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Author Topic: NWM (Network Widening Mod) - Development and Support  (Read 825891 times)

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Offline Tarkus

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NWM (Network Widening Mod) - Development and Support
« on: May 03, 2007, 09:47:23 PM »


The Network Widening Mod is now included in the NAM itself, as an option.  There is no separate NWM download any longer.

OVERVIEW

The Network Widening Mod (abbreviated NWM) is a mod which extends the game's Road and One-Way Road networks through override network technology to create a system of variable width surface streets.  In effect, it is the surface street equivalent of the RealHighway (RHW) mod.

The project's first release was the result of over 3 years of effort, which required overcoming a number of technical difficulties and conundrums, including the creation of new Traffic Simulator Plugins to properly handle the NWM, and difficulties with the existing Road Turning Lane plugin.  It is now included in the NAM installer as an option.

This Overview Post Last Updated 6/6/2013--Note that it is currently under construction, and the FAQ is outdated and not a reliable source of current information.

CURRENT PROJECT STATUS

NWM development will be resuming as part of the NAM 32 release cycle.



DOWNLOADS

PLEASE NOTE: In order for the actual "Click here to download" button to appear, you must be registered for and logged into the LEX.  LEX registration is separate from Forum registration.

Core File

NEW!!!Network Addon Mod--Version 31.2 Windows|MacOS--Updated June 4, 2013

INSTALLATION NOTES

OPTIONAL ADDONS
NameAuthorRelease Date (M/D/Y)Description
SFBT Euro Road Textures ModSFBT/NAM09/30/2010mrntrln and riiga's NWM and TuLEPs textures are now included in the main SFBT Euro texture package.
NWM TollBooth Packtwinsfan1408/16/2010 Toll booths for several NWM networks. Requires MrSnoopy's Toll Booth Models as a dependency.
Median for AVE-2jackxu09/10/2010Median trees and planters for orthogonal AVE-2. See description for dependencies.
NEW! Street Side MOD for MAVE-4jackxu01/29/2010Provides streetscaping for MAVE-4 network, including lights, trees, benches, and planters. See item description for dependency list.
NEW! MAVE-4 & MAVE-6 No Grassjackxu01/29/2010Gives MAVE-4 and MAVE-6 a "unidensity" sidewalk setup, without grass.
TUTORIALS AND GUIDES

NWM 2.0 Secret Weapon Revealed--Draggable Transitions by Tarkus
Demonstrates the Draggable Transition technique
<a href="http://www.youtube.com/v/eZhlw4Vk-a8" target="_blank" class="new_win">http://www.youtube.com/v/eZhlw4Vk-a8</a>

Sim City 4 Tutorial: How to use the Network Widening Mod (NWM) by ErwinNegentig
<a href="http://www.youtube.com/v/yPBmx0RL7ts" target="_blank" class="new_win">http://www.youtube.com/v/yPBmx0RL7ts</a>

Tuto NWM [HD] by Uzilpolis
Please note . . . this is in French.
<a href="http://www.youtube.com/v/tBafKVX362M" target="_blank" class="new_win">http://www.youtube.com/v/tBafKVX362M</a>
Can't view it on YouTube?  Alternate link on DailyMotion

FAQ

1. I can't place the NWM puzzle pieces, and I'm getting a gray mouse cursor or red arrow.  What's wrong?
2. I'm getting an "##Intersection Placement String Missing##" message when trying to plop NWM pieces.  What's wrong?
3. When is the next release coming?
4. What networks are included?
5. Why are you using Roads instead of Avenues for the multi-tile two-way networks?
6. Do these networks allow for full RCI zone access?
7. Will these networks show up on the Region Transport View?
8. What about neighbor connections?
9. What is planned for Euro textures?
10. Are these networks be able to interface with the RealHighway mod in the first release?
11. Is this mod compatible with the existing Road Turning Lane (RTL) Plugin?
12. How are turn lanes implemented?
13. What are you planning to do with streetlights, traffic signals, and rail crossing gates?
14. What Traffic Simulator Plugin options are required for the NWM?
15. What are you doing regarding T-RAM integration?
16. I am having difficulty using U-Drive-It (UDI) on the TLA networks.  What should I do?
17. Will these networks actually improve capacity or are they just eyecandy?
18. I've heard rumors of the OWR-1 being switched over to a Street-based OWS-1--what is the current plan on this?  Are you getting rid of the OWR-1?
19. How come cars on TLA-3/5 networks are making left turns and disappearing and cars on OWR-4/5 are going in circles in the middle of the road?
20. I am getting grass textures colliding into my NWM transitions, creating a weird transition.  What is going on here?  Have you guys found a fix for this?
21. If you've managed to increase the capacity on some networks, why is there still no difference between the OWR-4 and OWR-5, the OWR-1 and default OWR-2, and the ARD-3 and NMAVE-4?
22. What is the importance of equalizing default Road and Avenue capacities with the NAM Traffic Simulator and how does this tie in with the NWM?

1. I can't place the NWM puzzle pieces, and I'm getting a gray mouse cursor or red arrow.  What's wrong?

With the improvements to the installer package in the NAM 31.x releases, this once-ubiquitous issue should be virtually non-existent.

2. I'm getting an "##Intersection Placement String Missing##" message when trying to plop NWM pieces.  What's wrong?

Again, with the improvements to the installer package in the NAM 31.x releases, this once-ubiquitous issue should be virtually non-existent.

3. When is the next release coming?

We have no idea.  This stuff takes time, and besides, don't you enjoy surprises? 

4. What networks are included?

There are 13 networks included in the current version of the NWM, including 6 single-tile networks, 5 dual-tile networks, and 3 triple-tile networks.

The 10 "charter" networks are as follows:
NWM Types
NetworkNetwork Full NameTile WidthBase Network
TLA-3Turning Lane Avenue, 3 lanesSingle-TileRoad
AVE-2Avenue, 2 lanesSingle-TileRoad
ARD-3Asymmetrical Road, 3 lanesSingle-TileRoad
RD-3Asymmetrical Road, 3 lanesSingle-TileRoad
NRD-4Narrow Road, 4 lanesSingle-TileRoad
OWR-1One-Way Road, 1 laneSingle-TileOne-Way Road
OWR-3One-Way Road, 3 lanesSingle-TileOne-Way Road
OWR-4One-Way Road, 4 lanesDual-TileOne-Way Road
OWR-5One-Way Road, 5 lanesDual-TileOne-Way Road
TLA-5Turning Lane Avenue, 5 lanesDual-TileRoad
RD-4Road, 4 lanesDual-TileRoad
RD-6Road, 6 lanesDual-TileRoad
Here are their capacities after the improvements made in Version 1.1 with the five capacity levels of the NAM Unified Traffic Simulator.  These capacities are listed for the full width of the given network, rather than on a per-tile basis.  To calculate the per-tile capacity, divide the capacity by the number of tiles.
Network Type Network Width (in tiles)ClassicLowMediumHighUltra
TLA-3 1150030005000750015,000
AVE-2 1120024004000600012,000
ARD-3 1150030005000750015,000
OWR-1 1180036006000900018,000
OWR-3 122504500750011,25022,500
TLA-5 23000600010,00015,00030,000
RD-4 224004800800012,00024,000
RD-6 23000600010,00015,00030,000
OWR-4 24500900015,00022,50045,000
OWR-5 24500900015,00022,50045,000
If you have modified your simulator using the Traffic Simulator Configuration Tool (TSCT), multiply the appropriate "base" values by the Network Capacity Multiplier.

3 additional networks will be added in NWM Version 2.0:

NWM 2.0 Types
NetworkNetwork Full NameTile WidthBase Network
NMAVE-4Narrow Medianless Avenue, 4 lanesSingle-TileRoad
TLA-7Turning Lane Avenue, 7 lanesTriple-TileRoad
AVE-6Avenue, 6 lanesTriple-TileRoad
And their capacities:

Network Type Network Width (in tiles)ClassicLowMediumHighUltra
NMAVE-4 1150030005000750015,000
TLA-7 34500900015,00022,50045,000
AVE-6 34500900015,00022,50045,000
5. Why are you using Roads instead of Avenues for the multi-tile two-way networks?

Dual-tile networks like the Avenue network are not particularly conducive to the puzzle-drag override technology that this project requires.  The Road and One-Way Road networks, being single-tile networks, are more modular and flexible in making overrides.  In addition, the Avenue diagonals are rather narrow and cause "shared tile" congestion issues, which would not be desirable in the diagonal implementation of some of the wider multi-tile networks.

6. Do these networks allow for full RCI zone access?

Yes, as they are built on base networks that allow full RCI zone access.  The Turning Lane Avenue-type networks will even allow for zone access across multiple tiles, much as real center left-turn lanes do in real life.

7. Will these networks show up on the Region Transport View?

Yes, as they are built on base networks that show up on the Region Transport View.

8. What about neighbor connections?

The single-tile Road-based networks will allow for neighbor connectivity just as the base Road network does.  The dual-tile Road-based networks act in much the same way as the RHW-4 in the RealHighway mod and full function can be obtained through special "neighbor connector" puzzle pieces.

One-Way Road-based networks, in much the same way as their base network, cannot naturally make neighbor connections.

9. What is planned for Euro textures?

mrtnrln and riiga released their Euro TRM (Texture Replacement Mod) for the NWM and TuLEPs on August 15, 2010.  You can pick it up on the STEX at Simtropolis.

10. Are these networks be able to interface with the RealHighway mod in the first release?

Yes.  All NWM networks are able to intersect MIS Ramps and RHW-2s, and be able to go underneath Elevated RHWs.  Transitions between NWM and RHW networks are not possible at this time, however, and are planned for future updates.

11. Is this mod compatible with the existing Road Turning Lane (RTL) Plugin?

Yes.  While we long thought it would not be possible to make the NWM play nice with the RTL, and many previous attempts failed, developments occurring before the initial release in May 2010 changed that.

12. How are turn lanes implemented?

With the TuLEP system that was released as part of the May 2010 NAM.  This new system will allow for more flexible turn lane setups that can be more readily controlled by the end user, and avoid any "RUL code bloat" that might destabilize the rather sensitive NWM networks' RUL overrides.

13. What are you planning to do with streetlights, traffic signals, and rail crossing gates?

NWM Version 1.0 includes streetlights, signals and rail crossing gates on all 10 included networks as applicable.  The One-Way Road-based networks (OWR-1, OWR-3, OWR-4 and OWR-5) do not include signals on their approaches to intersections due to game limitations.  However, TuLEP intersection puzzle pieces are planned that will allow for proper signal functionality.

14. What Traffic Simulator Plugin options are required for the NWM?

The NWM will work out of the box with the new "NAM Unified Traffic Simulator", as well as any simulator produced through the new Traffic Simulator Configuration Tool (TSCT).  It also works to an extent with Simulators A and B in the Previous NAM Traffic Simulators package, though these simulators are not quite fully optimized for the NWM. 

It is incompatible with the following:
  • the old NAM "Standard/Better Pathfinding/Perfect Pathfinding" simulators
  • hailman's Variable Route Buses plugin
  • The Traffic Simulator file contained in the PEG-SPAM Traffic Plugin

15. What are you doing regarding T-RAM integration?

There are no plans at this point, though it's being looked at for the future.

16. I am having difficulty using U-Drive-It (UDI) on the TLA networks.  What should I do?

UDI difficulties are a side-effect of the crossover paths on the TLA networks, which pops up from time-to-time.  They have largely been mitigated with the release of NWM Version 1.1.1, however.

17. Will these networks actually improve capacity or are they just eyecandy?

Generally speaking, the game calculates the capacity of traffic networks on a per-tile rather than a per-lane basis.

However, beginning with Version 1.1, the TLA-3, ARD-3, OWR-3, OWR-4/5 and MAVE-6 have all had their capacities increased, as a result of a pathing trick coupled with a slight modification to the NAM Unified Traffic Simulator.  This increases the catalog capacity of each of these networks by 25% over their respective base networks.  This value was chosen so as to minimize overinflation of capacity on networks with crossover paths, particularly the 3 and 4-tile RHW networks (RHW-6C, RHW-8S, etc.)  For more details on the capabilities and limitations of this technology, please see FAQ Item #21 for more details.

18. I've heard rumors of the OWR-1 being switched over to a Street-based OWS-1--what is the current plan on this?  Are you getting rid of the OWR-1?

The OWS-1 network is indeed planned for a future NWM release.  It is being designed for two main reasons: 1) there have been somewhat regular requests for distinct One-Way Streets over the years, and 2) to differentiate the single-lane one-way network from a functional standpoint from the game's default OWR-2 and the NWM's OWR-3, all of which had the same capacity in the initial NWM release.  It will have diagonal functionality through overrides of the NAM's Diagonal Streets Plugin, including the zigzag/stairstep draggable method and the helper puzzle pieces.

The future of the OneWayRoad-based OWR-1 is uncertain.  It will remain in the NWM, but there is a good possibility that it will be left "as-is", with no new features being added to it in future NWM releases.


19. How come cars on TLA-3/5 networks are making left turns and disappearing and cars on OWR-4/5 are going in circles in the middle of the road?

In the case of the TLA networks, that's how the paths are designed. For two-tile OWR networks, there are crossover paths, similar to those on RHW networks, which may result in cars doing donuts in the middle of two tile OWR networks. Due to some oddities with the default OWR network's "tidal flow system" (the system allowing simple drag conversions to flip the direction of an OWR), the crossover paths end up being bidirectional, and there appears to be no viable way to fix this at this time.

20. I am getting grass textures colliding into my NWM transitions, creating a weird transition.  What is going on here?  Have you guys found a fix for this?

It is the result of the z-fighting settings with your graphics card, and it tends to occur more often with nVidia cards than ATI.  The grass wealth textures under these transitions are colliding with the transition itself as a result.  Unfortunately, the only reliable fix we've found is to remove the wealthification textures altogether.

21. If you've managed to increase the capacity on some networks, why is there still no difference between the OWR-4 and OWR-5, the OWR-1 and default OWR-2, and the ARD-3 and NMAVE-4?

There are limitations to the technique that allowed us to increase capacities on certain networks.  Essentially, it involves exploiting a feature in the NAM Traffic Simulator, in which the first value of the Intersection & Turn Capacity Effect value is set to 125%.  The capacity of any tile that the game considers an intersection gets multiplied by this value.  I was able to ascertain what modifications were necessary to the path files to make a non-intersection tile be seen as an intersection and gain a capacity increase as a result. 

The technique does not work in reverse, which is why the OWR-1 cannot be affected--there had been talk at one point of switching it from a OneWayRoad-based network to a Street-based network to provide a better functional justification for the network.  If we applied it to the default OWR-2, it would then be indistinguishable from the OWR-3 capacity-wise.

With regards to the OWR-4 and 5, those two networks have a series of "crossover paths" to allow switching between the two tiles, allowing the full width of the network to be used.  The crossover paths are already considered intersections by the traffic simulator.  The intersection effect cannot be "doubled up", meaning the capacity-increasing trick would be useless in increasing the capacity of the OWR-5.

22. What is the importance of equalizing default Road and Avenue capacities with the NAM Traffic Simulator and how does this tie in with the NWM?

In the original, default settings of the Traffic Simulator that shipped with the game, the Road capacity was set to 1000, while Avenue capacity was set to 2500.  As these capacities are on a per-tile basis rather than the full-width, this means that the capacity for a full 2-tile span of Avenue is 5000, 5 times that of the Road network.  Not only is this not particularly realistic (adding 2 lanes to a network should, in theory, double its capacity rather than quintuple it), as the multi-tile two-way NWM networks are generally Road-based, this gives the default Avenue an significant advantage over NWM networks of equal width.  A TLA-5, with the capacity increase generated with the "intersection pathing trick", would only have a full-span capacity of 2500 (per-tile capacity of 1250), half that of an Avenue.  The triple-tile networks would even have less capacity than default Avenues--3750 for the full-span. 

Equalizing the Avenue capacity with that of Road was necessary to make the NWM work properly, and to better represent reality.

Fixes
NWM 2.0.4 Patch, 2/9/2011

Fixes TLA-3-to-Road Draggable Transition wealth texture issues, pathing issues with triple-tile networks, including OWR-3/AVE-6 intersection, plus NMAVE-4-ending-at-MAVE-6 T-intersection, and left-turn issues with intersections adjacent to TLA-7 underpasses (e.g. TLA-7-under-ERHW, El-Rail, etc.).

Attached below.  Simply drop in your Plugins\Network Addon Mod\Network Widening Mod folder.

Sim City 4 Devotion Forums

NWM (Network Widening Mod) - Development and Support
« on: May 03, 2007, 09:47:23 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline DFire870

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #1 on: May 03, 2007, 10:57:28 PM »
Yay! I can't wait for this to be released.

I was wondering about a few things... What would the intersections look like? I'm mainly thinking about the street intersections,  since those don't use traffic lights, and I was hoping the little gray strip in the middle would be replaced by the TLA or whatnot.

I'm also glad that this is separate from the avenue network so we can have both types of avenues (as I've seen both in use).
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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #1 on: May 03, 2007, 10:57:28 PM »

Re: Turning Lane Avenues (TLA) Project--Development

thundercrack83

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #2 on: May 03, 2007, 11:00:21 PM »
You are a transportation genius, Alex! I have to hand it to you, my friend. This is another in a series of phenomenal additions to the game. I can't wait to see more development!

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #2 on: May 03, 2007, 11:00:21 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline Tarkus

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #3 on: May 04, 2007, 01:34:48 AM »
DFire870 and Dustin, thanks for the kind words! :)

Since you asked, here's a pic of how the 2-tile 5-lane version (the TLA-5) looks when intersecting with a street at the moment.  I still need to add the stop signs in (via Type-21 exemplar) and some pathing.  The wealth-level based textures aren't entirely finished.



And here's another couple pics of the TLA-7 in action:





-Alex


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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #3 on: May 04, 2007, 01:34:48 AM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline Shadow Assassin

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #4 on: May 04, 2007, 05:14:09 AM »
Ah, I was wondering, can we have an ordinary avenue too? :P
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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #4 on: May 04, 2007, 05:14:09 AM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline BigSlark

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #5 on: May 04, 2007, 01:08:03 PM »
Alex,

This is great stuff! I like what's been done so far.

I have a question, is this network the same speed as avenues?

Cheers,
Kevin

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #5 on: May 04, 2007, 01:08:03 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline Tarkus

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #6 on: May 04, 2007, 02:10:41 PM »
Shadow Assassin:  An ordinary 6-lane Avenue?  That's certainly possible, provided I can find an override that will provide good functionality for that. 

Kevin:  Thanks!  Well, right now, the way it's set up, theoretically, it basically has the same capacity/speed as a Road x2 or x3 (2000 for the TLA-5, 3000 for the TLA-7), which isn't ideal, considering the OWR has a capacity of 2000, and the Avenue 5000.  That's easy to fix, though, by changing some values in the Traffic Simulator Exemplar, which is one idea I've been toying around with.  I'm still trying to come up with some ideal values for it which would "optimize" TLA performance, which would likely involve eliminating the speed differential between Avenues and Roads/One-Way Roads, and matching their capacity up a little better (which would actually add some realism--the advantages given to OWRs and Avenues is unrealistic in my opinion).  The other option would be to do some sort of puzzle drag setup, but the main advantage to this setup I'm currently using is that one can simply widen their Roads to 5 lanes and then 7 by just dragging another Road or two along side it. Hope that answers your question.  ;) 

-Alex
« Last Edit: May 04, 2007, 03:13:27 PM by Tarkus »

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #6 on: May 04, 2007, 02:10:41 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline Colyn

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #7 on: May 04, 2007, 02:50:49 PM »
Good stuff Tarkus ... we appreciate the energy and effort you are putting into this.  :thumbsup:
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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #7 on: May 04, 2007, 02:50:49 PM »

Re: Turning Lane Avenues (TLA) Project--Development

thundercrack83

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #8 on: May 04, 2007, 02:58:50 PM »
Those intersections look great, Alex! They made me think of something that I'm not sure you've talked about yet, though: How will the other forms of transportation (rails, monorail, etc.) work crossing these? Is that going to create a problem?

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #8 on: May 04, 2007, 02:58:50 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline bwatterud

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #9 on: May 04, 2007, 07:37:42 PM »
Well, if just dragging elevated networks over it would mess up the overrides, it could be done with a puzzle piece. 

Sim City 4 Devotion Forums

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #9 on: May 04, 2007, 07:37:42 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline Tarkus

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #10 on: May 04, 2007, 07:51:01 PM »
Colyn and Dustin, thanks for the compliments! 

To answer your question, Dustin and bwatterud, it is possible to have the elevated networks cross the TLAs without messing up the override--the RHW has no problem.  There's a couple extra lines of RUL coding I'd have to add in to make it foolproof, though.   ;)  It's pretty much the same deal with any sort of intersection.  As far as the TLA-5/TLA-5 intersection, the coding will have to be a little bit different with it.

I should have a little more progress to show a little later . . .

-Alex



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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #10 on: May 04, 2007, 07:51:01 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline pickled_pig

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #11 on: May 04, 2007, 08:15:27 PM »
Can't wait until these are a reality.  There are a lot of areas in my current region that could be made far more realistic if there were a good, realistic 6-lane highway.  The screenshots of the road in action look very promising!

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #11 on: May 04, 2007, 08:15:27 PM »

Re: Turning Lane Avenues (TLA) Project--Development

thundercrack83

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #12 on: May 04, 2007, 10:27:21 PM »
Colyn and Dustin, thanks for the compliments! 

To answer your question, Dustin and bwatterud, it is possible to have the elevated networks cross the TLAs without messing up the override--the RHW has no problem.  There's a couple extra lines of RUL coding I'd have to add in to make it foolproof, though.   ;)  It's pretty much the same deal with any sort of intersection.  As far as the TLA-5/TLA-5 intersection, the coding will have to be a little bit different with it.

I should have a little more progress to show a little later . . .

-Alex

I figured that you had it covered, I just thought of it so I decided to ask. Can't wait to see more development!



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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #12 on: May 04, 2007, 10:27:21 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline godjcjk12

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #13 on: May 05, 2007, 06:02:52 PM »
Maybe yo should add parking on the sides. Can you also do this for street, one ways, and roads? It would be a great addition to the transportation usage in the game. &idea

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #13 on: May 05, 2007, 06:02:52 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline Tarkus

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #14 on: May 07, 2007, 08:03:48 PM »
Well, I figured I'd share another few development screenies now.  Since a wider Avenue without the turning lane has been suggested, I figured I'd give it a go.  Introducing the AVE-6:


Right now, I'm producing it through an override which involves placing an OWR next to a TLA-5, so it doesn't prevent the TLA-7 from being built:



As far as capacity goes, I'm using my own significantly altered traffic mod that equalizes capacity/speed for Roads, OWRs and Avenues, so it has the same theoretical capacity as a TLA-7.

The one issue with the AVE-6 is that actually putting props in the median like the normal Avenues will be extremely difficult.  It's a 3-tile setup like the TLA-7, and the median is on the center tile, which means that it cannot touch any zones to activate any sort of zoning or wealth-level effect.  It's essentially "roadlocked". 

Another couple screens I thought I'd share involve the TLA-5, showing various features of its functionality:

Transit Query showing Freight Truck traffic being able to make a left turn onto the TLA-5 from a farm:


Proof that neighbor connections work:


And to answer your question godjcjk12, adding parking to the sides wouldn't really work that well.  With this modification, one could do a texture mod that draws parking spaces to the side in certain situations, but it would merely be eyecandy.  It would be impossible to make it an actual part of the network functionality.

It would, however, be possible to do that sort of thing with a Transit-Enabled Lot, but it would be much farther down the road (no pun intended) before that could be done.  It would indeed be possible to transit-enable a lot for the TLAs, but it would be a complicated affair involving a bunch of custom paths.

For those other "standard" networks you're talking about, it already has been done to some degree--there's numerous TE Lots available for download for Streets in particular.  Hope that answers your question.

-Alex

« Last Edit: May 07, 2007, 08:06:00 PM by Tarkus »

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #14 on: May 07, 2007, 08:03:48 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline Travis

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #15 on: May 07, 2007, 08:43:48 PM »
Some more fascinating stuff, Alex. The TLA's will be great to use in urban areas, and the Ave-6 will be a good fit for more rural
areas where a center turning lane isn't necessary.

Right now, I'm producing it through an override which involves placing an OWR next to a TLA-5, so it doesn't prevent the TLA-7 from being built:

Do you mean, you're literally making an override out of another override? Don't know how you manage to figure all of it out, Alex. Just amazing...

Oh, another thing, I haven't heard anything about the TLR-3 for a while, do I recollect you saying you ran into trouble with it?

Anyway, keep up the excellent progress!  :thumbsup:

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #15 on: May 07, 2007, 08:43:48 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline rickmastfan67

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #16 on: May 07, 2007, 09:24:16 PM »
Proof that neighbor connections work:


If you can post an image showing that car traffic is willing to use it, I'll be sold. ;)  Remember that problem I had with the RHW with the traffic all of a sudden stopping when it was built in-place of a GHW Tarkus? ;)
-- James Mast, aka: rickmastfan67
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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #16 on: May 07, 2007, 09:24:16 PM »

Re: Turning Lane Avenues (TLA) Project--Development

thundercrack83

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #17 on: May 07, 2007, 09:33:43 PM »
Looking good, Alex! Every time you post new pictures, I have to pick my jaw up from the floor!

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #17 on: May 07, 2007, 09:33:43 PM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline Tarkus

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Re: Turning Lane Avenues (TLA) Project--Development
« Reply #18 on: May 08, 2007, 03:51:08 AM »
Just dropped by to respond to a few comments.

Travis: Thanks!  And yes, that is an override of an override used in producing the AVE-6.  In fact, the TLA-7 is also produced through an override of an override.  And if I wanted to, I could override the overrides of an override and produce a TLA-9 or an AVE-8.  The process can be continued indefinitely.  It's theoretically possible to produce roadways with hundreds of lanes this way, though I doubt anyone has that big of a problem with traffic congestion. :D

And as far as the TLR-3 goes, it looks like it will have to be implemented through a Draggable Puzzle Piece setup, similar to the Draggable GLR that will be in the next NAM, so it's a little bit more complicated.  Of course, there's some other avenues (no pun intended) that I'm looking at pursuing for it, but it wouldn't be as independent those ways, and would just be a texture replacement on Roads in certain zones/wealth-types.

James (rickmastfan67): You're on.  :D  I should be able to show some evidence soon. ;)

Dustin (thundercrack83):  Thanks!  And prepare for some more jaw-dropping, as I've included another pic of the TLA-7:

 

-Alex

« Last Edit: May 08, 2007, 04:10:53 AM by Tarkus »

Sim City 4 Devotion Forums

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #18 on: May 08, 2007, 03:51:08 AM »

Re: Turning Lane Avenues (TLA) Project--Development

Offline wgb24

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #19 on: May 08, 2007, 05:35:17 AM »
Tarkus like your work but when you have some time on your hands can you update your fans at simtropolis so can see the work you have done.
simcity buff

Sim City 4 Devotion Forums

Re: Turning Lane Avenues (TLA) Project--Development
« Reply #19 on: May 08, 2007, 05:35:17 AM »

 


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