|QUOTE (sAdIsTiCmAcHiNe @ Jan 25 2004, 13:02)|
You're forgetting the intersection problem. One street sign has two names on it. That means close one DFF for every intersection, not every street.
|QUOTE (ST.MU @ Jan 25 2004, 06:39)|
| I'd say, we better make different DFFs with modified UVW's and only one TXD, which has all the signs in a single texture, maybe in the illcom.txd, which is loaded all the time anyway. And we just need seven different street signs, this isn't too much.|
There should also be numbers for the houses/lots, like 12 Cattle Drive, so everyone can put a plate on his door.
Some of the intersections could have custom signs. For example, the exit to the tunnels/bridges to the other islands could have those big overhead highway direction signs.
I've been devising a complete sign system for Majera for a few months now, Bond996 was given the task of making them but he very rarely gets in contact with me or posts progress in the Majera thread. Now I'm banned there's zilch chance of me being able to work with him on that now anyway, though.
I'm not sure what the sign conventions for the USA area, but if you have the overhead signs like GTA1 and GTA2 do on thier 4- and 6-lane roads, then you've got something of a pickle. If you look around Vice you see there's actualy a fairly complete set of signs at major junctions:1024 x 768
As the intersections and junctions already have overhead traffic lights, won't adding overhead sign gantries be a bit of a street clutter overkill? It's nice to have it in moderation, that's why I did the street lighting, but when you bear in mind that most properties aren't being made with consistant standards for generic objects like benches saturating the road system could alienate the properties from the roads. Maybe that's natural though. It might even inspire people to use common conventions for generic clutter in thier lots, but as I'm banned from the PC and I created the street lighting conventions it will be near impossible to get them consistant.
If you skim through the textures using TXDTool, you'll see that there's loads of textures for airport signs which are then set to all sorts of different models through the IDE so the system seems pretty flexible.
As the roads are either 4- or 2-lanes in the commercial district, making a single gantry to go across the 4-lane road would be fine. It would have sign plates large enough to fit the maximum amount of text on and could be placed and rotated in MooMapper using the IPL, with the relevant IDE entries referring to the relevant TXD. From what I gather, the TXD's contain many textures, so creating an "illcom_signs.TXD" for all the required signs would be enough and could be assigned to the models via thier IDE entry?
Let's just hope the road widths are modeled more consistantly than the textures were applied, else you'll need individual signs for each side of each intersection!
I don't think the gantry style should be used on minor roads, we just have a little sign at waist-height with the road name on at both sides of the road and at both ends.
Edited by Cerbera, 30 July 2004 - 08:24 AM.