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Midtown Madness 2 Central > City Editing > [R_T_I] PSDL Roads
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CupraR
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you can make the whole PSDL shallow water (s_pool) but its slow to drive in because of the drag
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Post 18 Jan 2003 08:43 pm
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BoosterMM
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I don't know if you have said it before but for what is the heights screen of the "PSDL Viewer" is for the sidewalks height or you don't know??
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Post 19 Jan 2003 12:11 pm
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fre_ber
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Very off topic, but the height list is for assigning heights to facades and roofs of buildings.
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Post 19 Jan 2003 12:13 pm
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BoosterMM
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EDIT:
I have seen that I need to put three textures for a road creation, and I only had 2!!
I have put the 3 textures (attribute 50 the 3) before the 0082 attribute:
0050 texture 0
0050 texture 0
0050 texture 0
0082 6, 7, 8, 9, 2, 3, 4, 5.

The 3 textures are the same because I have test with three different textures and the game crashes too.
You have said to do the road block to block, but if I will do a track with a road and the game crashes, I have to start the track block to block??
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Post 19 Jan 2003 12:20 pm
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BoosterMM
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Fre_Ber, I have edit it
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Post 19 Jan 2003 03:51 pm
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fre_ber
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Hmm... I have never seen a need for multiple 0x0050 immediately after eachother. What I do find necessary is that the texture pointed to by the 0x0050 attribute has two more textures behind it in the texture list. The second of these I am not sure about, but it might be used as a LOD if the road texture doesn't have enough LODs. I have had some indications to that effect.
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Post 19 Jan 2003 04:34 pm
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BoosterMM
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Thanks now it works, I believed that the texture after and before was to be indicated with attribute 50, but I know now that the textures after and before have to be in the texture list.
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Post 26 Jan 2003 12:06 pm
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Jason
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is it possible to make the water have less drag
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Post 26 Jan 2003 11:31 pm
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CupraR
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you'd have to change the material settings which will affect london and sf
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Post 27 Jan 2003 09:35 am
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Misterlvlariusz
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Fre_ber, about curved roads: Do we need to make short road blocks that have slightly altered coordinates each time, or is there another way to do it?
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Post 17 Jun 2003 04:37 pm
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fre_ber
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Well, the road strips can have as many cross sections as you want. But just make sure that the perimeter of the block is a triangle fan. This means that you can make a curved road section in one city block as long as the perimeter is a triangle fan. When a fan can no longer be made you have to split the road into another block.

There is no shortcut to making smooth roads - you need to define each cross section and MM2 will render straight road sections between the cross sections.
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Post 17 Jun 2003 05:35 pm
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Misterlvlariusz
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Thanks for the answer.. I know all about roads & terrains now, next on my list are Buildings in PSDL...
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Post 18 Jun 2003 08:45 pm
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Jason
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is there a way to make un-even roads? (tilted roads)
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Post 18 Jun 2003 10:03 pm
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fre_ber
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Yes, I think so. Simply use different Y-values on the vertices of a cross section and it will be tilted, I think. One thing that could be a bit strange though is that the sidewalk edges won't be perpendicular to the road surface. If my hunch is correct these edges are made by offsetting the Y-values only. But there is only one way to find out.. Wink

Misterlvlariusz: There is some work left on the divided road attributes. These attributes (0x0060-0x0067) make up cross sections with six vertices each. This makes an extra strip between the road surfaces. An aditional parameter is present in the attribute, this controls how the mid section will be rendered - a barrier like the highway, a flat strip of grass, etc. We need to know exactly how this parameter works. Feel free to experiment with it. Smile
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Post 18 Jun 2003 10:39 pm
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Stereo
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Yea.. the sidewalk is y-only change Wink
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Post 18 Jun 2003 10:42 pm
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