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Making Models for Transit Networks: Some General Specifications

Started by Tarkus, February 22, 2008, 05:33:12 PM

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Blue Lightning

Now are you ready to start the initial draggable part? :P And congrats! Your hard work is what did it ;)
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mtg

QuoteNow are you ready to start the initial draggable part?

absolutely  ;D

Blue Lightning

Lets get cracking with the only RUL we haven't touched then ;)

RUL 0x10000002 (or RUL2) is the overrides RUL. The syntax, without any fanfare, is as follows:
IID1,Rotation,Flip?,IID2,Rotation,Flip?=IID3,Rotation,Flip?,IID4,Rotation,Flip?

In words,

Texture in specific orientation next to another texture in specific orientation should be overriden into this texture in specified rotation next to specified texture in specified Rotation.

Follow me so far?

EDIT: Even more simplified, texture next to texture override to texture next to texture.
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mtg


Blue Lightning

Well its a E/W arrangement

Lets pretend + is a texture at 0xDEADBEEF, X at 0x12345678, Y is 0x31415926, and % 0x11235813

if we want the pattern +X to become Y%, then we would use the folllowing (assuming they are all in 0 position and no flip) :

0xDEADBEEF,0,0,0x12345678,0,0=0x31415926,0,0,0x11235813,0,0.

And if we wanted +X to become ++ (like in most override networks),

0xDEADBEEF,0,0,0x12345678,0,0=0xDEADBEEF,0,0,0xDEADBEEF,0,0.
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mtg

Got it!

one equals the other, one deadbeef and some stuff becomes two hamburgers!
No really I've got it!

Blue Lightning

Yep, thats the basic of it. First before we mess around with HEMIS, lets start with replacing an ortho road with oh, any texture you want. You want to pay attention to rotation and flip this time though. FYI, most orthogonal textures run N/S so you'll need to rotate 1 or rotate 3, or both (depending if its the same when rotated or not (ie RHW-2 is the same when rotated 3 or 1, but RHW-4 is not)
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mtg

ok, I'm looking at RUL2 (lots of stuff there)
what do I do?

Blue Lightning

Go right to the end and stick whatever code you need on ;)
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mtg

so I just add

0xIIDROAD,0,0,0xIIDROAD,0,0 = 0xIIDRAIL,0,0,0XIIDRAIL

and that's it??

(Don't know the IID's by hard is there a list somewhere??)

Blue Lightning

Rather,

0xIIDROAD,1,0,0xIIDROAD,1,0 = 0xIIDRAIL,1,0,0XIIDRAIL,1,0
0xIIDROAD,3,0,0xIIDROAD,3,0 = 0xIIDRAIL,3,0,0XIIDRAIL,3,0
0xIIDROAD,1,0,0xIIDROAD,3,0 = 0xIIDRAIL,1,0,0XIIDRAIL,3,0
0xIIDROAD,3,0,0xIIDROAD,1,0 = 0xIIDRAIL,3,0,0XIIDRAIL,1,0

The reason why 4 lines for something so simple? Rotation combinations.
And IIDs for maxis networks can be found at Tools>Texture Viewer. Be sure the last digit is a 0 (or whatever the lowest zoom is) when you put it into RUL.
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mtg

thanks Vince
that makes sense! I'll try that tomorrow.  :thumbsup: 

MandelSoft

Quote from: mtg on March 13, 2010, 11:03:01 AM
AND NOW!!! AFTER TWO MONTHS and ten days, I'm presenting you my first complete puzzle piece!!!!!
I started this piece on January 3th, at that time I didn't know anything!! and thanks to all you guys who helped me! (especially Jonathan and Vince.) I now am able to create puzzle pieces :thumbsup: :thumbsup:  ;D  Thanks already for all the effort you put in this and believing that I would make it!! I hope you guys will stick around and help me to construct the rest of the network  ;)
Well, you know what they say: the first piece is the hardest  ;) Good luck with creating the rest of the network!
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mtg

QuoteAnd IIDs for maxis networks can be found at Tools>Texture Viewer.

hmm there are allot of textures there.. Is there a way to filter them on transit textures??

mtg

Ok I think I found the road textures, but witch one should I use, like none is ending in zero?


Jonathan

Well Sc4Tool is strange in that when it says Group in that picture it does not mean Group ID but rather a group of textures that make up that "image".

So like in Sc4Tool the following textures,

00004b00
00004b01
00004b02
00004b03
00004b04

would be considered in the group 00004b00 (just in SC4Tool)

So in SC4Tool you would use the Group number in your RULs

Almost always (99.9%) (for textures anyway) the IIDs you use in RULs will end with 2 0s.

But you are doing an override for RHW, so you do not need road textures/IIDs. You will need to look in the RHW dats for those textures. We've started to compile a huge list of IIDs for all NAM projects, but tbh we prefer to spend our time on making the projects ratther than documenting them ;)




mtg

Quoteut you are doing an override for RHW, so you do not need road textures/IIDs. You will need to look in the RHW dats for those textures.

I know but Vince is trying to teach me the basics I think

Blue Lightning

#337
Yeah Im trying to get him to get the feel of them first ;)



IID formation of maxis items:
0xNNNNPPWZ

N = network number(s)
P = Piece #
W = Wealth
Z = Zoom

Wealth should always be 0
Zoom should point towards the lowest zoom of the texture (usually 0, 5, or A)
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mtg

0x00004B04,1,0,0x00004B04,1,0 = 0x03031504,1,0,0x03031504,1,0
0x00004B04,3,0,0x00004B04,3,0 = 0x03031504,3,0,0x03031504,3,0
0x00004B04,1,0,0x00004B04,3,0 = 0x03031504,1,0,0x03031504,3,0
0x00004B04,3,0,0x00004B04,1,0 = 0x03031504,3,0,0x03031504,1,0

So this should transform the straight road in straight rail?

Blue Lightning

Change all the last digits of the IID's to 0 and you're all set :thumbsup:

NOTE: It most likely won't carry traffic because its a rail path on a road type network, but it should have paths.
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