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Additional SAM textures - Nominations open

Started by Diggis, April 12, 2008, 11:18:05 AM

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scottott999

just curious ....Is it possible to make low wealth streets with asphalt cracks and pot holes without each tile looking identical?   

jplumbley

Quote from: scottott999 on July 18, 2008, 08:14:29 PM
just curious ....Is it possible to make low wealth streets with asphalt cracks and pot holes without each tile looking identical?   

No, unfortunatly this is not possible.

Some people may have noticed, specifically with the MAXIS single tile Plaza lots, that some textures when put into lots are able to be "random".  There is a special function as part of "standard textures" that allows multiple "variations" of a texture within one texture.

I myself wondered if it was possible that these "multi-textures" were possible with the transit networks.  So, I created one and made it a transit texture.  When I tested the texture out in-game, I found that only the texture identified as #0 was the one that showed and the only one that showed.  Unfortunately that meant the "multi-textures" are not applicable to the transit networks and we cannot created multiple versions of the same texture to be randomly selected by the game to be shown.
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Street Addon Mod - SAM

mightygoose

The only way would be to use varioua overlays as part of a streetside mod i think
NAM + CAM + RAM + SAM, that's how I roll....

jplumbley

Quote from: mightygoose on July 19, 2008, 04:50:14 AM
The only way would be to use varioua overlays as part of a streetside mod i think

Im confused...

The "Road Surface" for transit textures are the overlay.  You cannot have an "overlay" in the fashion you are describing.

The only way to have random "street junk" would be to create props and have them appear via T21.  That is definately alot of work.  Cracks will not show up as you have intended and some stuff such as manholes *may* look out of place as a prop rather than part of the texture.  Anyone willing to take on such a project is welcome to, I will assist (not do) in the modding via teaching.
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Street Addon Mod - SAM

j-dub

I haven't noticed my manholes out of place via random exemplars. As for potholes, I don't know why anyone would like potholes anyway. The default potholes usually appear to lack of funding and eventually make that tile red, and soon there are accidents. I noticed this from having my services funding low. Decorative potholes would require a good modeling. I don't know how cracks could be done, unless as in the overlay texture like Nerdly's streets. Speaking of which, Nerdly_dood, after using in game, I liked your variation, especially the markings, but for the higher wealth textures, could you have the cracks eliminated instead? I have had previous texture mods with the same network's texture different at certain wealth levels.

Shadow Assassin

Quote
The "Road Surface" for transit textures are the overlay.  You cannot have an "overlay" in the fashion you are describing.

Oh yes you can. :P

In the context of that sentence that Mightygoose wrote, he meant flat BAT models or something similar. Anyway...

QuoteCracks will not show up as you have intended and some stuff such as manholes *may* look out of place as a prop rather than part of the texture.

If the prop is made so that it has the street texture underneath the crack texture, and is colourmatched so that it matches the default stuff, it shouldn't even look out of place at all. So, it's hard work, but it's possible... all you have to do is apply your knowledge to solve the problem we're being faced with here. ;p
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Diggis

The problem with moddelling ground plane models is that you really need .5m high LODs which will block out some of the cars.

jplumbley

Quote from: Shadow Assassin on July 19, 2008, 07:43:49 AM
Oh yes you can. :P

In the context of that sentence that Mightygoose wrote, he meant flat BAT models or something similar. Anyway...

If the prop is made so that it has the street texture underneath the crack texture, and is colourmatched so that it matches the default stuff, it shouldn't even look out of place at all. So, it's hard work, but it's possible... all you have to do is apply your knowledge to solve the problem we're being faced with here. ;p

Good luck, with that!  :thumbsup:

I sure wont be sticking my fingers into props via T21  $%Grinno$%.  Which is exactly what I explained, something very different from "overlay textures" on a Road Surface, which is impossible.  T21s are the only way for this to be possible and there are drawbacks to it is what the goal of my previous post was.
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Street Addon Mod - SAM

j-dub

Remember the vanilla parking bays? Anyway if who ever does want to make a cracked street model, maybe consider not covering a full tile model, and doing a similar approach to the T21 exemplar parking bays. This way you don't worry about trying to get measurements to accuracy so much by keeping it small. For the moment though, if I wanted to ruin my streets, I would just use Nerdly's texture. :P Thank you for doing that Nerdly, because realistically not everyone can cough up street repair funds.

gn_leugim

Hello everybody, I'm back =)  $%Grinno$%

I've resume my works, and among them is SAM (of course lol)

as I have a lot of thing to do, I decided to dedicate one day each lol and today is SAM

I made up the Ave inter.. and found some errors..

from RULing:







to visual glitches.. I guess that is also a RLU problem as I follow the kerb lines provided..



cya soon  :thumbsup:

Diggis

The top issue is an RUL one, as are the two below.  It may just be that they aren't in the game yet.

the bottom one is because the texture is flipped.  Not sure if this is my fault or yours.  Can you check the normal SAM textures?

gn_leugim

you mean the non-mine previous texture of this set?.. sure.. but once again, I follow the kerbs you made  &mmm

Diggis

Yeah, I know, which is why I would like you to check the other texture as it will tell me if I messed up, Jason messed up, or you messed up.  I'm hoping for it being Jason.  :D

gn_leugim

well, jason is the RUler right? so, I'm afraid was not him, because taking my textures out, the older ones look great.. then, I remember to check the basic textures you provide us, and I could realise that there isn't any texture with both sides of the avenue with white kerb, as you can see in the regular one, and as it should be with these too ^^

I also check the IDD's and they are like you provide lol.. ^^

(also, I'm making my thoughts based on this texture(attached), which is the one I think to be the one to be there)

best Gn_L

Diggis

Yes, that looks like the correct texture. I just checked the other files and I appear to have rotated it in the creation set.  You just need to delete the FSH files out of the DAT and rotate the piece you have created and add it back in again...

Sorry. &mmm

gn_leugim


jplumbley

First 3 pictures are of RULs that have not been written to this point.  When we get to a point where it is possible to release a SAM v4, I should be ableto write the RULs for these intersections.
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Bringing the new horizons closer to reality.

Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio jplumbley ♦ moganite ♦ M4346 ♦ Dedgren ♦ Ennedi Shadow Assassin ♦  Tarkus ♦ wouanagaine
Street Addon Mod - SAM

gn_leugim

the avenue is looking good now.. now I moved to rail pieces and saw something wierd.. I have two double "GLR(diagonal) intersections with street (orthogonal) and none single  :-\

Diggis

it appears you are correct....  &ops

for the single, just erase the bottom set of rails and duplicate the texture down.

gn_leugim

oky ;) I'll see what I can do.  rails are done.. just need to check them out ^^