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Posted: Thu Feb 13, 2014 11:58 pm
by mm2mm1fan
Would you like this?

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Posted: Fri Feb 14, 2014 1:47 am
by HummersRock
I might. It could be good for a parked car. How many polys is it?

No major updates yet. Fixed a sign, got rid of unneeded polys, and worked on some intersections/roads.

Posted: Fri Feb 14, 2014 1:52 am
by mm2mm1fan
Don't know but here is the link. Also look around for more cars and trucks. Some buildings are there too.

https://cownap.com/~mtmg/models/Cart/vehicals.html

Found more models. https://cownap.com/~mtmg/models/

Posted: Sun Feb 16, 2014 1:57 am
by HummersRock
Wow... I'm going to need A LOT of building/store/house textures... 8O

Posted: Sun Feb 16, 2014 2:22 am
by mm2mm1fan
Don't worry they come with textures. :wink:

Posted: Sun Feb 16, 2014 3:43 am
by HummersRock
Picture time.

Some rubble:
Image

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This road used to have sidewalks. When it did, no cars or peds went near it. Now that it doesn't have sidewalks, peds walk beside it as if it does, and traffic cars try to drive on it. It isn't even the correct object for that sort of thing. :?

Ready for some laughs? Well...

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The traffic cars try to drive on the road, but they can't. So they all end up stuck at the begining. They pile up inside of each other, and when you hit them, they pop out in every possible direction like popcorn! :lol:

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This time when I hit them, my car immediately bounced back hard. :lol:

I'll have to edit the bai file. :wink:

Posted: Sun Feb 16, 2014 3:56 am
by Franch88
Really nice the rubble part. :wink: Bad that the road without the sidewalks works in the opposite way than hoped. :| In the other hand, what happens there is funny, yeah. :P

Posted: Sun Feb 16, 2014 5:03 am
by mm2mm1fan
That is funny. :lol:

Posted: Sun Feb 16, 2014 6:49 pm
by HummersRock
Image
Boom.

Unfortunately it isn't using the correct texture, but it works.

Posted: Sun Feb 16, 2014 10:16 pm
by Franch88
Very good to have got it to work. That thing next to your car seems to be a pedestrian, it's hard to get rid of them.

Posted: Mon Feb 17, 2014 6:09 am
by aaro4130
Road looks pretty big compared to the vehicle

Posted: Mon Feb 17, 2014 8:40 am
by sajmon14
You can make a setting to remove peds in aimap but it will remove them in whole city

Posted: Tue Feb 18, 2014 1:28 am
by HummersRock
There seems to be a setting in the bai file for peds for each road. Does that not work or did you not try it?

Posted: Thu Feb 20, 2014 10:56 pm
by Franch88
Yes, from the .bai file is possible switch on or off the pedestrians in specific PSDL terrain road blocks, you remove the sidewalks property to it, but, the fact is that's still only possible view the values in this file type, not also edit them. You could attempt a difficult editing to the file with an hex editor. The programs that can open .bai files are MM2 City Toolkit and PSDL Viewer.
Besides switch off or multiply the total pedestrians number of a city, through the .aimap file is also possible set a different speed for the traffic vehicles that go on specific PSDL terrain road blocks. Pity that a similar thing can't be done also for the pedestrians number.

Posted: Fri Feb 21, 2014 12:31 am
by KingAndy
Looks a awsome city, I love how the roads look, remind a driving simulator :D