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SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent Mod Projects => Topic started by: un1 on October 24, 2008, 08:25:11 PM

Title: Highway Addon Mod Development
Post by: un1 on October 24, 2008, 08:25:11 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll316%2Fun1_2008%2FUDP%2FHAM_Logo.jpg&hash=5b2eaabcbecb912b20122ceaad98da8ef201ac09)

Here it is, the Highway Addon Mod. (HAM)




Description:

Highway Addon Mod (HAM)

HAM is a mod that is like the SAM but is being developed under SCRT and ITC (Although the original idea was from SCRT) not NAM. All it is is a mod that is like the SAM (Street Addon Mod) but is for highways instead of streets.

It will have puzzle pieces, and will act like the SAM in total.
We don't know what we are doing as of this moment. :P

Textures

We have many textures that we are going to make and edit.

1 - Editied Asphalt Highway Textures by un1 and Thorvin
3 - Edited Highway Re-styling Mod by deathtopumpkins and mrtnrln
5 - Concrete Edited Textures by un1
Maybe More...

We might not have to many so far, but be sure as we get better there will be more.

Developers:

- deathtopumpkins (Texures)
- un1 (Mods and Textures)
- mrtnrln (Models and Textures)
- Xylxadoria (Models)

We would like to get more people to help us!

Other Information:

Pictures:

Not to many, only one for now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2Ffile_dec00000101.jpg&hash=b711aea6bd70cefa07546d36aded29102c6051e0)

Look out for more!

-Highway Addon Mod Developers
Title: Re: Highway Addon Mod Development
Post by: Pat on October 24, 2008, 08:28:34 PM
hmmm HAM now this could be rather intresting here indeed and useful!!!
Title: Re: Highway Addon Mod Development
Post by: MandelSoft on October 25, 2008, 04:01:39 AM
It looks like the HRS is going to be part of the HAM... And it looks like the HAM is an multi-team project (because I'm from the ITC Team, and not the SCRT). I'm on it!

BTW, I could use some help with the models.

Best,
Maarten.
Title: Re: Highway Addon Mod Development
Post by: sim-al2 on October 25, 2008, 04:12:09 AM
ohh nooose!! It's a proliferation of transit mods! ??? It's a good idea though. Will this be compatible with the NAM highway puzzle pieces,or will something have to be arranged on that front?
Title: Re: Highway Addon Mod Development
Post by: un1 on October 25, 2008, 07:11:41 AM
Pat: I think that we will try the hardest to make it NAM team level.
mrtnrln: Welcome to the HAM developers!
sim-al2: They will be like the NAM puzzle pieces, and arranged in the form that SAM is (SAM Texture 1, SAM Texture 2... HAM Texture 1, HAM Texture 2...)

Main post edited and thanks for all of your comments.  ;D

-un1
Title: Re: Highway Addon Mod Development
Post by: Jonathan on October 25, 2008, 07:31:00 AM
Please don't take this post as an insult or negative, I don't mean it that way at all.

Will it be compatible with the NAM? (I'm not asking for it to be part of the NAM, neither am I saying it can't be)
Also will this be draggable like the SAM or plopped (puzzle pieces) like Ave/GLR?

Sorry for being overcautious but if this sounds rude or anything similar I really don't mean it that way.

Jonathan
Title: Re: Highway Addon Mod Development
Post by: un1 on October 25, 2008, 07:35:58 AM
Warrior, it doesn't seem rude to me at all. If the NAM team gives us permission to edit 2 of the NAM dats, then we should be able to make it compatible.

I'm not to sure on that, so far we are trying to go for draggable, but it may be to hard for us to do. Although we may have to make plopped interchages.

-un1
Title: Re: Highway Addon Mod Development
Post by: Jonathan on October 25, 2008, 07:42:20 AM
From previous experience questions like that can seem "rude/insulting".

Making the Highway textures draggable would be quite hard, so far no one has made an override for the 2-tile networks, because it is harder than 1 tile networks. The modified RULs would have to be included in the NAM Essentials which makes the NAM a dependency &mmm. Otherwise conflicts can happen easierly. But because the NAM is now modular you wouldn't be tied to NAM releases, you could release when you want.

Jonathan
Title: Re: Highway Addon Mod Development
Post by: MandelSoft on October 27, 2008, 07:32:00 AM
Hey, if we're going to make a mod, we should do it in style ;D

A logo is attached below.
Title: Re: Highway Addon Mod Development
Post by: un1 on October 27, 2008, 01:47:32 PM
Great logo! We shall put that to use. ;D

-un1
Title: Re: Highway Addon Mod Development
Post by: deathtopumpkins on October 27, 2008, 05:18:34 PM
Hmm... guess I forgot to subscribe to the thread!  $%Grinno$%

Welcome aboard Maarten! Glad to have you! And nice logo...!

Jonathan: Well we're attempting to make a draggable override for a 2-tile network, as there's a first for everything! And I think we have NAM Team endorsement... un1'll have to clarify that. And rest assured, NAM will be listed as a dependency.
Title: Re: Highway Addon Mod Development
Post by: Tarkus on October 27, 2008, 06:12:30 PM
Quote from: deathtopumpkins on October 27, 2008, 05:18:34 PM
And I think we have NAM Team endorsement...

Allow me to quote my PM response to un1 when he first approached me about the HAM concept.  jplumbley has already quoted his response in the Street Addon Mod thread (http://sc4devotion.com/forums/index.php?topic=1617.msg192191#msg192191)

Quote from: Tarkus on October 21, 2008, 06:12:18 PM
Hi un1-

Thanks for your PM.  To answer your question, a highway addon mod of some sort will not interfere with anything, but any sort of large-scale transit modding project is going to be difficult, even for the most experienced transit modder, if for nothing else but the sheer amount of work involved.  For something like this, you'd need to be relatively well-versed in three separate RUL files: 0x10000000, 0x10000001 and 0x10000002.

Also, to effectively get a draggable Override Network, you'd need to override the Highway network with some sort of a Puzzle Drag Override, like is done with the SAM, RHW, etc.  However, those are all based on 1-tile networks.  No starter pieces have ever been made for a 2-tile network--I wouldn't say it's impossible, but dealing with 2-tile networks is really quite difficult, due to the median flag system Maxis used to define them.  And there would be no way to produce any sort of a diagonal starter piece, due to the shared median tile--I've personally tried to do this with the RHW-6S diagonals (which are set up in a similar fashion), without any success. 

In addition, you would likely have to also produce duplicate/new versions of all interchanges and puzzle pieces for each new highway texture/model set you produce.  This consumes IntersectionInfo IDs (the numbers in the RotationRings) in RUL 0x10000000, which has a finite capacity.  This is one of the large reasons why I more or less came to the conclusion that a SAM-type setup for the RHW was not feasible.  The reason the SAM was feasible was due to the way in which the Street network is used, and the limited number of puzzle pieces required.

I hate to discourage folks who have ambitious ideas for transit modding projects, but again, I don't think it's really that feasible.  Probably a bit more feasible than a Road Addon Mod, but still a tremendous task.

Best,
Alex
Title: Re: Highway Addon Mod Development
Post by: nerdly_dood on October 27, 2008, 06:25:57 PM
Don'tcha love those great ideas that turn out to be tremendous tasks? :D Great idea, but it'll definitely be hard to implement...
Title: Re: Highway Addon Mod Development
Post by: deathtopumpkins on October 27, 2008, 06:37:37 PM
Alex, thanks, that was the reply I was looking for. I remember now, un1 forwarded it to me.

Last I knew, we were aware of the difficulties and were still going ahead with it... though will we be able to include the RULs in the NAM?

nerdly: Well then it might take a little while, but I think it might be worth it.
Title: Re: Highway Addon Mod Development
Post by: jplumbley on October 27, 2008, 06:40:13 PM
Quote from: deathtopumpkins on October 27, 2008, 06:37:37 PM
Last I knew, we were aware of the difficulties and were still going ahead with it... though will we be able to include the RULs in the NAM?

When we hit that crossroads, we will deal with it then.  Dont mind my hesitation, it just I know how much work this is going to take and I have a feeling you are going to be surprised.
Title: Re: Highway Addon Mod Development
Post by: un1 on October 27, 2008, 07:17:31 PM
Quote from: jplumbley on October 27, 2008, 06:40:13 PM
... it just I know how much work this is going to take and I have a feeling you are going to be surprised.

Yeah, I already know. (Modding these LText files aren't that easy... Okay, that is just an exageration :P)

Wish us luck.

-un1
Title: Re: Highway Addon Mod Development
Post by: Hamish on October 27, 2008, 10:26:19 PM
Just saw this, let me say one thing...

You're ambitious.

I wish you luck, you're going to need it, every last bit.
Title: Re: Highway Addon Mod Development
Post by: superhands on October 27, 2008, 11:08:21 PM
it would be great if the standard maxis hwy lanes could be re-spaced to being convential with other networks
-but this could involve a lot of work in modding the intersections.
great to see a project like this come about :)
Title: Re: Highway Addon Mod Development
Post by: MandelSoft on October 28, 2008, 05:01:49 AM
Quote from: bighead99 on October 27, 2008, 11:08:21 PM
it would be great if the standard maxis hwy lanes could be re-spaced to being convential with other networks
-but this could involve a lot of work in modding the intersections.
great to see a project like this come about :)

Sure, that's a LOT of work. With my HRS mod, it already takes a lot of time to remodel all the Maxis GHW models, and I didn't have to repath them. It will take a lot longer to re-align the lanes.
Title: Re: Highway Addon Mod Development
Post by: un1 on October 28, 2008, 12:48:53 PM
Change of plans. :P

HAM Developers/Tarkus check your PM's.

No new news until it is official.

Hamish: Thanks!
bighead99: That actually might be in the V.2, with the new plans. ;)
Maarten: True.  &mmm

-un1
Title: Re: Highway Addon Mod Development
Post by: Fatsuhono on October 28, 2008, 01:04:57 PM
Hello Un1. I have no experience with modding - except for TE'ing and menu-switch - but how about elevated highways? Do you think it is possible to making starter pieces for different textured elevated highways? (Where did you even learn how to go about this project...? Lol... ;))

Very much luck on this project my friend. :)
EDIT: Oh, and welcome to Page 2. :thumbsup:
Title: Re: Highway Addon Mod Development
Post by: sim-al2 on October 28, 2008, 01:09:01 PM
I looked at Text's in some of those rewards and automat spawner's. Trust me, their the least of your worries. ???
Title: Re: Highway Addon Mod Development
Post by: un1 on October 29, 2008, 05:31:32 PM
Fatsuhono: That is okay. Thanks!
sim-al2: I know, it was a joke. :P




Just here to say that Xyloxadoria is helping us by BATing the El-HW walls.  ;D

Oh yeah, the first version of HAM comes with Elevated Highway Walls!

If anyone else wants to help Xylo with the walls, just PM me.

-un1
Title: Re: Highway Addon Mod Development
Post by: JDOG4545 on December 21, 2009, 09:55:55 AM
This sounds like a great idea, but the pictures dont show so i dont know what your really trying to do
Title: Re: Highway Addon Mod Development
Post by: shadow221 on December 21, 2009, 01:05:04 PM
Well we can make Exit ramps like the ones here in the U.S
Title: Re: Highway Addon Mod Development
Post by: MandelSoft on December 22, 2009, 02:27:16 AM
Please, don't bump old threads. There has been no reply since October 2008.
Title: Re: Highway Addon Mod Development
Post by: Nego on April 11, 2010, 05:43:52 PM
Please try to reload your pictures &mmm
Title: Re: Highway Addon Mod Development
Post by: deathtopumpkins on April 11, 2010, 06:24:33 PM
This project is long dead, and, as said in the above post, please don't bump old threads.