[ Midtown Madness 2 Central ] [ Midtown Madness 2 Central ]

Midtown Madness 2 Central > City Editing > [R_T_I] PSDL Roads
Goto page Previous  1, 2, 3, 4 ... 17, 18, 19  Next
View previous topic | View next topic
Author
Message Post new topicReply to topic
Misterlvlariusz
PSDL-ML

Joined: 08 Apr 2003
Posts: 337
Location: BE/PL

Status: Offline


Post subject: Reply with quote

Fre_ber, are you sure its attributes 0060-0067? When I try them they show up as "roof triangle fans"...
_________________

www.3dtcf.info
Post 19 Jun 2003 11:29 am
View user's profile Send private message Visit poster's website MSN Messenger
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

Oh, sorry - my bad... ...hang on... 0x00c0-0x00c7 I think it was.. Wink
_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 19 Jun 2003 06:34 pm
View user's profile Send private message Visit poster's website
Misterlvlariusz
PSDL-ML

Joined: 08 Apr 2003
Posts: 337
Location: BE/PL

Status: Offline


Post subject: Reply with quote

Fre_ber,

1.I'll surely look into that as it could come in usefull in the future...

2.Could you re-upload the Chapter 2 pictures ? I could really need them to be able to visualize how road crossings work..
_________________

www.3dtcf.info
Post 21 Jun 2003 05:59 pm
View user's profile Send private message Visit poster's website MSN Messenger
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

They are uploaded - they were never removed... I just changed my ISP. We will just have to ask Rippance nicely to run the suspicious looking piece of PHP code I gave him.. Wink It will update all my old links to my new IP adress.

Hold on... Wink
_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 21 Jun 2003 10:58 pm
View user's profile Send private message Visit poster's website
Misterlvlariusz
PSDL-ML

Joined: 08 Apr 2003
Posts: 337
Location: BE/PL

Status: Offline


Post subject: Reply with quote

Arf... still no pictures Neutral
_________________

www.3dtcf.info
Post 25 Jun 2003 10:48 am
View user's profile Send private message Visit poster's website MSN Messenger
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

Ok, fixed the links... Darn, it seems as if my IP adress has changed again - I hope that this isn't something that will happen often... Neutral
_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 26 Jun 2003 09:50 pm
View user's profile Send private message Visit poster's website
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

Ahh... Managed to get some intersections working. As long as I keep to attributes 0x000b, 0x0024 and 0x00b0 in the intersection things work as expected. Smile
_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 10 Jul 2003 12:59 am
View user's profile Send private message Visit poster's website
Misterlvlariusz
PSDL-ML

Joined: 08 Apr 2003
Posts: 337
Location: BE/PL

Status: Offline


Post subject: Reply with quote

Quote:
0x00c0-0x00c7


Are you sure its that attribute? All I see in game is a black terrain...

You need 12 vertices and 3 textures (and 1 texture attribute) for 1 normal divided road, right?

And the extra parameter, do you mean the number after c in the attribute? (e.g. 0x00c3)
_________________

www.3dtcf.info
Post 03 Aug 2003 11:45 am
View user's profile Send private message Visit poster's website MSN Messenger
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

Yes, I'm sure. Take a look at block 0x280 in SF for example. There a 0x00c2 attribute is used.

The extra parameters are named flags and unknown in PSDL viewer. For block 0x280 the values are:

Flags = 0x9683
Unknown = 0x100

This is a section of the freeway.

On block 0x283 in SF the same attribute, 0x00c2, is used, but now with grass between the lanes.

Flags = 0x8ac2
Unknown = 0x26

If you want to see a divroad with three cross-sections, check out block 0x311 in SF. I think that there are larger divroad attributes used somewhere in SF as well.

Note: It might be necessary to add more memory to the Java engine to show SF, please look in the PSDL Viewer project thread for info about this.
_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 03 Aug 2003 06:41 pm
View user's profile Send private message Visit poster's website
Unregistered
Do you HAS?

Joined: 16 Apr 2003
Posts: 337
Location: Er, Cyberspace, I think.

Status: Offline


Post subject: Reply with quote

fre_ber wrote:
Ok, fixed the links... Darn, it seems as if my IP adress has changed again - I hope that this isn't something that will happen often... Neutral


56k? It's gonna happen again... Shocked
_________________
Unregistered
Nobody in general.
[img]http://moods.imood.com/display/email=cgaddict@verizon.net/trans=1[/img]
Post 03 Aug 2003 09:44 pm
View user's profile Send private message Visit poster's website
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

Unregistered wrote:
56k? It's gonna happen again... Shocked

What makes you think that I use a 56k modem? Rolling Eyes
_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 03 Aug 2003 10:17 pm
View user's profile Send private message Visit poster's website
xCIA_BlackThorn
Waterboy

Joined: 19 Aug 2003
Posts: 1


Status: Offline


Post subject: Add more memory to the Java engine? Reply with quote

I have a problem Opening SF and LN in PSDL Viewer, and this sounds like it is my answer to the problem.

I have just made an acount to ask you this fre_ber; How is it I can add more memory to Java engine?

I have 256 DDR Ram in my PC now, so maybe this is good?
City.PSDL will open but nothing bigger.





Thankx.
Post 19 Aug 2003 09:46 am
View user's profile Send private message
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

Look here.

Unfortunately 256 MB might not be enough - I have not made any kind of efficiency optimizations at all in this program so i eats memory like few other. With INST and fully textured attributes it requires up to 300MB of RAM. It might be enough if some of this RAM is virtual, but since I now have 1 GB, I have not tested this.

(If you want to discuss the PSDL Viewer, please do it in the project thread I linked to above)
_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 19 Aug 2003 07:46 pm
View user's profile Send private message Visit poster's website
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

I accidentally triggered The Mr. Rocket Scientist PSDL Man of the Year (Driver) to investigate the divided road sections in another topic. Now I pay for that by copying the results here:

Driver wrote:
Devided roads? Shocked Hmm...should be something like this, heheh. Very Happy



Just a first try. I'll research more, later. The only thing I know for now is, that the first two attributes define something. The other values after that are the vertices.

Edit:



Freeway-Style! Cool

Edit 2:

Here is what I know for now:

There are different attributes for devided roads. With 2 cross-sections, with 4 cross-sections etc. I don't know how much there are. I'm researching the one with 2 (Attribute: 00c2). The other ones should be identical to this one, except the amount of vertices.

Ok, the first attribute defines some properties of the devided road. Such as grass or wall...ect. (It's like the first value from the railings)

The second one is completely unknown to me. But it should not be so important.

All values after that are the vertices. 12 vertices for a 2 cross-section road. They are assigned like the following:



Would you please tell me what you know about devided roads? So I must not research everything what is known by you or Rippance.

And should we start a new topic? Because this has nothing to with rails and tunnels? lol Very Happy

best regards
Michael


Driver wrote:
Hmm...the textures are a bit confusing. I told it to use Texture Index 15 (thats the road)...but the grass-strip in the middle uses Texture Index 3! It's very strange. There are also textures for the side of the strip, but I have not looked after which are used for that.



It seems to me that the attributes 6,7 and 8 are used to close the start and the ending. As you can see on my picture, the grass-strip is open at the start. With attribute 6 or 8 I can close it. Attribute 0 tell MM2 to draw nothing in the middle...the road-textures are stretched a little bit then. Attribute 1 is used to create a strip in the middle (like on my picture). When I use both attributes (0 and 1) I get a wall like at the freeway in SF. But it has no collision...the bound is the one from the strip.

That's all I can tell you for now.

best regards
Michael


Driver wrote:
The second value is also known to me now! It defines the height of the strip! Look at the picture to see what I mean.

dev_roads_5.jpg

Enough researching for now. I'll continue tomorrow. Wink

best regards
Michael


fre_ber wrote:
That is just about what Ripp and I managed to do, we never really managed to get a grip of the bits in the first variable or how the textures were selected. If I remember correctly, there is a height variable in there too, just like in attribute 0x4b. (Correct me if I remember wrong, Rippance)

It is strange that we didn't post anything about it in here, I was certain that we did... Well, well... This is all I found in there:
fre_ber wrote:
Embarassed
Lol, these are the simple roads... Smile

The divided roads are more difficult - like the highway in SF or the roads with a grass patch between the driving lanes. These attributes have a variable - possibly a bit pattern - that determines the type of sidewalk and divider. This needs to be researched. Also the road crossings need some more research, but these simple standard roads are a piece of cake. Wink

Maybe you could copy these latest messages in there? Sorry to be a librarian, but I like order - so kill me. Wink

EDIT: I think that it goes up to at least seven cross-sections in attribute 0xc7.

EDIT 2: Lol, I didn't read your last post very carefully, I thought you said that you didn't know the second variable... Wink Good, that means that I remembered correctly. Smile


Driver wrote:
fre_ber wrote:
Maybe you could copy these latest messages in there?


Could you do it? I don't know how to put all Messages in one posting and that it looks good like the first posting here. Lots of Quotes and Codes and something else...I can't manage that forum stuff Shocked PSDL is much easier than that, lol.

Edit:My thoughts about how textures for dev. roads are choosed: It always takes textures from the beginning of the Texture Index...not after the defined one! The side of the strip uses texture 0... The Top of the side-strip (this little strip at each side of the grass) uses texture 1. The strip itself uses texture 2. And the beginning and the end uses texture 3. I'm 90% sure that this is the right thought.

_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 25 Aug 2003 10:01 pm
View user's profile Send private message Visit poster's website
fre_ber
triangle fan
Moderator

Joined: 15 Jul 2002
Posts: 2399
Location: ZZ9 Plural Z Alpha

Status: Offline


Post subject: Reply with quote

That thing with the textures sounds unlikely... There can be different textures on different divided roads. I can't remember when I looked at the divided roads in London and SF. But could there be a texture index hidden in those bits? Accidentaly set to zero when you tested? It would be very strange and off form, but worth a look in variant or some other city.
_________________

"He who re-invents the wheel, understands much better how a wheel works."

<[4D]JoeShmo> what we have here, is a failure.. to communicate
Post 25 Aug 2003 10:07 pm
View user's profile Send private message Visit poster's website
Display posts from previous: Post new topicReply to topic

Page 3 of 19 All times are GMT
Goto page Previous  1, 2, 3, 4 ... 17, 18, 19  Next


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Home - MM2C.com - Contact - Staff & Seniors - FAQ - Community Rules - Syndication


Powered by phpBB © 2001, 2005 phpBB Group