[CITY|QUE|REL] Bus Depot - How to add it to city INGAME!

Section, in which we are talking about MM2

Moderators: Frost, Luigi, HQTM-Team

Jon
HQTM-Team
Posts: 618
Joined: 2004-08-11, 11:26
Location: UK

[CITY|QUE|REL] Bus Depot - How to add it to city INGAME!

Post by Jon »

Hi!

Yes, thats right, I am currently in the process with the great help of Maxoff to make my bus depots appear in mm2.

I plan to have about 10 buses parked up...
Towbuses
Buses with open engine bays, so you can see them being worked on
and a Heritage hanger with all the classic buses. Like RMs.

I currently work on getting the quick depot model to work in mm2.
Last edited by Jon on 2006-05-05, 09:48, edited 2 times in total.
User avatar
Kamill
HQTM-Team
Posts: 1283
Joined: 2004-08-10, 17:36

Post by Kamill »

Any screens so far? :>
User avatar
Maxoff
HQTM-Team
Posts: 3434
Joined: 2004-07-06, 18:28
Location: Poland
Contact:

Post by Maxoff »

This topic continues our (me and Jon) conversation from PMs.

Please post screenshot from ZModeler with correct objects name and then export your depot as TRAILER to PKG file.

About MM2 cities. You've already extracted mm2core and mm2tex. Let say that they are in C:\mm2_dear. You should have there at least:
- city
- geometry
- texture
If you don't have one of them, you forgot about something.

Next step, please run MM2CT (try to use beta version), click File/Open PSDL and select C:\mm2_dear\city\london.psdl. Then click Yes three times.You should see something similar to this. You can also turn off texture View/Use textures for PSDL - program will work faster.

Please write when you do it.
... You only have to know how to prepare query, google will do the rest ...
... My software ...
... Guide to Punctuation ...
Jon
HQTM-Team
Posts: 618
Joined: 2004-08-11, 11:26
Location: UK

Post by Jon »

I have loaded it in MM2CT.
User avatar
Maxoff
HQTM-Team
Posts: 3434
Joined: 2004-07-06, 18:28
Location: Poland
Contact:

Post by Maxoff »

1. Copy your pkg file to geometry and your textures to texture.

2. Run MM2CT and open London.

3. Click right mouse button on INST list and select Add new

4. Select object you added, it should be at the end of the list

5. Move your object to position you want to see it in game. Please remember that WHOLE object must be in one block. MM2CT marks active block with red color

6. When you finish, click File -> Save INST, close MM2CT.

7. Create new directory C:\my_mod and then subdirectories: bound, city, geometry, texture.

8. Copy your bound to bound, your pkg file to geometry and texture to texture.

A. Copy C:\mm2_dear\city\london.inst to C:\my_mode\city\london.inst. This file contains objects' positions in city, you modified only this ONE file.

B. Pack C:\my_mod to !my_mod.ar and check in game.

If you want to modify your depot appearance, you just have to export PKG once again, you don't have to change anything in MM2CT. But if you want to modify depot position, you have to use MM2CT.
... You only have to know how to prepare query, google will do the rest ...
... My software ...
... Guide to Punctuation ...
Jon
HQTM-Team
Posts: 618
Joined: 2004-08-11, 11:26
Location: UK

Post by Jon »

Okay cool!
Thanks very much mate, that makes sense to me hehe!
Only thing I do not understnad is why do I need to create a new directory, stage 7.

Thanks again
User avatar
Maxoff
HQTM-Team
Posts: 3434
Joined: 2004-07-06, 18:28
Location: Poland
Contact:

Post by Maxoff »

Becase there is no sense to pack city once again. You just need to pack new/modified files. It will be smaller :)
... You only have to know how to prepare query, google will do the rest ...
... My software ...
... Guide to Punctuation ...
Jon
HQTM-Team
Posts: 618
Joined: 2004-08-11, 11:26
Location: UK

Post by Jon »

Ah I get it hehe!!!
Because you need all those London files to just load it in MM2CT correctly!!
Yes?
User avatar
Maxoff
HQTM-Team
Posts: 3434
Joined: 2004-07-06, 18:28
Location: Poland
Contact:

Post by Maxoff »

Yes.
... You only have to know how to prepare query, google will do the rest ...
... My software ...
... Guide to Punctuation ...
Jon
HQTM-Team
Posts: 618
Joined: 2004-08-11, 11:26
Location: UK

Post by Jon »

Thanks.
I will try it soon and reply when I have!

[ Added: 2005-12-22, 13:04 ]
Is this correct!?
User avatar
Maxoff
HQTM-Team
Posts: 3434
Joined: 2004-07-06, 18:28
Location: Poland
Contact:

Post by Maxoff »

Yes, it looks correct, but it's quite big, I hope you find block to contain that object :) If not, you can try to put in game as PROPS :)
... You only have to know how to prepare query, google will do the rest ...
... My software ...
... Guide to Punctuation ...
Jon
HQTM-Team
Posts: 618
Joined: 2004-08-11, 11:26
Location: UK

Post by Jon »

Yeah, I will Scale it down most likely, it was scaled to make sure a dd like a routemaster would fit through it!, the doors width will fit 3 routemasters through each hehe!

[ Added: 2005-12-22, 13:49 ]
Does the depot need to be textured to try it?

[ Added: 2005-12-22, 14:00 ]
Here is a picture!

Please can you tell me how to delete those trees from this area?

Also is the anyway I can get rid of the grass and make it the same texture as the other floor?
User avatar
Maxoff
HQTM-Team
Posts: 3434
Joined: 2004-07-06, 18:28
Location: Poland
Contact:

Post by Maxoff »

Jon wrote:Does the depot need to be textured to try it?
You should assign textures, it's safer :)
Jon wrote:Please can you tell me how to delete those trees from this area?
You have to find them on props list, remove (or move to another position) and then click File->Save PROPS. Next you have to copy c:\mm2_dear\city\london\props.pathset to c:\my_mod\city\london\props.pathset because PROPS are stored in other file than INST objects.
Jon wrote:Also is the anyway I can get rid of the grass and make it the same texture as the other floor?
Yes, there are two solutions:
1. Replace texture in block - you will have to use PSDL Viewer by fre_ber, because MM2CT doesn't allow to edit PSDL files in that way.
2. Just make your depot as big as block you want to cover. Make floor a little higher than ground - something like our testzone - and everything should be ok.
Last edited by Maxoff on 2006-01-02, 21:51, edited 1 time in total.
... You only have to know how to prepare query, google will do the rest ...
... My software ...
... Guide to Punctuation ...
Jon
HQTM-Team
Posts: 618
Joined: 2004-08-11, 11:26
Location: UK

Post by Jon »

Okay, How can I find them>?
User avatar
Maxoff
HQTM-Team
Posts: 3434
Joined: 2004-07-06, 18:28
Location: Poland
Contact:

Post by Maxoff »

You have to check every object (but not position) on PROPS list :|

PROPS:
----------
As you can see, PROPS list is a treeview. This is because props are organize in specific way. In file, there is info about object name and list of positions, for example:
sp_box.pkg -> object
- pos_1 -> position
- pos_2 -> position
- pos_3 -> position
sb_box2.pkg -> object
- pos_1 -> position
- pos_2 -> position
- pos_3 -> position

In MM2CT it looks like this:
+ sb_box1.pkg
+ sb_box2.pkg

If you click + you will see:
- sb_box1.pkg
| - pos_1
| - pos_2
| - pos_3
+ sb_box2.pkg

So, if you want to find trees, you should check every object (not position). If you select object (for example sb_box1.pkg) program will mark all instances of that object. You can also try to use Select... and find all objects which contains tree in name.
... You only have to know how to prepare query, google will do the rest ...
... My software ...
... Guide to Punctuation ...
Post Reply