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High Speed Rail Project (HSRP)

Started by Jonathan, August 19, 2007, 02:07:34 AM

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Diggis

DS: The 1 pixel shift on the road is due to stupid maxis making the road 1 pixel to small.  If you rotate the puzzle piece (if thats what it is) by 180 you will see it will line up.

cogeo

#321
I have attached a zip file containing the modified GHSR texture, with luminosity and contrast properly adjusted for TE lots. As the display techniques are different (network textures are displayed through a model while lot textures are simply laid over the lot's "ground") the same texture will look darker if used in a (TE) lot.

The values I have used are Brightness +24, Contrast +18 in Paint Shop Pro. This set of values works really well in most cases. I say "in most cases" as for textures that are predominantly dark or light (eg a very dark road, or a near-white pavement) "Contrast" may be calculated/scaled differently. As I don't have a copy of HSR I was not in position to test these ingame. So if you are not getting a good result (ideally the player shouldn't be able to distinguish the network from the lot texture) you can experiment by modifying these values slightly (I have included the PSP file as well), until you find a pair of values that works well with the specific texture (though I'm quite confident that it will be OK). This is a very tedious procedure, you can only apply the values and test ingame repetitively. The problem is that you have two parameters to set, and they do interfere. I would suggest that you make a PSP (or PSD) file with the initial network texture as the background and an adjustment layer (Brightness/Contrast) on top of it, save it, and export the merged layers for SC4. Working on the adjusted file can cause the texture to be distorted after several adjustments. In Photoshop the brightness and contrast settings may have a different scale, thus generating different results, so you may need a different set of values.

Hope this helps.

dragonshardz

@Warrior: The lighter textures were not an issue, those pictures were there to show that the MAXIS and SAM street underpasses work, as well as Road, OWR, Avenue, and RHW2. I will try the HSR+RHW4 re-drag. I know that HSR probably would not have such tight curves but I figured that I might as well tell you about it so people who have read the thread will not complain when they replace MR with HSR. I just realized that I missed Ground Rail Orth x Orth and GLR Orth x Orth, so I will test those in a minute.

@Tarkus:I did not know this. Thank you for telling me, it's good to know that RHW6 not letting MR cross it was intentional and not a mistake.

@Diggis: I did know about the road texture being 1px too small, though hadn't tried the 180 degree flip.

Btw, this post is chock-full of the acronym code.

~~Dragonshardz~~

CasperVg

I've tried to remod the SG CentralTrainStation with your 'tutorial', cogeo, but for some reason neither LotEditor nor SimCity 4 loads the station up.
I've attached the file here, perhaps you could take a look at it.
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Jonathan

Quote from: cogeo on April 21, 2008, 12:44:23 PM
As I don't have a copy of HSR I was not in position to test these ingame.
You are NAM member, so you can get on the DevEx, the link is in one of the stickied topic on the private board.There is a NAM, folder in the NAM folder a HSRP folder, with the newest version.

One thing just came to mind, the actual track of GHSR is not on the ground, it is slightly raised above it.( I am planning on changing this eventually, but not in the first release. So when the texture is used, there will be a jump in height.

I haven't added a GLR underpass in, I may be able to, but it is likely I won't have time.

debutterfly

Johnathon, when the new version of the HSRP comes out, will the HSR still override the monorail. I currently have the old HSRP Beta. By the way, nice progress with all of the overpasses. Would it be possible for there to be a HSR-over-El-Highway since you already have created El-Rail-over-HSR and Monorail-over-HSR.

Andreas

No, the new HSR is independent from the monorail. It uses the same technique like GLR and the SAM, with starter puzzle pieces. The trains that show up on HSR tracks will be the same as the monorail trains, though.
Andreas

Jonathan

#327
The El-Rail and Monorail over HSR are new pieces, you can convert El-highway to ground highway, under HSR then back to highway.
So ---\_=_/---- ("-" is El highway, "\" and "/" is ramp, _ is ground highway and "=" is ground highway under HSR)

cogeo

#328
caspervg, I didn't fix your lot, but I did take a look. Some findings:
- Your lot uses exactly the same IDs as SG's, and this is why you are unable to open the lot in LE or plop it ingame (the IDs conflict, and as for some reason SG's lot is loaded last it's the SG's lot that will appear). As you don't want players to be able to use only one of the two lots but not both, you have to fix this. Close SC4 and all tools, temporarily move SG's lot out of your plugins folder (so that only yours is installed), open your lot in LE, click "Save As" (use the same or another name) and exit LE. Then move SG's lot back into the plugins folder and delete your "old" lot. Also delete all .sav files created by SC4Tool. That is you will have again SG's lot and your lot installed, but your lot will now have a different instance ID.
- The LTEXT ids need to be changed as well, I don't think LE will do this automatically.
- Transit Switch Point first rep is wrong (it may be 0x81 or 0x82 only).
- Transit Switch Cost and Capacity have a rep count of 1. You should change this to 0, otherwise your station will cause problems to Mac users.
- The TE-ing LotConfig lines (those starting with 0x07) do not specify a pathfile. I don't think that the straight GHSR pathfile will be used, the default is normal monorail. So you have to add references to the pathfile of the straight GHSR puzzle piece (don't make copies of the pathfile locally, installation of HSRP is assumed). If the paths in the GHSR pathfile are in the NS direction (not WE) as is most likely the case, you will need to rotate the TE info by 90° (or by 270°), ie the TE arrows should point to the right or left direction rather than upwards.

For testing, don't forget to check if both SG's and your lot are usable. Your lot should not conflict with or affect SG's lot in any way.

Hope this helps.

CasperVg

#329
I've been working on the stations (Clock Tower & Central Train Station) further, and been following your advice. I will fix it all asap. Heh, I don't know I how I could been as stupid to use the 'Save' button instead of 'Save as'. Tsk tsk.  ::)
I've just tested the main functionality of the stations (mass transit), and it seems to work for Clock Tower one. For some reason, the Central Station doesn't work just yet. I'm also going to need to relot the lots over again, using the brightened texture you attached.



EDIT: *WOOT* It's on the LEX! Congrats Warrior and everyone else that worked on it. I love you... but not in that way!  ;D
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yoshiisland2

 Hooray!  It made it to the LEX!  Great job Warrior, and everyone else who participated!  &dance :party: &hlp &apls

JoeST

Well done Jonathan, very well done indeed. your creation is amazing

Joe
Copperminds and Cuddleswarms

Pat

Now the question is Jonathan what are you going to work on next lol.... Great Job on this!!!!   &apls :thumbsup:

Don't forget the SC4D Podcast is back and live on Saturdays @ 12 noon CST!! -- The Podcast soon to Return Here Linkie

Jonathan

#333
Yes I am very Happy to announce that [finally] HSRP made it to the LEX :)
You'll need the NAM April 2008, but everyone should have that by now ;)

Also uploaded is a remodded version of the original HSRP station by Andreas.

And many thanks to the entire NAM team for the their help and support, and Andreas who put it all together into a releasable modd. And also to you, the community, for all your support and without you there'd be no real point in this release  :thumbsup:

Enjoy :)

BigSlark

Excellent work, Jonathan. Thank you for all your hard work on this project!

Cheers,
Kevin

ScottFTL


It's finally out...  Great work, Jonathan!  &apls

I know you have been working on this project for a long time, so congratulations on the release.

We just have too much new stuff all at once - NAM, SAM, and now HSRP.  I'm going to need a few weeks to play the game now - but don't stop releasing all this great stuff on my account.   ;)

And to all the folks who comment about SimCity being a 5 year old game, I would like to point out that this community is as vibrant as ever.  There is more cool stuff released for this old game than many new ones.  Until they can make a proper sequel, here's to long and healthy life for SC4.   ;D


Elaclairee

Just finished testing it out. I must say, VERY well done. This is most impressive. Now I don't have to disable the HSR plugin each time i load up an old city.

Just two things I was wondering about. Do you plan on reincorperating the slope restrictions like was in the original version? I believe it was extremely realistic to have a very low maximum slope. Now I'm getting jagged edges and whatnot, very unrealistic. Second, track splits seem to revert the HSR back to default monorail textures. Not sure if this is a me problem, or has been addressed yet. Both of these are easily worked around, but would be very nice for them to be covered if possible at some point.


But again, thanks so much. Its amazing to see this project finally get back off the ground for once.

Tarkus

Jonathan, congratulations on a fantastic release.   :thumbsup:  You've done absolutely marvelous work here.

Elaclairee, to answer your questions, for the Slope, I would suggest using Ennedi's slope mod.  As far as those Monorail reversions, it may simply be functionality that hasn't been added in yet, but a pic would help diagnose it.

-Alex (Tarkus)

Toichus Maximus


CasperVg

#339
Sometimes the track seems to revert to standard monorail when a 'specialized' piece (eg. the track split) is used, but I've found that dragging the monorail tool over it again usually fixes it.

By the way; some progress on the SimGoober Stations - GHSR Remod/lot. The 'kink' in the network when it reaches the stations is because the GHSR is a little bit higher then default ground.

click here
EDIT: Got them all finished and they are now undergoing last testing before I get them to LEX Candidacy
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