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Issue with NAM FLUP Custom tiles!

Started by End_of_Eternity, February 17, 2010, 10:27:38 PM

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End_of_Eternity

Hi guys!

I am having a small problem with newly released FLUP custom tiles. It seems these tiles were only designed for being used only for on overpass and not on more tricky situations.

Let me demonstrate, this should make more sense:


See how the new "path tiles" is perpendicular to the underground road? What I would like to do is to make the path go from one end of the street to another, do you see what I mean? unfortunately, turning that tile simply does provide a option for the underground road and the path to be "stacked" on top of each other and going in the same direction.

Perhaps I could mod these files or original could be modded for this sort for stuff?

Thanks You!


End_of_Eternity

Anybody? Or should I just contact the creator of the tileset?

joelyboy911

#2
The piece you're looking for doesn't exist.  ;)

From what I understand, you're trying to build a road-under-road with both the roads going the same direction? This piece was never made, due to traffic jumping from the upper level to the lower, and vice versa.

EDIT: I couldn't see the picture. The first and last bits still apply. :P

Sorry, you'll have to find a different way around.  &mmm
SimCity Aviation Group
I miss you, Adrian

emgmod

That park trail doesn't look like a road to me.  :P

I don't think those pieces have been made. You have to wait for somebody to make a parallel park trail over FLUP.

Nardo69

Before plopping the FLUPs you need to rotate them to your purposes. Except for the ramps each FLUP piece has different directions - inlcuding curves - that need to be rotate in the necessary position. You can rotate them like any given ploppable.

Before plopping a thick brown line will show you the orientation; after plopping the duct covers do the same trick.


Bernhard  :thumbsup:

Andreas

#5
As far as I know, what you ask for (surface paths parallel to underground paths) cannot be done, since the game cannot distinct between them. The height of the path is merely a visual thing, and even the Maxis highway overpasses sometimes show a bus or car "jumping" from one level to another if both paths point into a similar direction (i. e. if you build a diagonal overpass). What you could do is simply modifying the layout of the custom FLUP surface, this is done by editing the associated Type 21 exemplar file (which is basically a lot layout), but that would be eye-candy only.
Andreas

Diggis

Andreas, I'm not sure he wants traffic/pedestrian paths on the surface, just the path texture following the FLUPS so there is a track from one road to the next.  I'm not sure it exists yet sorry mate.

Andreas

Yeah, that's what I meant with the T21 editing - the FLUPs are designed to serve as underpasses (also below park paths), so any other configuration would have to be done via custom T21s.
Andreas

Diggis

The grass ones can go in any direction correct?  Can the ones with the paths too?

End_of_Eternity

#9
Quote from: Diggis on February 19, 2010, 09:42:56 AM
The grass ones can go in any direction correct?  Can the ones with the paths too?

Exactly, the grass ones can indeed go in any direction. So I don't see why the same thing can be done with the path things. As far as I know, the path tiles aren't even transit enabled. I don't want the underground road and a transit enabled path to be stacked in the same direction, I just want the "path" model/set to go the same direction as the underground road. Otherwise the whole thing looks kind of awkward because then I have four different paths that all lead from the houses on one side of the underground road to the other side.

I guess I didn't formulate myself very well. Is there anyway way I can easily rotate the "park with path" lot by 90 degree while keeping the underground road locked in the same direction. I don't see why the engine wouldn't allow this as it can already be done with grass lots (the other three lots above the underground road in my screenshot). The grass lots are not transit enabled (definitely not for cars). Could someone point me to the tools used to do this kind of stuff? Can I make this modification if I don't have any experience with modeling and scripting/programming?

How can I contact the author of this NAM mod (Chrisim). The readme file doesn't seem to have any contact information. I am assuming he is a member on these forums?

Thanks,
Vlad

z

The best place to go with questions about FLUPs is the FLUPs support thread.