• Welcome to SC4 Devotion Forum Archives.
 

News:

The SC4 Devotion Forums are no longer active, but remain online in an archived, read-only "museum" state.  It is not possible for regular members to post or use the private messaging system, and no technical support will be provided for any issues pertaining to the forums in their current state.  Attachments (those that still work) are accessible without login.

The LEX has been replaced with SC4Evermore (SC4E), and SC4E maintains an active Discord server.  For traditional forums, we recommend Simtropolis.

Main Menu

Transparent Surface Plopable water ... one step further ?¿

Started by jeronij, October 03, 2007, 03:19:16 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

gmavignier

Quote from: Derbert on December 12, 2007, 08:42:01 AM
The Grass is available in Jeronij Prop Pack Vol04 - Trees
[Elvis like voice] Thank you. Thank you very much. [/Elvis like voice] I guess I have some keep up to do with the File Exchance.

default

Hi! I've just downloaded this amazing piece of work and start on my first ploppable water lake. I'm using the technique the sim_idiot demonstrated (edmonton underneither transparent on top). It's turned out to be very time consuming becuse of all the little spots... maybe a picture would explain better.

Anyways, does anyone have a fast way of working this or is everyone just slowly covering them up one by one.

mightygoose

i dont suppose you could recolour and remod your ploppable water so we could have ploppable oil slicks?
NAM + CAM + RAM + SAM, that's how I roll....

jeronij

Quote from: default on December 16, 2007, 01:51:58 AM
Hi! I've just downloaded this amazing piece of work and start on my first ploppable water lake. I'm using the technique the sim_idiot demonstrated (edmonton underneither transparent on top). It's turned out to be very time consuming becuse of all the little spots... maybe a picture would explain better.

Anyways, does anyone have a fast way of working this or is everyone just slowly covering them up one by one.


Quote from: mightygoose on March 30, 2008, 07:28:47 PM
i dont suppose you could recolour and remod your ploppable water so we could have ploppable oil slicks?

I am sorry guys but I dont have the time atm to create more versions of that plop  &mmm . However, you can download the original models and textures from the LEX, and create your own versions with the size/shape/colour you prefere  ;) . Please, feel free to do it  :thumbsup:
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


sithlrd98

I decided to try and make my own using JRJ_TPW_Models_and_textures and Pegs' Brigantine textures so i extracted the FSH files and converted them to BMP.(using FiSHman)
I then opened MAX8 and opened the first MAX scene...TRANSWATER PLOP1X1.max , changed the texture to the brigantine texture , saved the scene as a .max and as a .3DS,  and preceded to do the same for the next model. So then I fired up the B.A.T and tried to import the .3DS files....Gmax couldn't render and closed.
I then decided to set up BAT for max from ST and followed the instructions (editing the paths in the .ini )etc. Started MAX back up and saw the ST stuff(export)etc..looked just like the BAT , so I tried to render the first scene , got the dialog box asking if I wanted to render the 20 views ,clicked yes and then I get another dialog box stating that it couldn't because the .SC4 model (JRJ_TransWater_Plop1x1_01-0x5ad0e817_0x734d2b0b_0x30000.SC4Model) couldn't be found in the plugin directory and to be sure to check the plugin path in the BATFORMAX.ini.

Ok , after seeing this , I moved everything out of the C:\Documents and Settings\Jayson\My Documents\SimCity 4\Plugins folder except for the MAX scenes and the actual SC4 model file JRJ_TransWater_Plop1x1_01-0x5ad0e817_0x734d2b0b_0x30000.SC4Model , tried it again and get the same results.

I really wanted to try to do this myself but since I really don't know much when it comes to MAX or any 3d program I am asking for some help...please.
Thanks in advance...
Jayson

jeronij

Hello Jayson
I cant help much with those technical issues, sorry. But I can suggest you to go the easy way and make your own model directly in GMAX. You can study the MAX model's geometry and the different modifiers that are applied, you can also study the material maps used (only one in fact) and do the same in the GMAX. Dont forget to add the transparency to the material.

Once you have rendered the model and you can open it with the reader, you will have to manually change some alpha related parameters, but this is the same for MAX made models, so it is unavoidable  ::)




You can also try to export the geometry without textures from your MAX as 3ds and import it in GMAX. Re-texture it there and try. Who know ?¿




The only difference (for this model) between MAX and GMAX is the rendering speed, but since the models is not that big, it shouldnt take that long in GMAX ;)

I hope this suggestion helps
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


sithlrd98

Thanks for the suggestions! Unfortunately , I am to much of a novice to even figure out the geometry etc.  %confuso  I just have to face it , I need much practice ()testing()   Thanks again Jeronji .  :thumbsup:

jeronij

Another suggestion that comes to my mind would be to open the model in MAX and check if it is a mesh. If it isnt, then convert it into a mesh (right click on the model and "convert to") before exporting it as a .3ds .
If the models are not editable meshes, it may export wrongly.

Just in case...  ;)



Also, the original model was created with MAX7. Perhaps you should save a copy in MAX 8 before making any changes/exports.
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


SimFox

I believe the problems Jayson is haveing with MAX are due to the mistake made in editing max.ini
The path to the plugin folder MUST end with "/"

sithlrd98

Thank you Jeronij and SimFox  for your help and suggestions , however , I still must be doing something wrong! Nothing I have tried is working. :'(   I just need to practice with these programs.

Jayson

sithlrd98

Sorry to double post but I finally was able to get the files to export correctly (had to use Rhino)...anyway, I looked at the .dat files for the originals and I'm not sure of a few things...I can't quite understand how to get them in-game.I looked at the tut about mayor mode plops and am even more confused.I understand how to get the occupant groups but do I need a unique (to me) ID ?I have other questions but I don't want to ramble about things I don't know! I know that you are busy with R/L stuff , just wondering if there was a tutorial on this or I am just blind?

Thanks again!
Jayson

jeronij

Hello Jayson,

You have two ways to use the models in game:

You can create props and use them in a transparent park lot (easy way, but very limited when it comes to place determinated water layouts  ::) )
or
You can re-read the tutorial and use it as the basis to create your own plop mod. This is the recommended way  ;) . You need one ID for your exemplar, and you can use almost anyone you want, except the ranges mentioned in the tutorial. If you are planning to create more plop mods, you can think about reserving your own range.

If you have more questions related to the modding, please, post them in the tutorial thread, so it may be helpful for other interested members as well  :thumbsup:
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


VeTram

Quote from: Ennedi on October 14, 2007, 10:18:32 AM

If you want to see the Jeronij's ploppable water on the bottom of the ingame one, it's depth should be not more than 4 meters. it is connected with the fact that PW pieces are 4 meters high.

I haven't time to make nice pictures and carefully flatten the sea bottom. I want to show the principle.

The sea level is 250 m. Here we have 249,3 m (the depth is 0,7 m). PW is clearly visible.



Here we have exactly 4 m depth. The PW is still visible.



And here we have 243,9 m, so the sea depth is 6,1 m. PW pieces are present (as the query says), but invisible.



The transition at the 4 m depth is sharp and it doesn't look nice, but there isn't a problem to hide it. Using the same beach mod as Derbert and me (Olympic Beach) I suggest to use Jeronij's green rocks. Using other beach mods you must choose another method :)

I know it has been a long time this thread to be updated but , please i would like to know how we measure deep and height in game as Ennedi mentioned in this post in page 11 of this thread
thanx
For every friend of this community , do NOT forget to send me a p.m if ever visit Greece .

io_bg

QuoteI know it has been a long time this thread to be updated but , please i would like to know how we measure deep and height in game as Ennedi mentioned in this post in page 11 of this thread
thanx
Download this then run the game, press Ctrl+X and right-click on the small field on the upper left corner of your screen. A list will appear, somewhere you'll find something like Terrain Query, click on it. Then press the "/" button on your keyboard and then hover the cursor over the place that you want to know it's height. I hope I've helped.
Visit my MD, The region of Pirgos!
Last updated: 28 November

JoeST

Copperminds and Cuddleswarms

Ennedi

I didn't see VeTram's question earlier, but he sent me a PM and I answered. Of course both of you are right, thank you guys for your help! :thumbsup:

Adam
New Horizons Productions
Berethor - beskhu3epnm - blade2k5 - dmscopio - dedgren - Emilin - Ennedi
jplumbley - moganite - M4346 - nichter85 - papab2000 - Shadow Assassin - Tarkus - wouanagaine

nas-t

Quote




Wow it's looking so realistic!  &apls

but i got a question: where do you found these "wonderfull" trash?

Pat

that would be on the LEX and search under Jeronij...   ;)  BTW welcome to Devotions there nas-t!!!

Don't forget the SC4D Podcast is back and live on Saturdays @ 12 noon CST!! -- The Podcast soon to Return Here Linkie


rdrdrdrd

I am working on a CJ/MD and would like a re-textured version to look like coal on the ground, if not then could somebody help me out?