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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: debutterfly on August 01, 2009, 06:37:54 AM

Title: FAR Texture Override Question
Post by: debutterfly on August 01, 2009, 06:37:54 AM
Hey, I don't think this has been asked anywhere yet. Please move the topic if I'm wrong. Is there a way to override FAR pieces so you do not have to use puzzle pieces. For example, when you delete the straight FAR piece you see that it is actually two parallel roads. I'm not requesting this or anything, but am wondering if it could be done. Thanks for the info. An example of texture overriding laid pieces is the roundabouts incorporated with the NAM. I am not talking about SAM texture overrides.

Larry (debutterfly)
Title: Re: FAR Texture Override Question
Post by: Korot on August 02, 2009, 08:42:25 AM
No, it can't, because the game can only draw a road in 4 directions, the orthogonal ones, and the diagonal ones.

Regards,
Korot
Title: Re: FAR Texture Override Question
Post by: debutterfly on August 03, 2009, 05:21:24 AM
Thanks Korot.

-Larry (debutterfly)
Title: Re: FAR Texture Override Question
Post by: smoncrie on August 03, 2009, 05:52:29 AM
debutterfly, I don't know if it is what you are looking for, but I made a mod that changes the road FAR curves so that they will automatically use any road texture mod you have installed.  I have just released it to the rest of the NAM team, so I am not yet sure when it will be more widely available.  It may become part of the NAM.

This picture shows how my version of the FAR curves can use any texture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FAdaptablePuzzlePieceDEMO.jpg&hash=9fbaa353c9566b430bc8c35f0d7cc9ba4e0931c1)

To make each picture, I just changed a texture.
Title: Re: FAR Texture Override Question
Post by: joelyboy911 on August 04, 2009, 04:07:40 AM
I think, correct me if I'm wrong, that what was being asked was, can you make a way for a certain combination of dragged roads transform into a FAR piece all by themselves, like how when you drag a ring of OWR, it magics into a roundabout.
Title: Re: FAR Texture Override Question
Post by: debutterfly on August 04, 2009, 02:11:35 PM
joelyboy911 bingo!  ;) That's what I was thinking of exactly. Just couldn't get it into words correctly. I'm more of a math & science person.

-Larry (debutterfly)
Title: Re: FAR Texture Override Question
Post by: joelyboy911 on August 08, 2009, 08:06:34 PM
So..... Is someone from within the NAM team going to comment on the viability of this idea? I think it would really make the usage of FA networks a lot easier, and therefore more popular. I feel certain that there must be a way, as in how when you drag streets 1 up, 1 across twice it makes itself into a diagonal? Roundabouts are implemented in this way, and I think it shares some similarity with how turning lanes are made.
Title: Re: FAR Texture Override Question
Post by: sithlrd98 on August 08, 2009, 08:56:40 PM
Take this as my explanation of how I understand this: The FAR/WRC are puzzle piece based and are not draggable.Though the SAM stuff is , the amount of Rul overrides is limited. In order to get the most bang for the buck , certain things are not going to be set-up to be like the Maxis transit items. The other thing about the FAR is exactly as the name says...Fractional Angle , which probably was not even thought feasible by Maxis , since we play on a grid. The MORPH curves that were shown by Smoncrie will become more flexible in some regards , but I do not think we will see a draggable FAR or WRC automatic conversion. Of course , I don't know everything and what I think I know could be wrong :) Just my .02

Jayson
Title: Re: FAR Texture Override Question
Post by: Tarkus on August 08, 2009, 09:20:06 PM
There might be a way to do it using the Individual Network RULs, but there's a very good possibility it might end up being more cumbersome than the existing puzzle piece setup.  I may work up a prototype out of curiosity at some point, but unless it really turns out to be phenomenally better, it won't get any further than that.

Dragabble solutions are great for a lot of situations, but sometimes, puzzle pieces allow more flexibility, particularly in more unusual setups.

-Alex
Title: Re: FAR Texture Override Question
Post by: joelyboy911 on August 08, 2009, 09:53:22 PM
That's cool. I was just wondering, and it seemed like it might be a better way. I wouldn't advocate getting rid of puzzle pieces either. This setup would probably just be good for long straight sections. Of course, since I know precious nothing about transit modding, the fact that you are willing to give it a go is as much as I can ask, so I thank you. If it seems that it will be too difficult, either to make or to use, then I ask you to stop - do not work just on the basis of my request, your other projects deserve more attention.
Title: Re: FAR Texture Override Question
Post by: Ramona Brie on September 06, 2009, 03:02:46 PM
Something recently popped up in 3RR that may be of interest:

http://sc4devotion.com/forums/index.php?topic=112.msg271678#msg271678
Title: Re: FAR Texture Override Question
Post by: daeley on September 21, 2009, 07:31:34 AM
Quote from: Tracker on September 06, 2009, 03:02:46 PM
Something recently popped up in 3RR that may be of interest:

http://sc4devotion.com/forums/index.php?topic=112.msg271678#msg271678


It's not really a texture override. If you want to guess what's going on, the way the pieces turn blue before changing into FAR should be a giveaway :)

http://www.youtube.com/v/XiSrh05_MeM&hl=nl&fs=1

however, we're still experimenting with the different pros and cons of this method, so don't expect this to be done tomorrow...
Title: Re: FAR Texture Override Question
Post by: RickD on September 22, 2009, 07:24:36 AM
I still don't get how it is done. But it looks complicated to do in game. Is it necessary to memorize all those drag-combinations? And what are the advantages of making the FAR draggable?

I must admit that I actually like puzzle pieces.  ::)
Title: Re: FAR Texture Override Question
Post by: superhands on September 22, 2009, 07:42:23 AM
I suppose some sort of FAQ would be included or a topic with pictures/videos, that shows what draggable intersections trigger the 'override'.

what are the advantages of making the FAR draggable you ask?

in fact, it reduces the need for using the tab key and menu clicking.. this means less time wasted on home/end keys and more time enjoying the game :thumbsup:
Title: Re: FAR Texture Override Question
Post by: daeley on September 23, 2009, 03:24:46 AM
you can take it from me that this is a lot faster than plopping puzzle pieces, especially when you start needing various intersections.

the pieces aren't that hard to remember. Look at the movie: the base "straigh FAR" piece is 2 parallel stretches of road, 3 tiles long. All the others are simply variations.
Title: Re: FAR Texture Override Question
Post by: Tarkus on September 23, 2009, 01:03:41 PM
Also, the puzzle pieces aren't going away, so if you still absolutely prefer that method, it'll be available.

-Alex
Title: Re: FAR Texture Override Question
Post by: Shadow Assassin on September 23, 2009, 08:42:37 PM
The puzzle pieces are needed anyway for the AutoPlace function to work, aren't they?
Title: Re: FAR Texture Override Question
Post by: daeley on September 24, 2009, 01:40:33 AM
Quote from: Shadow Assassin on September 23, 2009, 08:42:37 PM
The puzzle pieces are needed anyway for the AutoPlace function to work, aren't they?

yup