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Draggable Texture Project

Started by Filasimo, July 03, 2007, 09:02:38 PM

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Sir Charles of Dunlap

Yeah... I think I am going to give up before I get myself in to much trouble... lol I think I get what you're saying now, you're saying that your more into just using this as a way to drag textures rather than new transit networks, right? That's where I am going wrong. Well I think I am wasting your time, and my own. So like I said, I will just stop being stupid, and before I post again, I will think it through throughly... Oh I see someone else posted, yeah I checked it out, and that's now why I understand what's been said.

-Charlie

JoeST

Is this project dead???, If it is, I'm sorry for bumping it, but I really hope it isn't, and also, can the sloping of these textures be altered without altering the sloping of other streets?? That would be ace, as you could create a "canal stream kit" that only laid on perfectly straight places, and you could also make wall textures that, to be directional, could drag off a road at the top.

Thankyou

Joe
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Filasimo

As stated in the other NAM development threads , TLA,RHW,SAM,NWM etc there are numerous transit projects slated and very little modding staff. Be aware that we also have RL as our main priortities and that updates will be posted when time is available. Thank you and make sure to watch the development threads for updates.
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Crissa

Just hoping that you were still around, I think ^-^

On that question, is it possible to make the arbitrary pulls include crossings and intersections with other textures and networks?  It'd be neat if it were possible to bind up more of the puzzle pieces into pulls.

I wish I could help, don't have the PC version, tho...

-Crissa

Crissa

What I'd want with this?

Fences.  Sound barrier walls.  Hedges.  Jeronij's trees.  Cycledogg's trees.  Since 'roads' can be assigned random props to proc on them when they're generated, it'd be perfect for fences and strips of trees to seperate farms and such.

...Which leads me to wonder if it's possible to define crossings; if it is, then one easy test would be to just turn things like the Ped. overpass or ped mall into draggable, since all the parts are right there already.  And if that's true, we could put in things like gates and cattleguards to the above, which would increase the usability.

I know, no help so far.  We'll see.

-Crissa

Diggis

Interesting concepts Crissa. and yes you should be able to dictate intersections and possibly add the props.

jplumbley

Sure its possible.  If you think about it SAM is the BETA test for this and all other draggable additions to the game.  Draggable GLR was the Alpha Test.

Eventually, some of this stuff will be added.  But noone can say when, there are far too many requests and far too few transit modders that can pull this stuff off.
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Filasimo

as quoted by crissa: if it is, then one easy test would be to just turn things like the Ped. overpass or ped mall into draggable, since all the parts are right there already.

stay tuned you may be getting warmer thats on a long list of the things to do list
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Coming Soon to the LEX!

NAM Team
What can NAM do for you?
//

Crissa

You know what else would be a great use for draggable texture?

A simpler version of simoncre's hole-diggers.  You could have a hole and raise for each height, and then a draggable that was either on or two (or even three or four, if possible) wide (depending) with varied slope requirement, like GLR is different slope from street, etc.

Basically a 'roadbed' tool ^-^

At least, I'd find it useful.  Less things in my menus, more capability.

-Crissa


Crissa

I would think it would depend on the draggable tools, and if you can make something that's draggable wider than 1x2.  My assumption would be that it would merely require the pieces to do so, but one never knows until they try.

But having an arbitrary draggable texture should mean you can choose a slope restriction (each draggable should be able to be defined with its own), and then use it with the digging tiles.

Admittedly, it might seem silly when roads, rail already have their own definition, but sometimes it is useful to mix and match.  And having one set of digging tiles which activated with the one set of draggables would make it simpler to use.

But this is blue-sky dreaming, here.

-Crissa

dioangel

Ooooh funky!  :thumbsup: dragable water!  &apls &apls Looking amazing!


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Shadow Assassin

You can create your own hole-digging lots. Smoncrie made this possible because he edited rep number 6 or 7 in the TE exemplar.

I believe a draggable version of the ped-mall was made, but it somehow hasn't seen the light of day.
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Serkanner

#53
I dug this info by smoncrie up from a topic on ST.

Smoncrie:

"Yes, that is how they work.   The lot must be transit enabled, and the height of the lot's building must be changed.

The property that specifies the position of the lot's building is the LotConfigLotObject in the lot exemplar that has 0 as its first rep. The fifth rep of this property specifies the height.

All the coordinates in a LotConfigLotObject property are integers that are 10000 (HEX) or 65536 (Dec) times the actual coordinate value.  (e.g. 7.5 is stored as 78000 (HEX))

To get negative values you can use a HEX calculator, such as the windows desktop calculator, or you can subtract the value from 100000000 (HEX). (e.g. 100000000 – 1 is FFFFFFFF; the value that represents -1)

I believe that I published how the Hole Digging Lots work in the NAM thread, where I pointed out how it could be used to make slopped ground to elevated puzzle pieces feasible.   Later, when I learned how to make puzzle pieces, I created those puzzle pieces and called them "OnSlope" puzzle pieces."



Source



edit: illustration


Shadow Assassin

Ah, thanks. I thought it was number 6, not number 5. But I was close anyway :P
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ssc4k

im confused not on the project but why it is down here not up with tla sam rhw and others?

oh im also confused on this, how will oyu make bridges for this? if oyu eplace the texxture you would have to make a texture for 1 tile 2,3,4,5,6,7,8,9 ect. or is there a easier way to do this

this is as good as sam!
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Shadow Assassin

It's down here most likely because it's purely experimental. As for making bridges, it's really only feasible for canals, so, I don't think it'll really be used.
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dioangel

Ooooo this is going to be good hehehe.  &apls


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Filasimo

@ ssc4k: not all projects are pushpinned ya know...development should start once i have time to experiment with it
Plaza Mall Project
http://sc4devotion.com/forums/index.php?topic=2171.0
Coming Soon to the LEX!

NAM Team
What can NAM do for you?
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Crissa

It'd make cute canals like are in Eastern US and England - and those do have bridges and tiny ships ^-^  Or Disneyland.

Be alot of work, tho.

-Crissa