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Additional SAM textures - Nominations open

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

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jplumbley

#380
Quote from: cogeo on September 26, 2009, 10:08:11 AM
Thanx for the reply!

Is there some sort of document (even a simple text file) explaining which textures one should make, and what each texture is, ie the IDs assignment scheme (with explanations, if possible)?

In the first few posts of this thread Shaun posted some attachments... Eventually if memory serves correctly he uploaded a Texture Template to the LEX somewhere.  The following link goes to the first post where he had one of his attachments:

http://sc4devotion.com/forums/index.php?topic=4369.msg138022#msg138022


EDIT:  Here is the link to the Texture Creation Set.  This includes a manual on how to setup your DATs and includes all the textures with only curbs and no street bases so you can overlay them quickly to create your textures.

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1611
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Street Addon Mod - SAM

cogeo

I guess the easiest way would be to take one of the existing sets and start replacing the textures. Then assigning new IDs should be easy (just changing a hex digit using the readers TGI editor - I mean change them all massively). Or not?

Just remembered a minor "issue" with the brick streets set. The pathfile for the "end" tile (that with the circular look) doesn't follow the texture design exactly and looks somewhat weird. It's a display-only thing. I do have a pathfile for such textures, actually I made it for those parking-end textures. You can find them in my logistics centres pack. It would require minimal changes, basically change the cars' paths to +/-2.0m off-centre.

TheTeaCat

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gottago

#383
Quote from: jplumbley on September 25, 2009, 05:22:11 PM
1.  That diagonal interesection was never RULed to my knowledge since no texture was created for it.

2.  Is just a bad draw of the RULs, does this get fixed when you click with the Street Tool on the adjacent intersection, 90 turn or striaght piece next to the 90 turn?

3a.  The two with the missing textures, means your texture is either not ID'd properly in the DAT file, or it is simply left out of the DAT file.
3b.  I do not remember if I wrote the RULs for that intersection type.  Does this work with other SAM sets?

4.  I do not believe I wrote the RULs for that interesection type.

5. The roundabouts should work...  What SAM set did you make your DAT file replace?  Try replacing changing it so that it replaces one of the other sets with the textures working for the roundabout.

6. Again, I do not believe the RULs were written for that intersection type.


At this point in time, I do not have SC4 or iLives Reader installed and cannot view let alone edit the RULs to make updates.  So, I cannot fix them at the current time.

1) You are most certainly correct--this particular intersection does not render for any SAMs as of now.

2)No, it stays with that flanged corner no matter what

3a) I'll check if I missed this one--entirely possible I missed one of 400+  
3b) That was indeed done--a diagonal avenue crossing an ortho street. I checked and the IID's are correct as per the template, but it doesn't render for whatever reason.

4)Actually there is a template for this RUL as well, but i can't get it to render, same problem as above 3b

5)I used trolca's dirt streets (#5) but completed all the pieces for roundabouts in the template, and later went back and checked the IIDs, which were correct as per the template.

Is using this set causing the missing renders? I.e., is there a problem because the path files don't have these IIDs, because trolca's set didn't have them, leading them to be unrendered for me?

6) If there is not RUL, that is very much a to-do itemActually I just checked the template and there is an RUL for this, I simply can't get it to draw correctly.

jplumbley

Quote from: cogeo on September 26, 2009, 10:28:35 AM
I guess the easiest way would be to take one of the existing sets and start replacing the textures. Then assigning new IDs should be easy (just changing a hex digit using the readers TGI editor - I mean change them all massively). Or not?

Since the RULs were written in a way that you can find/replace in a Word document it is easy to add a new set RUL-wise.  Textures take the longest now, only due to the amount of time it takes to create the texture.  The easiest way to start is by creating the 5 base textures of the Street Network and then use the overlay's Shaun had provided to create the inter-network intersections.  Diagonals, will take a little longer to create those textures, but should be no problem since Shaun has provided some guidelines in his texture creation set.

When it comes to IDing the textures... they have to use the specific IIDs that are used in the other SAM sets otherwise the textures and the RULs will not coincide with each other and it will not work properly.  Each of the sample texture Shaun provided includes the IID# for each piece and the only number that is variable is the Texture Set ID which is the 5th digit, hence why there are 16 sets (0-F).
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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

jplumbley

Quote from: gottago on September 26, 2009, 10:44:35 AM
1) You are most certainly correct--this particular intersection does not render for any SAMs as of now.

2)No, it stays with that flanged corner no matter what

3a) I'll check if I missed this one--entirely possible I missed one of 400+  
3b) That was indeed done--a diagonal avenue crossing an ortho street. I checked and the IID's are correct as per the template, but it doesn't render for whatever reason.

4)Actually there is a template for this RUL as well, but i can't get it to render, same problem as above 3b

5)I used trolca's dirt streets (#5) but completed all the pieces for roundabouts in the template, and later went back and checked the IIDs, which were correct as per the template.

6) If there is not RUL, that is very much a to-do item

The "soft surface" sets are not fully RULed.  Try replacing one of the "hard surface" sets like the Cobblestones.  This will give you a true idea of what is working and what is not.  A quick hint if you do not know, in iLives Reader there is an ID editor and if you type into the IID "xxxx7xxx" then select all the files in the list and update them.  It will update all the 5th digits of the files to the #7.  It will save you from having to re-create the DAT and is a two second fix to making your texture DAT replace a different set.
"You learn something new everyday."

http://img517.imageshack.us/img517/169/nhpjplumbleykv3.gif
Bringing the new horizons closer to reality.

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

gottago

Quote from: jplumbley on September 26, 2009, 10:56:54 AM
The "soft surface" sets are not fully RULed.  Try replacing one of the "hard surface" sets like the Cobblestones.  This will give you a true idea of what is working and what is not.  A quick hint if you do not know, in iLives Reader there is an ID editor and if you type into the IID "xxxx7xxx" then select all the files in the list and update them.  It will update all the 5th digits of the files to the #7.  It will save you from having to re-create the DAT and is a two second fix to making your texture DAT replace a different set.

Thanks very much for this info--I was just editing my post re: my choice of trolca #5 as causing the missing intersections when you posted this. I'll update the files when I have some time and post back here with the results--this sounds very much like the culprit.

Tarkus

Actually, wouldn't it be xxxxx7xx that you'd want to input in the ID editor?  If you look back at the SAM specs, it's actually the 6th digit that denotes the SAM set number.

-Alex

gottago

Quote from: Tarkus on September 26, 2009, 11:05:55 AM
Actually, wouldn't it be xxxxx7xx that you'd want to input in the ID editor?  If you look back at the SAM specs, it's actually the 6th digit that denotes the SAM set number.

-Alex

You're correct on this--it's burned into memory after doing all those textures

jplumbley

Quote from: Tarkus on September 26, 2009, 11:05:55 AM
Actually, wouldn't it be xxxxx7xx that you'd want to input in the ID editor?  If you look back at the SAM specs, it's actually the 6th digit that denotes the SAM set number.

-Alex

Ah... whats one digit anyways LOL.  Sorry, it's been a while since I have been in the SAM files.
"You learn something new everyday."

http://img517.imageshack.us/img517/169/nhpjplumbleykv3.gif
Bringing the new horizons closer to reality.

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

cogeo

I have found a minor problem with SAM. In some cases (T21s ?) the streetlight for straight tiles isn't the one used in roads/streets, but the one for highways. It's not visible if you are not using any streetlight mods because both the road/street and highway streetlight props use the same lightpole and lightcone model. But if you install my streetlights colour pack or marten's mods some of streetlights will be different (using the highway props) and this looks odd.

I have noticed this in the cobblestone streets, don't know about the others.

Maybe this could be fixed in some future release.

Andreas

Hmm, when I created the T21s for the SAM, I simply copied the T21s for the Maxis streets and changed the IDs, so they were tied to the SAM textures. Of course I might have a mistake somewhere, but I can't remember giving the cobblestone T21's a special treatment, so they work differently than the rest.
Andreas