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Making Models for Transit Networks: Some General Specifications

Started by Tarkus, February 22, 2008, 05:33:12 PM

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Blue Lightning

On the CTD thing, it's probably something to do with vertex count in the prim tab. I've had models that plop fine but when you go and rotate or zoom it, it CTDs. The number of vertices should be 3 * triangle count in the Indx tab in the respective group.

Lost track of pages there.

Anyways, great work so far!
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg

Thanks Jonathan  :thumbsup:



But I think the stub on the 30m high part I have to create myself!?

-edit- Now that my piece is nearing it completion, the next question arises, How do I make a dragable network?

Jonathan

QuoteBut I think the stub on the 30m high part I have to create myself!?

You are correct.

Making a draggable network is simpler but harder, in that it is easy to write and there is only one line of code to use but actaully using it can be harder than making the puzzle piece.

btw, if the top piece of the ramp is completly flat then I suggest removing it (you will have to remove he top CellLayout and top ConsLayout and then shift all exemplar/S3D down ######10 (so 5DD00010 becomes 5DD00000)

But keep this model, but not in your plugins as it will come in useful later on.

To create the stub you will need to be using RUL 10000001, again in the NAM_Controller.dat
This file defines what texture/model/path gets placed when a network get dragged over a different network to form an intersection (eg RailxRoad Level Crossing).

To make the stubs (there are called starter pieces/tiles or false intersections if they are for a NAM network)
Basically you need to create the rules for a intersection that cannot be created by dragging the network in game. Only puzzle pieces will be able to create them.

There have been advancements in this section of draggable networks, as now you can drag other networks under/over/on these starter tiles. You will have to ask Alex about this as I can't remember how this is done.

will post a bit more but need to check up on something first.

Blue Lightning

#303
Some things on starter pieces...

as Jon said, its based in RUL1. First, you'll have to think of an appropriate false intersection network (maybe use monorail, since ERHW uses lighrail, and GRHW uses road). Then find the proper section, which will either be [DirtRoadMonorailIntersectionSolutions] or [MonorailDirtRoadIntersectionSolutions]
The syntax for a single line is

anything = 0xSSEENNWW, 0xSSEENNWW, 0xIID, ROTATION, FLIP?

Anything: can be anything. Generally word#
0xSSEENNWW: RUL side flag bytes for the corrosponding network in the section header ([Network1Network2IntersectionSolutions], the first one is Network1 and the second Network2). Allowed flags are 00, 01, 02, 03, 04. 00 = no connection. 01 = diagonal. 02 = orthogonal. 03 = diagonal. 04 = median.

For example:

[RoadDirtRoadIntersectionSolutions]

...

;--RHW-4 Starter Piece--
TYPE1=0x00010100,0x02000200,0x5eb4b100,2,0
TYPE2=0x01010000,0x00020002,0x5eb4b100,3,0
TYPE3=0x01000001,0x02000200,0x5eb4b100,0,0
TYPE4=0x00000101,0x00020002,0x5eb4b100,1,0


The first 0xSSEENNWW segment is road, the second dirtroad (RHW). Basically, when the game encounters an intersection of this type, it will draw it according to the listed IID with proper rotation and flip. Because RUL1 is not omnidirectional, you have to specify one per rotation.

If anything isn't clear feel free to ask, its too early in the morning for me :P

EDIT: Jon, here's how I did the RHW x Starter thing:

TYPE1=0x00010100,0x02020202,0x5ebe0100,0,0
TYPE2=0x01010000,0x02020202,0x5ebe0100,1,0
TYPE3=0x01000001,0x02020202,0x5ebe0100,2,0
TYPE4=0x00000101,0x02020202,0x5ebe0100,3,0


EDIT2: Continuing on about stuff... for the Ortho HEMIS-1 (High Elevated MIS-1, at least thats what the IID designator tells me) its best to edit the existing EMIS model, and raise it up 15 meters in the vert tab. To make it easier, I've made an Excel document that does vertex transformations. I'll attach it later today. Be sure to put it in 0x5DE4B500 (that's the IID designation for it). Once you get your starter piece set up, we'll move on to draggable networks.
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg

QuoteMaking a draggable network is simpler
;D 
Quotebut harder
:(
Quotein that it is easy to write and there is only one line of code to use
;D
Quotebut actaully using it can be harder than making the puzzle piece.
:( (sometimes it is all so confusing) lol

Thanx Jonathan and blue I'm still reading what Blue was writing (good morning BTW) I can't see jet where it links  to a model (I was already thinking on using the most top part of my ramp for this) but I think I have to read it a few more thimes!

Blue Lightning

TYPE1=0x00010100,0x02000200,0x5eb4b100,2,0

Bolded part refers to the IID of the texture or model exemplar. (oops looks like I left that out of the syntax)

Good morning to you as well (er, maybe afternoon for you)!

EDIT: Rotation and flip. Same as the puzzle piece thing.
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg

O, I found this in the RUL



Can I just add this

;piece ####

[MonorailDirtRoadIntersectionSolutions]

type1=0x00010100,0x02000200,0xIIDof model I have to create,0,0
type2=0x00010100,0x02000200,0xIIDof model I have to create,1,0
type3=0x00010100,0x02000200,0xIIDof model I have to create,2,0
type4=0x00010100,0x02000200,0xIIDof model I have to create,3,0

I see that the position of the digits, in Network one and two, shift, why is that??

Blue Lightning

The reason why they shift is because the 4 lines represent the 4 rotations of the intersection. One rightwards shift = 1 counterclockwise rotation, so its best to have your rotations go 0,3,2,1.

Also, the HEMIS IID is 0x5DE4B500, since we've already set up an IID system for elevated networks.

Don't define the section again, that'll cause trouble, for now just stick your entry right below it. Instead of using piece ###, simply put a 1 line description like ";Added by mtg 3/13/10, HEMIS-1 starter"
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg

Ok, this would be right than!?


;HEMIS starter

type1=0x00010100,0x02000200,0x5DE4B500,0,0
type2=0x01010000,0x00020002,0x5DE4B500,3,0
type3=0x01000001,0x02000200,0x5DE4B500,2,0
type4=0x00000101,0x00020002,0x5DE4B500,1,0

mtg

BTW does 0x5DE4B500, already exists? as a model couldn't find it with reader?? or am I asking stupid questions??

Blue Lightning

Yes, looks good. 0x5DE4B500 doesn't exist as a model, exemplar, or path yet, but rather its an open slot for which you can make your model, exemplar, and path.

Also, the exemplar in this case must have a GID of 0x6BE08658.
Find the model at 0x5DE4B200, copy it and change it to 0x5DE4B500, and lift all vertexes up by a value of 15. You can use MS Excel to make the job easier. (The up/down is the Y column).
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg


mtg

But it doesn't....  ()sad() It must be the exemplar file, isn't it!?

mtg

I took a look at the exemplar file of the original model, I thought I could just chance some stuff and have it right!  ()stsfd()

But when I opened the file there's allot of stuff I don't know ()what()





mtg

QuoteHave you added the the starter to your puzzle piece in RUL0 yet?

&ops no

Blue Lightning

That's why, don't despair :P
To add them on, here's what you do. First, at the head of the piece, add another tile where the starter will go in the CellLayout. Then, in checktypes, you'll want this:

CheckType = *insert the chosen letter here* - monorail: 0x00010100 dirtroad: 0x02000200, 0xffffffff optional


See how the monorail and dirtroad checks match up with what you put in RUL1? The 0xffffffff is there to ensure proper plopment, and the optional is to designate a stub.
Also known as Wahrheit

Occasionally lurks.

RHW Project

mtg

I think we have a texture problem? or am I missing something??


Jonathan

In the S3D of the model you need to go to the Mats tab, select the MIS desk texture and change the IID. You will need to add 4 to the last digit so is it ends in 0 it will become 4, if it is 5 then it will become 9 and it is a then it will become e.

Jonathan

mtg

AND NOW!!! AFTER TWO MONTHS and ten days, I'm presenting you my first complete puzzle piece!!!!!
I started this piece on January 3th, at that time I didn't know anything!! and thanks to all you guys who helped me! (especially Jonathan and Vince.) I now am able to create puzzle pieces :thumbsup: :thumbsup:  ;D  Thanks already for all the effort you put in this and believing that I would make it!! I hope you guys will stick around and help me to construct the rest of the network  ;)