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choco's attempts at BATing bridges

Started by choco, June 03, 2008, 09:18:33 AM

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0 Members and 4 Guests are viewing this topic.

Rayden

Quote from: Nardo69 on April 04, 2009, 07:41:01 AM
Combined road / railway bridges are really rarely to find these days - in Germany I know only one active bridge that is the bridge ove the Mosel at Bulay where the railway uses the upper and the road the lower floor. Older bridges where railway and road shared one level where usually replaced by a sparate bridge or the railway line went out of service. An exception is the Rhinebridge at Wintersdorf (D) / Roeschwoog (F) that is now a road bridge but the railway line can be acivated within hours by the NATO.

Well, there is also the one in Lisbon, 25th April Bridge. Built in 1962, it took 4 years until finish. Upon completion the bridge had the longest suspended span and the longest main span in Continental Europe, the world's longest continuous truss, and the world's deepest bridge foundation. It was the fifth largest suspension bridge in the world, the largest outside the USA. Today it is the 17th largest suspension bridge in the world.

It has 6 lanes, and two train tracks running beneath the road.

Wikipedia

Fresh Prince of SC4D

Returning from Call of Duty . Must rebuilt what I destroyed....

gardenwong

Excuse me.....is there no LHD path for the HSR/GHSR bridge ?
I tried to use those bridge for my HSR in LHD but there are no path  :-[
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Andreas

My knowledge regarding path files is rather limited, but if there are none, I guess they should be included in an LHD plugin. ebina has done the LHD development lately, maybe he has a better answer than me. :)
Andreas

choco

gardenwong: ebina posted a LHD update here....

deathtopumpkins

choco, excellent bridges, :thumbsup: I had to go start up my game last night to check these new ones out... and found a few problems.  ;)

Namely...
NAM Team Member | 3RR Collaborater | Virgin Shores

choco

hi dtp...looks like a little problem.  looks like there are a couple older bridge files in there.  there was some shuffling of the model ID's because i inadvertently duplicated some.  i believe the problem here is that you have the older (probably beta) versions of my original HSR bridges.....the repeat piece in the pic is actually the start piece of the cable stayed HSR, and the start piece in the pic is the pillar of the concrete HSR bridge.

i would download and install the new updated HSR bridge pack to correct this.  I made several improvements to LOD3 on most of the bridges (check the GHSR Truss bridge in zoom 2), so your files may be really outta date. 

hope this helps.....

gardenwong

Also,will there any cable bridge for heavy rail :thumbsup:?
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choco

its in the plan.....GLR first though.   ;)

deathtopumpkins

Ahh but that's from your newest pack uploaded on the LEX.  ;) And I believe I removed the beta files after the last NAM came out... oh, wait, nevermind, there's a few.  :P They've been removed, though have all the bridges included in those original files you gave me been released? I believe I've built about all of them...
NAM Team Member | 3RR Collaborater | Virgin Shores

choco

#370
yup, they're all there.  you'll probably see the models changing similar to the above issue, but the exemplar ID has not changed so there will be no ill effects on the city tile, other than broken paths.  so you may wanna pause the simulator and rebuild any bridges you have already laid.

i have one more monorail bridge that didn't get uploaded.... ()sad()

Andreas

Quote from: choco on April 14, 2009, 12:43:16 PM
i have one more monorail bridge that didn't get uploaded.... ()sad()

Uhh, did I miss one?!  &ops
Andreas

choco

it was a quick blurb in the update planning thread.....the cable props were on my work PC, and i didn't get them until today.  i was about to PM ya and let ya know if testing was ok. 

sorry  ()sad()

Andreas

Ah, now I remember. Well, it's not that the bridge cannot be uploaded/updated later. :)
Andreas

choco

small update.....for big things.  ()stsfd()

yup, its floating.....no transit textures.....heck, its even a low quality BAT render.  but, there is some significance to this picture.....which im sure will make everyone very happy down the road. 


threestooges

Very nice arch there Choco. Curious to know the method you chose to put it all together (t21s?). At any rate, even for a draft render, it looks like a fine design.
-Matt

choco

#376
similar to the Tsingma.....BAT the entire piece, and use blanks where the other pieces should be.  the arch pillar pieces are 32m wide by 112m long.....or 2x7 tiles.   ;D

the trick here is that each piece needs to be BAT'ed in a specific orientation over 0,0,0 to ensure the paths get rotated correctly.

im'ma be fixing this BAT, plus a couple others this week....6S needs resized.....yada yada.  i get quite a bit done when spending a week in a hotel.  ;)

choco

This one has been quite time consuming......but the BAT is almost there.  Next time you'll be seeing this, it'll be crossing a river near you!  :thumbsup:


threestooges

Any luck with the start/end shadows? I think I found out how they're applied, but if I'm right then I'm not sure what would be causing your problem. Let me know what you come up with.
-Matt

choco

not much.....i really need some time to do exhaustive testing.  i know some things that are not causing it, but that does little to help.  &mmm

the TID and GID for shadows are the always the same, and the IID then defines which piece the shadow is for.  shadow remapping is how we can assign shadows without making a shadow for every piece.....which is why this is so puzzling.

to make matters worse; during early testing, i've found the number of missing shadows is random....yet they will appear sometimes depending on which game view orientation....N,S,E,W.

there's some additional "arguments" when remapping shadows, so i need to experiment there for a bit.....but it's not likely i'll get this fixed for the new controller.  ()sad()