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TE or Draggable?

Started by Lowkee33, November 16, 2010, 05:51:31 AM

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Lowkee33

I am thinking of starting a new project.  I really like Chris Adams's gravel path's add would like to see them functional in my game.  I don't know anything about transit modding, so I thought I would post my ideas.  There are two ways I am considering this: Making all of his lots TE, or attempting to make them draggable.

-The first option seems easier to me, just a lot of TEing in SC4Tools.  I have questions about it though.  Can I just make the proper north/south/east/west capacities, or do I also have to "place" a network type on it?  What would be a good entrance cost for pieces like this?

-The only way I would attempt to do the second part is by overwriting the instances of a pre-existing SAM type.  I realize that there are a lot more textures in a SAM type, and I wouldn't be able to have as many intersections.  Would something like this be possible?

BTW, are there any other draggable streets that have not made there way into SAM?

Thanks

Andreas

#1
TE lots won't work properly, as you can't place two of them directly next to each other (which would be necessary for a continuous path). The ideal solution would be to create a SAM texture set, which is, unfortunately, a bit of work indeed, but I agree that this would be a lovely addition to the game alright. Luckily, the SAM is set up in a way that adding another set is more or less a copy & paste job when it comes to the RULs. I think SAM-6 is still free, although it was originally reserved for the SFBT sand paths. I'm not sure if the RULs for this set are already in the controller, but if so, you'd just need to create textures with the proper IDs for this set (or replacing another texture set, preferrably one of the rural ones that are already in the SAM).
Andreas

Lowkee33

Thanks.

I was thinking about replacing the Pegasus dirt roads, as I prefer the other dirt roads (who's creator I forget).

Girafe

A very good idea  ()stsfd()
wait for the first textures  ::)

Andreas why are there only 6 slots for SAM, no possibility to increase this number ?
The Floraler

This is the end, hold your breath and count to ten, feel the earth move, and then...

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *    *   *   *   *   *    * 

Andreas

I think there might be up to 16 slots for the SAM, actually, depending how the ID scheme has been set up (I'd assume there is one digit that goes together with the SAM-# number). Right now, we have SAM-1 to SAM-9, with 6 being left out on purpose. A few months (years?) ago, there was quite some interest in creating additional texture sets, but apparently, none of them was developed up to a point when it could be considered "complete" (I think there are about 100 pr 120 individual textures, plus the various wealth variants). So it's really the textures that are missing so far for additional and/or replacement sets, the rest can be done by simple copy&paste/ID replacement. Naturally, for some textures, the automata paths would have to be modified a bit (i. e. they'd have to be a bit more narrow for said SFBT sand path textures), but I figure that's also something which could be done without too much effort.
Andreas

Lowkee33

Well thats fun :)

   Straight gravel paths work no problem.  It appears though that all of the turns are mirrors of what they should be (a dragged left turn shows a right turn texture).  I could fix that myself, but this quickly turns into quite the process.  I am fine without having wealth textures.  Is there a mod so that no sidewalks appear?  It looks like a decrepit GLR when I zone next to it.

  If I am going to mirror all of these textures I may as well make there be two gravel paths so that automata don't look so bad.  I guess I will have to make a good transition texture too...

Tarkus

Quote from: Andreas on November 16, 2010, 09:44:26 AM
I think there might be up to 16 slots for the SAM, actually, depending how the ID scheme has been set up (I'd assume there is one digit that goes together with the SAM-# number).

I can confirm that there are 16 slots total.  I've already defined "false intersections" for starters for each of them, meaning there are 8 unused ones available (6, A-F, 0).  They're basically ready to go as soon as there are textures in place.  I can even port some of the new connectivity (i.e. SAM-under-ERHW, SAM-intersecting-NWM, etc.) over to the new sets without any real difficulty.

-Alex


Diggis

Quote from: Andreas on November 16, 2010, 09:44:26 AM
I think there might be up to 16 slots for the SAM, actually, depending how the ID scheme has been set up (I'd assume there is one digit that goes together with the SAM-# number). Right now, we have SAM-1 to SAM-9, with 6 being left out on purpose. A few months (years?) ago, there was quite some interest in creating additional texture sets, but apparently, none of them was developed up to a point when it could be considered "complete" (I think there are about 100 pr 120 individual textures, plus the various wealth variants). So it's really the textures that are missing so far for additional and/or replacement sets, the rest can be done by simple copy&paste/ID replacement. Naturally, for some textures, the automata paths would have to be modified a bit (i. e. they'd have to be a bit more narrow for said SFBT sand path textures), but I figure that's also something which could be done without too much effort.

Hmm, there are a couple of sets which I have to check.... had them for a while now :( bad me.