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The exact scaling on the striping I have right now is 3.5m (28px on 128x128px textures equalling 16m), which is actually 0.5m longer than the MUTCD recommendation. As far as 9m goes, it's a little more than half of a tile. If I were to actually increase the size of the lines to 4m (32px), which seems to be somewhat acceptable under the MUTCD, as per this phrase (emphasis mine):Quote from: MUTCDor dimensions in a similar ratio of line segments to gaps as appropriate for traffic speeds and need for delineation.the 9m spacing would be upsized to 12m, following the 3:1 ratio. Considering that the 4m lines are to be centered perfectly in the middle of the 16m tile, they would effectively extend from the 6m mark to the 10m mark, which, on a two-tile stretch, the second line would be situated at 22m-26m. And subtracting the point of the end point of the first stripe from the start point of the second, 22m-10m=12m. This solution would effectively fit the MUTCD's 3:1 ratio while fitting within the game's scale and the modding requirements of a symmetrical (length-wise) texture. The resultant texture:
1. Extracting Textures
So, now you are wondering, I have shown a texture with the whole texture covered and there is no invisible parts to show the sidewalk through. You, would be right, I still would have another another step to do before I import the texture using SC4Tool. This step includes the creation of an Alpha Texture.An Alpha Texture is a texture that where there is Black it erases anything from that part of the texture and where there is White it keeps whatever is on the texture. So, for all intensive purposes:Black = where the sidewalk will goWhite = everything else
MAXIS IID Structure for Transit Textures:0x0nppppwzn = network IDpppp = piece IDw = wealth of texturez = zoom of textureWealths:0 = No wealth..... This has no sidewalk texture underneath the road surface texture1 = Low wealth2 = Medium wealth3 = High wealth