Update SMR ver. 1.2.0.00
Update SMR ver. 1.2.0.00
Update 1.1.0.00 from Firaxis only upgrade All Terminal can be full show when load 4 tracks, but didn't upgrade too Passengers Animation and Station, If you look at when passengers walk into down stair their not walk in stair but hanging, please look at picture below:
Now that is can't happend, because I was made a Installer to fix that, download zip file then extrac to your harddisk after that double click icon setup...
that is all ...after that play SMR what ever map do you want, you can see your depot building can be having shelter and fix passenger animation when their walked in overpass bridge
Good luck...
Edit....
This Update has been revised
Please...Download Update Revision ....!!!!
Now that is can't happend, because I was made a Installer to fix that, download zip file then extrac to your harddisk after that double click icon setup...
that is all ...after that play SMR what ever map do you want, you can see your depot building can be having shelter and fix passenger animation when their walked in overpass bridge
Good luck...
Edit....
This Update has been revised
Please...Download Update Revision ....!!!!
Last edited by Rodea2007 on Thu Jul 10, 2008 4:49 am, edited 3 times in total.
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Re: Update SMR ver. 1.2.0.00
Installed fine and it works without any problem. Great job.
Thanks: Jancsika
Thanks: Jancsika
Re: Update SMR ver. 1.2.0.00
Rodea - while I'm glad that you were able to fix this little problem, before I install something like that I'd like to know just what it is going to do. Map installers are one thing, but I want to know what files are being affected and how.
I very much apologize if I sound a bit upset, but nasty family matters are kind of bleeding into the rest of the world.
Kind of give a list of what files are affected and how. Or a upload of what is in the installer, but not as an installer.
Hey, looks good, and I'm glad that problem has been taken care of, but I don't know how Firaxis is going to like it being called an 'update'.
I very much apologize if I sound a bit upset, but nasty family matters are kind of bleeding into the rest of the world.
Kind of give a list of what files are affected and how. Or a upload of what is in the installer, but not as an installer.
Hey, looks good, and I'm glad that problem has been taken care of, but I don't know how Firaxis is going to like it being called an 'update'.
I'm correct 97% of the time..... who cares about the other 4%....
Re: Update SMR ver. 1.2.0.00
Rodea - Talking with Tijer about your update and I had a thought (OUCH that hurts!!! ) about something he and I had been wondering about some time ago. How hard would it be for you to set up the Depot to only accept two tracks and the Station to only accept three tracks? We had talked about that for use in the SAM maps so it wouldn't affect other maps. Also, by raising the cost of upgrading from one to the other, which is no problem at all, a player would have a harder time upgrading than just going from Depot to Terminal for $250,000.
Also, in your update for the crosswalk, did you also notice that there is a guy leaning in mid air and a woman walking down an invisible stairs?
Also, in your update for the crosswalk, did you also notice that there is a guy leaning in mid air and a woman walking down an invisible stairs?
I'm correct 97% of the time..... who cares about the other 4%....
Re: Update SMR ver. 1.2.0.00
Snoopy...snoopy55 wrote:Rodea - while I'm glad that you were able to fix this little problem, before I install something like that I'd like to know just what it is going to do. Map installers are one thing, but I want to know what files are being affected and how.
I very much apologize if I sound a bit upset, but nasty family matters are kind of bleeding into the rest of the world.
Kind of give a list of what files are affected and how. Or a upload of what is in the installer, but not as an installer.
Hey, looks good, and I'm glad that problem has been taken care of, but I don't know how Firaxis is going to like it being called an 'update'.
No one others file can be affected by this Installer, except depots building , because this installer only affecting to depots building, so...don't worry about that.
To make Depot only accept max 2 tracks, Station 3 tracks, I guess I must crack SMR.Exe, or XML element or if you have any idea ???....
I will repair a soon as animation passengers in Terminal.
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Re: Update SMR ver. 1.2.0.00
Update SMR ver. 1.2.0.00 REVISI
I was ready to Fix Passengers Animation in Terminal US
Download and extract zip file. On zip file provided 3 files
use Uninstall Update SMR Ver.1.2.0.00.exe to delete old FPK and then use Setup Update SMR Ver.1.2.0.00.exe to install again ( please read ReadMe_Firts.txt!!! ). Notice the picture bellow:
I was ready to Fix Passengers Animation in Terminal US
Download and extract zip file. On zip file provided 3 files
use Uninstall Update SMR Ver.1.2.0.00.exe to delete old FPK and then use Setup Update SMR Ver.1.2.0.00.exe to install again ( please read ReadMe_Firts.txt!!! ). Notice the picture bellow:
Last edited by Rodea2007 on Thu Jul 10, 2008 4:50 am, edited 1 time in total.
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Re: Update SMR ver. 1.2.0.00
Good work Rodea, thanks for getting one more thing off my list that Snoopy keeps adding to daily. I see that you also got the leaning man in mid air fixed also. Thanks again for the great work.
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2 GB PC5400 DDR2 Ram
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OS Windows XP/SP2/32 bit
Re: Update SMR ver. 1.2.0.00
Hello Tijer...Tijer wrote:Good work Rodea, thanks for getting one more thing off my list that Snoopy keeps adding to daily. I see that you also got the leaning man in mid air fixed also. Thanks again for the great work.
Snoopy on thread before asked me to talk to you about Depot only accept 2 tracks and Station 3 tracks for the SAM Project, I agree with it but I guess we must crack SMR.exe that is not easy work or have you any idea???.
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Re: Update SMR ver. 1.2.0.00
Beautiful work Rodea. Very nice. I had scooted the concrete pad out of the way on the station model inside nifscope and it worked fine too, but I really like the awnings and the fixes with the animated passengers.
Inside the Nif files for the stations, it asks for a StationSideBuilding emsk spec and nrml. All you provided was the Nifs Kfms and Diffs...they still work fine without the emsk, nrml and spec. All the other DDS files can be gotten from the games default models. So only the 3 dds files from the side buildings are really needed...the others can be pulled from the games default files as I have made that change on mine. On the previous model that I had edited, I also made the change to the Station Creation Nif files...but that isn't really needed.
I took the nifs and kfms and am going to use them renamed as new models in my maps, that way if someone doesn't have the update loaded, they will still have the new models as default on maps. Thanks so much for your hard work on this project. They work and look great.
Inside the Nif files for the stations, it asks for a StationSideBuilding emsk spec and nrml. All you provided was the Nifs Kfms and Diffs...they still work fine without the emsk, nrml and spec. All the other DDS files can be gotten from the games default models. So only the 3 dds files from the side buildings are really needed...the others can be pulled from the games default files as I have made that change on mine. On the previous model that I had edited, I also made the change to the Station Creation Nif files...but that isn't really needed.
I took the nifs and kfms and am going to use them renamed as new models in my maps, that way if someone doesn't have the update loaded, they will still have the new models as default on maps. Thanks so much for your hard work on this project. They work and look great.
Re: Update SMR ver. 1.2.0.00
Thanks for your comment Lowell...Lowell wrote:Beautiful work Rodea. Very nice. I had scooted the concrete pad out of the way on the station model inside nifscope and it worked fine too, but I really like the awnings and the fixes with the animated passengers.
Inside the Nif files for the stations, it asks for a StationSideBuilding emsk spec and nrml. All you provided was the Nifs Kfms and Diffs...they still work fine without the emsk, nrml and spec. All the other DDS files can be gotten from the games default models. So only the 3 dds files from the side buildings are really needed...the others can be pulled from the games default files as I have made that change on mine. On the previous model that I had edited, I also made the change to the Station Creation Nif files...but that isn't really needed.
I took the nifs and kfms and am going to use them renamed as new models in my maps, that way if someone doesn't have the update loaded, they will still have the new models as default on maps. Thanks so much for your hard work on this project. They work and look great.
I'm glad if you can coming back to this forum...
As like I said before if default games provided what's files model needed you not need to rename or copy that files, all files Norm, Spec and EMSK provided by cities0.FPK
Happy enjoy with it...
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Re: Update SMR ver. 1.2.0.00
Yes I like the changes you have made. I am going to place some christmas wreathes and stuff on the dds files for the overpass on the holiday maps stations depots and terminals. I wish I could animate the little blinking lights
I tried to place a couple dummy passengers on the second platform, but so far they don't show up. I am going back and try again, copy a couple dummy passenger "branches" make a new node and attach them...change their numbers to dummy passenger 14, 15 etc. then see if i can get them to pop up. I thought it would be cool to have four or five on the other platform.
I tried to place a couple dummy passengers on the second platform, but so far they don't show up. I am going back and try again, copy a couple dummy passenger "branches" make a new node and attach them...change their numbers to dummy passenger 14, 15 etc. then see if i can get them to pop up. I thought it would be cool to have four or five on the other platform.
Re: Update SMR ver. 1.2.0.00
Lowell...that is not easy work, Nifscope can't handle what you are doing if you want to add passengers on second platform and want to be have animation you must to edit kf file and kfm file. To add second Platform I used 3dsmax 8 to edit building and Scene Viewer to combine edited building with original building, you can't do it if used Nifscope, after edited building combined with original building use Nifscope to edit parameter in order to animation can be run, only just Scene Viewer is plugin from 3dsmax if you not use 3dsmax you can't use Scene viewer.Lowell wrote:Yes I like the changes you have made. I am going to place some christmas wreathes and stuff on the dds files for the overpass on the holiday maps stations depots and terminals. I wish I could animate the little blinking lights
I tried to place a couple dummy passengers on the second platform, but so far they don't show up. I am going back and try again, copy a couple dummy passenger "branches" make a new node and attach them...change their numbers to dummy passenger 14, 15 etc. then see if i can get them to pop up. I thought it would be cool to have four or five on the other platform.
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Re: Update SMR ver. 1.2.0.00
Hrrrm. To throw another concept into this mix... do you all happen to know if the dds file format can accept an animated image? if so, that would be the easiest way for Lowell to get the twinkling lights, by animating the emit.dds for the light strings...
Re: Update SMR ver. 1.2.0.00
The DDS file will only accept still images, but you would need to put the different colors onto it to get the animation, or just use various points on the DDS that have the colors you want if they are already there.
I'm correct 97% of the time..... who cares about the other 4%....
Re: Update SMR ver. 1.2.0.00
Some people....They just don't listen.... LOOK, LISTEN.... AND LIVE!!! She just had to cross that track to get to the other side.....BAMMMM!!!
I got some Passengers to the other side . The first problem is that without that platform on the other side they are in mid air. Second problem - If you start in a city like Dresden, your people will end up buried alive!
To see what it looks like live, go into the Euro Terminal and click on 'dummy_passenger_3' on line 6. In Block Details set the Translation to the following settings (I didn't put in the fraction numbers). X = -267 Y= -1 and Z = 24 Now since your Passenger is facing the wrong way, go to Rotation and use the following settings. Y= 0 P= 0 R= 180. Now the 180 will change to a -180, but don't worry, you can't do anything about it. If you're using the settings from Rodea, you may have to subtract from the X to move the Passenger back from the station. You may also have to adjust the Y to move him to the left or right to avoid the pole. The Passenger does look for the train, so be careful that he/she is not looking into the pole! If you play with any other Passengers, the numbers will have to be adjusted. The other ones you see in the pictures have the number -375 for X, but they are in different places.
Another note, moving some of the Passengers does not mean that you will see a change. Some Passengers do not show up, or may show up later. I had one of my adjusted Passengers appear after about 2 or 3 minutes, and some did not appear until the overpass was built.
Rodea - can you make the platform, without the overpass, part of the Terminal/Station/Depot? That way no one is standing in mid air. You might also want to try making the platform larger and adding the Euro Depot building to it, minus anything that makes it look like a station, such as the mail bags and the hook. It would make it look kind of cool.
I got some Passengers to the other side . The first problem is that without that platform on the other side they are in mid air. Second problem - If you start in a city like Dresden, your people will end up buried alive!
To see what it looks like live, go into the Euro Terminal and click on 'dummy_passenger_3' on line 6. In Block Details set the Translation to the following settings (I didn't put in the fraction numbers). X = -267 Y= -1 and Z = 24 Now since your Passenger is facing the wrong way, go to Rotation and use the following settings. Y= 0 P= 0 R= 180. Now the 180 will change to a -180, but don't worry, you can't do anything about it. If you're using the settings from Rodea, you may have to subtract from the X to move the Passenger back from the station. You may also have to adjust the Y to move him to the left or right to avoid the pole. The Passenger does look for the train, so be careful that he/she is not looking into the pole! If you play with any other Passengers, the numbers will have to be adjusted. The other ones you see in the pictures have the number -375 for X, but they are in different places.
Another note, moving some of the Passengers does not mean that you will see a change. Some Passengers do not show up, or may show up later. I had one of my adjusted Passengers appear after about 2 or 3 minutes, and some did not appear until the overpass was built.
Rodea - can you make the platform, without the overpass, part of the Terminal/Station/Depot? That way no one is standing in mid air. You might also want to try making the platform larger and adding the Euro Depot building to it, minus anything that makes it look like a station, such as the mail bags and the hook. It would make it look kind of cool.
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I'm correct 97% of the time..... who cares about the other 4%....