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Cogeo's BATs

Started by cogeo, August 19, 2008, 01:46:33 PM

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cogeo

Thanks for the nice comments!

Another pic:



Look at the SC4 cargo props at the warehouse. I think they are a bit bulky for the purpose. I know jestarr has made some excellent props (those at the right) - and they are right-sized too. Should I use these instead? They look much better, but this adds another prop-pack in the dependency list (though JES Props Vol1 is a very popular prop-pack, and most players will have it installed already).

threestooges

I dont think adding the extra dependency will be that big of a deal. As you said, most people probably already have it, and the props do seem to fit better. I think that a few of the Maxis ones could be left, as there are occasionally large crates and stuff going through. Excellent work on all of this.

art128

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papab2000

The station looks nice but maybe a wider loading dock would make it look better.  ;) There should be room for a front loader to load crates on the train. A front loader on the dock would be a nice touch.  :) Just suggesting. I do like the look though.  :thumbsup:

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jestarr

Hi Cogeo.  That's a nice little station.  My rule of thumb for industrial props:  if it won't fit through the freight doors, it's history. :D  Cheers!

Fatsuhono

Cogeo-san: Wonderful new BATs, I will be using the train station for the cities! I can't wait to see more from you! :) :thumbsup:

cogeo

@threestooges, art128, Fatsuhono: Thanks for the nice comments!

@jestarr: Hehe, indeed! Thanks for the tip!

@papab2000: Unfortunately the BATs and Lots are already done; it would be a lot of work to change these now. Plus this "theme" is about some old-style train stations (not intermodal facilities), and their platforms aren't really wide. These however are wide enough to put jes' pallet jack and platform truck props on them. Still, the platform is not part of the warehouse model, but instead a separate prop (1.2m tall). So if someone could easily make a wider platform prop and relot this, though I'm afraid it wouldn't look really right.

Simpson

Looking fine, great work  :thumbsup:
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cogeo

#28
The pack is almost ready now.

I still have some "peripheral" thing to do, ie buttons, MML, readme and the installer.

If someone wants to test/evaluate it, pls post or send me a PM with your e-mail address, if it's hidden. BATting/Lotting/Modding is finished, so you can use the stations now without having to bulldoze them later (well, unless bugs are found).

Dependencies are:
- BSC Textures Megapack
- JES Mega Props Vol1
(both very popular, most probably already installed)

EDIT: The final (I hope) product is done. Only need to write the readme and the installer.

Dark_Jedi06

#29
I wouldn't mind giving these a test drive, they'll fit right in with a small railyard I'm about to build.

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jestarr

I wouldn't mind either. ;D  I've a mountain pass area that these would fit in with perfectly.

Sciurus

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BigSlark

I'd like to test these, cogeo. They look great!

Cheers,
Kevin

jestarr

So, I've been playing with these a little and I've come up with a couple small items.  Notice this screenie:



It appears that the track texture is missing.....but is it?



Nope, it's really there. :D 

From what I can deduce the problem arises, due to the base texture used not really being one, even though SC4Tool says it is.  Looking at the texture (IID 0x4da441c0), in the reader, it contains an alpha texture, making it an overlay.  This is what the LE thinks it is and how it's shown in-game.

Next, for the large east/west stations, since they're "dead end" rail, I'd remove the transit switches and TE just the first tile.  That way it'll still connect to the in-game track, visually, but if put on a spur, trains won't use it.  Cheers!

Fatsuhono

Cogeo, amazing the new BATs! Good luck with the track texture..... I do love your train station! :) :thumbsup:

cogeo

JES, thanks for testing!

Now about the texture, this looks really strange! I checked 0x4da441c0, and this can be found in BSC Textures Vol 01.dat. It's a texture with an all-white (opaque) alpha mask. Isn't this indeed weird? What's the point of having an all-opaque OVERLAY texture? Plus the same texture, but with a proper alpha mask is included in the pack as texture 0x4da441b0! So I think 0x4da441c0 should be a BASE version instead.

Now, how did I use this as a base texture. In my installation there is a datfile named "gh BSC_DAE_DirtTrackTextures.dat". This one contains a base texture (no alpha) version of 0x4da441c0! Because of its filename, it overrides BSC Textures Vol 01.dat and thus causes the base version to take effect!

Another strange thing, the cleanitol file doesn't remove gh BSC_DAE_DirtTrackTextures.dat, but instead BSC_DAE_DirtTrackTextures.dat! The readme (of the old BSC Textures MEGA Pack) instead mentions gh BSC_DAE_DirtTrackTextures.dat!

So I think it's clear that something went wrong with what was included in BSC Textures Vol 01.dat. I think the member who compiled this file should be notified. I really consider this (having an all-opaque overlay texture) a bug (esp when the "correct" version was indeed released in the past), so BSC Textures Vol 01.dat must be fixed, ie replace the texture with the one in gh BSC_DAE_DirtTrackTextures.dat (this file can be found in the old BSC Textures MEGA Pack). In summary, the BSC Textures Vol 01 should be fixed as follows:
- Replace 0x4da441c0 with the one found in gh BSC_DAE_DirtTrackTextures.dat. I think no lotter would ever use an all-opaque overlay texture, so the change wouldn't harm anyone.
- Update the cleanitol file so that it removes gh BSC_DAE_DirtTrackTextures.dat as well! I guess most players will still see the base (correct!) version of 0x4da441c0, because most probably they would have BSC Textures Mega Pack already installed, but cleanitol wouldn't remove the above file. That is, two mistakes, cause the result to be correct, lol!
- Update the installer, so that it does display a "Show Readme" button, as the text above says. Or change the text, if a readme is not really included.

Pls notify the appropriate person (Barby?) for this, I don't know who really is.


As for transit-enabling, I don't really understand what you mean. The transit switches are really necessary for any "station"-type building/lot, ie one that performs transit-type conversions, not just for those with transit-enabled tiles (purple arrows in LE). I don't get what you say about putting it on a spur, could you please explain/clarify this?

Andreas

cogeo, you should notify geoffhaw via PM - he's in charge of maintaining the BSC Texture Packs.
Andreas

cogeo

Thanks Andreas!

I have contacted geoffhaw, but I'm going to change the texture; I'll use the straight path texture instead. This tile is almost completely covered by the platform and the rail texture, so this won't really change anything. The straight path texture is known to be OK.

Jes, a small clarification, the large depot stations are transit-enabled in a special way, ie they allow Pedestrian<->Rail and Truck<-FreightRail conversions to take place at the east/west sides of the lot only (a lot's side is the minimum entity for which you can specify transit switchings); this is implemented in the version you already have. Some additional testing (and pics) can verify if this really works as expected.

Other members who have tested this: any further problems? (or bits to improve?). I want to release this within the weekend.

jestarr


2Bias

Hello Cogeo!
Here's a pic of the Boxes I mentioned in simtropolis. Hope you can see what's missing. Thanks, 2Bias