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SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent Mod Projects => Topic started by: Ryan B. on January 08, 2009, 08:30:12 PM

Title: The 'Lone Star' Mod
Post by: Ryan B. on January 08, 2009, 08:30:12 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Ff%2Ff7%2FFlag_of_Texas.svg%2F125px-Flag_of_Texas.svg.png&hash=148a5f6961a947aad81bf4bcdec43236f4d65024)

'Lone Star Road' Mod

General Description:  This mod will change SC4's networks to have more of a Texas feel.

What This Mod Will Include:  Updated signage, traffic signals, and network textures.

Timetable for Release:  Don't even think about it.  I haven't.

Preview Pictures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi115.photobucket.com%2Falbums%2Fn313%2Fburgess87%2FLone%2520Star%2520Mod%2F93008.png%3Ft%3D1231474930&hash=79cee46057c30061a62366fe5bacf2bc59cc177d)     (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi115.photobucket.com%2Falbums%2Fn313%2Fburgess87%2FLone%2520Star%2520Mod%2F93008SignalRender.png%3Ft%3D1231475002&hash=3f4b797007a84a9f136e742625cbb68363155149)

Recent News:  I am requesting assistance with putting this mod together.  I am recruiting persons with knowledge of T21 exemplars, the importing & exporting of images (as I'm having major problems with it), and general mod packaging.  If you're willing to teach, I'm willing to do my best to learn.

More Information Coming Soon!
Title: Re: The 'Lone Star' Mod
Post by: pilotdaryl on January 08, 2009, 09:05:12 PM
Sounds great!  Are you planning to do vertical signals as well?
Title: Re: The 'Lone Star' Mod
Post by: Pat on January 08, 2009, 10:06:39 PM
Hey Ryan those look real great soo far there wow!!!!
Title: Re: The 'Lone Star' Mod
Post by: metarvo on January 09, 2009, 05:42:16 AM
It's too bad that I have no ability whatsoever at T21s or modding in general, so I'm sorry to say that I can't help you in that department.  Even so, I truly anticipate this mod.  Since it has been mentioned, I will elaborate on horizontal and vertical signals.  To be honest, Texas uses both orientations.  It should also be noted that the use of horizontal vs. vertical tends to be a city-wide choice.  Any given Texas city will likely use one orientation exclusively, without mixing the two.  The horizontal orientation seems to be more plentiful, so IMHO that would be the best one to use if only one can be used.  Of course, you have done a fine job on those signals, Ryan.

&apls
Title: Re: The 'Lone Star' Mod
Post by: Heblem on January 09, 2009, 09:30:42 AM
Looks an interesting project! I can help if you wish in doing some texturing for this mod...  ;)

Title: Re: The 'Lone Star' Mod
Post by: Nexis4Jersey on January 09, 2009, 09:15:39 PM
Sounds like a great  &idea , I'll be watching this one closely!
Title: Re: The 'Lone Star' Mod
Post by: thundercrack83 on January 09, 2009, 09:37:04 PM
This is a project I will most definitely be keeping my eyes on, Ryan!

If the signals you've show thus far are any indication, this is going to be a welcome addition to the game, to say the absolute least! Groundbreaking seems like a better term!

Keep up the fine work here, my friend!

Dustin
Title: Re: The 'Lone Star' Mod
Post by: MandelSoft on January 10, 2009, 05:23:31 AM
Maybe this link can be usefull:

How to create T21 exemplars (Swamper77's way) (http://sc4devotion.com/forums/index.php?topic=70.0)

I hope this will give you the ability to make T21's (which is mainly a process of trial-and-error). Although this won't be fir any use to me, I whish this project success!

Best,
Maarten
Title: Re: The 'Lone Star' Mod
Post by: Ryan B. on January 10, 2009, 07:33:54 AM
Quote from: pilotdaryl on January 08, 2009, 09:05:12 PM
Sounds great!  Are you planning to do vertical signals as well?

I wasn't planning on doing verticals.  What metarvo said sums up why:

Quote from: metarvoThe horizontal orientation seems to be more plentiful, so IMHO that would be the best one to use if only one can be used.




Quote from: HeblemLooks an interesting project! I can help if you wish in doing some texturing for this mod... 

Thanks for your offer!  Keep an eye on your PM inbox, because you never know.  ;)




Quote from: metarvoIt's too bad that I have no ability whatsoever at T21s or modding in general, so I'm sorry to say that I can't help you in that department.  Even so, I truly anticipate this mod.  Since it has been mentioned, I will elaborate on horizontal and vertical signals.

Believe it or not, you have already helped a great deal.  You're my eyes down there - quite obviously, you can see what I can't.  I have a feeling I'm going to be asking you a lot of questions.  :P  Thank you for everything you've already done!




Quote from: mrtnrlnMaybe this link can be usefull:

How to create T21 exemplars (Swamper77's way)

I hope this will give you the ability to make T21's (which is mainly a process of trial-and-error). Although this won't be fir any use to me, I wish this project success!

Maarten, one of the reasons I've taken this on is to learn some more advanced modding.  I did take a look through that tutorial, and I'm not gonna lie - it scared me a little bit.  :P  I'm looking forward to learning about how SC4 really works.




Dustin (thundercrack83), Corey (Nexis), and Pat:

Thank you for showing your interest!  I realize that, once this is finished, not everyone will want to use it.  That's OK in my book.  I'm doing this to learn more about the game, and to make the game more realistic (in my eyes).

I hope y'all will continue to follow along through my journey here. 
Title: Re: The 'Lone Star' Mod
Post by: tag_one on January 11, 2009, 03:45:36 AM
Don't worry Ryan, making T21 exemplar props isn't that hard. It's basically the same as making normal props. In the PIM you should add a 'Resourse Key Type 1xm'. This property allows the prop to be displayed on mirrored intersection. Adding these properties now prevents a lot of head scratching in the future :D
I recommend you to start with replacing traffic signs. You can use my street intersection mod as a template. This will probably save you quite a lot of time since all of the signs are already on the right place with the right rotation ;)
Good luck with puzzling and don't hesitate to ask a question. 
Title: Re: The 'Lone Star' Mod
Post by: Ryan B. on February 01, 2009, 08:03:35 PM
Hey, everyone - sorry for the lack of updates so far.  I can tell you that I'm going to be starting with some smaller stuff, like replacing the game's traffic signals with the ones you see above.

I hope to have some progress to show soon.
Title: Re: The 'Lone Star' Mod
Post by: j-dub on February 01, 2009, 09:37:50 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi115.photobucket.com%2Falbums%2Fn313%2Fburgess87%2FLone%2520Star%2520Mod%2F93008.png%3Ft%3D1231474930&hash=79cee46057c30061a62366fe5bacf2bc59cc177d)
These new lights are great, but how about you have the colors visible under the yellow like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1111%2F1805238702.GIF&hash=5d3160d353e5c67ea087797d8b07aee27067d7b2)
http://www.picvalley.net/u/1056/212102237.JPG
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1418%2F1276179577.JPG&hash=0e402f5ffeb659ea9b5de9639815d6cc44eb4760)
This is not an attempt to race this design in game, just a demonstration.
Title: Re: The 'Lone Star' Mod
Post by: Ryan B. on February 01, 2009, 10:11:39 PM
That would be cool, j-dub!  I'll have to see if I can replicate what you've done.

Also, speaking of 'progress', I've managed to make some with some signage:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F4996%2Fgeneration4qe6.jpg&hash=b8b676b556de60b6176d79cafb92098528d2b812)
Title: Re: The 'Lone Star' Mod
Post by: j-dub on February 02, 2009, 09:06:29 AM
I think I spy a future addition to the SPM. This would change the SPM from just having speed limits. That is not going to be until way, way later, but if those signs were added to the SPM we could choose the distance of warning. I don't know how you originally wanted to implement those signs. By that time I believe there will be a tutorial on how to add a T-21 prop family for the SPM. If this is a test of scale, then personally I'd go with the ones on the right, because you can see it better. People have decided that real proportions are not always the best for SC4 because of low visibility. They fit in better with the new readable English stop signs that have been made anyway.
Title: Re: The 'Lone Star' Mod
Post by: metarvo on February 02, 2009, 10:38:54 AM
That looks really fine, Ryan.  As a follow-up to what j-dub has said about the sign sizes, it's true that even in RL some signs are larger than others, like the ones seen on expressways and highways, so I must also say that I like the larger ones better.  Keep up the good work here, Ryan.  I'm ready for more.  :thumbsup:
Title: Re: The 'Lone Star' Mod
Post by: thundercrack83 on February 02, 2009, 12:27:53 PM
Looking good, Ryan!

We can never have too much signage for the game, can we?

Keep up the fantastic work, my friend!

Dustin
Title: Re: The 'Lone Star' Mod
Post by: sithlrd98 on February 02, 2009, 03:14:17 PM
I've been looking for some signs like that! Also looking for some "wrong way" and "curve ahead" signs. Looking good!
J-dub: Like the light! :thumbsup:

Jayson
Title: Re: The 'Lone Star' Mod
Post by: Ryan B. on February 03, 2009, 08:17:29 PM
Well, here we go, folks . . . . my first foray into semi-advanced modding.

*deep breath*

Here's what happened:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F5648%2Flsattempt1qo5.jpg&hash=8c47ef2c6e1ba9e448246d6fa502cfdb7c84307e)

Not exactly perfection, but it's a good place to start.
Title: Re: The 'Lone Star' Mod
Post by: Pat on February 03, 2009, 08:29:03 PM
Ryan good try and hey at least you do have lights on the corner  ;)  I do love the lights and I cant wait to help out in any way you may need there!!
Title: Re: The 'Lone Star' Mod
Post by: j-dub on February 04, 2009, 08:50:55 PM
Ryan, my assumption is those traffic lights are not animated from how the game does stuff, and since that, it wouldn't matter if you wanted to put them after the intersection. Then again, I wouldn't want to make you start over. Yeah I know the avenue is tricky. I originally wanted to exemplar avenue signals myself, but it just didn't work out with the original ones.
Title: Re: The 'Lone Star' Mod
Post by: Ryan B. on February 18, 2009, 08:28:21 PM
I'm still alive, and so is this project.  It's tough to work on just one aspect of it at once (signals, signs, textures) . . .

So I'm gonna take a break from the signals for a while, and work on some textures.   :)

There's gonna be some really revolutionary stuff coming through, so keep your eye on this thread.  ;)

Until next time, hope y'all are well.

-Ryan
Title: Re: The 'Lone Star' Mod
Post by: Pat on February 18, 2009, 09:18:06 PM
Ryan for sure you know I will be watching with major drooling factor!!!  ;)
Title: Re: The 'Lone Star' Mod
Post by: Ryan B. on April 06, 2009, 11:01:46 AM
Holy crow . . . . I can't believe I've forgotten about this.  Well, let me fill y'all in on what happened:

Several things went wrong with my laptop, all at pretty much the same time.  The exhaust fan failed; the left hinge busted; one of my speakers stopped working; and my audio out (green) jack busted.

So, for the past two months and change, I've been sans laptop - and sans SimCity.  The good news:  I get my laptop back Wednesday.  So, back to work on the Lone Star Mod and Orleans County (which Troy released the map for - many thanks, Troy)!

I also plan on using HD textures & props in this project, once the particulars are sorted out.

Thank y'all for your time and continued interest.
Title: Re: The 'Lone Star' Mod
Post by: j-dub on April 07, 2009, 02:33:19 PM
Wow. I have never heard such a thing. I have seen such a thing with some guy drop his laptop outside, one time I thought about one for myself for school, but from witnessing such accidents, it makes me think they are too dangerous, because you can loose alot of vital work so easily in an accident that may not be saved anywhere else.

Anyway, HD textures and HD props(don't know if you can) seem to be the big thing around here lately. Don't know what textures your planning on doing in HD, but sounds interesting. How this game ended up getting hit by the HD commotion I don't know. Hopefully my computer can handle running this game in high detail hardware mode, but I have not all this time as a precautionary measure for compatibility.
Title: Re: The 'Lone Star' Mod
Post by: Orange Julius on April 08, 2009, 02:32:24 PM
I think that SimCity 4 is now getting its due.  ()stsfd()

The main problem (with SimCity, not you) is that the stoplights face outward. Waco stoplights most resemble this, I guess.
Title: Re: The 'Lone Star' Mod
Post by: j-dub on April 08, 2009, 08:09:27 PM
Well since these models aren't animated, you could put them after the intersection. What Orange Julius said is something I have wanted, although I prefer the straight up style. I know a T21 signal based on timed prop would work since seasonal street tree mods do plus ebk2006 actually getting my dream SC4 traffic light to change based on the timed prop method without the stop point, after the avenue intersection and see lights turn red after the avenue intersection, plus sometimes cars obey was awesome, although they still blow Maxis lights sometimes on mine. I have played all sorts of games whether driving, building or action and after playing these titles: Burnout Paradise, SimCity4, and Half-Life 2 Evo, I don't know what traffic system engine they all used but its the same thing with the lights having to be before the intersection, or they don't work.