View Full Version : Scenery Editor update
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Yow, I can eat those off the screen they're so good! LOL
Excellent progress, Klinn - looking forward to the update.
marnetmar
05-01-2005, 11:16 PM
Those look Great Klinn, excellent work on advancing the program even further :up: :up: :up:
Theme Parker
05-02-2005, 05:55 AM
I still don't get the point on UVW Mapping with those textures :cry: Anyway tonight I'm gonna ask my 3D friend who will help me on this problem.
speile
05-02-2005, 06:15 AM
Ive restarted my model making, after reinstalling rct3, and well, i know how to get the size of object i want, and such, but i still cant get UVW unwrap texture wrapping to work in game.
IM using 3ds max, do you recon, it may be that setting export "materials", in the ase export function is the problem to texture mapping,
also does the jonwils editor allow you to use lights, or has no-one tried
anyway, im off to test some stuff
speile
05-02-2005, 06:51 AM
Heres something you should know, rct3 flips the X co-ordinates of the object (Y is height, Z is depth, x is width)
I'm not testing Soaked, but I think this is more of a case of someone getting errors from the new objects, rather than from the game itself trying to block anything.
Maybe
Re-colourable objects look really good, that will make supports possible.
jonwil
05-02-2005, 07:53 AM
If anything is necessary to make my importer compatible with
Soaked!, rest assured that I will do everything possible to try and make it work. (as my time permits that is)
bored_dude02
05-02-2005, 09:06 AM
Originally posted by marnetmar
I'm not testing Soaked, but I think this is more of a case of someone getting errors from the new objects, rather than from the game itself trying to block anything.
I wish that was the case but it's been confirmed by one of the mods (in the *secret* forum. ;) ) I've no doubt at all that when the game is officially released, we'll be able to work around this (i've got faith in JonWil! :) )
However, don't forget the game is still in the beta-stages so it may have been blocked out for testing purposes. Once all the bugs have been fixed and the final version has been released, chances are the developers will let us re-import custom scenery in to the game.
It would be crazy to stop working on the Scenario Editor and all the textures/3d modelling. The progress you guys have made is astounding. Don't let it all go to waste.
jonwil
05-02-2005, 10:10 AM
I will do whatever it takes to make it work.
If need be, I will produce a patch for the RCT3.exe file somehow (like with the drexler patch for RCT1) to remove whatever "protection" they have added.
I suspect its disabled because soaked is in beta and they dontr want to have to deal with bugs caused by modified data files vs bugs in the unmodified beta.
Or it might be disabled because if someone uses a custom object and it stuffs up RCT3, frontier could get some blame (especially if its someone who doesnt know much about custom objects other than where to put them and how to put them into a park)
2005.... can you help me?
I'm trying to do an object with anim8or but when I'm importing the object ( .ASE ) the program says: Multiple objects, can convert to mesh"
Can you help me?
(I'm from Spain so I don't speak English well, sorry :rolleyes: )
you need to open the .ase with notepad and remove the following:
usted necesita abrir el. ase con bloc y quitar lo Siguiente:
}
*GEOMOBJECT {
*NODE_NAME "root"
*NODE_TM {
*NODE_NAME "root"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.000 0.000 0.000
*TM_ROW1 0.000 1.000 0.000
*TM_ROW2 0.000 0.000 1.000
*TM_ROW3 0.000 0.000 0.000
*TM_POS 0.000 0.000 0.000
*TM_ROTAXIS 1.000 0.000 0.000
*TM_ROTANGLE 0.000
*TM_SCALE 1.000 1.000 1.000
*TM_SCALEAXIS 1.000 0.000 0.000
*TM_SCALEAXISANG 0.000
}
jonwil or klinn it would be good if you could get the editor to automatically remove this excess information (or ignore it)
Theme Parker
05-02-2005, 02:16 PM
Just if nobody noticed,
In the sandbox mode the objects sometime will, but most of the time wont work!
they won't appear in a game that you started before you installed them, but you can add them in the scenerio editor if you want.
tikitiki
05-02-2005, 02:52 PM
you people still confussee me :confused: ;)
Do you know if the converter will ever support other file formats, or possibly have downloadable plugins
Cheers Tikitiki
jonwil would know best but basically you always have to convert from something to rct3s own format, which bi-trun does ok. Be nice if the program would support .3ds but probably won't happen for a while.
About textures i don't know i guess they are converted again
i think .3dmax pple can save to .ase directly, for everyone else its a bit more complicated.
d_h1234
05-02-2005, 03:30 PM
Originally posted by 2005
i think .3dmax pple can save to .ase directly
Yup.
Originally posted by 2005
jonwil or klinn it would be good if you could get the editor to automatically remove this excess information (or ignore it)
I think what's removed is slightly different between certain programs (brackets wise).
I have done everything that the klinn's tutorial says
But when I'm playing the game I can't find the object.
Can someone help me?
Thanks
make sure the files are actually in the right rct3 folder and you install the theme.
http://img50.echo.cx/img50/7837/foto8so.jpg
Is it ok?
Guybrush_47
05-02-2005, 04:45 PM
I know theres alot of pages in this topic guys, but anyone new here, should read through all of them. We've experimented/cried/sweated and bleed trying to figure out how to get all this working.
UVW Unwrapping for 3ds:
This was a little tricky to work out, but soon i got the hang of it. The problem you'll find is that the uvw unwrapping is upside down. So lining up your texture is going to be pretty difficult.
What i've done, is i've flipped my texture the wrong way up. Then i've alligned my model to the texture that should be the right way up... you'll get the hang of it, it's annoying and very frustrating at times.
How can i get good looking textures ingame?
Okay, practice, practice, practice. I'll provide a quick screenshot of my texture i'm using for most of my jurassic park theme. It's a standard texture which many of my walls will use. Thus limiting the download space, as i don't need a texture for each model. Drawbacks, texture quality is slightly reduced. Pro's, far less downloading, better organisation, easier to swap textures about.
http://img258.echo.cx/img258/8721/jurtexture8fr.jpg
oh and thats a 512x512 texture.
Klinn
Great work mate, looking much better, you'll have to show me how you've done that ;)
Why isn't the Developers helping us :(
To me it seems madness that the people at Atari/Frontier aren't helping us in anyway. Having a thriving modding community is always brilliant news for games, look at the sims. Look at Neverwinter Nights, two games that have 2+ expansion packs and a huge community, yet they make so much money.
If they have found a way to block us producing custom models into RCT3, then personally i will be extremely upset and frustrated. We're trying to help them, not take away their profit. I've said it once and i'll say it again, they should be ashamed of themselves for having such poor community managament, even EA are better than this. Sure producing 2 screenshots is 'great' for the community, but personally i find it insulting that not one word has been mentioned, not one comment about any of our work, or any news on modding tools.
/Rant over.
Coasterbuf
05-02-2005, 05:16 PM
First off, the developers are busy with this little project called Soaked right now. :) There's only so many people to go around! I suspect why you haven't heard any word on this is 1) they're busy 2) they haven't taken an official position on this yet. And I can understand that. It makes sense.
And as for the scenery edit program not working, that's bound to be the case ANY time a game is updated or modified. With all of the pools and such, Soaked makes significant changes to the game. So you shouldn't consider that intentional. Anymore so then upgrading your computer's operating system requires driver upgrades for your printer or USB devices. It's just a byproduct of the madness we call upgrading. :)
Guybrush_47
05-02-2005, 05:23 PM
Personally i don't buy that for an excuse tbh. If they were ever going to allow the game to be officially modded they would have released a tool by now. Games such as Dawn of War, Neverwinter Nights, Battle for Middle Earth didn't have modding tools right away but were released a month-few months later.
If thats an excuse, then thats a pretty poor E grade excuse :)
Also, it's my own fault, but lets keep this on topic. We should really create a new thread about the lack of modding tools and see whether or not we actually get an official word on it, before it gets locked :)
i think so too.
DB only ever made one comment on custom scenery.
here (in context)
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=435063&highlight=custom+objects
2005 - I hope you don't mind, but I've edited the 'No' option on your poll to make it more meaningful (ie from "No" to "No - I'd rather they spent the time on other features")
someone must have read this thread.........
WalkingSnake
05-02-2005, 05:40 PM
Originally posted by Guybrush_47
Personally i don't buy that for an excuse tbh. If they were ever going to allow the game to be officially modded they would have released a tool by now. Games such as Dawn of War, Neverwinter Nights, Battle for Middle Earth didn't have modding tools right away but were released a month-few months later.
I do. Maxis didn't release the official tool to mod SimCity 4 until more than a year after SC4 was released. I'm not sure if anybody realizes this, but:
Frontier has released 2 patches since release, and is working on an expansion pack!
It's only been, what, 7 months since release? And we already have 2 patches, an expansion pack in BETA, and tons of official support and interaction. An official editor WILL come, but I think it's good that Frontier put the bugs and expansion pack as first priority. :)
As big as a mod fan I am, and obviously heavily involved, I feel it's not up to Frontier to suddenly support us. They want to appeal to the masses, by making sure they bring out quality expansion packs right now, and insuring that everything runs the way it should. They shouldn't have to be taking time away from top priority projects to start answering questions or supporting a small community right now. Personally, I feel somewhere down the line, they'll either bring out some kind of utility or editor that may be part of one of their expansions or a stand alone. That is when I'll expect them to pitch in with help, certainly not now.
Guybrush_47
05-02-2005, 06:19 PM
Sorry but thats not good enough in my book, every game known to man comes with modding tools nowadays. It's like standard practice, if the modding tools are released a few months late, then they get scaving reviews.
I don't understand how everyone can be really happy by this, sure expansions are all well and good. But i'm not good to spend my money on expansions knowing that there still won't be any modding tools for the game. It's just not good enough in my book, community should always come second, first being the initial game.
Releasing only two patches is pretty dire. But like i said before, this is going off topic. Lets stay on topic.
WalkingSnake
05-02-2005, 07:04 PM
You're right. Frontier should stop doing what Atari pays them to do so they can please a few people on the forums. ;)
Klinn
05-02-2005, 07:08 PM
Originally posted by Guybrush_47
It's a standard texture which many of my walls will use. Thus limiting the download space, as i don't need a texture for each model. Drawbacks, texture quality is slightly reduced. Pro's, far less downloading, better organisation, easier to swap textures about. That isn't quite how object textures work for our custom objects. A copy of the texture bitmap is embedded in each object OVL. It's not in a separate file somewhere that can be referenced by multiple objects and thus shared.
So you may want to rethink your strategy and create different, smaller, bitmaps which only contain the specific textures needed by a particular object.
I believe it may be technically possible to create OVL's that reference external texture files, but JonWil's program doesn't do this at the moment. (JonWil, please jump in if I'm off-base here, I'm just going by what I've seen of the source code.)
Guybrush_47
05-02-2005, 07:34 PM
shizzle.... kind of relying on that i have too many textures to put on each object to be able to piss about using 256x256 :/
For example, a standard indoor interrior roof piece, would use the pillar, indoor wall, indoor floor, indoor ceiling + another metal fence texture, which i'm going to try and making colour adjustable (with your help klinn ;))
Hey walkingsnake, not my fault they have terrible PR management. They should look around at all the rest of the major game companies and take note, rather than ignoring the community ;)
Klinn
05-02-2005, 08:37 PM
Originally posted by TrSH
I have done everything that the klinn's tutorial says But when I'm playing the game I can't find the object. Have you started a NEW sandbox park or custom scenario and looked for your object? To include them in an old park or custom scenario you have to tweak the park in the Scenario Editor or wait for your new item to be researched. There are more details about this process in my ElectroShock Coaster thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=465233) over in the Exchange forum.
Hope this helps...
marnetmar
05-02-2005, 09:06 PM
Originally posted by TrSH
http://img50.echo.cx/img50/7837/foto8so.jpg
Is it ok?
I see the model files in there for your walls, but I don't see the "style" files that contain the texture information for them & the icons.
Yo ve los archivos modelo adentro allí para sus paredes, pero yo no ve los archivos del "estilo" que contienen la información de la textura para ellos y los iconos.
marnetmar
05-02-2005, 09:16 PM
Originally posted by Theme Parker
Just if nobody noticed,
In the sandbox mode the objects sometime will, but most of the time wont work!
I haven't tried using any custom objects in a scenario, but everything has been right there & available in the sandbox mode.
I remember Klinn saying something about adding them to inventions or something like that for the scenearios.
Originally posted by tikitiki
you people still confussee me :confused: ;)
Do you know if the converter will ever support other file formats, or possibly have downloadable plugins
Cheers Tikitiki
Do you mean Biturn? They have a newer version out, but I don't know what changes were made to it. you can check it out & see.
Biturn (http://mirex.mypage.sk/index.php?selected=1)
marnetmar
05-02-2005, 09:23 PM
Originally posted by WalkingSnake
You're right. Frontier should stop doing what Atari pays them to do so they can please a few people on the forums. ;)
I feel your pain
Klinn
05-02-2005, 10:41 PM
Originally posted by marnetmar
I see the model files in there for your walls, but I don't see the "style" files that contain the texture information for them & the icons. The "style.common.ovl" and "style.unique.ovl" would be located one folder up, in this case in the "C:\Archivos de programa\Atari\RollerCoaster Tycoon (r) 3\Style\Themed\Arcos-Paredes\" folder.
And to the best of my knowledge, the "style.unique.ovl" does not contain any texture info for objects, only for the menu icons. The textures for objects are in their respective "ObjName.unique.ovl" files.
marnetmar
05-02-2005, 11:38 PM
Thanks Klinn, I didn't realize that, trying to do too many things at once lol
tikitiki
05-02-2005, 11:42 PM
Originally posted by marnetmar
Do you mean Biturn? They have a newer version out, but I don't know what changes were made to it. you can check it out & see.
Biturn (http://mirex.mypage.sk/index.php?selected=1)
No I meant JonWil's converter, but I was looking for a converter...Thanks!!!
Cheers Tikitiki
In "C:\Archivos de programa\Atari\RollerCoaster Tycoon® 3\Style\Themed\Arcos-Paredes" I have a file (style.unique.ovl) and a folder (Arcos-ParedesSet)
Klinn
05-03-2005, 01:23 PM
You should have two files in there, "style.common.ovl" and "style.unique.ovl". Both are automatically created by JonWil's Importer, so try installing your custom theme again. And don't forget to test your object in a NEW sandbox park or custom scenario.
I have done those steps:
Step 1 - Preparation
http://img110.echo.cx/img110/2118/16pq1.th.jpg (http://img110.echo.cx/my.php?image=16pq1.jpg) http://img110.echo.cx/img110/6553/23db.th.jpg (http://img110.echo.cx/my.php?image=23db.jpg) http://img110.echo.cx/img110/5607/31rv.th.jpg
(http://img110.echo.cx/my.php?image=31rv.jpg) http://img110.echo.cx/img110/8712/47yp.th.jpg (http://img110.echo.cx/my.php?image=47yp.jpg)http://img110.echo.cx/img110/526/52gw.th.jpg (http://img110.echo.cx/my.php?image=52gw.jpg)
Step 2 - Create Parts of Theme in JonWil’s Editor
http://img110.echo.cx/img110/4613/65vv.th.jpg (http://img110.echo.cx/my.php?image=65vv.jpg)http://img157.echo.cx/img157/4615/74jh.th.jpg (http://img157.echo.cx/my.php?image=74jh.jpg)http://img157.echo.cx/img157/7815/83gt.th.jpg (http://img157.echo.cx/my.php?image=83gt.jpg)
http://img157.echo.cx/img157/9418/95og.th.jpg (http://img157.echo.cx/my.php?image=95og.jpg)http://img157.echo.cx/img157/7219/100tg.th.jpg (http://img157.echo.cx/my.php?image=100tg.jpg)http://img157.echo.cx/img157/844/112fm.th.jpg (http://img157.echo.cx/my.php?image=112fm.jpg)
http://img100.echo.cx/img100/4904/121mu.th.jpg (http://img100.echo.cx/my.php?image=121mu.jpg)
Step 3 - Combine Info Into Scenery Item and Theme File
http://img100.echo.cx/img100/9343/132az.th.jpg (http://img100.echo.cx/my.php?image=132az.jpg)http://img100.echo.cx/img100/29/146oy.th.jpg (http://img100.echo.cx/my.php?image=146oy.jpg)
Step 4 - Install Theme in Game
http://img100.echo.cx/img100/8061/158wz.th.jpg (http://img100.echo.cx/my.php?image=158wz.jpg)http://img100.echo.cx/img100/656/163ic.th.jpg (http://img100.echo.cx/my.php?image=163ic.jpg)
Some wrong?
I've done it again and now it worksss :) :) :)
But I have a problem, the object is very large !!! What can I do to have a small object?
Thanks Jonwill for the program
Thanks Klinn for the tutorial
Thanks all who help me
Byeee
Make the object small IN the 3D program you are using to model. Everyone started out with that problem. LOL
Glad you're up and running.
I'm at work, otherwise I would send you a sample size for the wall so you can get an idea of how big things are in RCT3.
If you look earlier in this thread, there's some pics of a box that I posted when replying to Guybrush about something...
in that the UV texturing in anim8or?
http://img110.echo.cx/my.php?image=47yp.jpg
marnetmar
05-03-2005, 05:31 PM
Originally posted by 2005
in that the UV texturing in anim8or?
http://img110.echo.cx/my.php?image=47yp.jpg
That would be her icon sheet in MS Paint
marnetmar
05-03-2005, 05:34 PM
Originally posted by Pumper
If you look earlier in this thread, there's some pics of a box that I posted when replying to Guybrush about something...
Here's the pic Pumper:http://modstothemax.net/mttmcommunity/files/front_185.jpg
TrSH This model was made in Milkshape, I'm not sure what program you're using though.
Klinn
05-03-2005, 05:44 PM
JonWil - Would you have time to do a few more object data dumps? I was hoping to get the data for:
- Generic Coloured Slate Walls - 1/3, 2/3, and Full height versions.
- Generic Glass Walls - 1/3, 2/3, and Full height versions.
I believe the generic coloured slate walls are in the FlexWallSet folder, called Van_Wall_1a.*.ovl, Van_Wall_2a.*.ovl, and Van_Wall_3a.*.ovl. The glass walls are of course in the GlassWallSet folder. Hmmm, looking at the file names of the glass walls (eg. 'GlassWall1mH.common.ovl'), it seems to support my theory that when Frontier was creating the game they were thinking of one unit in the 3D modelling app = approx one meter. And if you compare the height of walls to peeps, it seems about right.
Anyway, if this is possible, then I'll add the info to the spreadsheet and re-post it for everyone. I'm looking for clues to get full-height walls to 'jump' above existing ones when being shifted into place, and if there are special flags for transparent objects.
Guybrush_47
05-03-2005, 06:04 PM
I want to experiment to see if we can get the pieces to jump automatically to 4/5 high. Atm we can get 1/2/3 but 4/5 would give us a few more possibilities.
Klinn, i'm experimenting with a few things atm, one of these things is trying to get a new pathway to work. This might be impossible, if it is, i'd be well annoyed :)
However, i'll keep working at it, because if i get it to work properly... then, :o
I knowing i'm being a bit on the vague side, but any ideas on getting new pathing to work would be excellent. I've played around a bit, and i've had no luck. It could be that we can't create them, however, why is path in scenery type...
P.S. Height for a standard person is 2high. I'm trying to create my interrior for every 5high, 2 and a half people tall effectively. It should create a really impressive interrior. Thats if i can get the pathing to work properly...
getting the paths to work would be really useful...........
Klinn
05-03-2005, 09:24 PM
Originally posted by Guybrush_47
P.S. Height for a standard person is 2high. Yup, that's why if you put a 2/3 wall against a path, you'll see it's roughly the height of a peep.
Good luck with the paths, it would be nice but as JonWil mentioned, they seem to be generated in an entirely different way.
I think the only chance we've got is to create 4x4 very thin planes which are positioned just above the ground so it will look like a new path as the peeps walk on the real one underneath. Obviously will only work for flat paths, unless you want to build a ton of sloped variations of your faux-path object. You would want them just above ground level so you won't get texture flickering in-game, and that means you will probably want to give them a slight thickness rather than just a 2D plane. ...just thunking out loud here... ;)
Miss O
05-03-2005, 10:31 PM
Sorry all, I was out of town for the weekend, and thus haven't been weighing in on all the happenings here. I'll wrap it all up at once.
Jonwil: I'd like to request a couple more bench items, particularly the marble one, with any information you can find/see about why ours have the same settings and they don't work. Thanks for the dumps you gave us, I can't wait to make my light, even though I have NO idea how that will work. :)
Klinn: You are so the man. I want to be you (if in female version, of course) when I grow up. Can't wait to see what you've come up with for coloring, especially because I want to see if you can modify things with multiple colors to them. My walls have red borders, but they would certainly look nice if we could change them to a wood shade. If you need some test files, I'll be happy to oblige.
Regarding talk of mutiny because Frontier hasn't taken up this banner, chill. If they could do it right now, they would have taken some more official stance, either to say they could, or say they couldn't. I suspect they're a bit busy now with Soaked, and personally I'd like them to stay as busy as they need to be to get it right. Furthermore, Frontier isn't the team behind Neverwinter Nights, which had like 8 million people involved. You just can't expect that type of throughput without the staff to do it. I'm sure this would be a much different game were they staffed like MMORPGs, and if the expectation was the same for the type of person who would ultimately play the game. Heck, Everquest has a huge following, and they still don't have custom objects. I also think the moderators do a reasonably decent job of communicating with the community at large. Lots of other games don't get official representation at all.
Pumper: Agreed on the concept of not expecting Frontier to support modding as yet, given what's on their plate.
WalkingSnake: You kill me. I love your sense of humor. :D
marnet: I'll have to check, but I think I had to move my models to different coordinates to get them to work properly. I'll get back to you with screenies.
As for talk of textures, as Marnetmar pointed out, one needs to flip the textures 180 degrees in Milkshape, too, because for some reason they do get flipped in the biturn conversion.
To put a color on a shape, you need to make a group (see the Groups tab) that is to be one color. I make several groups, like the sides of a wall, the top/bottom of the wall, and the front/back of the wall, because when I apply my stucco texture to the piece as whole, the ends/top get blurred in one direction or another, which annoys me. Once you've got your groups and you've made a texture bmp (mine are all 512, but I'm experimenting, since they can be much smaller), you open the texture coordinate editor and, using the region button, box out a region where the group should get its texture. Then you can hit the Remap button, and based on how your object is turned, you'll see it fit into the texture area you defined. Do this for each texture portion you have by changing the dropdown below Region to different groupings and laying out the area you'd like the texture to appear. You can reuse the same portion of your patterns with different groups. I recommend using a texture that is seamless, so you don't see lines messing up when you have the tiling pattern on the object, so plan accordingly when selecting your region.
All that said, if anyone has come up with a way to get walls to line up and not intersect with jaggies at the corners, please PM me or post here, because I'm looking for that solution.
Back to walls for now, but stopping work on my Asian set for about a week in pursuit of a quick-fix scenery pack,
Miss O
Klinn
05-03-2005, 10:55 PM
Originally posted by Miss O
Can't wait to see what you've come up with for coloring, especially because I want to see if you can modify things with multiple colors to them. My walls have red borders, but they would certainly look nice if we could change them to a wood shade. Not to worry ;), I've figured out how to make objects that support all of RCT3's re-colouring options. You can set it up so the player can change one, two, or three colours on your custom object, just like the game's regular objects. I am hoping to release a revised version of JonWil's Importer and a tutorial on re-colouring within the next couple of days.
First -welcome back Miss-O! Wow you sure recapped everything in a nutshell! :-)
Klinn - this is quite exciting. I had another small project in mind, but it would definitely require recoloring of objects for it to even qualify as worthy. LOL Thanks for the progress reports!
marnetmar
05-03-2005, 11:19 PM
Miss O, It's good to see you back again & I'm glad to hear you got things working right for the most part. :up: :up:
Klinn, That sounds excellent, keep up the great work :up: :up:
jonwil
05-03-2005, 11:58 PM
As long as you release the source code for your changes :)
tikitiki
05-04-2005, 12:17 AM
Klin and John Wil do you happen to use Microsofts Visual Studios .NET editor software for this...If so I've got it, and it is an excellent program...Hopefully sometime soon I'll be helping out with you guys...
btw what is a memory dump??(maybe I should read more chapters, he he)
Klinn
05-04-2005, 12:17 AM
JonWil: Absolutely! If you had a chance to look at the zip file I PM'ed to you, all of the (minor) changes to the source code are documented. The next person to take up the torch should have no problems follwoing the changes I've made.
Miss O
05-04-2005, 02:10 AM
For those using Milkshape to do textures, when converting in Biturn, be sure to choose Options, then Bitmaps general tab, and uncheck "Store TGAs upside down" checkbox. This will prevent you from having to readjust your images before converting to the ovl in Jonwil's program. Whee! One less step, and it works brilliantly. :D
Klinn
05-04-2005, 11:38 AM
MissO: That's a great discovery you've made, will certainly smooth out some folks' workflow.
Originally posted by tikitiki
Also I was thinking, would it be hard to impliment .txt files as a conversion type file for Jon's Converter?? As has been mentioned several times before, ASE's are text files, that's the primary reason JonWil used them.
doom+sons1988
05-04-2005, 11:57 AM
This has been asked before but after I've installed my theme when I actually place my scenery down it doesen't appear but it leaves a shadow.
Guybrush_47
05-04-2005, 12:21 PM
Make sure your texture is configured correctly. I seem to remember, an invisible model is due to a bad texture.
MissO - Nwn did not have 8 million people involved :P
Nwn2 is being made by Obisidian who has a team of roughly 24ish from what i know. They respond to questions every day in the forums ;)
P.S. Who said anything about mutiny? I'm just frustrated by their lack of interest/care for any of our work.
Klinn - That seems to be the most feasible way of creating paths atm, but i'm trying to create a raised pathway... which wouldn't work at all in the way you suggest. I will however, be doing that for the ground surface texturing. It's just a wee bit annoying.
marnetmar
05-04-2005, 01:10 PM
Originally posted by Miss O
For those using Milkshape to do textures, when converting in Biturn, be sure to choose Options, then Bitmaps general tab, and uncheck "Store TGAs upside down" checkbox. This will prevent you from having to readjust your images before converting to the ovl in Jonwill's program. Whee! One less step, and it works brilliantly. :D
Great find Miss O :up: :up: :up: Thanks for the info ;)
live_the_thrill
05-04-2005, 02:32 PM
woah, 21 pages and still going! SHouldnt this be sticky?? I tried to read some of it, but I got lost! Good luck to all those who got it working, but would anyone possible be able to make those supports which were in rct2? Like the wooden ones, the tube ones? I think alot of people would be grateful!!
marnetmar
05-04-2005, 05:15 PM
Originally posted by live_the_thrill
woah, 21 pages and still going! SHouldnt this be sticky?? I tried to read some of it, but I got lost! Good luck to all those who got it working, but would anyone possible be able to make those supports which were in rct2? Like the wooden ones, the tube ones? I think alot of people would be grateful!!
I don't have RCT2 live_the_thrill, so I don't know what the supports look like, but if you can post a pic, maybe myself or someone else can figure out a way to make them. As long as we can do it without making a really detailed model that would cause problems with game lag.
Klinn
05-04-2005, 06:13 PM
http://www.designamatic.com/Graphics/RCT3-RecolourableOVLTitle03.jpg
Yes indeed, you can, but you're going to have to become even more intimately familar with indexed 256-colour bitmap textures. :) The process may seem a little confusing until you try it a few times, but hopefully the instructions I've added below will get you started. Most of the text below also appears in a PDF file contained in the zip archive along with a new version of JonWil's Importer. Speaking of which, here's the...
Link To New Importer (http://www.designamatic.com/Downloads/rct3imp6.zip) (226KB - Version 6)
When talking about ‘re-colourable’ objects, we’re not really talking about one single colour. Sometimes it may be that simple, but often an object has a set of shades of a given colour. For example, on the Western wall set, the texture has some lighter and darker shades to give the illusion of wooden siding. Whatever colour selected by the player for the wall is applied in several shades to maintain that pattern. Think of the texture as a gray-scale image, and the player is applying a coloured tint over top. So below I’m going to be mentioning adjusting ‘colour sets’ a lot.
To create re-colourable objects in RCT3 you need to do two things: specify how many colour sets can be adjusted when building an OVL file, and convert the object’s texture bitmap into a specific format.
1. Specify Recolouring Option in OVL File
Make sure you are using Version 6 or later of JonWil’s Importer program, earlier ones did not support recolourable objects. When creating an OVL file, there’s a new box at the bottom to control recolouring. Type in one of these four numeric options:
0 = object cannot be recoloured by the player.
1 = player will be able to adjust one set of colour shades.
3 = player will be able to adjust two sets of colours.
7 = player will be able to adjust three sets of colours.
2. Create a Suitable Object Texture
This part is a little harder. The final texture bitmap applied to the object when creating an OVL file must have its colour table arranged in a specific pattern. To make it easier to do this, I’ve created two custom colour table files, one for Adobe Photoshop and one for Corel Photo-Paint. These are included in the zip file with the latest version of the Importer. Assuming you are starting with a true-colour (24-bit or 32-bit) RGB image, here are the steps to create a suitable recolourable texture bitmap:
- Draw everything that should be changed as part of the first colour group in shades of blue. Try to use ‘pure’ blue colours, i.e. blue shades lighter than 0,0,255 have an equal amount of red and green added to them, and shades darker than that have no red or green at all, just a diminishing amount of blue. Avoid ‘blue-grey’ type shades.
- Draw everything to be changed as part of the second colour group in shades of magenta, following the same recommendation about using ‘pure’ shades of the colour.
- Draw everything to be changed as part of the third colour group in shades of yellow, following the same recommendation about using ‘pure’ shades of the colour.
- An example straight out the game’s generic ‘slate’ wall set to make this clearer:
http://www.designamatic.com/Graphics/RCT3-flexiplasterwalls.jpg
- When converting the RGB image to a 256-colour indexed one within Adobe Photoshop, you MUST use the supplied custom color table ‘RCT3-RecolorableOVLColorTable.act’. If you’re using Corel Photo-Paint, use the ‘RCT3-RecolorableOVLColorTable.cpl’ custom palette. If you’re using another paint app, hopefully it supports one of those two standards.
- I strongly recommend that you do not allow any dithering of shades, since the program is likely to use inappropriate colours for some of the dithering. If you stuck with ‘pure’ colours when creating the texture bitmap, no dithering should be needed anyway.
- Save the converted 256-colour bitmap as the texture to be applied when creating the object’s OVL file in JonWil’s Importer.
Instead of initially working with a true-colour RGB image, you can also draw the texture on a 256-colour bitmap right from the beginning. Just be sure to use the custom color table supplied, and then you’re guaranteed to be painting with colours mapped to the proper index.
Of course, all this talk of colour sets can be ignored if you just want an object with a single colour the player can modify. That is, an object with no texture per se, just a solid colour. Simply pick a shade of blue depending on how light or dark you want the object to appear on average and fill the entire texture bitmap with that colour. That's what I've done with my test ElectroShock Set pieces seen in the image at the top of the post.
Other Changes To JonWil's Importer
If you start using Version 6 of JonWil's Importer, you'll notice a couple of other minor changes:
- There's a confirmation message after you successfully install your theme. Many folks were confused the first time they used the 'Install' command since it didn't seen to do anything.
- The coordinates for Icon References have been straightened out. Previously, the 'Top' & 'Left' and 'Bottom' & 'Right' coords ended up in the wrong place, so you had to remember to reverse them when specifying the icon position. That's fixed, so now Left really does mean Left, etc. If you have a theme built with the old version of the Importer, you'll have to open it up and swap the coords back to the proper places for all Icon References. Those of you who haven't made any icons yet, don't worry about it.
Some Extra Nitty-Gritty Details For The Curious
In the image’s colour table the colours are mapped this way:
1 - 85 = colours that will be remapped as part of colour set one, in shades from light to dark.
86 - 170 = colours that will be remapped as part colour set two, in shades from light to dark.
171 - 255 = colours that will be remapped to colour set three, in shades from light to dark.
0 = use of colour zero is uncertain, recommend leaving as pure white.
As before, source is included and released under the terms of the GNU General Public License as published by the Free Software Foundation, the 'Copying' file has details.
By the way, just because I've made some mods to JonWil's Importer, don't mistake me for some super C++ programmer. ;) I can hold my own a number of other languages, but I haven't used C or C++ for ages, and never under the Microsoft Windows environment. The fact that I could make these changes is a testament to the incredible work JonWil put into decoding and explaining the OVL file structure in his program, I just had to follow the well-marked trail he left for me. One more round of thanks for JonWil! (don't you wish you had a buck for each one, JW? :))
Anyway, have fun folks, and don't be surprised if your first recolouring attempts don't work, just stick with it!
Grabs smelling salt - almost fainting, whew - just on time!
Klinn, two words: T h a n k Y o u
Looks amazing - God I love that screen shot of your theme all colored - time for me to get to work with this awesome update (as in RCT3 work). :-)
tikitiki
05-04-2005, 07:04 PM
yuumm...I smell Salt!
ohh wait wrong subject
Thanks Klin, this will come in very handy!
Do check your pms please :)
Cheers Tikitiki
Guybrush_47
05-04-2005, 07:53 PM
Great job klinn. Easy to read and understand instructions.
Looks like i got alot to play around with at the weekend.
Klinn
05-04-2005, 08:32 PM
Originally posted by tikitiki
:bored: I don't think your getting me, I'm asking is it possible to be able to add .txt(not .ase) as a possible importer too? No, what you're not getting is what a 'text' file actually is. You have a bad habit of pretending to know more about something than you actually do, and your post is just one more example of that.
Klinn - one question:
If I was to go back and modify say, one of my objects to make it now "colorable" - do I have to specify a 0 on all the previous objects I made which will not be colorable? Particularly since a new install will be invoked.
(0 = object cannot be recoloured by the player.)
Thanks
Klinn
05-04-2005, 09:20 PM
Originally posted by Pumper
One question: If I was to go back and modify say, one of my objects to make it now "colorable" - do I have to specify a 0 on all the previous objects I made which will not be colorable? Particularly since a new install will be invoked. (0 = object cannot be recoloured by the player.) Thanks Good question, I should have mentioned that all OVLs you built with the older version of JonWil's Importer are already set at 'zero', the player can't recolour them. So you only have to recreate the OVLs for the objects that you want to be recolourable.
Understood -thanks very much, and thanks for sending that color table... which is a big help.
marnetmar
05-04-2005, 10:04 PM
Excellent work Klinn, this will really come in handy in the future for a lot of things. Thanks for taking the time to figure this out & add the option to recolor props in this already excellent program.
Thanks again goes to Jonwil for making this program for us. :up: :up: :up: :up: :up:
Well, Klinn - it worked, first time through. I've only redone one single color object, but it came through without a hitch. I got scared for a moment, because I forgot you added that acknowledgment window which states successful installation of the theme. Thought it was a error.. :haha:
Thanks again
These guys need to be aligned properly to connect - rather then overlap.. just wanted to test the color.
http://www.trackworx.com/spring.jpg
Klinn
05-04-2005, 11:12 PM
Hey, those spirals look great! Was that the one you used on your dark ride? I thought it looked a little more stretched out, but that's probably just the coaster cam perspective tricking me.
Thanks for letting me know it workd, it's reassuring to know I didn't leave something out. >whew<
tikitiki
05-04-2005, 11:51 PM
Wow! Absolutly Fabulous!
Thanks -
Yep, that's the coil from Phantasm and you're correct about them being stretched out, but this evening, I've scaled them down a lot for a more 'general' purpose. The one in the ride was good for that track only, but too long for anyone who may opt to use it for future projects.
marnetmar
05-05-2005, 12:14 AM
Those look Great Pumper, nice work on it & Thanks again to Klinn for the "color fix" :up: :up:
Mr. Six
05-05-2005, 01:57 AM
I have to say that what you have done is amazing! I wish i had these kind of skills. I need to try these out someday. Thanks Jonwil and everybody else who is making this possible! Its definatly nice for all us non skilled people. Thanks!
BoRJoYZeE
05-05-2005, 03:17 AM
All these new objects looks great!
pumper are you going to release yours?
Hey Astroworld, yeah, Marnetmar and I are just getting the icons done, and I need to put together a brief instruction file - I hope by Friday night all will be released. Klinn's addition to Jonwil's program (colorization of objects) set my time back a bit, because I wanted to provide a few objects with color change options. Thanks!
Guybrush_47
05-05-2005, 04:31 AM
Looks like i need to get my ass into gear and start pushing out a beta :)
However, i think you all are going to be a bit surprised at a few things ;)
jonwil
05-05-2005, 05:19 AM
Great job on the recolorable stuff.
If the objects dont work in the final release of Soaked!, I WILL make them work.
Klinn
05-05-2005, 09:04 AM
Guybrush: About what you were asking over in the Exchange Forum, I made sure the player-selected colour for my walls & roofs came out lighter than usual by making my object's texture bitmap a lighter shade of blue. RGB 111,111,255 if I remember correctly. A middle blue shade (0,0,255) will come close to the colour the player selects on screen. Lighter ones come paler, and I used a darker shade for the Electro Posts so they would come out darker and show the shiny rendering style. Have a look at the magenta section of the sample texture I posted above and then compare it to what you see in-game for Slate 1/2 Roof blocks etc as you change its colour.
Hope this helps...
SlipperyPenguin
05-05-2005, 09:07 AM
Pumper..
You offered to send someone a standard sized object (wall I believe)..
Any chance you could send it to me as well (PM me for my email if you can't get it !). 3Ds would be great.
Thanks
Slippery
Guybrush_47
05-05-2005, 09:09 AM
Ah ok Klinn, i'll do some experimenting. Slippery - i have a dummy wall if you want it.
SlipperyPenguin
05-05-2005, 09:12 AM
Thanks Guybrush..
Much appreciated.. PM'd my email.
Slippery
Guybrush_47
05-05-2005, 09:21 AM
Email sent, and not a problem mate, if you have any questions don't hestiate to ask.
Originally posted by SlipperyPenguin
Pumper..
You offered to send someone a standard sized object (wall I believe)..
Any chance you could send it to me as well (PM me for my email if you can't get it !). 3Ds would be great.
Thanks
Slippery
Would of for sure, but I see it was already taken care of. :cool:
SlipperyPenguin
05-05-2005, 12:50 PM
Yep..
All sorted..
Thanks anyway Pumper
Slippery
Klinn
05-05-2005, 11:15 PM
Howdy Folks;
A small update for JonWil's Importer. I've made the "Create Scenery OVL" dialog box a little easier to use.
1) When selecting a re-colouring option, you can just pick it from a drop-down list rather than having to type in a special code.
2) Similarly, you can now select the Texture Style Name from a drop-down list of commonly-used ones. If there's a special one that's not on the list, you can still type it in directly.
Here's the link to new version (http://www.designamatic.com/Downloads/rct3imp61.zip) of JonWil's Importer, now at Version 6.1 (227KB). As before, the source is included and released under the terms of the GNU General Public License as published by the Free Software Foundation, the 'Copying' file included in the zip has more details.
Fantastic Klinn - more step-savers! A tremendous thanks!
marnetmar
05-05-2005, 11:57 PM
That's a great idea Klinn, Thanks for the additional update. :up: :up: :up: :up: :up:
jonwil
05-06-2005, 04:32 AM
Great features people.
Someone going by the name of "Hari K" is currently working on re-doing the importer and making it into some dlls.
What features/things are most needed from me?
More dumps of flags from more scenery items?
Changes to the program? (I dont particularly want to make wholesale changes to the program and then have to make the same changes again when "Hari K" finishes making it into dlls)
Soaked Compatibilility (which will naturally have to wait untill either I can get Soaked/files from it or untill someone with soaked can test and tell me what works and what fails :)
Support for multiple meshes? (in theory it doesnt sound hard, its just a matter of expanding the code so that you have all the data structures inserted right and spending LOTS of time testing it all)
Support for multiple textures?
Support for transparent textures? (one way to do that would be to have a seperate image such that the "color 0" means "transparency value 0" and so on, if we do that it might not be that hard to implement actually but it might be a little bit of a challenge for the people making the scenery)
Guybrush_47
05-06-2005, 04:36 AM
Transparent textures are a must, and anyway of finding out how to add in new landscape textures, and the ability to create paths would be my top 3 wishlist.
jonwil
05-06-2005, 04:44 AM
Once the DLLizing of the program is complete (and assuming a sutable means of implementing textures with alpha blending has been identified), I will investigate adding support for transparent scenery textures.
Transparent icon textures (as well as compression for the icon textures to make them smaller) is harder and again, assuming a sutable method of implementing alpha transparency on textures has been figured out, it will be investigated.
Landscape textures are very much hardcoded into the exe unfortunatly :(
As for paths, there is a chunk of data that is required for a path that I do not know the format of.
Transparent Texutre is my #1 wish, anything else is a bonus for me. Thanks Jonwill -
Klinn or anyone: I'm less then a day away from releasing the scenery pack, but one object is misbehaving in a strange way: I have a wall/roof which are part of an "Onyx" set. They both are solid black, accented with a narrow color band (the color band can be changed to any color by the user in RCT3). Anyway, the two objects were saved with the gloss reflection style, and the color change option to 1 (the color band was saved with the blue value).
Once in RCT3, they work as planned, but sometimes when you go back to the item list, and pull the same object out again, the main color (black) is now another, random color. Moments later, if I do something else and come back to the scenery choices, it will be yet another color, or return to the originally assigned black. This is strange...
I don't think it has anything to do with the newly, impimented color change option, because that's set correctly, and I'm able to change the fine band to any color while in RCT3. Also, weeks ago, my Indian Ghoul panel did this random color thing one night - but it has not happened again.
jonwil
05-06-2005, 04:52 AM
also btw, I am not 100% up on how multiple-mesh objects work yet (but when the time comes I can probobly figure out).
Shops/Stalls, Rides and and anything with animation are even more complex, all of them use data formats I know nothing about.
Klinn
05-06-2005, 07:44 AM
Pumper: That's odd, I've never had a custom piece do that, either before or after the recolouring change. Only thing I can suggest at the moment, try making the black an extremely dark shade of blue, e.g. RGB 11,11,255. This will technically be recoloured when the player selects a colour, but it will be so dark that it will probably still look black.
JonWil: My suggestions will fit into the 'Wholesale changes' category :) at least in terms of UI. Now that I've had a chance to use your Importer, I'll put together some suggestions to hopefully smooth the workflow and reduce the profileration of modal dialog boxes, and give them to you soon.
In terms of features, it would be cool if you can decode how OVLs can refer to textures in other OVL files, so we can have several objects share a single texture bitmap and thereby reduce the size of each individual object OVL.
jonwil
05-06-2005, 08:26 AM
Suggestions to make it better would be nice :)
As for putting textures in one ovl file, I know how it works but implementing it requires a chunk of coding :)
DRIV3R MAN
05-06-2005, 08:32 AM
can we start a new post this is getting stuid (29 pages..)
Klinn
05-06-2005, 08:40 AM
Originally posted by DRIV3R MAN
can we start a new post this is getting stuid (29 pages..) It's better than having 29 different threads taking over the forum and trying to figure out which one to reply in. :)
As custom scenery becomes more popular, I think you'll see threads about it (including using the tools) migrate to the Exchange Forum.
DRIV3R MAN
05-06-2005, 08:46 AM
i never thought of that..... never mind.
marnetmar
05-06-2005, 06:40 PM
I have to agree that transparent textures would be at the top of my list, preferably .png format, since it's the most common.
Also, any information on the wall pieces, I'll have to look in the game to find the correct name, but the ones with semi transparent "glass" windows in them & also have a regular texture around the outside. There's got to be something like 2 texture settings applied for those, but I have no idea how we could do that right now.
tikitiki
05-06-2005, 07:29 PM
Next to work is animation!
Darnit Klin you beat me to that drop down menu :down: :down: :mad:
Only if the DirectX SDK files would all install properly :mad: :down: :down:
But thanks anyway :)
jonwil
05-06-2005, 10:05 PM
Animation is hard, I dont know how the data for that works.
Miss O
05-06-2005, 11:30 PM
Top three are:
1. Support for multiple textures, particularly those which would allow us to put glass in windows. I don't need the multiple -textures- so much as I need to be able to specify different Texture Style Names for each texture. The textures themselves are mapping brilliantly with a bit of work (which I randomly have down to a science now). Not sure if that specification makes it any easier to code, though. BTW, I've managed to use exactly the same texture on all but 1 of my wall pieces. Having turned off the flipping of the textures when converting in Biturn, now my walls require only one texture file associated. If I could do the Texture Style, I'd be all set.
2. More dumps in hopes of figuring out lighting. Obviously this is a top one on my list, because lighting is so important and so very very limited when you try to create new scenery. Jonwill, I'd love to know if this is a complex request or not, so I don't go off trying to create something that will never light. Furthermore, I still can't get anyone to sit on my bench despite making all the settings as the dump indicated, so I must be missing something somewhere.
3. Transparent textures, for me, is only to be able to create new plant life. In general I'm pretty darn happy with textures, and the addition of colorable objects makes it all the more wonderful.
To others comments, though, while I think pathing would be great, I'm sure it's got to be complex, because you'd have to create so many versions of the same thing. Think about the western style turning path. That one requires corners in different directions in order to make complex turns, etc. While if the capability existed I'm sure I could figure out how to get the job done, it doesn't make it into the top spot because there's so much else to be made.
I don't know what a multiple mesh item would be, much less the importance of being able to create one until we need to be able to animate items. I've come up with a slew of objects I'm sure that I can create (though perfection takes time, I've found) with only one mesh.
In terms of improving the interface for creation, I'd like to see what Klinn is coming up with for dialog boxes. Certainly the current system works just fine, but I do find things that could be more "elegant" so that it's a bit more user friendly. Of course, now that I know how it works, it's much easier, so I'm quite happy, and changes being made now are gravy. Jonwil, you've done a fantastic job, I applaud your creativity in getting this done, and in giving us all such wonderful inspiration to do more and be more creative.
jonwil
05-07-2005, 12:31 AM
Multiple meshes would be required to allow multiple textures since each mesh can only have one texture on it. And one texture style.
Paths consist of a pair of textures that get used for the flat land paths.
Plus some 3D models and textures (StaticShapes much like the scenery, including the same data with all the flags as scenery)
Plus some data in an unknown format known as PathType.
Part of it is figuring out the format of the PathType data.
Part of it is then implemementing a building for PathType data.
As for lighting, the Vertex Normals are connected with that.
Specifically, ASE files have per-face normals (like the per-face texture coordinates) whereas RCT3 expects per-vertex normals.
So, getting the normals right is just as important as getting the textures right.
Also, there are some unknown entries in the StaticShape data too.
I have no idea what they do and you cant change them with my program either at this point.
Mabie I should expand the program to let you edit more of the StaticShape data in case that helps.
Miss O
05-07-2005, 01:16 AM
I didn't really want to deal with multiple meshes, I'm barely able to work with the number I have, but being able to do the extra texture style is ultimately important if we ever want glass in windows, or in Klinn's example, a combination of the glass and the structure for his tunnels. As a result, I think this is more important to have.
I have to confess that I don't know anything about the Vertex Normals, especially since I don't use 3D Max. I don't know how they might differ in Milkshape, because now that everyone has bought me a ride on the clue bus, I'm able to texture without issue. I'm assuming, too, that the Vertex Normals would also be the location indicator for where the effects might come from (such as for the sci-fi lamp).
Anyway, I'm pretty happy where we are, but of course there's always more no matter how far you come! Do what you can, Jonwil, great strides are already in action.
jonwil
05-07-2005, 01:32 AM
Effects like that (i.e. particle effects) are done through animation.
jonwil
05-07-2005, 01:48 AM
If there is anything else I should dump from the wild west theme, let me know and I will do it.
Comming up, some stuff from the Vanilla theme.
jonwil
05-07-2005, 02:44 AM
ok, here is a dump of items from the vanilla theme
chain link fence
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 2.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 3
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 2
unknown 8 is 3
unknown 9 is 1
type is fence
params is none
normal default fence
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 2
unknown 2 is 5
unknown 3 is 28
unknown 4 is 18
unknown 5 is 7
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is fence
params is none
standard litter bin
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is litter bin
params is LitterBin
standard bench
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 2.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 2
unknown 8 is 3
unknown 9 is 1
type is bench
params is ParkBench
Queue Line TV
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 1
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 4.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 4
unknown 8 is 15
unknown 9 is 1
type is path lamp
params is QueueLineEntertainer
3-way path lamp
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is path lamp
params is none
3-way lamp
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Quarter Tile
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is scenery small
params is none
1-way path lamp
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is path lamp
params is none
1-way lamp
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Quarter Tile
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is scenery small
params is none
seat
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is bench
params is ParkBench
marble bench
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is bench
params is ParkBench
vista point
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is photo point
params is VistaPoint
photopoint vista
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 0
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 1
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 0
flag 40 is 1
flag 41 is 0
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Path Edge (inner)
size in squares is x 1 y 1
size is x 4.000000 y 4.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 4
unknown 8 is 15
unknown 9 is 1
type is photo point
params is VistaPoint
dice
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 1
flag 37 is 1
flag 38 is 1
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 1
flag 43 is 1
flag 44 is 1
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 4.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 4
unknown 8 is 15
unknown 9 is 1
type is scenery medium
params is none
roman courtyard
flag 1 is 1
flag 2 is 0
flag 3 is 1
flag 4 is 1
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 1
flag 9 is 1
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 4 y 4
size is x 16.000000 y 9.000000 z 16.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 10
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 9
unknown 8 is 511
unknown 9 is 1
type is scenery large
params is none
3h brick wall with windows
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 4
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is wall straight
params is none
3h brick wall with door
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 4
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is wall straight
params is none
diagonal brick wall
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 4
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is wall straight
params is none
corner brick wall
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 4
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is wall corner
params is none
3h brick wall
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 4
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is wall straight
params is none
2h brick wall
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 2.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 3
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 2
unknown 8 is 3
unknown 9 is 1
type is wall straight
params is none
1h brick wall
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 2
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is wall straight
params is none
small 2h brick roof
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 2.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 3
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 2
unknown 8 is 3
unknown 9 is 1
type is wall roof
params is none
4h brick roof with chimney
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 4.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 5
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 4
unknown 8 is 15
unknown 9 is 1
type is wall roof
params is none
3h brick roof
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 4
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is wall roof
params is none
1h brick roof
flag 1 is 0
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 1
flag 37 is 1
flag 38 is 1
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 1
flag 43 is 1
flag 44 is 1
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 0
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is wall roof
params is none
3h glass wall
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 4
unknown 2 is 0
unknown 3 is 21
unknown 4 is 18
unknown 5 is 29
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is wall straight
params is none
2h glass wall
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 2.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 3
unknown 2 is 0
unknown 3 is 21
unknown 4 is 18
unknown 5 is 29
unknown 6 is 0
unknown 7 is 2
unknown 8 is 3
unknown 9 is 1
type is wall straight
params is none
1h glass wall
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Wall
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 2
unknown 2 is 0
unknown 3 is 21
unknown 4 is 18
unknown 5 is 29
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is wall straight
params is none
glass roof
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 0
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 0
flag 38 is 0
flag 39 is 0
flag 40 is 0
flag 41 is 0
flag 42 is 0
flag 43 is 0
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 2.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 3
unknown 2 is 0
unknown 3 is 21
unknown 4 is 18
unknown 5 is 29
unknown 6 is 0
unknown 7 is 2
unknown 8 is 3
unknown 9 is 1
type is wall roof
params is none
full tile flowers
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 1
flag 37 is 1
flag 38 is 1
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 1
flag 43 is 1
flag 44 is 1
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 3
unknown 4 is 2
unknown 5 is 28
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is flowers
params is Waterable
quarter tile flowers
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 1
flag 37 is 1
flag 38 is 1
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 1
flag 43 is 1
flag 44 is 1
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Quarter Tile
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 3
unknown 4 is 2
unknown 5 is 28
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is flowers
params is Waterable
chess square
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 1
flag 37 is 1
flag 38 is 1
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 1
flag 43 is 1
flag 44 is 1
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 1.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 0
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 1
unknown 8 is 1
unknown 9 is 1
type is scenery medium
params is none
bishop
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 4.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 7
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 4
unknown 8 is 15
unknown 9 is 1
type is scenery small
params is none
king
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 5.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 7
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 5
unknown 8 is 31
unknown 9 is 1
type is scenery small
params is none
knight
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 7
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is scenery small
params is none
****
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 7
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is scenery small
params is none
queen
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 0
flag 37 is 1
flag 38 is 0
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 4.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 7
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 4
unknown 8 is 15
unknown 9 is 1
type is scenery small
params is none
rook
flag 1 is 1
flag 2 is 0
flag 3 is 0
flag 4 is 0
flag 5 is 0
flag 6 is 0
flag 7 is 1
flag 8 is 0
flag 9 is 0
flag 10 is 0
flag 11 is 0
flag 12 is 0
flag 13 is 1
flag 14 is 0
flag 15 is 0
flag 16 is 0
flag 17 is 0
flag 18 is 0
flag 19 is 0
flag 20 is 0
flag 21 is 0
flag 22 is 0
flag 23 is 0
flag 24 is 0
flag 25 is 0
flag 26 is 0
flag 27 is 0
flag 28 is 0
flag 29 is 0
flag 30 is 0
flag 31 is 0
flag 32 is 0
flag 33 is 1
flag 34 is 1
flag 35 is 0
flag 36 is 1
flag 37 is 1
flag 38 is 1
flag 39 is 1
flag 40 is 1
flag 41 is 1
flag 42 is 0
flag 43 is 1
flag 44 is 0
flag 45 is 0
flag 46 is 0
flag 47 is 0
flag 48 is 0
flag 49 is 0
flag 50 is 0
flag 51 is 0
flag 52 is 0
flag 53 is 0
flag 54 is 0
flag 55 is 0
flag 56 is 0
flag 57 is 0
flag 58 is 0
flag 59 is 0
flag 60 is 0
flag 61 is 0
flag 62 is 0
flag 63 is 0
flag 64 is 0
sizeflag is Full Tile
size in squares is x 1 y 1
size is x 4.000000 y 3.000000 z 4.000000
position is x 0.000000 y 0.000000 z 0.000000
unknown 1 is 1
unknown 2 is 5
unknown 3 is 7
unknown 4 is 0
unknown 5 is 0
unknown 6 is 0
unknown 7 is 3
unknown 8 is 7
unknown 9 is 1
type is scenery small
params is none
If anyone wants any more scenery items dumped (especially from the vanilla theme or the wild west theme) let me know.
marnetmar
05-07-2005, 03:38 AM
Once again a Big Thank You Jonwil :up: :up: Any help you can give us with your program is Very much appreciated.
Guybrush_47
05-07-2005, 07:06 AM
Just a few Jonwil :o
For improving the program i would like to see:
The ability to reshuffle your data. What i mean by this is atm the data list is being sorted out by when you added the files in. I'd like to manually be able to sort them out into a correct order.
for example.
I add in JUR-Floor01, then JUR-Wall01, JUR-Roof01, finally JUR-Wall02.
The list would appear like:
JUR-Floor01
JUR-Wall01
JUR-Roof01
JUR-Wall02
If i could manually reorder the list i would have it like:
JUR-Floor01
JUR-Roof01
JUR-Wall01
JUR-Wall02
atm if i want to have all my files in the correct order, i have to import them in the correct order and than can be really annoying when you forget to add one. It's an organisation thing, but something that really bugs me.
Also i seem to remember unknown 1 need 0,1,2,3. Atm it only has 1,2,3. The 0 might be very important, so if you could add that in, that would be grand.
Klinn
05-07-2005, 10:45 AM
Thanks for the added info, JonWil. I'll add it to my spreadsheet, upload it to my site and edit this message with a link when I get it done.
Edit: I've added all the data to the Scenery OVL Settings (http://www.designamatic.com/Downloads/RCT3-SceneryOVLSettings-Ver02.zip) grid, now at Version 2. As before, included in the zip file is the Excel spreadsheet I'm using plus a PDF version for folks who can't view Excel files. I've sorted the data by scenery type, since most of our interest in this is "how do I make my object work like a whatever".
Miss O, I'd be delighted if you (and anyone else) wanted to look over my suggestions for revising the user interface. When I get a UI-only prototype up & running, I'll post a message about it. Some ideas I'm trying to make worK:
- bring out the concept of the 'Group' so the user can see more clearly how it organizes items, rather than having it buried in the 'Manage Scenery' dialog box.
- have the program take care of creating ID codes for strings and icon references, the user should only be concerned with their level of info, not what the program has to do behind the scenes to keep things straight.
- try to minimize the levels of dialog boxes one has to go through, and place access to them in a spot which ties the elements together in a (hopefully) more logical way; e.g. from the 'Manage Scenery' dialog you could click on a button [...] next to the icon name in order to define an icon reference for that scenery item.
BTW Miss O, you crack me up sometimes with your expressions like "which I randomly have down to a science now". :D It's always fun to read your posts.
About the problems with getting benches to work, I wonder if the solution is not any flag or setting, but something within the object mesh. Some games have objects with multiple meshes used for different things, e.g. a simple box attached to the root which is called a specific name and is used for collision detection. So there might be a simple plane inside a bench object that tells the game 'allow peeps to sit here' (since you wouldn't want them sitting on the arm of the bench, etc). The flag and extra param that JonWil's uncovered tells the game engine to look for the extra plane inside the mesh. This is all pure speculation on my part, just tossing out ideas...
Guybrush: I believe it will be easy to have items sorted alphabetically, just flipping one particular parameter in the source, but I'll have to check for side effects, if any.
Guybrush_47
05-07-2005, 10:49 AM
Cheers Klinn, i'm one of those ultra perfectionists where everything has to be in the right order, otherwise i go mad, and redo it all.
marnetmar
05-07-2005, 03:22 PM
Thanks for the update Klinn :up: :up:
Great ideas Klinn - and thanks for the grid update. Oh, I was thinking...(just another suggestion)..when talking streamline, it would be nice if all those numerical setting boxes in the manager defaulted to 1 (since it's the most commonly used?).
can anyone write a summary of what you've added in the last week?
I haven't really been following this..........
So far:
Colourable objects
A new editor (is it released yet - i still have the old one?)
2005 - the second message from the top of this (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=460482&perpage=30&highlight=&pagenumber=29) page has Klinn's latest I believe.. which is the one after the colorable objects.
Potter
05-07-2005, 04:16 PM
Originally posted by Klinn
Some ideas I'm trying to make worK:
- bring out the concept of the 'Group' so the user can see more clearly how it organizes items, rather than having it buried in the 'Manage Scenery' dialog box.
- have the program take care of creating ID codes for strings and icon references, the user should only be concerned with their level of info, not what the program has to do behind the scenes to keep things straight.
- try to minimize the levels of dialog boxes one has to go through, and place access to them in a spot which ties the elements together in a (hopefully) more logical way; e.g. from the 'Manage Scenery' dialog you could click on a button [...] next to the icon name in order to define an icon reference for that scenery item.
Wow, Klinn. Thats is exactly what I am doing right now...:heart:
Those are some of the concepts that are implemented in the "RCT3 Enabled!" tool...
I have been talking with Jonwil to integrate the Importer into "RCT3 Enabled!" tool, to make it more easier and accessible to peeps.
Hoping to release a version soon :rolleyes:
jonwil
05-08-2005, 04:22 AM
I would like to suggest that the scenery creators and such posting in this thread should create an FAQ and/or some documentation for the scenery editor.
Distil all the information in this 30 page thread into something for people to read and understand :)
Guybrush_47
05-08-2005, 07:35 AM
Thats a fair point. I think we should wait till the updated importer is done. However, when i find time i'll do a quick tutorial for 3ds. Someone should do a tutorial fo Milkshape...
Miss O
05-08-2005, 03:02 PM
In speaking with Jonwil a few nights ago, he wondered why no one had mentioned having a working litter bin. With that in mind, I made one for my new set (name forthcoming, of course!) and tested it. Using the settings from the generic litter bin in the game, it worked brilliantly, and in fact even inherited the special button which indicates how full it is and when it's been emptied. Janitors empty it, and people use it. I made a quick 5-second video of it being emptied and someone coming along and using it.
Video is here (http://www.dimensional.com/~ladyrose/trashy_movie.wmv). Be kind, it's my first video ever. :eek:
marnetmar
05-08-2005, 03:30 PM
That's Great Miss O, I'm glad to hear you got it to work.
Guybrush_47
05-08-2005, 03:30 PM
rofl thats excellent. I'm going to make me a Jurassic Park one right away!
Has any of us had any luck with the benches?
p.s. nice cheesey name for the movie :P
Miss O
05-08-2005, 04:33 PM
Hehehe on the movie name. ;)
Nope, no luck on a bench yet. :(
I'm working on a wall set right now, having completed my generic trash can, and once this set is done I have another to do so that I have all the components for my setting. I think three wall sets should be plenty for any of the budding building designers out there, as long as I include enough accessory pieces to make building fun.
What would you consider essential pieces to a building design?
Guybrush_47
05-08-2005, 04:48 PM
Depends really what you want to accomplish.
For my JP Theme i have this planned:
Interrior
Blank Wall
Blank Wall with Window
Blank Wall with Dinosaur Painting
Diagonal Blank Wall
Blank Wall with Doorway
Restaurant Wall
Restaurant Wall with Doorway
Restaurant Wall with Window
Diagonal Restaurant Wall
Corridor Wall
Corridor Wall with Doorway
Corridor Wall with Window
Balcony
Balcony End
Roof Piece for Lobby
Roof Piece for Restaurant
Roof Piece with Arched Window
Exterrior
Arched Doorway
Roof Piece
Wall
Wall with Window
Wall with Doorway
Wall with Pillar
Wall with Pillars
Wall with Edge
Diagonal Wall
Diagonal Wall with Pillar
Diagonal Wall with Pillars
Tunnel Wall
Tunnel End
I'm sure i can think of alot more exterrior walls, but i haven't added them yet. I've completed most of the interrior walls bar the restaurant and corridor ones. It's looking pretty sexalicious. However, because i can't get custom pathing to work, it really spoils the overall effect. Which is why i'm not planning to release this set until pathing is found out. I just hope its posssible :(
Miss O
05-08-2005, 04:51 PM
Guy, are you designing for the sake of building a building, or are you planning for interior rides to take advantage of the scenery?
Guybrush_47
05-08-2005, 04:55 PM
Designing so people can use them for interrior rides and more importantly designing for interrior restaurants. That way people could create realistic buildings.
The overall aim for my project is to have a building whereby the peeps can go in and walk around. Have proper restaurant section and indoor toilets, rides etc.
Then having the exterrior stuff to keep the whole park in theme.
I'm currently setting out a path for a nice little ride, which takes you through the dinosaur creation labs. I've worked out the set route, i'm just slowly drawing up the plans for the things i want to add in.
For example with this set, you could easily create a half-life ride. Or you could create a nice stately mansion. Or create a city restaurant, complete with workable bar and buffet. Or create a really nice lost city ride. It's pretty versatile. You could even create a railway station or subway.
I guess ultimatly it depends on what you want to achieve, i would go for a blend of diagonal, straight and curved walls. Allowing the user to create complicated structures. What i dislike about RCT3 is that all the buildings look far too square, you can't seem to get any really nice shapes. Which is why i'm building a pretty wide range of walls.
Here's a weird one - I should have asked this long ago, but now it's getting to me!
Why is it you make a model, you go perfectly by the books (convert/edit the ASE) you install it. You get an error in RCT3 (something about an overlay not mapping correctly). You go back, you take the same model, still on screen in your 3D rendering program, you save it again and repeat all the steps above, then it works. This happens to me at least 2 out of 3 times per model. It's pissing me off. I don't know if it's a bad ovl the first time, or what. I did an ASE comparison and both bad and good models were identical. It's like somethings not getting flushed out right ...I don't know.
Miss O
05-08-2005, 07:50 PM
Not sure if this helps, but I've had problems wherein when I load the theme, it takes two tries to get all the associated files over. Perhaps try pushing the Install Theme button more than once. *shrug*
Guybrush_47
05-08-2005, 07:53 PM
I think... not 100% sure about this, but you need to select your model when exporting as an .ase
I sometimes get the same error pumper, and when i re export it works fine. It could just be that .ASE is a tempermental format.
For note, i just bought myself a brand spanking new pc and monitor. RCT3 flies on my computer now :)
Problem is, i have to reinstall all my games/programs so it's taking a while...
but at least i have my laptop, been doing a bit of work to it. Could i interest some of you lovely people to test my theme soon? Probably next weekend.
Miss O - good tip. I usually keep the theme folder open so I can see what's being added "live and in person" :haha: and it appears all files are catching the train correctly. LOL - perhaps there's a stowaway.
I'm going to try that anyway...because the most painful part of this whole process is not building the model, aligning textures, designing icons, setting the parameters, and making text file name assignments - it's sitting there, waiting for DAMN game to load each time. :haha:
Guybrush - I know in 3D Max, you can "export selected"... but there's nothing like that in Milkshape I believe. You can select the model, then click save, but I think it's the same as just hitting save even if it's not selected. I'm trying to figure out 3D Max as well (I want to see if I get these errors as frequent), and I don't even know what options to click on during the save (normals, vertex colors...etc.). I may have made many models in the past, but I'm still quite the novice with a lof of these terms. Congrats on your new PC - and yes, I'd be more then willing to test any objects when ready! Thanks for the answer!
Guybrush_47
05-08-2005, 08:15 PM
I get about 2 errors for every 20 models i add i would say.
For 3ds: You need to select Normals, Texturing Coords the rest of the options should already be selected.
As far as i know Vertex colours isn't needed.
If you get lost using 3ds, just give me a buzz and i'll help you out. I would tell you for sure, but i don't have 3ds6 installed yet :)
BoRJoYZeE
05-08-2005, 10:05 PM
I got a question, I didn't see anything about this, so sorry if it was mention.
here it goes....
lets say you don't have the custom objects in the game but you downloaded a park that has one. lets say you want to play the park but you don't have the custom objects, will they automaticly download, like in RCT 2 or just the game doesn't open the file.
I also like to mention, is anyone going to do RCT 3 objects and make them all color changeable? like the sci fi brown theme.
AND hehe
can you import like another game object, lets say Everquest, a statue or some sort, can you import that statue to RCT 3?... probly not a good thing, copy right issues.
Klinn
05-08-2005, 10:15 PM
Originally posted by AsTroWorLD
lets say you don't have the custom objects in the game but you downloaded a park that has one. lets say you want to play the park but you don't have the custom objects, will they automaticly download, like in RCT 2 or just the game doesn't open the file.
I also like to mention, is anyone going to do RCT 3 objects and make them all color changeable? like the sci fi brown theme.
can you import like another game object, lets say Everquest, a statue or some sort, can you import that statue to RCT 3?... probly not a good thing, copy right issues. You can open the park, but if you don't have the custom objects installed on your system, they will disappear from the park.
All of my ElectroShock building set is recolourable, some of Pumper & Marnetmar's set is recolourable (where it was appropriate).
There are potential copyright issues, but besides that, it's way more fun to make one's own stuff rather than just copying something from another game! :)
Pumper: I don't get those error messages as frequently as you do, but when it happens I shut down the Importer, restart it, rebuild the object's OVL file, and Install again. Don't know if all those steps are absolutely necessary, but it works for me.
BoRJoYZeE
05-08-2005, 10:40 PM
Thx Klinn
troykristoffer
05-09-2005, 12:39 AM
Can someone post a quick tutorial on getting started or something with this thing? While Im sure its a great tool, I dont know the first thing about it.
I've tried sifting through the 9+ pages of this thread too, to get an idea, and all I've learned is that I need to create an ASE file?
Im fairly happy with the scenery we've been given. The only thing I really want to make is take a wall piece that already exists in the game and put words on it (think sorta like the signs in RCT2.) Is that possible?
marnetmar
05-09-2005, 01:30 AM
You can try this other thread troykristoffer, it's a condensed version of all the pertinent information from this thread (link below) & you can d/l Klinn's tutorial in the link in my signature. It's a quick one Klinn wrote up to help & will most likely be updated as time allows. I know Klinn's been very busy working on upgrades to the importer program lately. I hope this helps you.
http://www.ataricommunity.com/forums/showthread.php?threadid=468638
You can make a new wall piece with whatever textures on it you like with the importer program. No need to try to change what's already in the game.
Klinn
05-09-2005, 06:00 PM
http://www.designamatic.com/Graphics/RCT3-ImporterUITest01.jpg
Well, that's the main screen of my suggested revisions to the user interface of JonWil's Importer. Just some temporary graphics tossed in. To experiment with the interface, download this zip file (http://www.designamatic.com/Downloads/ImporterUITest01.zip), unzip it, and double-click on the 'ImporterUITest01.exe' file. Note: you must have the .Net Framework 1.1 on your system to try this, which you probably do unless your computer has been hiding under a rock for the past couple of years. :) (Edit: If you don't have it, you can get it here (http://www.microsoft.com/downloads/details.aspx?FamilyID=262D25E3-F589-4842-8157-034D1E7CF3A3&displaylang=en).)
Remember, this is a UI test only! You cannot actually create custom objects with it. See a previous post for the latest version (6.1) of JonWil's Importer to download an actual working program.
I've tried to accomplish three main things:
1. To highlight how Groups will contain objects once the player opens up RCT3's scenery lists and looks for your custom objects. The same group name is used as the subfolder to hold all of the OVL files for the items listed below it.
2. To rearrange the workflow so you don't have to prepare so many items before combining them into a scenery object, thereby hopefully showing the linkage between the pieces more clearly, and reducing the layers of dialog boxes you have to go through.
3. To remove the burden from you of creating string and icon reference IDs, something the program can take care of by itself while installing your theme.
I have a whole bunch more notes about how I think the app should work, covering various programming details. To read these, look under the Help menu for the "Prototype Notes..." item, or just open the PDF file that's in the archive.
Since there are relatively few menu commands, it may be better to replace them with a toolbar, complete with funky buttons. You can't have 'funky' without the 'fun'. :D
The source code (C#) is included in the zip file so you can try changing things around if you like.
Comments, suggestions, complaints, diatribes, and vegetable sacrifices welcome. ;)
Wow, excellent, clean display, Klinn - gonna have a look at it now.
marnetmar
05-09-2005, 06:07 PM
That looks Great Klinn, I'll check it out this evening :up:
I love it so far! I like that way the 'Unknown" fields are all arranged down the right now- so the flow isn't 'broken' up as you enter each one.
This may be too much for a suggestion, since I don't program, so I have no clue on the level of complexity involved: The most tedious part of the whole process is adding all the icon coordinates. I wish there were a way we can figure out how to give it one starting and one ending coordinate as a global entry (top left of full bmp grid, bottom right of full bmp grid), and the program would know with each icon you add (from left to right) would be the next 64x64 block. Looking great though, Klinn!
Klinn
05-09-2005, 06:22 PM
Good idea, Pumper. Although I'm not sure if I want to remove the ability to have an out-of-order icon used, just in case you're editing your theme later, but you could simplify it a bit. If we accept the restriction that icons will always be 64x64, then you could simply specify the "icon number" for a scenery item, from 1 to 64 - all the possible 'squares' on the 512x512 bitmap.
So if you, for example, told the Importer you wanted icon #8 for an item (the last one on the first row of the bitmap) then it would calculate the coordinates itself. (and hopefully display that little icon preview image)
Klinn - yes, good point (later added icons may throw the order out of whack) and , your alternative idea sounds more sensible!
marnetmar
05-09-2005, 07:18 PM
That really looks Great Klinn :up: :up: :up: , I like this a lot. I like having all the "Unknown" aligned like that too.
The icon idea sounds great to me also, that would especially be helpful to people just starting with the program. Hopefully that wouldn't be a tremendous amount of work to do.
tikitiki
05-09-2005, 07:54 PM
Absolutly FABULOUS KLINN!
Though you keep steeling my IDEAS! :D
I just wish my thing would build :down :down: :(
Anyways, Cheers Tikitiki!
Edit: Nice, 900th post :cool:
CoasterExpert
05-09-2005, 07:56 PM
Cool Klinn. Btw tiki you mispelled Klinn :p
Cool this is the 901 post
tikitiki
05-09-2005, 07:58 PM
Originally posted by CoasterExpert
Cool Klinn. Btw tiki you mispelled Klinn :p
Cool this is the 901 post
No I didn't :p
tikitiki
05-09-2005, 08:02 PM
Also Klinn, when you click on prototype notes, it comes up with this:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ComponentModel.Win32Exception: No application is associated with the specified file for this operation
at System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
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Agamemnus
05-09-2005, 09:04 PM
Klinn, with reference to icons,
You can have a "use grid" [0/1], then X, Y.
jonwil
05-10-2005, 11:28 AM
My next things (once the dllizing is complete and the code becomes a bit more stable) is to implement support for transparent textures (both for icons and for normal textures).
For icon textures, this will probobly mean switching from BMP to PNG (since PNG has the graphics data in an R8G8B8A8 graphics format which means RCT3 should be able to read that format).
Compression for icon textures (to make them smaller) is going to be a LOT of work (unless someone wants to show me some ready made code for taking data in R8G8B8A8 format and converting it into DTX3 etc compression like RCT3 uses :)
As for the normal textures, unless someone suggests a better way, I will probobly go with the idea of a bitmap in 8-bit color with "palette index 0" meaning "transparency level 0" and so on, since there are no graphics formats that I am aware of that support 8-bit paletted color and also 8-bits of alpha AND which are easy to covert graphics to and easy to read in code.
I would like to implement multiple mesh support.
And multiple texture support (which requires multiple mesh support). Plus, once I get multiple meshes, multiple textures and transparent textures working, I should be able to figure out how signs (i.e. banners plus the signs on park entrances) work.
Animation support will come when I can figure out the format of the animation data. Once animation is possible, making new Ride Events should follow I hope.
I also plan to see if any of the unknown things in the SceneryItemVisual and StaticShape data are worth editing (parhaps expose them via the UI so you can play with them then dump some exmple settings mabie)
It is highly likely I wll have a go at the Stall data too (as well as the data for things like the bathroom, ATM, first aid buildings and the changerooms in Soaked!) so that you can customize those too.
Guybrush_47
05-10-2005, 02:15 PM
Great work Klinn. So i'm assuming as you didn't mention pathing in the post above, that pathing is still a mystery?
Can't wait for stalls though. Thats vital for my park to work properly, not to mention animations :)
CK the Fat
05-10-2005, 09:55 PM
I downloaded the executable but can't make sense out of it. I'm wondering if anyone's working on an official user manual for this, maybe I will understand enough to start making my city tile set when there is one.
marnetmar
05-10-2005, 10:00 PM
CK - There's a link in my sig to get Klinn's tutorial for the object importer, it's just one he posted in this thread to help people, but it has a lot of good information in it & will probably get updated when time allows.
CK the Fat
05-10-2005, 10:11 PM
Unfortunately it's the conversion to ASE that I need first... Klinn's tutorial doesn't go by that.
Know that I'm starting this with no knowledge whatsoever, don't expect me to know anything you're talking about.
marnetmar
05-10-2005, 10:24 PM
CK First you need to get the Biturn converter, I'll put the link below, just scroll down the page a little & you'll see it.
Once you have Biturn installed & have a model made, just open the Biturn program & select the folder which contains your model/texture from the "tree" in the left window. You should then see a list open up in the middle window. Click on your model file & it should appear in the right window.
Under the "tree" you'll see "Destination Format" & a drop down menu, click on the drop down menu & it should be the 3rd selection down 3sd max ascii (.ASE) click on that & then click on the convert button & it'll save it as an ASE file along with the model file.
Biturn (http://mirex.mypage.sk/index.php?selected=1)
troykristoffer
05-11-2005, 02:42 AM
Is it possible to edit pieces of scenery already in the game?
I downloaded Milkshape and cannot for the life of me figure it out.
And all I want to do is add some simple words to a 1/3 size wall that already exists! :cry:
read through the first three posts here
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=468638
Klinn
05-11-2005, 01:12 PM
Originally posted by troykristoffer
Is it possible to edit pieces of scenery already in the game?
I downloaded Milkshape and cannot for the life of me figure it out.
And all I want to do is add some simple words to a 1/3 size wall that already exists!1. You'll want to add new pieces to the game, not overwrite existing ones, for obvious reasons. Fortunately, that's how JonWil's Importer is set up.
2. If you want to do 3D models, you'll need to learn how to use a 3D editor of some sort. If Milkshape doesn't do it for you, try Anim8tor or Blender3D or even GMax. But any 3D modelling program is going to take some effort to learn if you've never done that sort of thing before. There are always tutorials available via Google to get you started with any of these programs.
3. If you simply want text 'painted' on a wall, that is, not 3D letters but just an image applied to the wall like a decal, then you could avoid the 3D modelling side of things. I believe back a few pages was a link to somebody's simple full-height wall ASE file. Just create your own texture bitmap to be applied to that wall using JonWil's Importer, with the text you want printed on the bitmap. It will probably take a couple of attempts to get the right orientation, but it should work. Marnetmar showed some examples of ride backboards earlier in this thread I believe, same sort of idea.
Have fun!
BoRJoYZeE
05-11-2005, 04:11 PM
Thx to Jonwil and Klinn now we can create so many custom objects!
Guybrush_47
05-12-2005, 02:43 PM
Yeah for my new pc. Boy i have all the settings on full, and i have NO LAG :D!!!!
I'll get back to work doing some models, but i just wanted to show off a bit. Boy, it's amazing.
marnetmar
05-12-2005, 06:57 PM
In addition to The Skipper's excellent "Buildings" Tutorial, I'm pleased to announce that we've added Whiteflash's excellent "How To Make A Coaster Car" Tutorial to the RCT3 Tutorials page.
This was originally made for use with the Ultimate Ride game, but it covers just about every aspect you need to know to use Milkshape for any game. This covers making a coaster car from the start all the way through applying the texture. It's an 8 parter, but well worth reading for anyone who wants to learn how to use Milkshape from a truly awesome modeler.
You can find Both of these at the link below:
http://modstothemax.net/pages/rct3_tutorials.php
i'll look at switching to MS soon as soon as my exams are over.
don't want to start the free trial until i know i have lots of free time :)
Miss O
05-13-2005, 12:25 PM
marnetmar:
That tutorial is really spectacular in teaching some of the things everyone should know when they start working with Milkshape. I know TurboCAD so much better, so I create there, but many of the functions of MS seemed so counter-intuitive to me when switching from one environment to the next, I've often gotten frustrated and tried to skip MS altogether. Since that doesn't really work, I learned quite a bit from the tutorial that I think will make working in that environment much easier. Thank you for posting it! (and man, that artwork! We can only dream of having something that pretty in RCT)
marnetmar
05-13-2005, 06:45 PM
Originally posted by Miss O
marnetmar:
That tutorial is really spectacular in teaching some of the things everyone should know when they start working with Milkshape. I know TurboCAD so much better, so I create there, but many of the functions of MS seemed so counter-intuitive to me when switching from one environment to the next, I've often gotten frustrated and tried to skip MS altogether. Since that doesn't really work, I learned quite a bit from the tutorial that I think will make working in that environment much easier. Thank you for posting it!
You're very Welcome Miss O, I'm very glad to hear it helped you. The Thanks should go to Whiteflash for making it for everyone. I'm sure it'll be very helpful to others also. It really explains most of the options MS has so that most anyone can figure out how to use the program. I know I learned a lot from it & I need to reread a few parts also lol
Originally posted by Miss O
(and man, that artwork! We can only dream of having something that pretty in RCT)
Well, if things keep progressing with the importer like I hope they do, we just might have some cool coaster cars like these sometime in the near future.
Miss O
05-13-2005, 07:04 PM
Clearly the clue bus passed me by. When did JonWil make a texture exporter?! I must have missed something. Is anyone doing anything with it, and/or has it been used to change the graphics for the peeps?
marnetmar
05-13-2005, 07:51 PM
Originally posted by Miss O
Clearly the clue bus passed me by. When did JonWil make a texture exporter?! I must have missed something. Is anyone doing anything with it, and/or has it been used to change the graphics for the peeps?
Sorry Miss O, I just meant that (I say this hopefully) perhaps in the future we'll be able to either change the textures or maybe make our own cars for the game.
tikitiki
05-13-2005, 07:52 PM
Originally posted by Miss O
Clearly the clue bus passed me by. When did JonWil make a texture exporter?! I must have missed something. Is anyone doing anything with it, and/or has it been used to change the graphics for the peeps?
Okey, it looks like you need to take your pills :rolleyes: :p
Miss O
05-13-2005, 08:13 PM
Thanks for the errant psychoanalysis, but I noticed in marnet's sig a link to mods, which also displays a texture exporter I didn't know existed. Is this something new?
Klinn
05-13-2005, 10:00 PM
JonWil released a texture exporter before any of his custom object importers. I used it to pull out that sample texture included in my post about recoloring.
shyguy
05-13-2005, 10:21 PM
This is all really exciting stuff!! I've had no experience with 3D designing software, and don't have time to learn (yet).
I have a couple requests, if I may. For those who are designing wall sets, can you make some 1/3 high pieces. I don't know if these are in your plans or not, but I use them a lot in my designs.
Klinn,
Are you going to release your scenery set with the colorable version? I'd could really use that.
Miss O,
I'm looking very forward to the release of your oriental set (You are still working on that, right?) I have a land in my park that this set would be perfect for.
Shyguy - Klinn's colorable version of his set was released already.
Check here: http://www.ataricommunity.com/forums/showthread.php?s=&threadid=465233
Miss O
05-14-2005, 01:08 AM
Actually, it's on a bit of hold while I "perfect" my techniques with texturing. Leave it to me to want sets of brick and horizontal paneling that require a boatload of texture mapping work to make sure it matches side to side. *sigh* I can be far too adventurous sometimes, I think.
I'd say that barring any strange occurances, I'll be working on it extensively toward month end, but I have 2 more buildings to put together for my other theme, and I'm sure one of them will be quite extensive in terms of testing in-game to make sure they're correct.
I've got a list of about 40 items for the Asian theme, and another 20 or so for my current theme, so I'm busily trying to put things together.
Thanks for your interest, though, shyguy. :)
marnetmar
05-14-2005, 01:23 AM
Sorry again Miss O, The texture dump program is for copying textures from the game, but no way to change them.
That sounds like you've got a lot of "goodies" planned for your projects. If you have any questions about using MS for the textures shoot me a PM & I'll see what I can figure out for you.
shyguy
05-14-2005, 02:54 AM
Miss O,
Take your time. I've got a lot to do before I'll be ready to build the area in my park.
I've got a list of about 40 items for the Asian theme40 new toys!!! Woohoo!!!
Guybrush_47
05-14-2005, 11:41 AM
Miss O this is my advise to you.
Create a 'dummy' texture. This will have just plain colours for each texture you will be using. Then sort out the mapping coords in your 3d editor.
Once you've created all your models, you can then open up your textures and piss about creating textures. That way you have no modelling to do, and you can see how the texture applies to all of your models. Not just 1 at a time. This is how i texture my models, and imo, it works alot more efficiently.
My progress so far has been rather slow, haven't been able to work on them for 2 weeks. However, i have some time this weekend, so i'm going to try and finish off most of the interrior walls. That way i can get them textured for an alpha release to my very kind testers, hopefully by next weekend.
I have about half the walls ingame, and they look very nice and appear to be gelling together rather well. Unfortunatly atm, there aren't any stairs. So it's only all ground floor stuff atm. But i've made the pathing, ready for when we finally work out how to do it.
Miss O
05-15-2005, 01:55 AM
My problems with textures stem from my need to make them come together very well, and with my perhaps foolish choice of siding and brick patterns. The patterns themselves are no problem whatsoever. Getting brick to match up on two completely different walls can be a challenge. I'm a fast modeler and a slow texturer as a result. I'm definitely getting better at it, especially now that I have the opportunity to often utilize the same wall sections and combine them with new textures to make very different things. To truly perfect I'll need that multiple meshing capability so I can glass in the windows, and I'm keeping all my modeling close to the vest in hopes I'm not duplicating others work. Luckily, I'm also finding quicker and better ways of doing things.
Remember, Guy, that I don't have the luxury of knowledge of 3ds Max, so I have several steps to get any piece into the game, and I have to make all my own texture maps and such by hand. It's not difficult so much as time consuming.
Further, I have seen several times now what seems to be a texture error, wherein some part of the texture shows green or yellow pixels on particular bits of a wall or roof. It's an inconsistent error, sometimes it's on one piece, sometimes it's on another. If anyone else has dealt with this, please advise.
Guybrush_47
05-15-2005, 06:23 PM
Very strange error message is appearing when i try to select my object ingame:
no :svd for :sid
Wtf does that mean? Any help would be appreciated.
I never used to get this error using jonwils editor, i've recently installed Klinns updated version and now i'm getting the problem :/
Guybrush - don't know what it means, but I too have gotten that error, quite a few times - even when using the original version from Jonwill. I just deleted the theme, and redid the last model (reinstalled it from scratch) and it went away. I was also getting overlay errors in the past, but I find, if I closed the importer between each install, I don't get any errors.
marnetmar
05-15-2005, 07:02 PM
GB- When that happens you need to remake the ASE & then make new ovl files & reinstall the theme.
Miss O- I had the same problem with the castle wall with window prop of mine. If you get up close you'll see a few blue spots in the lower right hand side I think it is. I'm not sure why it did that, the other walls have basically the same texture & came out fine.
Guybrush_47
05-15-2005, 07:39 PM
Ok, cheers for the clarification.
I might just restart the theme anyway. It's really messy atm. Lots of items in there that are old and need replacing.
Oh, before i run. I noticed that you can add in 4h walls, and that the engine would understand it. i.e. when you press shift, it goes to the top of your 4h wall, i'm going to experiment and see if it can be done with a 5h wall. As all of my walls are 5h, as they seem to be about the right height in terms of perspective for an interrior hall.
Miss O
05-15-2005, 08:23 PM
Since average walls are 3h, wouldn't it make more sense to release 1-3h and 1-2h? I just mention it because I noticed with Klinn's first release that lots of people seemed to want the most flexibility possible.
In other news, marnet have you seen anything relating to the texture flipping between preparation and game? I solved it spinning 180, but what I have now is four areas, all 64x64, and they seem to be switching top to bottom. Weird.
Guybrush_47
05-15-2005, 08:37 PM
5h are fine imo. People tend to build the buildings to 5h/6h anyway. This set isn't really made to mix with the rest in the game. It's a standalone theme.
When it's released you'll see that i've made the right decision... after all, a room is not 7 foot high, more like 10 foot high, which is roughly 5h.
You'll just have to trust my judgement on this i'm afraid :)
One of the reasons i want to make my own pathways/stairways is so i can connect them a little easier. Allowing people to go up from 1h to 5h really easily.
marnetmar
05-15-2005, 09:59 PM
Originally posted by Miss O
In other news, marnet have you seen anything relating to the texture flipping between preparation and game? I solved it spinning 180, but what I have now is four areas, all 64x64, and they seem to be switching top to bottom. Weird.
What I had to do before was to texture my models & convert to the ASE file, then flip the texture & use that flipped one for making the ovl file & it seemed to work fine that way. I was lucky with most of the textures I used, they were symmetrical I think that's the right word lol so that if they got flipped from top to bottom it didn't matter.
coasterfreak00
05-15-2005, 10:12 PM
Is there any way to make moving objects with this?
Klinn
05-15-2005, 10:56 PM
Originally posted by Guybrush_47
Very strange error message is appearing when i try to select my object ingame So far, I've seen two reasons for that error: 1) You created an OVL with a particular name, then later renamed the OVL file to something else. The new filename does not match the name you gave it before, which is still stashed away inside the OVL file. Or 2) the files are simply in the wrong place, e.g. the objects are not in the subfolder you specified when creating the Scenery Item.
By the way, since each 3D "unit" in RCT3 is roughly a meter, a 5H tall wall is about 15 feet high, not 10 feet. That's probably still what you're after for your interior, just being picky. ;)
Miss O: Sorry I can't provide any advice about texturing, I haven't really delved into that yet. Real Soon Now. :)
CoasterFreak: No animatronic scenery items are possible at this time. It's hard enough to get single meshes into the game, never mind animated ones!
Miss O
05-16-2005, 01:35 AM
Well Klinn and others, I'd love to have a question answered so that I can finish off the second group of buildings in my suddenly huge set, and that is what method you found worked best and produced the prettiest results for making the menu icons. That's next on my list, so far I've just been using the same references for everything, but maybe it's time to finally do the right thing by these pieces and spare myself guessing what each piece looks like. ;)
Many thanks!
Klinn
05-16-2005, 08:57 AM
For the icons, I just did a quick 64x64 pixel rendering in my 3D modelling app. I used the traditional solid magenta background so that in my paint program I could easily mask & break out the object shape, then added a slight drop-shadow to it à la RCT3's existing icons, and finally slid a white background underneath it.
You could avoid some of these steps by simply rendering the icon with a flat white plane underneath it and get the shadows that way, but at the time I was still under the impression that I would be able to do the alternating gray & white backgrounds to match RCT3, so I wanted the icon on a separate layer in the paint program.
For the group icon I built an assembly of building pieces in-game, did a screenshot, and processed that in my paint program. Then I went back, drastically simplified the assembly so it would look OK after being shrunk to 64x64, and did it again. :)
Hope this helps...
Elukka
05-16-2005, 09:39 AM
Is it possible to add particle effects to custom scenery? If so, i think it would be nice to have a very small scenery piece just for continuous ''fireworks''. (fog, etc.)
jonwil
05-16-2005, 09:48 AM
I am working on how to do just that...
is there a new editor yet? With support for transparent textures?
Guybrush_47
05-16-2005, 12:44 PM
Not yet.
Klinn
05-16-2005, 01:00 PM
Originally posted by jonwil
I am working on how to do just that... That would be a wonderful addition to the modder's bag of tricks, JonWil. Another would be if we could have a simple 'Ride Event' - no animation meshes, just a trigger for a particle emitter to begin working. Ride events are about the only way we can 'script' things to happen in RCT3.
Guybrush_47
05-16-2005, 01:04 PM
Indeed we can start adding in lighting and special effects. Would deffiantly improve the enviroment. I thought i would have to wait a while before adding spinning lights ontop of my electric fencing... i do hope you get some success.
BoRJoYZeE
05-16-2005, 04:53 PM
anyone making any new roofs, windows, walls, quarter pieces? like diffrent type of roofs.
I've been working on a Lego-style set which has a quarter piece. .. probably will have it ready by the end of the week.
Guybrush_47
05-16-2005, 06:06 PM
I'll be designing a few roof pieces. Mainly with windows, but i'll make a few variations.
Miss O
05-16-2005, 09:55 PM
Pumper: If no one was going to do Legos before me, I would have been all up in that one!
Astroworld: I'm building roof pieces, but they are very similar to the ones already in game, because getting them to fit together can be a bear. I'm making an outside and inside corner in addition to a full-pitch roof (like in the game), and I designed a half-pitch one, too. I don't have any of the sharp pitches like in the Spooky set, but I haven't found a reason to use those, and if I make "standard" pieces I can recolor them for all my sets, rather than making custom roof pieces for each (Asian notwithstanding, of course!).
Thanks for the tips, Klinn, I'm going to likely get to that over the weekend once I get my textures working, which I'm focusing on tonight. Grr that they get swapped in Biturn.
Jonwil: Sweet on the particle effects on cue. That will be a huge addition to the game, even though I've not done a darned thing with particles. :D
Off to beat the textures at their own game!
lol- - Miss O, sounds like you've already got your hands full with a huge release! Can't wait to see the final product! Yeah, this set is kind of Lego-ish, in that all the various tile types share cylindrical raised markings -- but they'll be called "Blox" - RCT3 is too main stream to start advertising it as "Lego", not mention, with LegoLand already being a theme park, who knows if Frontier may venture in that area one day. :haha:
Rybo-XL
05-18-2005, 02:54 AM
holy s**t this is confusing........
I'd really like to be able to follow all this but my uinversity work seems to take all my time right now.
A tutorial on texturing would be helpful in a few weeks, becasue i'm lost on how all that works.
tikitiki
05-21-2005, 11:50 AM
Bump Any new news?
Pug628
05-21-2005, 11:54 AM
Originally posted by tikitiki
Bump Any new news?
corrected your post
Guybrush_47
05-21-2005, 12:02 PM
Not really, i think we're all busy trying to release new stuff.
I'm getting pretty close to a beta test however. I'll be releasing a small, and i mean small teaser video shortly.
Miss O
05-22-2005, 02:01 AM
Apparently I need a tutorial on how to make things with more than two mapped textures (on one map, don't get me wrong) show up correctly in the game. In Milkshape they look fine. By the time I get them to RCT they're all hosed up. Has anyone managed to map three or more textures onto a model using Milkshape and Biturn, and if so, please contact me. I'm so close to getting a few more things out of this set, and I'm terribly stuck and even more terribly depressed. Two textures work just fine, but the minute I add a third, it gets all wonky. :(
d_h1234
05-22-2005, 05:05 AM
Originally posted by Miss O
Apparently I need a tutorial on how to make things with more than two mapped textures (on one map, don't get me wrong) show up correctly in the game. In Milkshape they look fine. By the time I get them to RCT they're all hosed up. Has anyone managed to map three or more textures onto a model using Milkshape and Biturn, and if so, please contact me. I'm so close to getting a few more things out of this set, and I'm terribly stuck and even more terribly depressed. Two textures work just fine, but the minute I add a third, it gets all wonky. :(
two mapped textures, on one map?
please elaborate, its very confusing heh. do you mean, 2 unique 256x256 or whatever texture images? or two UVW mapping channels? or what?
marnetmar
05-22-2005, 05:58 AM
Originally posted by Miss O
Apparently I need a tutorial on how to make things with more than two mapped textures (on one map, don't get me wrong) show up correctly in the game. In Milkshape they look fine. By the time I get them to RCT they're all hosed up. Has anyone managed to map three or more textures onto a model using Milkshape and Biturn, and if so, please contact me. I'm so close to getting a few more things out of this set, and I'm terribly stuck and even more terribly depressed. Two textures work just fine, but the minute I add a third, it gets all wonky. :(
I'm working on something now that's giving me problems Miss O, if I can get it figured out I'll post the solution here. The model looked fine in Biturn, but in game it's messed up, I flipped the texture, but it might take rotating it also I haven't tried that yet.
d_h1234, I'm pretty sure she means having several textures on 1 texture file & mapping the model with the different textures. This has been a problem since we started with all the converting that has to be done.
Guybrush_47
05-22-2005, 06:56 AM
Well if she means having lots of textures on one large 512x512 texture. Then this is exactly the method i'm using to texture in 3ds. I've got the models working fine with no problems at all.
If shes referring to lots of seperate textures, being put on the model seperatly then i'm not sure if thats possible...
Miss O
05-22-2005, 03:16 PM
Guy, this is why I specifically stated the software being used. Obviously if one is using the notably difficult to learn and hideously expensive version of the native software, problems will ultimately be minimized.
I am referring to one texture file, in this case at 256x256 being mapped onto a variety of different surfaces in one model. At present, no amount of rotating (haven't tried true flipping yet, because I thought I'd sorted that in Biturn by telling it not to flip the textures. I'm still working on it, but as someone pointed out a while back, the biggest problem is having to bring it into RCT to test it, because that can take a while.
Guybrush_47
05-22-2005, 03:45 PM
Well this is how i do it. It may help you i dunno:
Texture the model using unwrap.
Reset the Transforms.
Delete the Unwrap layer.
Attach the seperate parts of the model back together.
Export.
Miss O
05-22-2005, 05:06 PM
Um, thanks Guy, but I don't have any of the things you mention, and the trial version of Max I have not only is about to expire, it is also very complicated to work with in my opinion, even if you know what you're looking at/for.
For now I'm struggling along with Milkshape. I visited the Biturn site, though, and it indicates there is a plug-in for Biturn that better handles ASE conversions. I'm not seeing that at present, but I'm experimenting.
marnetmar
05-22-2005, 08:43 PM
Originally posted by Miss O
For now I'm struggling along with Milkshape. I visited the Biturn site, though, and it indicates there is a plug-in for Biturn that better handles ASE conversions. I'm not seeing that at present, but I'm experimenting.
As far as I can tell Miss O, I have this figured out. What you need to do is this:
Make your texture file just like you always do, we'll say it's 256x256 in size. Now make a new texture, it can be just plain white or any color, but it needs to be 512x512 in size. Next take your original texture & paste it in the upper right corner of the big file, now you need to flip the original texture vertically & paste it in the lower right corner of the 512x512 texture. Then save it & map your model with the top section of the original texture & it should work. As long as the texture file is symmetrical from top to bottom it should work just fine.
I have a model with several textures on it & this worked perfectly for me.
EDIT: You can always resize the texture file back down to 256x256 so the ovl files won't be so large also.
Miss O
05-23-2005, 12:23 PM
That's certainly a new approach, marnet! Sheesh, I never expected that much work to be involved. I'm off to work at the moment, but I'll try to check out your instructions when I get home and see how that works. Terribly disappointing that it adds yet -another- step to the process, though.
marnetmar
05-23-2005, 09:35 PM
Originally posted by Miss O
That's certainly a new approach, marnet! Sheesh, I never expected that much work to be involved. I'm off to work at the moment, but I'll try to check out your instructions when I get home and see how that works. Terribly disappointing that it adds yet -another- step to the process, though.
It's a little extra work, but as long as it works, I'm happy. We'll know how to do the texture at the start & at least that'll be easier than fighting with it later on.
tikitiki
05-23-2005, 11:37 PM
Well for a small update, myself and RCTBugFinder have been working on a preview window using OpenGL(works the best). Currently it cannot support .ase previewing but RCTBugFinder will be working on fixing it.
Also im not making any guarrentees but would any of you like to have an autoupdater function...I've been reading up on ATL Server type code in c++ and though it may be limited I may be able to pull it off, but I don't want to start it if nobody wants it!
Cheers Tikitiki
Guybrush_47
05-24-2005, 05:28 AM
I'd deffiantly use it Tiki
BoRJoYZeE
05-24-2005, 08:48 PM
womp
DisneyFREAK1178
05-24-2005, 11:18 PM
Ok I think I get it.....
I click the link...........then where do I extract the files to?
marnetmar
05-24-2005, 11:48 PM
Originally posted by DisneyFREAK1178
Ok I think I get it.....
I click the link...........then where do I extract the files to?
Which link do you mean DisneyFREAK?
BoRJoYZeE
05-26-2005, 12:44 PM
so............................whats new
Originally posted by tikitiki
Well for a small update, myself and RCTBugFinder have been working on a preview window using OpenGL(works the best). Currently it cannot support .ase previewing but RCTBugFinder will be working on fixing it.
Also im not making any guarrentees but would any of you like to have an autoupdater function...I've been reading up on ATL Server type code in c++ and though it may be limited I may be able to pull it off, but I don't want to start it if nobody wants it!
Cheers Tikitiki
nope, better to concentrate on other stuff. If people can't figure out how to use IE they have got the wrong program.........
tikitiki
05-26-2005, 08:01 PM
2005 I'm not going to be focusing on the higher stuff but rather on the lower stuff, as I'm still in the basics of c++ and my potential in that field is not close to its fullest and if I can pull this off it will help me move up. I'll let JonWil and the others work on the higher stuff, while I make the program more user friendly! Don't you agree?
bigbuilder
05-26-2005, 08:39 PM
I created an object in 3dsmax. Then exported it as .ase I created a 50X50 white 8bit texture. I started the importer selected the ase and the texture and specified the texture style. I click to save the .ovl and I get an error. It doesen't say what the error is but the new ovls aren't created.
marnetmar
05-26-2005, 10:03 PM
Originally posted by bigbuilder
I created an object in 3dsmax. Then exported it as .ase I created a 50X50 white 8bit texture. I started the importer selected the ase and the texture and specified the texture style. I click to save the .ovl and I get an error. It doesen't say what the error is but the new ovls aren't created.
You might want to make the texture 256x256 in size & try again bigbuilder & see if that works.
d_h1234
05-27-2005, 12:00 PM
Would anyone be interested in converting this for RCT3?
http://www.virtual-suicide.net/users/kiddie_grinder/hauntedmansion.jpg
ColonelSandurz
05-27-2005, 01:02 PM
If you have the mesh...maybe.
If you just have the picture, I doubt it.
WalkingSnake
05-27-2005, 02:27 PM
Can it be? Yes
Will it be? Probably not. Looks like too much detail, which equals to many polygons and vertices.
d_h1234
05-27-2005, 02:33 PM
Well, any word on how many polys IS "too many"?
Or atleast a ballpark figure? Or, what would be better, is how many polys Klinn's electro-shock thingies are..They seem to be quite popular, and judging the way they look, I'd say they were pretty high poly..
Can be done easily, texturing is another story - - that is where the problems begin. Nice object, if you're going to use it in a video or work with a single coaster - I wouldn't recommend plopping it down in large park though. Is that your own object, d_h1234?
d_h1234
05-27-2005, 02:54 PM
yeah its mine, just finished it today hehe..heres a little gif showing it off, sort of...
the only problem really is the poly count, its a bit high..so high i wont say how high for now. :confused:
http://www.virtual-suicide.net/users/kiddie_grinder/makingofmansion.gif
700k gif, beware.
oh and if anyone else is a big Disneyland Haunted Mansion fan, yes, I know there's a mistake, but I was too lazy to bother fixing it...so meh.
Your object? In that case, holy crap it's gorgeous! :up: I didn't realize it was the HM! If you want to send it over/PM as an experiment, I' can throw it in to RCT3 tonight and monitor the FPS..
The texturing on complex objects right now seems to be the big problem a number of us are having. Mapping doesn't seem to play nice. What you assign in your 3D program doesn't always come out that way in RCT3. Like roof textures will appear on the columns instead...stuff like that. Would be cool if you can cut an entrance out so we can go indoors - though I'm not sure how the walls are made... if it's a single plane - they'll just appear invisible from inside.
d_h1234
05-27-2005, 03:06 PM
I was hoping I could do something like that yeah, but, it'd be basically impossible to get peeps to actually go inside...
only method I came up with was, IF we had the ability, make invisible stairs that would like up with the object steps in front, and if I was lucky, the porch bit would be exactly about a tile wide, so you could snake a normal queue path right inside of it like the real thing..
but, thats ambitious heh, so im just happy this is a decoration for now.
if you want, I can send a .3ds or .ase or both, or whatever youd prefer, along with the texture to see what happens.
unfortunately its also got an opacity map, which I think are still unsupported by jonwils editor for now, so that sucks. :(
Yeah, unfortunately, no Opacity support right now. I see what you mean about the peeps getting in. The ride of course would be no problem, but the path would have to be a ramp leading in to the mansion which would aesthetically, would not be nice. If there are indoor walls independent from outside - you can map a black texture.
I've been using milkshape, but every night I spend an hour with MAX and I'm starting to get a grasp of it..except for two things I haven't quite figured out yet: How the mapping is done, and how to group objects as one object. I see the material editor, but when I drag and drop a texture on a mesh, nothing shows on it simply shows a "can't do" icon. LOL I'm also getting the Multiple Objects/can't map error in the importer, so I'm assuming I have to somehow group the objects that make up the mesh in MAX. In Milkshape I can have many individual parts and the importer doesn't care. So, what I've been doing for now is bringing Max made objects into milkshape, then going from there...
So, yep if you want to send the 3DS/Texutre, that would be cool to work with.
d_h1234
05-27-2005, 03:30 PM
Originally posted by Pumper
Yeah, unfortunately, no Opacity support right now. I see what you mean about the peeps getting in. The ride of course would be no problem, but the path would have to be a ramp leading in to the mansion which would aesthetically, would not be nice. If there are indoor walls independent from outside - you can map a black texture.
I've been using milkshape, but every night I spend an hour with MAX and I'm starting to get a grasp of it..except for two things I haven't quite figured out yet: How the mapping is done, and how to group objects as one object. I see the material editor, but when I drag and drop a texture on a mesh, nothing shows on it simply shows a "can't do" icon. LOL I'm also getting the Multiple Objects/can't map error in the importer, so I'm assuming I have to somehow group the objects that make up the mesh in MAX. In Milkshape I can have many individual parts and the importer doesn't care. So, what I've been doing for now is bringing Max made objects into milkshape, then going from there...
So, yep if you want to send the 3DS/Texutre, that would be cool to work with.
to join objects in Max, collapse all of the objects to editable meshes, or, just apply an edit mesh modifier to one of them...then you should see a button on the right, in the edit mesh panel that says ATTACH..click that, then start clicking on the other parts you want to attach (aka group). Or, alternatively, you could click ATTACH MULTIPLE, then click ALL, then thats it.
for UVW mapping, well thats a bit more complex heh..but it involves adding a Unwrap UVW modifier to an object, clicking the EDIT button, going into sub-object mode (fancy name for clicking on the modifier in the modifier stack window, so it turns yellow), then click on a poly you want to map (or group of polys), then click the PLANAR button..and boom, theyre mapped.
and as for adding a texture to objects, in the material editor, click the empty box next to DIFFUSE, and choose bitmap..then click the next empty box, and point it to your texture. then, click and drag the sphere that has your new texture on it, onto your object and it should work fine.
and ill PM you soon. :D
Thanks for that! By the way, have you done any importing with Jonwil's program? You obviously have excellent modeling skills, so you're 3/4 of the way there! :-)
d_h1234
05-27-2005, 03:43 PM
Originally posted by Pumper
Thanks for that! By the way, have you done any importing with Jonwil's program? You obviously have excellent modeling skills, so you're 3/4 of the way there! :-)
no problem, hope it helps hehe. max can be pretty overwhelming at times.
and nope, havent tried anything with the importer, mostly cause RCT3 crashes on me quite frequently, so thats a bit discouraging.
sending PM shortly.
marnetmar
05-27-2005, 05:13 PM
That Mansion model looks fantastic d_h1234 Even though it's probably pretty high in poly's, it might not be too bad in the game. I can't see people using more than one of those in a park anyway. :up: :up:
tikitiki
05-27-2005, 07:00 PM
I have a compressor program if you want me to compress it a bit for ya :)
CK the Fat
05-27-2005, 11:20 PM
Does Bitburn support .an8 files?
marnetmar
05-28-2005, 12:01 AM
Originally posted by CK the Fat
Does Bitburn support .an8 files?
No it doesn't CK, but if you can use anim8or to export your model as a .3ds or .obj file you can use Biturn to convert it from that format into an .ASE file.
d_h1234
05-28-2005, 05:14 AM
pumper your inbox is full!
have you tried flipping/mirroring the UVW map vertically? I thought I read a few places that you need to do that..or flip the texture image or something?
Just cleared the inbox (stupid limit). I am going to try various techniques this evening and will let you know the outcome. :)
DRIV3R MAN
05-28-2005, 07:43 AM
i was just wondering
who was making the Car pack. If any knows, when will it be finished.....
just wondering..
i could be wrong but i think im right about the pack.
Thanx
Mazza
Guybrush_47
05-28-2005, 08:55 AM
Not heard anyone creating a car pack... you sure you got it right?
d_h1234
05-28-2005, 09:15 AM
Originally posted by Pumper
Just cleared the inbox (stupid limit). I am going to try various techniques this evening and will let you know the outcome. :)
cool thanks!
:D
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