GearCity

GearCity

View Stats:
Zereda 22 Oct, 2018 @ 7:41am
Making a complex mod, Customizing gearbox addons question, frame size, and image question.
Hey, this is what im working on: a mod to add 60 new cities, options to choose real AL or the original GC AL for 2 maps base city and classic possible more in future but that for now, new play options for amount of AL to verse, more then 100 new components, about 30 new vehical types. also I included most of Real Ai's Data such as their logo's, racing series and both RealAI data versions (normal and poorer starting companies) , MobyPack player logo images, Vent logo - all pre-coded in playerlogo file for a plug and play design. Most of which has been coded and is working, i'm just working on car/component images and city editing now. Going to try and add more years to the end of the game for some of the componenty i added, though the editor in most spots only aloud editing to 2020 so making turn events for imaginary conflicts is difficult but Eric did say it is possible to edit it to play farther so i'll be more looking into that later....

If anyone is interested in this mod leave a comment I'll see what i can do once complete and is all working i'll add a link to an upload somewhere.

Q.#1 So Eric, I wanted to add other gearbox options or "addons"but noticed they are set to bool check box's over list of available components like the other components. sure i can add them via code but they don't really do anything in the game nor show up as options to choose from. I was just wondering if there work around? i though of adding a trans splitter for heavy hual trucks, or locking diffs for say 4X4's or heavy recovery wreckers. There is no axle or differential components so the second one the gearbox would just be a good place to add that kind of option.

Q #2 Is the length and width of a frame customizable? Want to make larger frame placeholders but they all seem to be the same size lol. i know changing the "drivetrain" determins engine size availability.

Q #3 i want to make good looking Images what did you use to make yours and how do i find the blank blue square background? currently just using NoValve.dds as a placholder until figureing it out. I need to make all the images then convert them after via Aorta but i want them to look proper.

that is all.


Zereda
Originally posted by Eric.B:
Originally posted by Zereda:
though the editor in most spots only aloud editing to 2020 so making turn events for imaginary conflicts is difficult but Eric did say it is possible to edit it to play farther so i'll be more looking into that later....

Yeah, this is a screw up on my part, but yes, you can edit the XML by hand to have any years you wish after 1900.


If anyone is interested in this mod leave a comment I'll see what i can do once complete and is all working i'll add a link to an upload somewhere.
Steamworkshop supports "private" repos. Users just have to be on your friends list.


Q.#1 So Eric, I wanted to add other gearbox options or "addons"but noticed they are set to bool check box's over list of available components like the other components. sure i can add them via code but they don't really do anything in the game nor show up as options to choose from. I was just wondering if there work around? i though of adding a trans splitter for heavy hual trucks, or locking diffs for say 4X4's or heavy recovery wreckers. There is no axle or differential components so the second one the gearbox would just be a good place to add that kind of option.

Unfortunately, GearBox addons are not modifiable, the existing ones are hard coded in the game. They have specific effects on specs that could not be achieved through the existing xml system. If we're able to do the expansion, I will probably add support for modifiable gearbox addons. They would still work with the check boxes, but they wouldn't have the same sort of effect as the hard-coded ones.

A work around with the existing system would be to implement this stuff at the gearbox or drivetrain level.

Q #2 Is the length and width of a frame customizable? Want to make larger frame placeholders but they all seem to be the same size lol. i know changing the "drivetrain" determins engine size availability.
No, the size of the chassis frames are not modifiable. This is a possible an expansion item ticket if we implement larger vehicles such as buses.

Q #3 i want to make good looking Images what did you use to make yours and how do i find the blank blue square background? currently just using NoValve.dds as a placholder until figureing it out. I need to make all the images then convert them after via Aorta but i want them to look proper.

I didn't make the blue print images. I'll send the art contractor who made it, Serhey, an email and see if he has a template for the background. That being said, you could just erase the text of no-valve and use it as you said.

As far as the center images, I believe those were all 3d modeled. Not sure.



that is all.


Zereda [/quote]
< >
Showing 1-15 of 33 comments
The author of this thread has indicated that this post answers the original topic.
Eric.B  [developer] 22 Oct, 2018 @ 9:34am 
Originally posted by Zereda:
though the editor in most spots only aloud editing to 2020 so making turn events for imaginary conflicts is difficult but Eric did say it is possible to edit it to play farther so i'll be more looking into that later....

Yeah, this is a screw up on my part, but yes, you can edit the XML by hand to have any years you wish after 1900.


If anyone is interested in this mod leave a comment I'll see what i can do once complete and is all working i'll add a link to an upload somewhere.
Steamworkshop supports "private" repos. Users just have to be on your friends list.


Q.#1 So Eric, I wanted to add other gearbox options or "addons"but noticed they are set to bool check box's over list of available components like the other components. sure i can add them via code but they don't really do anything in the game nor show up as options to choose from. I was just wondering if there work around? i though of adding a trans splitter for heavy hual trucks, or locking diffs for say 4X4's or heavy recovery wreckers. There is no axle or differential components so the second one the gearbox would just be a good place to add that kind of option.

Unfortunately, GearBox addons are not modifiable, the existing ones are hard coded in the game. They have specific effects on specs that could not be achieved through the existing xml system. If we're able to do the expansion, I will probably add support for modifiable gearbox addons. They would still work with the check boxes, but they wouldn't have the same sort of effect as the hard-coded ones.

A work around with the existing system would be to implement this stuff at the gearbox or drivetrain level.

Q #2 Is the length and width of a frame customizable? Want to make larger frame placeholders but they all seem to be the same size lol. i know changing the "drivetrain" determins engine size availability.
No, the size of the chassis frames are not modifiable. This is a possible an expansion item ticket if we implement larger vehicles such as buses.

Q #3 i want to make good looking Images what did you use to make yours and how do i find the blank blue square background? currently just using NoValve.dds as a placholder until figureing it out. I need to make all the images then convert them after via Aorta but i want them to look proper.

I didn't make the blue print images. I'll send the art contractor who made it, Serhey, an email and see if he has a template for the background. That being said, you could just erase the text of no-valve and use it as you said.

As far as the center images, I believe those were all 3d modeled. Not sure.



that is all.


Zereda [/quote]
Last edited by Eric.B; 22 Oct, 2018 @ 9:34am
Zereda 22 Oct, 2018 @ 9:52am 
Originally posted by Eric B:
Yeah, this is a screw up on my part, but yes, you can edit the XML by hand to have any years you wish after 1900.

so just manually write it in? then don't load into editor? ok.

Originally posted by Eric B:
Steamworkshop supports "private" repos. Users just have to be on your friends list.

meh not necessarily looking for private nor make anything off it, it just time killer cuz im bored and have litteraly nuthing better to do atm. but adding to steam surely would work deff.

Originally posted by Eric B:
A work around with the existing system would be to implement this stuff at the gearbox or drivetrain level.

so just change the values to make it so those parts are better? ok do-able.

Originally posted by Eric B:
No, the size of the chassis frames are not modifiable. This is a possible an expansion item ticket if we implement larger vehicles such as buses.

bummer for now, wanted to add bikes, trains, tanks, planes, boats, things of that nature, for realism the numbers look funny but i can make placeholders for now. just needs to be able to hold and use the other components right? ;)

Originally posted by Eric B:
That being said, you could just erase the text of no-valve and use it as you said.

pretty much what i did but with the steam one as it was the only one in the .zip that was png. else id have to figure out how to reverse engineer the .dds to png lol. its tedious but managable. Tthe starting image is so small its hard to make the white image look nice over the blue thats why i wanted a larger original. if i resize if messes up the image. i can save them smaller in png and they don't lose pixels like with paint program if i use Photoshop or gimp 2.0. if i have too i'll install those on this little beast but i don't want to. And eh, one alway's looks for a faster easier solution if there is one ;).
Zereda 22 Oct, 2018 @ 9:54am 
steam as in steam powered lol
Last edited by Zereda; 22 Oct, 2018 @ 9:54am
Eric.B  [developer] 22 Oct, 2018 @ 1:19pm 
Originally posted by Zereda:
Originally posted by Eric B:
Yeah, this is a screw up on my part, but yes, you can edit the XML by hand to have any years you wish after 1900.

so just manually write it in? then don't load into editor? ok.

If you wanted to do a post 2020 mod, you will need to edit by hand the .xml files whose mod tools that do not support years higher than 2020.

If you could point out which editors don't, that will be helpful too.


Originally posted by Eric B:
No, the size of the chassis frames are not modifiable. This is a possible an expansion item ticket if we implement larger vehicles such as buses.

bummer for now, wanted to add bikes, trains, tanks, planes, boats, things of that nature, for realism the numbers look funny but i can make placeholders for now. just needs to be able to hold and use the other components right? ;)

When adding the vehicle types you can adjust a number of variables which will effect AI design's sizes. However, nothing but sales restricts the player from designing larger or smaller than normal chassis for any vehicle type.

Anyway, physical size of vehicles is mainly determined by the artwork. So to get proper vehicle sizes you would need to create the needed 3d models.

Originally posted by Eric B:
That being said, you could just erase the text of no-valve and use it as you said.

pretty much what i did but with the steam one as it was the only one in the .zip that was png. else id have to figure out how to reverse engineer the .dds to png lol. its tedious but managable. Tthe starting image is so small its hard to make the white image look nice over the blue thats why i wanted a larger original. if i resize if messes up the image. i can save them smaller in png and they don't lose pixels like with paint program if i use Photoshop or gimp 2.0. if i have too i'll install those on this little beast but i don't want to. And eh, one alway's looks for a faster easier solution if there is one ;).
There shouldn't be any png's included with the zip file. So thanks for pointing that out.

There are a number of exporter tools which will allow for converting dds to png. You also don't have to use the blue print theme. If I were making a mod of the game without the restrictions I have, I'd source some FOSS images of the actual sub-components.

Anyway, if Serhey has a templet, I'll upload it to the wiki. And let you know in here.
Last edited by Eric.B; 22 Oct, 2018 @ 1:24pm
Zereda 22 Oct, 2018 @ 4:46pm 
Ohhhhh ok so size is tied to model, intresting.. but makes complete sense,
and perfect that sounds great i would appreciate that.. I was thinking of just making all new ones anyway for the mod so they everything matchs old and new but yeah thats gunna be some time and work. i'm not the best at modeling but i have a few courses to help guide me. so if i get the rest working and finished i'll maybe make a few and test out my objects.

as for the PNG's there are 2 both steam powered, "button_SteamFuel.png" and "SteamFuel.png" inside "GearCity\media\ComponentImages\ComponentImages.zip""

and sorry should have clearafied i figured you were aware of not going past 2020 on editors.

Inside Turnevents editor and under all tabs, all max out at 2020 and cannot go any further, everywhere else seems to be 3000 or more which is more then plenty of years. Thought there was more places but nope think thats it

[edit]
Did you know that the locolization button on the mod editor opens up a web browser to this link "http://185.52.1.98/" instead of a warning message declairing its not been implimented yet?
Last edited by Zereda; 22 Oct, 2018 @ 5:19pm
Zereda 23 Oct, 2018 @ 1:36am 
also found a bunch more PNG's inside:

"GearCity\media\Maps\Base City Map\MapArt\MapArt.zip"
defaultCityMap1.png through defaultCityMap12.png (also has .dds files)
and inside:

"GearCity\media\Maps\Base City Map\AILogos\AILogos.zip,
"GearCity\media\Maps\Base Territories\AILogos\AILogos.zip,
"GearCity\media\Maps\Classic Map\AILogos\AILogos.zip,
"GearCity\media\Maps\Europe Test\AILogos\AILogos.zip,
and,
"GearCity\media\Maps\Old School Territories\AILogos\AILogos.zip.

for all logo's (also has .dds files)

all the NewsArt is still in PNG format, not sure if its suppose to of not.

in case you wanted to know.
Zereda 23 Oct, 2018 @ 3:57am 
Originally posted by Eric B:
Anyway, if Serhey has a templet, I'll upload it to the wiki. And let you know in here.

Inside ComponentImages.zip if you convert dds to png there is a blank withing the file, so no need for adding this to wiki. i found it.

also found an extra carriage image without black boarder around white lettering and its called "button_CariageFrame.dds" the one that game is using i believe is with 2x R's "button_CarriageFrame.dds" it matches the rest. but with the images that do not have "button_" in front of the name you use 1 R for that image. also all "button_" images have black boarders around lettering except just 3 and thats "button_Electric5.dds", "button_NoInduction.dds" and "button_NoValve.dds". Electric 6 is coded in html but im sure you know there isnt a pix for it yet.

and are there suppose to be 2 of everything? just wondering.
Last edited by Zereda; 23 Oct, 2018 @ 4:19am
Eric.B  [developer] 23 Oct, 2018 @ 9:05am 
Originally posted by Zereda:
also found a bunch more PNG's inside:
Yes, PNGs are required for any images that are used in the web browser, since web browsers do not support dds formats.



Originally posted by Zereda:
and are there suppose to be 2 of everything? just wondering.
I assume you're talking about 2 of everything as in one's with "button_" and ones without "button_". If so, yes. The "button_" images are smaller square pictures for use in the "selected component" buttons you find at the bottom of the advanced and assisted designers.
Last edited by Eric.B; 23 Oct, 2018 @ 9:05am
Zereda 24 Oct, 2018 @ 4:25am 
gotcha and yes thats what i ment. kinda figured something like that, just checking cuz you said there souldnt be any png's in the zip, file wasnt sure if you ment all zip's or just component images..

Last edited by Zereda; 24 Oct, 2018 @ 4:26am
Soul Binder 16 Feb, 2019 @ 11:14am 
@Zereda are you still working on your combined mod and if so is there a way I could get a copy of it?
Zereda 29 Apr, 2019 @ 2:47pm 
@ Soul Binder, No, I got into other matters involving unity. its incomplete but i could try and find a way for you to get the files. I'd have to locate them as its been quiet a few months and i have moves once.
Usagi 23 Jul, 2019 @ 10:56am 
Originally posted by Zereda:
@ Soul Binder, No, I got into other matters involving unity. its incomplete but i could try and find a way for you to get the files. I'd have to locate them as its been quiet a few months and i have moves once.

I wouldn't mind a copy of the mod as well if at all possible.
santik1997 18 Aug, 2019 @ 9:25am 
Originally posted by Zereda:
Hey, this is what im working on: a mod to add 60 new cities, options to choose real AL or the original GC AL for 2 maps base city and classic possible more in future but that for now, new play options for amount of AL to verse, more then 100 new components, about 30 new vehical types. also I included most of Real Ai's Data such as their logo's, racing series and both RealAI data versions (normal and poorer starting companies) , MobyPack player logo images, Vent logo - all pre-coded in playerlogo file for a plug and play design. Most of which has been coded and is working, i'm just working on car/component images and city editing now. Going to try and add more years to the end of the game for some of the componenty i added, though the editor in most spots only aloud editing to 2020 so making turn events for imaginary conflicts is difficult but Eric did say it is possible to edit it to play farther so i'll be more looking into that later....

If anyone is interested in this mod leave a comment I'll see what i can do once complete and is all working i'll add a link to an upload somewhere.

I'm interested in your mod, Zereda. Most of all I would like to extend the game for at least a few more years (although it is very difficult to predict automotive design in the future, I nevertheless hope to extend the game at least until 2025-2030). The new components and vehicle types are also intrigued, I can’t even guess what components and vehicle types they are.

P.S. If not a secret - among these components is a planetary gearbox, which (if I'm not mistaken) was on the Ford Model T?

P.P.S. If something about the aforementioned Ford I say is wrong, let Eric correct me.
Last edited by santik1997; 18 Aug, 2019 @ 9:26am
Eric.B  [developer] 18 Aug, 2019 @ 10:34am 
Originally posted by santik1997:
P.P.S. If something about the aforementioned Ford I say is wrong, let Eric correct me.

(You are correct, funny enough, GearCity used to use planetary gearbox internals as an icon before I made the current icon.)
santik1997 18 Aug, 2019 @ 12:19pm 
Originally posted by Eric.B:
(You are correct, funny enough, GearCity used to use planetary gearbox internals as an icon before I made the current icon.)

Thank you
< >
Showing 1-15 of 33 comments
Per page: 1530 50