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Jeronij's Urban Residential Canals

Started by jeronij, February 26, 2007, 11:10:48 AM

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BarbyW

Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

jlouhill


jlouhill

OK, I have another question. How do you put roads and such over these canal pieces. I see pictures of this but I can't figure out how to do it. Thanks in advance.

John

BarbyW

Use the end pieces with a space between and run the road between them.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

jlouhill

Thanks BarbyW. Please excuse my ignorance but I don't quite understand how to make this work. I am a visual type person so I have to see it to understand it. The pictures on page 12 give me an idea but I don't know how to make it work. Thanks for any further help.

John

jeronij

#265
Quote from: jlouhill on June 29, 2007, 12:09:02 PM
Thanks BarbyW. Please excuse my ignorance but I don't quite understand how to make this work. I am a visual type person so I have to see it to understand it. The pictures on page 12 give me an idea but I don't know how to make it work. Thanks for any further help.

John

The lots you have are seen until page 9 only. The lots in page 12 are not released yet  ;)

And thanks Barby for the help ;D
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jlouhill

I see. Thanks jeronij. I really like the ones I have so far. Thanks again BarbyW for you help in the other matter.

mightygoose

freedo, i meant there is no open water transition from jeronij wide to jeronij narrow...
NAM + CAM + RAM + SAM, that's how I roll....

jeronij

Quote from: mightygoose on July 01, 2007, 12:57:10 PM
freedo, i meant there is no open water transition from jeronij wide to jeronij narrow...

Mmm... it seems you are right.... :-[  ::)
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


mightygoose

thats the point ive been trying to get across lol
NAM + CAM + RAM + SAM, that's how I roll....

Prodarit

Out of curiosity:
any chance this canal set will be made a NAM addon? I mean, like in a tab-ring of it own. That sort of stuff would clean up the menu's.
"Bravery and strength can often fall to the wisdom of a weakling" - Narsus
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nwelsh

#271
Prodarit

Unfortunately, applying a tab-ring like you suggest would not work with park pieces such as Jeronij's canals.  The Tab-rings only work with
transit pieces.

However, there is a way to hide them by using a menu management lot (MML).  I believe diggis is planning to work on one for Jeronij's canals. You can check progress on their construction and learn more about MMLs at the MML Forum at Peg''s Site. I think you need to be registered to enter.


I hope I have helped.
nwelsh

jplumbley

@Prodarit and Nwelsh  This is definately a good idea.  It is definately possible to do.  Unfortunately, there is a limitation on the NAM Tab-Rotation Rings.  That limitation is there can only be a certain number of pieces in each ring and there is a maximum number of rings that can be created.  I think if I am not mistaken that maximum is 16 total Rotation Rings.  Many of these are in use right now and some are reserved for future use in transit networks.

Now, one way to reduce the number of pieces Jeronij's Canals would need is by creating a starter piece and making it into a "draggable network" without SC4Path files.  The problem with this, is there is ALOT of work to do with this as you will have to create a RUL system for this "new network" as I am for the SAM (Street Addon Mod).  And making these pieces work in a network system is MUCH, MUCH harder than doing in a lot format like Jeronij is doing.  Each of his models would have to be created as a T21 (Type 21 Exemplar "Props") and applied to the "new network".  Its not an easy or quick project to do, but it would probably be the most beneficial for adding stuff in the future.  But, as I have said before, many of the few people who can do this kind of project are in RLS or doing other projects right now.
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Street Addon Mod - SAM

meldolion

Quote from: jeronij on June 27, 2007, 02:15:39 AM
The existing transition piece should do that job appropriately  ;) (Better if you use SG's end piece instead a normal straigh piece)

Jeronij
sorry to bother you again about the question but I can't find the transition between your canals and SG Irrigational canals... &mmm
Can you point it to me?

thanks
Luca

Diggis

Quote from: nwelsh on July 02, 2007, 07:29:17 PM
Prodarit

Unfortunately, applying a tab-ring like you suggest would not work with park pieces such as Jeronij's canals.  The Tab-rings only work with
transit pieces.

However, there is a way to hide them by using a menu management lot (MML).  I believe diggis is planning to work on one for Jeronij's canals. You can check progress on their construction and learn more about MMLs at the MML Forum at Peg''s Site. I think you need to be registered to enter.


I hope I have helped.

I was?  Hmm.  I've got a few on the go at the moment, but not these sorry.  I'm doing Jeronij's wall at the moment, so after they are done I'll have a look at the canals.

Quote from: jplumbley on July 02, 2007, 07:51:33 PM
Now, one way to reduce the number of pieces Jeronij's Canals would need is by creating a starter piece and making it into a "draggable network" without SC4Path files.  The problem with this, is there is ALOT of work to do with this as you will have to create a RUL system for this "new network" as I am for the SAM (Street Addon Mod).  And making these pieces work in a network system is MUCH, MUCH harder than doing in a lot format like Jeronij is doing.  Each of his models would have to be created as a T21 (Type 21 Exemplar "Props") and applied to the "new network".  Its not an easy or quick project to do, but it would probably be the most beneficial for adding stuff in the future.  But, as I have said before, many of the few people who can do this kind of project are in RLS or doing other projects right now.

This issue with this is it would have to be a network, and as we can't add new ones it will have to replace an existing netowrk  Cool for a venice city, but a little difficult for any other.

jplumbley

Quote from: Diggis on July 03, 2007, 03:06:16 AM
This issue with this is it would have to be a network, and as we can't add new ones it will have to replace an existing netowrk  Cool for a venice city, but a little difficult for any other.

Not if you use draggable starter pieces.  This exact process I am using for the SAM.  It will allow us to have all the different Street Mods at once at our disposal and allow you to build them where you want, when you want.  Each street system will have all wealth levels, functional paths, different textures, and will all be able to use at the same time.  (It technically isnt replacing a newtwork, its adding multiple versions of textures to a network.)

I could actually make it so that water tiles would drag from a starter puzzle piece with no paths to make draggable canals.  Or make draggable BSC Park Paths with pedestrian paths to make them functional and draggable.  Or I can make a draggable parking lot out of PEGs Scenic Drive with T21 exemplars on it for the car props and lamp posts.  Its all in creating new textures, ALOT of RULs and some puzzle pieces.  It may not sound like alot of work but it is!

It can be done!
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Street Addon Mod - SAM

Diggis

Yeah I get that, except what network are you going to use to drag the canals?  It works for the streets mod as they are all streets.  I may not be understanding it right but it works for the GLR and the Street packs as it is just a different texture for an existing network, but won't work for the Ped Malls as there is not existing draggable network already.

jplumbley

Quote from: Diggis on July 03, 2007, 04:28:44 AM
Yeah I get that, except what network are you going to use to drag the canals?  It works for the streets mod as they are all streets.  I may not be understanding it right but it works for the GLR and the Street packs as it is just a different texture for an existing network, but won't work for the Ped Malls as there is not existing draggable network already.

Sure it will work for any textures you give it.  What dictates the traffic type on the tile is the SC4path file.  If you have the SC4Path file dictating only pedestrian traffic then you will get a draggable "pedestrian network".  You might have to draw it using "roads" but it will still be a pedestrian network.  If I am not mistaken the exsisting pedestrian tile puzzle pieces are based off of road puzzle pieces with a new SC4path file.

If you wanted, you could have a T-Intersection street texture with a path file that is from the GLR network and then GLR will use that T-Intersection as if it were from the GLR network.  Or you could have rail traffic or monorail traffic on it and the usage would be the same.  The texture doesnt define what type of traffic is on it, its the SC4path file.  And if there is no path file then there is no traffic, meaning a draggable texture or lot in a sense.
"You learn something new everyday."

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Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM

Diggis

Wow, cool.  And it can take BAT's on the lots too?  Thats pretty cool.

jplumbley

Diggis.... it is very finicky with BATs, but to an extent yes.  This is part of the limitations, but if you can get a 3D network like puzzle pieces or El-Rail or HSRP, then yes, you can place BATs on lots.
"You learn something new everyday."

http://img517.imageshack.us/img517/169/nhpjplumbleykv3.gif
Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM