network S3D as a prop , then T-21 ed looks like. I have also just added a Group , etc. to existing S3D files from the WRC NAM dat , but since there now are two sets of vertices , etc. , the results are much the same , and it would involve re-distributing all of the S3D files from that dat. As I said , I probably jumped the gun with my thoughts , and am sure you know much more than me :)
Jayson
Small update to the automatic WRC filler. I have added files for newer DTR curves and switches, and changed height of models to 0.03m to reduce noises as much as possible.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F2267%2Fdtrwrcautomaticfiller07.jpg&hash=f274d4abcd8690c9d9d88819a6fb4c51f67749e8)
Copy z_NAM_Curves_AutomaticFiller_Rails_07292009.dat to Plugins/Network Addon Mod/Plugins folder. The file needs to be loaded after the NetworkAddonMod_WideRadiusCurves_Rails_Plugin.dat. If you have the old version you need to remove it.
I might add road/street/SAM WRC version sometime.
Nice work on these rail!
I have a question for you, I've been trying to use your Yellow Stripped Crosswalks in my city, but when I put the mod in my plugin folder under z, only yellow crosswalk appear on avenue, and I still get white ones on the road. Do you have any idea ?
Quote from: Leodido on August 08, 2009, 05:49:20 PM
I have a question for you, I've been trying to use your Yellow Stripped Crosswalks in my city, but when I put the mod in my plugin folder under z, only yellow crosswalk appear on avenue, and I still get white ones on the road. Do you have any idea ?
What's causing the error could be the Euro Road Textures Mod. Since both modds modify the same textures, the problem appears when the ERTM was loaded after the Yellow Striped Crosswalks. Try to move the folder that contains zebra crossing mod into the ERTM folder. Installing files that need to be loaded after something else as a sub folder of other modds is always easier way to fix such problem.
Thank you ebina, It fixed it :)
One more question, is it possible to have your crosswalk yellow lines as overlay textures? I'd like to make custom transit enabled slot including crosswalk so I could plop them anywhere not only at intersection?
Also, great work on these crosswalk they are superb!
Léo.
Love your rails, Ebina San
Quote from: Leodido on August 13, 2009, 08:30:37 AM
One more question, is it possible to have your crosswalk yellow lines as overlay textures? I'd like to make custom transit enabled slot including crosswalk so I could plop them anywhere not only at intersection?
I'll try to convert some very basic orthogonal x orthogonal pieces into lot textures. Please wait for a while.
Quote from: vester on August 13, 2009, 12:53:01 PM
Love your rails, Ebina San
Thank you.
@Leodido : Sorry for the delay. Uploaded Lot Editor textures of Yellow Striped Crosswalks. Files of module number "0xx" are for LE. http://www.mediafire.com/?nmndbjmb2g2
If it does not contain textures you wanted please tell me which textures you will use as LE textures.
I was creating additional puzzle pieces for the Underground Rail that enhances flexibility of U-Rail x ped malls. I created near 50 pieces but most of them are ped malls of different base textures so number of the new pieces is virtually 21. Once I finished the first set I was able to create other sets by simply copying and pasting.
Randomly placed the new pieces to show how they work. All pieces can be placed onto dragged railways directly so you can easily convert existent railways into ped malls.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F1461%2Furailnewpieces1.jpg&hash=65fc7ba000ba279e2632297c5bbd781080a9aea1)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F9329%2Furailnewpieces2.jpg&hash=f6fabd3b3b5b6a8c4990dc6dc38532c7fe48af2a)
I'm planning to add more pieces but most of them will not be dual networking pieces like early U-Rail pieces. Concept of my U-Rail pieces is similar to the FLUPs.
Fantastic :) &apls :thumbsup: &hlp
Quote from: ebina on August 22, 2009, 04:55:45 AM
@Leodido : ...All pieces can be placed onto dragged railways directly so you can easily convert existent railways into ped malls.
EXCELLENT!!! :)
QuoteI'm planning to add more pieces but most of them will not be dual networking pieces like early U-Rail pieces. Concept of my U-Rail pieces is similar to the FLUPs.
YAY! Bring 'em on!