SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: Tarkus on August 01, 2009, 09:36:25 PM

Title: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on August 01, 2009, 09:36:25 PM
(https://simtarkus.files.wordpress.com/2017/02/ftl-logo-400px3.png)

Download Links and Installation Instructions (#post_DownloadLinks) | Optional Addons (#post_OptionalAddons) | Tutorials and Guides (#post_Tutorials) | Frequently Asked Questions (#post_FAQ) | Fixes (#post_Fixes)

The FTL (FLEX Turn Lanes) system is a draggable and FLEX-based (pseudo-draggable) system for creating turn lanes and slip lanes for various road networks.  It was first prototyped by memo in January 2014, and is now the primary means of building turn lanes with the NAM as of the NAM Version 36 release. 

The now-deprecated predecessor of the FTL system was TuLEP, which stands for Turn Lane Extension Project(or Pieces). 

The initial idea behind this project came from two places: 1) an initial attempt at this sort of thing made by Chrno (the developer of the Avenue Wide-Radius Curves) with the existing NAM Avenue Turn Lane setup, 2) sheer necessity--I needed them to properly construct the SPUI Interchanges that were introduced in RealHighway Version 4.0.

TuLEPs Basic was first included as an option in the Network Addon Mod, beginning with NAM 28 (May 2010), officially labeled as the "Turn Lane Extension" in the NAM installer.  A TuLEP system for the 6-lane Avenue is also included in the Network Widening Mod (NWM).  The FTL system debuted in NAM 36 (September 2017).

An additional related project is SITAP--the Signalized Intersection and Turn Arrow Project, which uses a series of draggable overrides (and future FLEX pieces) to add signalized intersection support to the One-Way Road network, which lacked such support due to that network's hardcoded design features, in addition to turn arrows to the approaches.  The FTL system can also tie into SITAP intersections.

Post updated May 24, 2018

Downloads
Both the new FTL system and the older TuLEPs are included in the main Network Addon Mod package, and are selectable as options in "Custom Installation".
None at the moment. (#post_Fixes)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F6995%2Fnamtulepssetup.jpg&hash=6a5957902b37cb01589dccd735962b2c4328bcff)

Optional Addons for the Old TuLEP System

[tabular type=4]
[row] [head]Name[/head] [head]Author[/head] [head]Release Date (M/D/Y)[/head] [head] Description [/head] [/row]

[row] [data]TuLEP Cosmetic Mod (http://www.simtropolis.com/forum/files/file/26217-tulep-cosmetic-mod/)[/data] [data]Shadow Assassin[/data] [data]05/16/2011[/data][data]Australian-style textures for TuLEPs, including dashed-line crosswalks and concrete dividers on Avenue TuLEPs.[/data][/row]

[row] [data]TuLEPs Texture Mod (http://www.simtropolis.com/forum/files/file/26229-tulep-texture-mod/)[/data] [data]Nego[/data] [data]05/17/2011[/data][data]A North American-style texture mod which adds center crosshatching on TuLEPs transitions.[/data][/row]

[row] [data]TuLEP ONLY Marking Cosmetic Mod (http://www.simtropolis.com/forum/files/file/26243-tulep-only-marking-cosmetic-mod/)[/data] [data]Blue Lightning[/data] [data]05/20/2011[/data][data]Adds the word "ONLY" to the arrows on TuLEPs--now a full version including markings for Avenue TuLEPs.[/data][/row]
[/tabular]

Tutorials
The NAM Documentation features a detailed guide on using the FLEX Turn Lane (FTL) system and the Signalized Intersection and Turn Arrow Project (SITAP).  The guide can be seen online here, or can be found in the My Documents\SimCity 4\NAM Auxiliary Files\Documentation\feature-guides\turn-lanes folder after installing the NAM.

FAQ
1. When is this getting released? (#post_Q1)
2. What networks are planned to receive TuLEP pieces? (#post_Q2)
3. How do TuLEP pieces work? (#post_Q3)
4. How many of these pieces are you guys going to make? (#post_Q4)
5.  How will the project be released? (#post_Q5)
6.  Are diagonals or curved turn lanes planned? (#post_Q6)
7.  Are FTLs and TuLEPs Left-Hand Drive (LHD) compatible? (#post_Q7)
8.  Will there be Right Turn Lanes?  Or Slip Lanes? (#post_Q8)
9.  Why are some of the pieces I've seen in this thread not included in the FTLs or Basic TuLEPs set? (#post_Q9)
10.  What is happening with Euro textures? (#post_Q10)
11. Will these turn lanes actually affect the functional capacity on my networks? (#post_Q11)
12.  Why are you using this approach rather than extending the original draggable Turn Lane functionality in the NAM? (#post_Q12)
13.  What about roundabouts? (#post_Q13)

1. When is this getting released?

The initial "basic" set of the original TuLEPs was been incorporated into the NAM as of the NAM 28 release of May 2010.  The new FTL system was introduced in NAM 36, released i September 2017.  The FTL system remains in active development, and is planned to receive expansions in future NAM releases.  The TuLEPs system, however, is now officially a legacy support item, and the once-planned "advanced" set of TuLEPs has been canceled. 

With regards to future turn lane content, like all other NAM Team projects, there is no release date or timeline for release.  (We tried the whole release date business once, with NAM 31--it didn't turn out too well.)

2. What networks are planned to receive TuLEP pieces?

Currently, the FTL system supports the following networks, with the types listed in parentheses.  Square brackets indicate override networks, and list the NAM component that contains them.


Currently, TuLEPs only exist for the following networks:
-Road
-Avenue
-TLA-7 (in Network Widening Mod)
-AVE-6 (in Network Widening Mod)

Note: The Road and Avenue TuLEPs are designed in such a way that they can be used on the following networks in the Network Widening Mod:
-TLA-3
-AVE-2
-ARD-3
-TLA-5

The related OWR Signalization and Turn Arrow Project (SiTAP), also under this project umbrella, added lane control arrows to the base One-Way Road network in NAM 34.  All future turn lane content will be in the form of FLEX Turn Lanes (FTLs).

3. How do TuLEP pieces work?

The TuLEP puzzle pieces are part of a modular system that comprise different parts and configurations of turn lanes and lane control setups. These can then be assembled to create turn lanes of virtually any length.

Much like with the MIS Ramp Interfaces in the RHW mod, there will be different "Types" of TuLEP pieces (or "TuLEPs").  There will be several generic types that refer to the basic width/orientation of the turn lane setup on the network--i.e. Avenue Type 120, Avenue Type 220, etc.

The intersections for the TuLEPs are puzzle piece-based as well, and will be labeled such that you know which TuLEP pieces can be connected to it.  The intersections show "ghost arrows" as well, allowing for quick reference after you place the piece.  The pieces are intended to be functional rather than just strictly cosmetic, such that you can better control lane functionality in your cities.

Just place the TuLEPs over top of your existing networks and intersections.

The new FTL system is designed to use simple hybrid transition/starter pieces, which produce the base network out one side, and the turn lane setup out the other.  The turn lane overrides continue until reaching an intersection, at which point the intersection will override to match the turn lane setup.  The terminology for FTL setup types will be identical to that used for the existing TuLEPs.

4. How many of these things are you guys going to make?

Unknown at this point, but it can keep going for quite a long time.

5.  How will the project be released?

Both the FTL system and the deprecated TuLEPs Basic set currently exist as an optional plugins included in the NAM.  Contrary to popular misconception, TuLEPs Basic is not part of the NWM, though the TLA-7/AVE-6 TuLEPs are.

6.  Are diagonals or curved turn lanes planned?

Diagonals are planned for eventual inclusion.  Curved setups will be considered on a case-by-case basis.

7.  Are these turn lanes Left-Hand Drive (LHD) compatible?

Yes, they are.

8.  Will there be Right Turn Lanes?  Or Slip Lanes?

Yes and yes.  See Page 5 (http://sc4devotion.com/forums/index.php?topic=8460.msg266876#msg266876) for the initial details.  Slip Lanes are included in the initial TuLEPs Basic set in the NAM, and now exist in draggable form with the FTLs.  Right Turn Lanes are planned for future development.

9.  Why are some of the pieces I've seen in this thread not included in the FTLs or Basic TuLEPs set?

These are prototypes for designs that at one point or another, were in development.  They may be brought back in some form in the future as part of the FTL efforts.

10. What is happening with Euro textures?

Both the FTL system and the TuLEPs have Euro texture options, which are installed as part of the NAM's Euro texture options. 

11. Will these turn lanes actually affect the functional capacity on my networks?

It depends on the configuration of the pieces and how they lay on the grid, but generally speaking, most will increase capacity of intersection approaches.  The setups are generally designed to as closely approximate the functional aspects of turn lanes (capacity and lane control) as feasibly possible within the constraints of SimCity 4 traffic simulation.

12. Why are you using a puzzle piece approach rather than expanding on the existing draggable Turn Lane functionality in the NAM?

Turning lanes, in real life, can vary greatly in length and lane control setups.  The system of network overrides used to implement the original draggable Turn Lane functionality for Roads and Avenues, while perhaps convenient, has limited control, requires an exhaustive and complex system of overrides and re-overrides in order to replicate just basic functionality of a fixed length (no more than 2 tiles) with considerable potential for instability, and can only be applied to intersections between two networks of the same type (Road/Road and Avenue/Avenue).  Additionally, the overrides and re-overrides entailed in the original draggable auto-turn lane plugins for Roads and Avenues created complications in developing the popular Network Widening Mod (NWM), which also later extended to the Draggable Elevated Road Viaducts and the Draggable Fractional Angle Roads.  "Workaround" systems were also tested, with limited success.

Given the options and limitations, a puzzle piece-based solution was originally deemed the most viable option to further turning lane functionality in the game.  However, as puzzle pieces have fallen out of favor as a viable implementation for most functionality in the current transit modding climate, and override technology has vastly improved, the these were swapped out for the draggable/FLEX-based system in the new FLEX Turn Lanes (FTL) system.  The FTL system does include a feature known as "QuickTurn", which will allow one-click placement of common intersection setups, with much greater variety than what existed in the old "auto" turn lane systems.

13. What about roundabouts?

There has been some talk of a TuLEP-style expansion for roundabouts, known as RABETs (Roundabout Extension Tiles).  However, aside from the large roundabouts added by MandelSoft in NAM 32, it hasn't progressed much beyond preliminary talk--there are presently no RABETs in active development, nor any plans to revive that project at present.
_______________________________________________________________________________

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F7499%2Ftulep050220101.jpg&hash=44619649d9ee307fa678c497be55ebbfdf100cc4)


FIXES
None at the moment.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ramona Brie on August 01, 2009, 10:12:11 PM
 &apls

This looks like it's going to be niiiiice...pretty! Can't wait to see it and RHW 4.0!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: u.mueller on August 01, 2009, 10:48:12 PM
Aaawwweeesomme!!!! &apls

Can't wait!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: z on August 01, 2009, 10:52:06 PM
And a visual pun for a logo, no less.  Nice!   :D 

Overall, I think it's a great idea and a wonderful way to extend the versatility of the game even further.  :thumbsup:  And the only reason I say "overall" is that people are going to want me to make RTMT stations that fit all of these intersections...  ::)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: swat-medic on August 01, 2009, 11:12:48 PM
Very, very nice! &apls

Will you be adding stop lights with turn arrows the? ;D
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: sithlrd98 on August 01, 2009, 11:49:18 PM
Not too shabby! Looks like another big project with some new possibilities! Now,if someone could make some working signals for some new lights! And its even more exciting since this can go hand in hand with the NWM!

Jayson
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: io_bg on August 02, 2009, 01:31:17 AM
Can't wait to see more of that project! Great work! &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: JoeST on August 02, 2009, 01:33:26 AM
Fantastic stuff :o some awesome ideas you guys have :D

Joe
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Dino007 on August 02, 2009, 03:18:16 AM
 :o &apls
What about Euro version?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Korot on August 02, 2009, 04:00:20 AM
Euro version is only needed for roads, since they have different textures here in Europe, and that means that they'll have to be incorporated in the Euro textures mod, which makes it Andreas' problem. Well, RHW-2 and 4 also need euro textures, making it the problem of the creators of those mods.

Question: Why are turning lanes needed for the RHW-4? They shouldn't have at-grade intersections, and there already exist puzzle pieces for the MIS-ramps.

Regards,
Korot
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: joelyboy911 on August 02, 2009, 04:27:37 AM
Says who RHW-4 shouldn't have at grade intersections? How about one with a turning lane in the center, and you can cross the line of traffic to exit the road - you can't have a grade seperated interchange on every single country road, and it can save space. It's like a countryside avenue.

I don't understand fully the concept of the SPUI, but these pieces are needed for that puzzle piece also.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Blue Lightning on August 02, 2009, 06:55:34 AM
Did someone say RHW4 turning lanes? Edit: Might as well stick the MIS one in too

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Fstuff%2Frhw4_2l_2r__tl_ave_right1.jpg&hash=38ac741da7fa0a88da0726a81287f72909461704) (http://www.majhost.com/gallery/vz1234512/SC4/stuff/rhw4_2l_2r__tl_ave_right1.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Fstuff%2Fmis_4_2l_2r__tl_ave_right2.jpg&hash=690a5c3025acb863fc448b6276a5ffa3c5d9bfa2) (http://www.majhost.com/gallery/vz1234512/SC4/stuff/mis_4_2l_2r__tl_ave_right2.jpg)

And as Alex stated in his post, you can see that the top  3 segments can be reused (2+0+2 blank, 2+0+2 turn arrows, 2+0+2 x Ave (Left+Both+Right))

I still need to do some cleaning up (mainly with some blurring and seaming)

::)

Though my main thoughts for RHW4 turnlanes is for limited access arterials, and at the terminus of one (thats why the TuLEP-MIS/RHW4 2+0+2  seen above is a T intersection)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 02, 2009, 08:28:47 AM
Oooooooooooh! Nice little project here Tarkus!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Korot on August 02, 2009, 08:47:48 AM
Blue lightning, I suggest reducing the amount of turn-lanes on the MIS-version, to just two, one for each side.

Regards,
Korot
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Blue Lightning on August 02, 2009, 09:31:30 AM
Korot: Well a two lane version isn't under my coverage, but the reason I made it was for those "just in case" situations. (Edit 2: And now an example from a setup near me: here (http://maps.google.com/?ie=UTF8&ll=41.137668,-81.794613&spn=0.001226,0.003259&t=k&z=19) )  Also I plan on doing a MIS_TuLEP 1+0+1 to 2+0+2 transition. Though I do have a draft/unfinished 3 lane (1+1+1) texture right here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Fstuff%2Fmis_3_1l_1r_1b_tl_ave.png&hash=424a74ab6ef85c597e63dceee48878d732fa6cfb) (http://www.majhost.com/gallery/vz1234512/SC4/stuff/mis_3_1l_1r_1b_tl_ave.png)


Edit: Seems I forgot to crop it. Resized and added link.

Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: swat-medic on August 02, 2009, 09:41:20 AM
Looking really good Blue!!  &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on August 02, 2009, 12:10:02 PM
Wow, this is great!  It also seems to be exactly what I've been designing signals for.

I think what I'm going to do is to make a vertically oriented signal set as well.  That way, everyone who isn't such a fan of the Texas-style horizontal signals I've done won't be left out.   :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: u.mueller on August 03, 2009, 12:26:57 AM
Great texture work everyone! :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: dragonshardz on August 03, 2009, 03:20:46 PM
Ah, it's for the SPUIs. I thought it was so the NWM could be released. Eh, 'scool anyway.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: deathtopumpkins on August 03, 2009, 03:54:10 PM
Well who says NWM networks won't be incorporated?  :P
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: dragonshardz on August 03, 2009, 04:02:19 PM
True. Here's hoping!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: debutterfly on August 04, 2009, 04:58:49 AM
I'm going to have to report you Alex to Big Brother (1984) for being too creative.  ;) Love the work even if it does not increase the traffic for intersections. Must be aheluvalot of new RULs. Great development.

-Larry (debutterfly)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 06, 2009, 12:12:36 AM
Quote from: z on August 01, 2009, 10:52:06 PM
And a visual pun for a logo, no less.  Nice!   :D 

I couldn't resist.   :D  I was trying to see how crazy I could get with the acronym . . . this one lends itself to a lot of punnage. ;)

Quote from: z on August 01, 2009, 10:52:06 PM
And the only reason I say "overall" is that people are going to want me to make RTMT stations that fit all of these intersections...  ::)

I know that feeling . . . that's why I'm planning on taking a very gradual approach here.

Quote from: swat-medic on August 01, 2009, 11:12:48 PM
Will you be adding stop lights with turn arrows the? ;D

Stop lights are one of the trickiest things in the game to mod.  Harder than RULing, in fact.  I have started to figure out something that might work, but it'll likely involve using manual signal synchronization to approximate the game's auto-synchronization through the StopPaths system, as the auto-synchronization is a royal pain.

Quote from: Korot on August 02, 2009, 04:00:20 AM
Question: Why are turning lanes needed for the RHW-4? They shouldn't have at-grade intersections, and there already exist puzzle pieces for the MIS-ramps.

The RHW-4 network is already capable of building at-grade intersections with the Street, Road, RHW-2, Rail and GLR networks, and there are in some areas, at least here in the US, where 4-lane divided highways feature both grade-separated interchanges and at-grade intersections, particularly in rural areas on non-Interstates.  A prime example can be found on US Highway 26 near Banks, Oregon (http://maps.google.com/maps?q=US-26+North+Plains,+OR&oe=utf-8&client=firefox-a&ie=UTF8&hl=en&ll=45.614591,-123.06104&spn=0.000861,0.002411&t=k&z=19).  If you scroll to the east, the highway gradually upgrades and eventually turns into an interstate-grade freeway as you get closer to Portland. 

Quote from: debutterfly on August 04, 2009, 04:58:49 AM
I'm going to have to report you Alex to Big Brother (1984) for being too creative.  ;) Love the work even if it does not increase the traffic for intersections. Must be aheluvalot of new RULs.

Hehe . . . and to answer the whole capacity/functionality end of things, some of the TuLEP designs, like the Avenue Dual Left setup, may actually result in more efficient use of the intersection by the traffic simulator, if you're using Plugins A, B or Z, due to how things lay on the tile.  The RULs actually aren't too prohibitive here--they're mostly copy paste.  The tricky parts are the pathing and figuring out how to arrange these pieces without creating a bunch of confusion on the part of the end user (which, as the project expands, could easily happen).  I'm looking at doing a DAMN set in the long run.

And now for a new development pic . . . introducing OWR TuLEPs.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F8104%2Ftulep080520091.jpg&hash=6c62cc3f7b46a0dac5db6fbb23cdf88e1e19ba76)

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: JoeST on August 06, 2009, 04:39:44 AM
do the paths out of that intersection actually follow the logic of the piece? or is it just 'eyecandy'ish?

its looking AWESOME though. and I only just got the logo-pun, I loled (thanks to your sig :D)

Joe
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: metarvo on August 06, 2009, 05:22:46 AM
Nice work and nice acronym :D , Alex.  One of my favorite things about this new project is that it allows more freedom for traffic signal placement.  Of course, the prospect of a true SPUI is equally impressive.  Keep up the good work!

:thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on August 06, 2009, 06:23:34 AM
Another TuLEP blooms . . . . don't you just love the smell of freshly laid asphalt in the morning?

Signals are blooming, too . . . . . ;)  Pictures to follow later!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: j-dub on August 06, 2009, 07:58:16 AM
@Tarkus, first I'm glad to see you figured out the scale for dual avenue left turn lanes. Second, I didn't know you felt deeply about covering signals that much. I will say, we have found a working avenue/road Maxis intersection with signals on the second tile that do turn red, simply because in this case the stop points were on that second tile. If I remember correctly, they may have been on the sidewalk of that second tile so the cars would not stop in the intersection.

In comparison to the Maxis lights, if you really were up in the air at that angle, you wouldn't see the lights, because the lights would be visor cupped and a lot of people have their lights rendered in gmax with those visor cups on them, and then you don't see the lights anyway, if you used real math to render them.

I also wanted to add that a guy, I think his name is Peter, did render some SC4 signals, that had working animations, but not network connected. From what I have seen in my game, at times the signals somehow did eventually mimic the game's traffic simulator that the lights did match traffic patterns of the intersection. It would not work until after a long period of time though. And yes, these turn arrow style signals would be able to go AFTER avenue intersections.

Korot, what your asking may be possible. Right now, it looks like RUL's for Draggable MIS turn lanes to AVE seem to work, but as you can see, no arrows. Arrow textures were made, but this too, still has yet to be developed.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F2860%2F1655143400537888541124957063864TbIKhbQWwCRHE5IC8n.JPG&hash=c9af48b662c3345602bdc2a515d162f8ec9b9e30)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: z on August 06, 2009, 12:19:52 PM
Quote from: metarvo on August 06, 2009, 05:22:46 AM
Of course, the prospect of a true SPUI is equally impressive.

I'm trying to follow too many things at once, and haven't kept up with all the acronyms.  What's an SPUI?  ()what()  Super Pretty User Interface?  Strangely Powerful User Interface?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: JoeST on August 06, 2009, 12:30:12 PM
Quote from: z on August 06, 2009, 12:19:52 PM
I'm trying to follow too many things at once, and haven't kept up with all the acronyms.  What's an SPUI?  ()what()  Super Pretty User Interface?  Strangely Powerful User Interface?
Single Point Urban Interchange. [linky] (http://en.wikipedia.org/wiki/Single-point_urban_interchange)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fb%2Fb1%2FSpui-schematic.svg%2F792px-Spui-schematic.svg.png&hash=79bc9b7cd4b18f741e22118a35f0c8cbc705cb3a)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: z on August 06, 2009, 12:35:34 PM
Thanks!  Very nicely designed.  I could really use one of those...
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: itsacoaster on August 06, 2009, 03:27:52 PM
Quote from: z on August 06, 2009, 12:35:34 PM
Thanks!  Very nicely designed.  I could really use one of those...
Then you'd be interested in this, if you haven't already seen it:

http://sc4devotion.com/forums/index.php?topic=990.msg260334#msg260334
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: sithlrd98 on August 06, 2009, 05:25:15 PM
At the risk of sounding dumb...are Diags going to get turn arrows?

Jayson
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: MandelSoft on August 07, 2009, 01:22:39 AM
One question: do these turning lanes have a custom lenght? I would really like to see that  ;)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 07, 2009, 01:52:36 AM
Quote from: JoeST on August 06, 2009, 04:39:44 AM
do the paths out of that intersection actually follow the logic of the piece? or is it just 'eyecandy'ish?

Well, they follow what I initially thought was the logic of the piece, but it turns out Maxis did some screwy stuff with the paths, and both lanes on the OWR can turn left onto the Road, which, if done in RL, would result in "car billiards". :D  The intent of these, generally, is that the pathing will match with the TuLEP piece design, though.

Quote from: sithlrd98 on August 06, 2009, 05:25:15 PM
At the risk of sounding dumb...are Diags going to get turn arrows?

Not a dumb question at all. :)  Diagonals TuLEPs are definitely on the list of eventual features here.

Quote from: mrtnrln on August 07, 2009, 01:22:39 AM
One question: do these turning lanes have a custom lenght? I would really like to see that  ;)

Yes, they do.  They're broken up into small puzzle pieces, generally not larger than 2x2 or so, so as to modularize the system as much as possible.  Here's a random sampling of a few of the TuLEPs pieces.  Look closely and you'll see the debut of Road TuLEPs.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F8560%2Ftulep080720091.jpg&hash=9225cefb85e902b8b4b648ac794dacf248c7fb39)

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: shanghai kid on August 07, 2009, 02:26:27 AM
wow, looking great @Alex i specially love the new Road TuLEPs  &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: MandelSoft on August 07, 2009, 02:36:33 AM
Good to hear that, Alex! (You know what they say about great minds ;) )

By the way, I wouldn't mind to eurofy these TuLEPs pieces
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: WC_EEND on August 07, 2009, 02:59:03 AM
will there also be RHW(2) TuLEPs?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: u.mueller on August 07, 2009, 03:57:41 AM
Just my personal opinion here, but I think the AVE TULEP looks a bit steep for my taste. I'd suggest making it a 2x3 puzzle piece to allow for smoother transitions.

Also, as a suggestion, how about curved TULEPs to increase flexibility in tight spots?

Keep up the great work! ;D
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: io_bg on August 07, 2009, 04:46:25 AM
Quote from: u.mueller on August 07, 2009, 03:57:41 AM
Just my personal opinion here, but I think the AVE TULEP looks a bit steep for my taste. I'd suggest making it a 2x3 puzzle piece to allow for smoother transitions.
I agree!
Looks great though, can't wait to see more pics ;)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: JoeST on August 07, 2009, 05:30:16 AM
What I meant was, is the intersection square plopable with a custom path... or could the previously-plopped piece change the paths?

Also, those pieces look awesome :D

Joe
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: debutterfly on August 07, 2009, 06:56:51 AM
Hey Alex, will these eventually be integrated with the NWM? Anyway, love the dev pics. :) Keep 'em comin'. Kinda off game, if anyone plays Strat-o-matic Baseball, I just had my first no-hitter occur with only two walks and no errors.  ;D  A perfect game through 7 innings. Anyone who wants to know more about the game here's a link (http://www.strat-o-matic.com)

Larry (debutterfly)

Edit- Alex you may want to add a sticky post on the top of every page like the RHW Thread.  :)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Toichus Maximus on August 07, 2009, 11:43:24 AM
this promises to be an excellent project! great work, guys.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: just_a_guy on August 07, 2009, 01:13:42 PM
I see a great future in this project. It will awesome just all of your other projects Alex. Nice work
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: j-dub on August 07, 2009, 01:26:24 PM
Quote from: TarkusI've still got some color correction to do here, and may adjust the crosswalk spacing:
It seems the lines are too close on the single avenue turn lane one, so, just a suggestion:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F2733%2F3037881762622775301249676700IuqhXp2P8bmd6JsWsol2.JPG&hash=5e51209cac6ff25f7fe5e23c3bdc40d37948cc0e)
CONCEPT ART ONLY
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: allan_kuan1992 on August 07, 2009, 03:25:19 PM
I like how TuLEP is going =)
That avenue intersection of course will probably need a few sidewalk tweaks but it looks good so far.

I also feel like calling the project under the moniker "TULIP" for some strange reason =P

= Allan Kuan
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: WC_EEND on August 07, 2009, 03:27:16 PM
Quote from: allan_kuan1992 on August 07, 2009, 03:25:19 PM
I like how TuLEP is going =)
That avenue intersection of course will probably need a few sidewalk tweaks but it looks good so far.

I also feel like calling the project under the moniker "TULIP" for some strange reason =P

= Allan Kuan

hehe, same here
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: io_bg on August 08, 2009, 09:38:46 AM
Quote from: WC_EEND on August 07, 2009, 03:27:16 PM
hehe, same here
and here ;D
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: simzebu on August 08, 2009, 02:34:09 PM
Quote from: allan_kuan1992 on August 07, 2009, 03:25:19 PM
I like how TuLEP is going =)
That avenue intersection of course will probably need a few sidewalk tweaks but it looks good so far.

I also feel like calling the project under the moniker "TULIP" for some strange reason =P

= Allan Kuan
I think it could work. Turning Lane Intersection Project. Or Turning Utility Lane or something, if you want to use all of the letters.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: joelyboy911 on August 08, 2009, 02:58:34 PM
The 'I' could stand for Improvement.

Sorry to drag the thread back on topic, but I think the tyre lines are a bit intense in the middle of that ave intersection. They're a bit to griddy and sharp for my particular liking. Colour correction will make this project 100% perfect. Everything else is great, but I wonder, will left turning lanes be included (erm, right hand for most of you guys) ie. slip lanes? They are becoming increasingly common on avenue type roads where I live, as well as 2 lane roads in some spots.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: NaliLeader on August 08, 2009, 03:40:49 PM
Wow.

Will right turn lanes be included in some of the pieces?  Because that is common on many arterial roads.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: tamorr on August 08, 2009, 04:13:38 PM
This might seem like a silly question, but there will be a Left Hand driving compadible version correct?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 08, 2009, 04:28:12 PM
Thanks for all the comments and feedback, everyone.  I'll have some development here soon to show you guys, but first, I'll respond to a few comments/questions.

Quote from: mrtnrln on August 07, 2009, 02:36:33 AM
By the way, I wouldn't mind to eurofy these TuLEPs pieces

That'd be fantastic--thanks for the offer! :)

Quote from: debutterfly on August 07, 2009, 06:56:51 AM
Hey Alex, will these eventually be integrated with the NWM?

Yes, that is the plan.  I'll have further details on that at some point.

Quote from: j-dub on August 07, 2009, 01:26:24 PM
It seems the lines are too close on the single avenue turn lane one, so, just a suggestion:

That was my thought, too.  Thanks for the suggestion!  I really quite like it and will probably end up doing something similar.

Quote from: joelyboy911 on August 08, 2009, 02:58:34 PM
Sorry to drag the thread back on topic, but I think the tyre lines are a bit intense in the middle of that ave intersection. They're a bit to griddy and sharp for my particular liking.

I agree there as well.  I've been playing around with the Smudge tool in GIMP to see if I can minimize it, and thus far, the results are looking good.  I'll have more on that soon.

Quote from: joelyboy911 on August 08, 2009, 02:58:34 PM
Everything else is great, but I wonder, will left turning lanes be included (erm, right hand for most of you guys) ie. slip lanes? They are becoming increasingly common on avenue type roads where I live, as well as 2 lane roads in some spots.

Yes, absolutely.  Slip lanes are a big thing here, too.

Quote from: NaliLeader on August 08, 2009, 03:40:49 PM
Will right turn lanes be included in some of the pieces?  Because that is common on many arterial roads.

Affirmative.  Both right turn lane and slip lane setups are planned.

Quote from: tamorr on August 08, 2009, 04:13:38 PM
This might seem like a silly question, but there will be a Left Hand driving compadible version correct?

Correct indeed--all NAM Team products are designed to be LHD compatible.  The LHDification work will probably be one of the last things put in place before release.

And for those of you who have been wondering about traffic signals, well, there's some very good news for you (http://sc4devotion.com/forums/index.php?topic=5136.msg265209#msg265209)Blue Lightning and I have made some substantial progress in figuring out the animation setup.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Fresh Prince of SC4D on August 08, 2009, 05:31:19 PM
Any chance the project will extend to the T-Avenue intersection?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 08, 2009, 05:51:55 PM
Quote from: Fresh Prince of SC4D on August 08, 2009, 05:31:19 PM
Any chance the project will extend to the T-Avenue intersection?

Yes.  There's a 100% chance of that.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 08, 2009, 06:27:19 PM
Yay!!!!!!!!!  ;D ;D ;D
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 08, 2009, 07:34:56 PM
Rough draft of the aforementioned 100% chance:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F6519%2Ftulep080820091.jpg&hash=16876b59f7b7942396caebf6030f3cbac80f817a)

Going to move the crosswalks back a bit, and of course, I still need to color-correct it.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 08, 2009, 08:01:03 PM
Looks cool! We really need this for SC4.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: joelyboy911 on August 08, 2009, 08:02:31 PM
Looks good to me. Another great use of this mod would be prioritising roads, ie. two 2 lane roads intersect: It is not necessarily true that both roads have equal usage, so only one of them might have turning lanes. Also, maybe you could do an improvement on intersections where an avenue turns 90 degrees, and on the turn a road or one way road joins it. Heres an example at the intersection of Princess St. and Ferguson St. in my home town: Palmerston North, New Zealand

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FPrincessFerguson.jpg&hash=b70f71067a9e468df3f1bfed807b31b77388b605) (http://i597.photobucket.com/albums/tt56/joelyboy911/PrincessFerguson.jpg)

If you wish to see it larger, click it.

If anyone was wondering, the green bits are bike lanes. Not sure if these feature in other parts of the world?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on August 08, 2009, 09:50:30 PM
Alex, looks good there! 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F6519%2Ftulep080820091.jpg&hash=16876b59f7b7942396caebf6030f3cbac80f817a)

Any chance the middle lane could be made for both left and right turns?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: deathtopumpkins on August 08, 2009, 09:56:59 PM
Or even two left turn lanes? That's usually the case around here. In fact often the right turn lane would be added to the right side. It looks incredible as-is though.  ;)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 08, 2009, 11:04:55 PM
Quote from: Ryan B. on August 08, 2009, 09:50:30 PM
Any chance the middle lane could be made for both left and right turns?

Sure.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F9131%2Ftulep080820092.jpg&hash=93bed5f1a076414e7582d47efd3cbeb070b644b5)

Quote from: deathtopumpkins on August 08, 2009, 09:56:59 PM
Or even two left turn lanes? That's usually the case around here.

Absolutely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F3632%2Ftulep080820093.jpg&hash=2803e231fa6190550defb2f4e55c6afdf204d25a)

Heck, there's even TuLEPs to do this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F8216%2Ftulep080820094.jpg&hash=5b69da90af58413d61a2dd6c677d7477d5bcace2)

And to prove I'm not pulling anyone's leg and just quick-changing textures, here's all the Avenue Type A TuLEPs that are in-game as of this moment.  A1 is in the upper-left corner, going down to A6 in the lower-right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F2569%2Ftulep080820095.jpg&hash=200b3efafe68c997b80d072916020e1450c3aac3)

Quote from: deathtopumpkins on August 08, 2009, 09:56:59 PM
In fact often the right turn lane would be added to the right side.

Sounds like Avenue Type D or E, perhaps.

Type B will basically be like Type A, but the rightmost lane will turn off.  Type C is the tentative designation for the dual turn lanes I showed earlier.

And joelyboy911, your idea seems like it should be feasible for a future TuLEPs release, too.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on August 08, 2009, 11:10:54 PM
Wow, Alex . . . . this is all the stuff I dreamed of doing. 

Way to make this guy's dreams come true.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: joelyboy911 on August 09, 2009, 12:49:22 AM
Neat.

I wonder, If I were to make some textures for roundabouts for different types of networks intersecting, as well as some other types for road and ave, would you be interested in making them into puzzle pieces? I know that that part is the grunt work - but I know little of how to produce puzzle pieces.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: JoeST on August 09, 2009, 01:03:27 AM
quick question, are the ped crossings models (aka, can they be changed without changing the whole texture)?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: MandelSoft on August 09, 2009, 04:48:34 AM
How about Right turning lanes (RHD) or Left turning lanes (LHD). These are quite common around here:
Example 1 (http://maps.google.nl/?ie=UTF8&ll=52.041296,4.505435&spn=0.001844,0.00515&t=k&z=18)
Example 1 (http://maps.google.nl/?ie=UTF8&ll=52.014675,4.305273&spn=0.000923,0.002575&t=k&z=19)
Example 3 (http://maps.google.nl/?ie=UTF8&ll=52.045109,4.289413&spn=0.000922,0.002575&t=k&z=19)

SC4 has a lack of right turning lanes. Also, can you make a puzzle piece like A1, but then with straight ahead arrows in the middle two lanes and a piece with the same setup as the NAM 4-way AVE intersection (Left, Straight, Straight-Right)?

Best,
Maarten
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: debutterfly on August 09, 2009, 05:23:58 AM
In America we call those slip lanes Maarten and Alex did mention that they are in the works.  :)

Larry (debutterfly)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: sithlrd98 on August 09, 2009, 07:00:37 AM
While you are showing all those Alex, I am wondering if something like this is feasible? Of course have some straight directional arrows as well.
Keep in mind this was a quick Photoshop deal!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FFeas1.jpg&hash=b2c4f70d08b34ffb5d973c2fecbcbc5d3ef276c1)

Jayson
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on August 09, 2009, 08:19:14 AM
Quote from: sithlrd98 on August 09, 2009, 07:00:37 AM
While you are showing all those Alex, I am wondering if something like this is feasible? Of course have some straight directional arrows as well.
Keep in mind this was a quick Photoshop deal!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FFeas1.jpg&hash=b2c4f70d08b34ffb5d973c2fecbcbc5d3ef276c1)

Jayson

Hmm . . . . that reminds me . . . . in dual left turn lane setups, the innermost left turn lane (We'll call it the number-4 lane) is used to make U-turns from, usually into the number-1 (right) lane in the opposite direction.

I'll see if I can find the MUTCD U-turn arrow graphic for this.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: bob56 on August 09, 2009, 08:32:52 AM
Quote from: sithlrd98 on August 09, 2009, 07:00:37 AM
While you are showing all those Alex, I am wondering if something like this is feasible? Of course have some straight directional arrows as well.
Keep in mind this was a quick Photoshop deal!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FFeas1.jpg&hash=b2c4f70d08b34ffb5d973c2fecbcbc5d3ef276c1)

Jayson

Also, just an idea, but how about putting the U-turn lanes in RHW or straight Avenue. I went to Texas recently, and there were many 'turnarounds' where an exit would be devoted to turning around?

Great Job everyone btw. I really like TuLEP 'C' I can't wait
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: sithlrd98 on August 09, 2009, 08:45:32 AM
After I posted the pic , it occurred to me that I could have added a few things such as arrows/stop lines, but the overall thought/question was for this to move over to other transit as well. There are many different things I see in the "small" city I live in that I would love to see incorporated.

Jayson
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on August 09, 2009, 09:15:48 AM
Quote from: bob56 on August 09, 2009, 08:32:52 AM
Also, just an idea, but how about putting the U-turn lanes in RHW or straight Avenue. I went to Texas recently, and there were many 'turnarounds' where an exit would be devoted to turning around?

Great Job everyone btw. I really like TuLEP 'C' I can't wait

Already possible in the RHW, but without the left / U-turn lane.  I assume that's what you're talking about including.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Splime on August 09, 2009, 09:22:13 AM
Quote from: Tarkus on August 08, 2009, 07:34:56 PM
Rough draft of the aforementioned 100% chance:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F6519%2Ftulep080820091.jpg&hash=16876b59f7b7942396caebf6030f3cbac80f817a)

Going to move the crosswalks back a bit, and of course, I still need to color-correct it.

-Alex

Wow, all these turn lanes should be great! I have one really tiny nitpick though - the wear on the T-intersection suggests that traffic in the left turn lane on the north-south avenue moves directly into the rightmost lane of the east-west avenue, which I'm fairly certain is not legal. As I said, it's a really tiny issue, though it will become more important if you make 2 left turn lanes.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: metalheadfromny on August 09, 2009, 05:11:46 PM
Are these pieces going to be able to reduce traffic congestion or are they merely eye candy?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 09, 2009, 05:44:31 PM
Well one things for sure is that they are not eyecandy.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 09, 2009, 06:25:49 PM
Thought I'd answer a few more questions/comments.

Quote from: WC_EEND on August 07, 2009, 02:59:03 AM
will there also be RHW(2) TuLEPs?

Absolutely--they're listed in the FAQ at the top.

Quote from: JoeST on August 07, 2009, 05:30:16 AM
What I meant was, is the intersection square plopable with a custom path... or could the previously-plopped piece change the paths?

Some of the intersections will be ploppable, while others, including that OWR TuLEP I showed, are designed to conform to the "stock" intersection layout and pathing.

Quote from: joelyboy911 on August 09, 2009, 12:49:22 AM
I wonder, If I were to make some textures for roundabouts for different types of networks intersecting, as well as some other types for road and ave, would you be interested in making them into puzzle pieces? I know that that part is the grunt work - but I know little of how to produce puzzle pieces.

I'd definitely be interested--sounds like you have some interesting stuff in mind. :)

Quote from: sithlrd98 on August 09, 2009, 07:00:37 AM
While you are showing all those Alex, I am wondering if something like this is feasible? Of course have some straight directional arrows as well.

It certainly would.  Those would be relatively simple pieces to make, too.

On the subject of U-Turns, a lot of times here in Oregon, they'll allow them from left turn lanes if there's a sign permitting it.  (Had to do one of those on my drivers' license test in '03, in fact.)

Quote from: Splime on August 09, 2009, 09:22:13 AM
the wear on the T-intersection suggests that traffic in the left turn lane on the north-south avenue moves directly into the rightmost lane of the east-west avenue, which I'm fairly certain is not legal.

Good eye, Splime!  I can't believe I didn't catch that when I was making that texture--d'oh!

Quote from: metalheadfromny on August 09, 2009, 05:11:46 PM
Are these pieces going to be able to reduce traffic congestion or are they merely eye candy?

It'll ultimately depend on the setup and how it's situated on the tile--some will and some won't.  The existing NAM Avenue Turn Lane setup does have an impact on congestion, and the Type A Avenue TuLEPs are similarly situated, so they'll affect things in more or less the same way.  I'll have more to say on that as more TuLEP setups are designed and revealed.  Namely, I'm planning on producing a table in the FAQ post, much like I have in the RHW thread, detailing the setups and their functional ramifications.

Also, choice of traffic plugin will affect things quite a bit--using a "modern" simulator (i.e. A, B or Z) will produce optimal results. The "spreading" behavior that those plugins encourage on the Wider RHWs will allow for the best TuLEP functionality as well, and as such, they'll be recommended for TuLEP users.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: sithlrd98 on August 09, 2009, 06:30:33 PM
 &apls Excellent! This definitely is a project that has really caught my attention! I simply can't wait!

Everyone stop asking questions so he can get done quicker  :D :D :D

Jayson
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: kassarc16 on August 09, 2009, 06:56:22 PM
This is just awesome, especially the OWRTLs. I had a crazy idea of a road override ala RHW for one-ways that would maybe solve the traffic light, turn lane problems. Seems you've got another trick up the other sleeve. You and the Team never cease to amaze!

By the way, how will the ploppable center section for TuLEPs work?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Original on August 09, 2009, 07:18:50 PM
I dare you :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi28.tinypic.com%2Fih8exl.jpg&hash=b98665e7111177df91db72f61853d361836f9e31)

No I'm just kidding haha.

If neccessary you shouldn't worry about adding an extra two tiles before the intersection to make large turning lanes. I live in Downtown Winnipeg and every weekend I have to take a famous intersection to get out of the city. The intersection has 4 major arteries of the city and doesnt really specialize in pedestrian traffic because of the mall located under this intersection.

So all i'm saying is don't worry about narrow sidewalks, because even the bats 95% of the time have enough space for that. :) And even making the turning lanes higher with an extra two tiles added will be a bonus for everyone. :) Goodluck!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi29.tinypic.com%2Frvakv9.png&hash=f4ecedacec2645ea30083230901bf1b215629d9a)

If you need feedback always ask the public, both newbies and experts.

Edit: Mirrored image because of Google's bad image prespective, We drive towards North on the right side of the road!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 09, 2009, 08:02:14 PM
Where did you get this building?
                                                 vvv
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi28.tinypic.com%2Fih8exl.jpg&hash=b98665e7111177df91db72f61853d361836f9e31)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Original on August 09, 2009, 09:56:28 PM
I got it at http://sc4batworks.web.fc2.com/dbat.html (http://sc4batworks.web.fc2.com/dbat.html)

Do some Japanese Bat Hunting: http://sc4devotion.com/forums/index.php?topic=361.120 (http://sc4devotion.com/forums/index.php?topic=361.120) You'll find a lot of interesting things. :)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 10, 2009, 04:52:14 PM
Thanks!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Kitsune on August 10, 2009, 07:14:14 PM
Are there going to be slip lanes included?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Original on August 10, 2009, 07:27:05 PM
Your Welcome.

What are slip lanes?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: u.mueller on August 10, 2009, 11:29:04 PM
Here you go! ;)

Slip lanes article at Wikipedia [linkie] (http://en.wikipedia.org/wiki/Slip_lane)

BR,
U
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Original on August 11, 2009, 12:39:11 AM
Oh thanks! :)

In Manitoba we call it an off/on ramp (highway or not).

But then again Manitoba is very different from Canada and the rest of the World.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: pagenotfound on August 11, 2009, 06:35:31 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi582.photobucket.com%2Falbums%2Fss263%2Fpagenotfound3%2Fintersection.jpg&hash=d7cddd9a1da32ce231c65c5ec454f812ac3c306f)

anything like this coming?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 11, 2009, 06:51:07 AM
I hope so! ;D
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: j-dub on August 11, 2009, 10:22:21 AM
In the past, there actually was developer talk of right turn lanes, but if that really is the case, it will be a real long while.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 11, 2009, 08:23:37 PM
Quote from: j-dub on August 11, 2009, 10:22:21 AM
In the past, there actually was developer talk of right turn lanes, but if that really is the case, it will be a real long while.

May not actually be that long . . . ;)

And to answer the slip lane question--yes, absolutely.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Original on August 11, 2009, 09:05:44 PM
Quote from: pagenotfound on August 11, 2009, 06:35:31 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi582.photobucket.com%2Falbums%2Fss263%2Fpagenotfound3%2Fintersection.jpg&hash=d7cddd9a1da32ce231c65c5ec454f812ac3c306f)

anything like this coming?

Alex, do you think this will take up an extra tile or two?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Nique on August 11, 2009, 10:04:14 PM
Well, this texture is still available ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FRHW2%2Fkruispunt1.jpg&hash=dbcc70e1ebef050f03656d94e02e5b70a2792a73)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: CityMaster563 on August 13, 2009, 01:42:18 PM
I showed this image long ago in the Rural Highway Project thread, but I think that this is the perfect place to bring this image back up:
http://img194.imageshack.us/img194/1309/nwmintersection1.png

This photoshopped image shows how a wide 6 lane avenue intersection looks like. This one only has 4 lanes, but I think 5 lanes is a good number. I hope that this will be possible in the future
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 13, 2009, 02:46:25 PM
:o :shocked2:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Original on August 13, 2009, 04:20:30 PM
Oh wow - I like that. :)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: jgehrts on August 13, 2009, 05:17:29 PM
Nique - the only problem with that intersection is that traffic in the through lane, when going straight forward, would end up in the opposing left-turn lane on the other side of the intersection.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Pat on August 13, 2009, 06:02:53 PM
ummmmm wow!!! OK Ive been out of the loop a bit unrelated but wow!!!!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 13, 2009, 06:48:29 PM
For those wondering about slip lanes and right turn lanes, wonder no longer . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F85%2Ftulep081220091.jpg&hash=2575203f2c38e3e2605dfbe087e884e9b54a5c8f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F3517%2Ftulep081220092.jpg&hash=1bc5f8907da46605cf8f8311de43a3f3d90e9ea9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F4029%2Ftulep081220093.jpg&hash=687279ef9b169720f9a0b4e7aa0dd942b104365c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F2179%2Ftulep081320091.jpg&hash=8f490f522a39e470507125e4ab2fa715c73d7a13)

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: TmiguelT on August 13, 2009, 07:14:17 PM
OMG  :o NO WAY ..... is that real or am i dreaming?  &apls....

I think TuLEP will be the most download content from the NAM team when it is release..  &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: sithlrd98 on August 13, 2009, 07:24:47 PM
Now thats what I'm talking about! Excellent job...been a long time coming! &apls &apls &apls

Jayson
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: j-dub on August 13, 2009, 07:30:13 PM
Ew, this is tricky, two tiles, but when it comes to the math of having room for a sidewalk, getting the lanes centered, and having enough of a curve to make that right turn, guess thats necessary.

On Alex's style
Pro: seems like it would align to scale Con: Takes up two tiles

On Nique's style
Pro:only takes 1 tile Con: offset lanes, however if both options were considered, this space saver could come in handy
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: sithlrd98 on August 13, 2009, 07:42:20 PM
Quote from: j-dub on August 13, 2009, 07:30:13 PM
On Alex's style
Pro: seems like it would align to scale Con: Takes up two tiles

On Nique's style
Pro:only takes 1 tile Con: offset lanes, however if both options were considered, this space saver could come in handy


I agree but Alex's approach IMO , is much more aesthetically appealing.

Jayson
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: metarvo on August 13, 2009, 07:48:29 PM
Slip lanes are rather common in my area, so I'm pleased to see them.  I'm sure it will be one of my most used features in the TuLEP.  Nice work, Alex!  :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on August 13, 2009, 07:51:09 PM
Finally!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Slip Lanes!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Sorry, I had to remove a few exclamation marks, as they were causing screen scroll. ;-) -Alex (Tarkus)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: just_a_guy on August 13, 2009, 08:51:33 PM
I'll be saying good bye to using OWR's as slip lanes with these. Great progress!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: joelyboy911 on August 13, 2009, 09:32:55 PM
Hmmm - looks nice, but I have a little critique: I wonder if the slip lane should be more asymmetrical, ie. it eases away from the road more, but does not so much do the same into the other one, if you get my drift, also, I disagree somewhat with the placement of the dotted lines at the entrance to the slip lane (perhaps this is the standard in the US, I don't know, but they do not exist here, except when there is a cycle lane crossing the entrance to the slip lane - look at Palmerston North in Google Earth, and find the main road from the center of town towards the river, here you can see many examples of what I'm talking about), but at the exit I feel that there perhaps should be a solid line, more perpendicular to the lane, indicating more clearly that the vehicle in the slip lane must give way.

Also, when there are wealth things applied, you might like to consider a type 21 prop of a road island in between the slip lane and the intersection, possibly also incorporating a pedestrian crossing to the island..

Otherwise - it looks superb. Keep up the good work.

Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 13, 2009, 10:29:08 PM
Thanks for the kind words and feedback, everyone--it's very much appreciated! :)

As far as the 1 tile vs. 2 tile thing with the right turn lane on that Road TuLEP (it's tentatively labeled "C1"), I thought that one over pretty hard before coming to the 2-tile solution.  I had been considering doing an "overhang", much like the new RHW-6S setup in RHW Version 4.0, but in looking at how the lanes laid on the tile, it looked visually like it needed the pathing to be farther over to the right, onto the second tile.

There is one other advantage to using the second tile, too, beyond the aesthetic end: increased capacity. 

And Joel, thanks for the constructive feedback on the Slip Lane--you've given me some good stuff to think about. :)  The slip lane markings are kind of a mish-mash here in Oregon.  From the looks of it, though, mine look a bit too much like mini-MIS ramp interfaces.  :D 

In closer examination on Google Maps of several local slip lanes, it seems the more rural ones tend to have no markings at all. Newer ones in more urban settings tend to have a crosswalk across the middle, with a strip of white, painted-on "yield arrows" on the end of the lane where it connects into the intersecting road.  There's usually no markings on the approach, except in case of a bike lane, exactly as you pointed out. :)  Thanks again for the keen observation!

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: joelyboy911 on August 14, 2009, 02:26:21 AM
You're very welcome. I wasn't aware of how they were built, anywhere except NZ, as it's not the sort of thing I've paid attention to on my few travels elsewhere. I don't know how they do give way markings (yield?) in the US, but you could make them as BAT props rather than in the texture, to make it easy to have different local variations?. Also regarding my first point - on more thorough inspection, some are perfectly symmetrical, whilst others are less symmetrical the other way, I suppose every intersection is different in its own way requiring special layouts.


:P
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: metasmurf on August 14, 2009, 02:31:27 AM
Slip lanes  :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: RebaLynnTS on August 14, 2009, 05:42:18 AM
This looks like it will be a very useful addition to SC4.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: MandelSoft on August 14, 2009, 06:04:34 AM
How about a right turn lane that ends up in a slip lane? Looks like a logical step to me.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: superhands on August 14, 2009, 06:21:14 AM
great work Alex. I can't begin to believe the euphoria this has created :P

-dave
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: debutterfly on August 14, 2009, 06:47:47 AM
Hey Alex. How about a triple turn lane? http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Hague+rd+indianapolis&sll=39.96028,-85.976257&sspn=0.090523,1.645203&ie=UTF8&ll=39.926952,-86.02602&spn=0.000366,0.001607&t=h&z=19 (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Hague+rd+indianapolis&sll=39.96028,-85.976257&sspn=0.090523,1.645203&ie=UTF8&ll=39.926952,-86.02602&spn=0.000366,0.001607&t=h&z=19)
look at the Hague Road and 96th Street intersection east of I-69

Larry (debutterfly)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on August 14, 2009, 08:05:00 AM
Alex, here's some more pavement marking material for you:

ftp://ftp.dot.state.tx.us/pub/txdot-info/library/pubs/gov/sign/9_pave_markings.pdf
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: j-dub on August 14, 2009, 11:10:30 AM
Yeah, about the slip lanes, when I have seen some in RL, they either are just there with no lanes into them, or they have a turn lane in front, or they have both a turn lane, and an acceleration lane so you can make a right on red, without stopping. Either way, even in cities, I have not seen those dashed lines around the slip lane either, but I thought we were not going to go crazy on cosmetics for now.

In my state, when it comes to slip lanes, this can get akward, you can have the green right turn arrow while the traffic on the side also has the green light. This is only if there is an acceleration lane separation, but this setup seems to be too touchy for these drivers. So that comes to the question about stop points or not in the SC4 situation
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Monorail Master on August 15, 2009, 08:29:45 AM
I'm just wondering, What about adding turn arrows to roads, AVE, OWR, or MIS entering roundabouts? At my town's middle school, there is a roundabout with turn arrows only for entry points.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: metasmurf on August 15, 2009, 08:47:52 AM
Will this be possible?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F7546%2Fsliplanes.jpg&hash=3676864ba96859cf5d56497ec6fdabff230399f1)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Dexter on August 15, 2009, 10:42:22 AM
Great work there  :thumbsup:, I especially like the slip lanes.

Will these also be included? (posted in the NWM thread by Shadow Assassin, page 34)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Fnew_mavesliplane.jpg&hash=34c27bb3fef74e5a6e3a282e1fb970960c92e6e4)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tilarium on August 15, 2009, 07:18:54 PM
Quote from: Dexter on August 15, 2009, 10:42:22 AM
Great work there  :thumbsup:, I especially like the slip lanes.

Will these also be included? (posted in the NWM thread by Shadow Assassin, page 34)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Fnew_mavesliplane.jpg&hash=34c27bb3fef74e5a6e3a282e1fb970960c92e6e4)

That's a pretty awsome picture!  I like the slip lanes... but I'm also interested in the end of the picture... is that a road to ave conversion piece?  Where did you find it... did you make it... why don't I have it?  Love it!

Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 15, 2009, 07:47:28 PM
Thanks for the continued support here--I'll answer a few questions now and come back with development pics later.

Quote from: mrtnrln on August 14, 2009, 06:04:34 AM
How about a right turn lane that ends up in a slip lane? Looks like a logical step to me.

Yes, it's a very logical step, and the next step with TuLEP development, in fact. :)

Quote from: debutterfly on August 14, 2009, 06:47:47 AM
Hey Alex. How about a triple turn lane? http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Hague+rd+indianapolis&sll=39.96028,-85.976257&sspn=0.090523,1.645203&ie=UTF8&ll=39.926952,-86.02602&spn=0.000366,0.001607&t=h&z=19 (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Hague+rd+indianapolis&sll=39.96028,-85.976257&sspn=0.090523,1.645203&ie=UTF8&ll=39.926952,-86.02602&spn=0.000366,0.001607&t=h&z=19)

Larry, thanks for the link!  That's the first triple left turn lane I've seen, actually. ;D  I think it could be a nice addition down the road (no pun intended), once there's a surface network with three travel lanes to turn onto.  It'd fit somewhere in the Avenue sets.  It's looking like the Avenue will likely have the greatest number of TuLEP types.

Quote from: Monorail Master on August 15, 2009, 08:29:45 AM
I'm just wondering, What about adding turn arrows to roads, AVE, OWR, or MIS entering roundabouts? At my town's middle school, there is a roundabout with turn arrows only for entry points.

I've been thinking about that since I started this project as well.  There may be more on that front in the near future. ;)

Quote from: metasmurf on August 15, 2009, 08:47:52 AM
Will this be possible?

Yes, absolutely.  That one will require the use of Type B Road TuLEPs, which will be unveiled soon, plus the piece Maarten suggested.

Quote from: Dexter on August 15, 2009, 10:42:22 AM
Will these also be included? (posted in the NWM thread by Shadow Assassin, page 34)

I think there's a good probability of it. ;)

Quote from: Tilarium on August 15, 2009, 07:18:54 PM
is that a road to ave conversion piece?  Where did you find it... did you make it... why don't I have it?  Love it!

That's not a Road-to-Avenue transition, but an Avenue-to-MAVE-4 transition from the unreleased/unfinished Network Widening Mod (NWM).  The transition was designed by Daniel (Shadow Assassin), as are those slip lanes in that pic.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ramona Brie on August 15, 2009, 09:46:45 PM
Speaking of which, the only reason I want the NWM is because I can't do the 6-lane road near my house correctly. (Businesses can't exactly face RHW-6C, and it's a surface street instead of a highway.)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: elyk11 on August 16, 2009, 12:33:49 AM
hi Guys! i just have this thing in my mind about putting more lanes for the Avenues (like 6 lanes, 8 lanes avenue) it would be really nice to look at. and im excited with the NWM.. great job u guys!! :)  &apls :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Monorail Master on August 16, 2009, 01:24:27 PM
Geez, I just thought about this. Some one needs to at least put in yield signs at the exit of those slip lanes. But still, those slip lanes are kinda like the ones in SC3k
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: carkid1998 on August 17, 2009, 12:35:51 AM
Those slip lanes are nice! How about some give way signs on them?

Ryan :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 17, 2009, 01:58:23 AM
Quote from: carkid1998 on August 17, 2009, 12:35:51 AM
How about some give way signs on them?

Well, first, I'm going to see about getting them all pathed and working properly.  But rest assured, they'll be there come release time.

And now for a sneak peek at another type of Avenue TuLEP . . . a rather tall one . . . ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F9983%2Ftulep081720091.jpg&hash=f7f4a8c9c030c23cb8c7a2782efd07f3cdc9fba3)

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: joelyboy911 on August 17, 2009, 02:08:04 AM
Nice!  &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Shadow Assassin on August 17, 2009, 02:08:34 AM
Perfect for a SPUI. You might need on-slope ones soon though... ;)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: woodb3kmaster on August 17, 2009, 02:14:32 AM
Are those pylons on the edges of the cells? That's just how I've always thought the elevated puzzle pieces should be! Excellent work, Alex!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: JoeST on August 17, 2009, 04:26:18 AM
That is crazy awesome!, Are these overhauls going to be draggable?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Leodido on August 17, 2009, 04:41:27 AM
great work :)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: carkid1998 on August 17, 2009, 04:42:28 AM
Oh my God! I cannot wait for these! All Hail the mighty NAM team

Ryan:thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: kassarc16 on August 17, 2009, 02:42:23 PM
Quote from: Tarkus on August 17, 2009, 01:58:23 AM
And now for a sneak peek at another type of Avenue TuLEP . . . a rather tall one . . . ::)

Your sleeves must be ripping at the seams, Alex!  &apls  :thumbsup:

On a related note, is there anyway to add proper traffic light functionality to elevated pieces? Currently they act like one-ways, i.e. cars do not stop.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: j-dub on August 17, 2009, 03:45:19 PM
@kassarc16 The traffic lights for this project appear to be done differently then the current elevated pieces. The elevated turning lane pieces would need a different intersection anyway, so that should be an opportunity, but as for the existing elevated pieces, that would be a different project. The traffic light functionality based on the existing pieces use the Maxis lights. Yes, there are lights stuck on green on some of those pieces, but the reason why they don't change is because those do not have stop points/are not able too, i.e. OWR.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: bob56 on August 18, 2009, 01:32:28 PM
First off I think this project is AWESOME!!! I can't wait to see this in my game.

I have one Question: Since in-game car automata stop at traffic lights, will cars 'using' slip lanes be able to continue their path even if the side they came from has a red light? Or will they just use them when its green for them, or will they not have automata at all?

Thanks for all these projects. They are great!

-Grif
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on August 18, 2009, 05:14:29 PM
The slip lanes should allow a continuous right (or left, depending on which side of the road you drive) turn, regardless of the signal indication.

I'm not sure how Alex is planning on setting this up, so I don't have any idea.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on August 18, 2009, 05:31:00 PM
Regarding the slip lane traffic control--the single-lane ones you've seen will simply be yield controlled.  They'll end up working similar to how the similarly yield-controlled NAM Roundabouts work.

I am planning a dual-lane slip setup as well, which will be signalized.  It'll be awhile before I get to that point, though.

As far as the Elevated Avenue Intersection signals, we do actually have the animation process figured out now, so that'll be something we'll look into.  There will have to be a piece (or more precisely, pieces) made for the Elevated Avenue TuLEP intersections.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Pat on August 18, 2009, 06:49:22 PM
Man Alex you so got me droooling here!!! Great stuff indeed!!!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: jgehrts on August 19, 2009, 03:30:48 PM
This may be a limitation of the stop points of the automata, but I had a thought earlier.  Lots of intersections with turn lanes now, it seems, have their left turn lane staggered back farther than the main lane of traffic.  That's so turning traffic doesn't have to swing around so far when turning.  Any thoughts on doing this in the texturing, or is it, as I mentioned, something that can't be done based on how the automata stop at an intersection?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Swamper77 on August 20, 2009, 12:48:27 AM
Cosmetic changes to textures are independent of the stop points themselves. The game makes the automata stop at the edges of the intersections if stop points are defined for those intersection tiles. The stop points are defined in the pathfiles, not on the textures.

-Jan
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Dino007 on August 20, 2009, 02:57:39 AM
I would like to make something like this:
http://www.geopedia.si/Geopedia_en.html#T973_vT_b2_x460276.75_y104009.75_s18
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: j-dub on August 20, 2009, 11:00:08 AM
Tarkus was doing something similar like that where the traffic would switch sides before the RHW interchange, but I don't think like that with the turning arrows.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: jgehrts on August 20, 2009, 03:20:23 PM
Quote from: Swamper77 on August 20, 2009, 12:48:27 AM
Cosmetic changes to textures are independent of the stop points themselves. The game makes the automata stop at the edges of the intersections if stop points are defined for those intersection tiles. The stop points are defined in the pathfiles, not on the textures.

-Jan

I suspected that stop points were controlled by the pathfile, but wasn't completely sure.  The ins and outs of all these mods blows my mind!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Leodido on August 31, 2009, 11:56:47 PM
Very nice project still, I was wondering if there was going to be some euro textures for this awesome mod?
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on September 01, 2009, 12:02:45 AM
Quote from: Leodido on August 31, 2009, 11:56:47 PM
I was wondering if there was going to be some euro textures for this awesome mod?

If someone makes them. ;) 

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Shadow Assassin on September 01, 2009, 12:08:09 AM
Quote from: Tarkus on September 01, 2009, 12:02:45 AM
If someone makes them. ;) 

-Alex

Euro textures will probably be handled by Andreas & the SFBT, but they've been quite busy with other things as of late... so it may be a while before we see Euro textures for the TuLEP.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Andreas on September 01, 2009, 09:50:14 AM
Yeah, I'm rather busy at the moment with all kinds of stuff, but if someone makes Euro textures for those, I'll gladly update the ERTM. :)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: riiga on September 01, 2009, 11:15:59 AM
Well, I'm able to contribute to the Euro textures. Just send me one or a few of the textures, and I'll give it a try! ;)

- riiga
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: asd195 on September 02, 2009, 02:20:23 PM
i've always thought of the ave with 2 left turn lanes but no one made it
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: j-dub on September 02, 2009, 05:35:44 PM
Well now, it looks like that wish finally has hit development.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: simmaster07 on September 02, 2009, 05:53:25 PM
Tarkus, I could hug you right now. Great work! &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: iowndisciti on September 11, 2009, 02:22:56 PM
really good you guys. not to be rushing or anything, i just wanted to know, about what is the completetion percentage of this project?


also i might have a problem with the solid yellow lined turning lane incorperated on this project. being a driver from the state of michigan, when i play my UDI missions i usually drive the way your supposed to in michigan ( i.e. making right hand turns on red, not lane jumping for at least 30 seconds, merging 2 lanes over after making  coming from around a turn around, etcetera.) and sometime i see the other sim drivers driving like this too. now, im pretty sure that this is for everywhere, not just for michigan, but i don't think you are supposed to drive across double solid yellow lines, unless you want to die by oncoming traffic.

Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: io_bg on September 11, 2009, 02:28:33 PM
iowndisciti, I think this (http://sc4devotion.com/forums/index.php?topic=990.msg269687#msg269687) is what you're looking for :P
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: iowndisciti on September 11, 2009, 02:35:47 PM
Quote from: io_bg on September 11, 2009, 02:28:33 PM
iowndisciti, I think this (http://sc4devotion.com/forums/index.php?topic=990.msg269687#msg269687) is what you're looking for :P





well, i feel a little dense now   &sly


still though. excellent job guys
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on September 11, 2009, 02:50:21 PM
Quote from: iowndisciti on September 11, 2009, 02:22:56 PM
really good you guys. not to be rushing or anything, i just wanted to know, about what is the completetion percentage of this project?

We don't really have any idea--the project is still in the early stages, and we also have no real planned feature list for the first release at this point, so there's no real definition of "completion" even.

Quote
also i might have a problem with the solid yellow lined turning lane incorperated on this project. being a driver from the state of michigan, when i play my UDI missions i usually drive the way your supposed to in michigan ( i.e. making right hand turns on red, not lane jumping for at least 30 seconds, merging 2 lanes over after making  coming from around a turn around, etcetera.) and sometime i see the other sim drivers driving like this too. now, im pretty sure that this is for everywhere, not just for michigan, but i don't think you are supposed to drive across double solid yellow lines, unless you want to die by oncoming traffic.

I don't really get what you're asking here.  The solid yellow line setup used in the TuLEP pieces shown here is pretty much the exact same as it is anywhere in the US, aside from minor variation, so there's no conflict with Michigan traffic laws here.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: iowndisciti on September 11, 2009, 02:58:45 PM
Quote from: Tarkus on September 11, 2009, 02:50:21 PM
We don't really have any idea--the project is still in the early stages, and we also have no real planned feature list for the first release at this point, so there's no real definition of "completion" even.

I don't really get what you're asking here.  The solid yellow line setup used in the TuLEP pieces shown here is pretty much the exact same as it is anywhere in the US, aside from minor variation, so there's no conflict with Michigan traffic laws here.

-Alex


edit: ahh, i see where i went wrong, those are single yellow line, not doubled yellow lins. meaning they are safe to cross. the 800 sims who's lives will be saved by this clearification, and the TULEP project in general thank you  tarkus (lmao)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: nerdly_dood on September 11, 2009, 03:40:52 PM
Quote from: iowndisciti on September 11, 2009, 02:58:45 PM

edit: ahh, i see where i went wrong, those are single yellow line, not doubled yellow lins. meaning they are safe to cross. the 800 sims who's lives will be saved by this clearification, and the TULEP project in general thank you  tarkus (lmao)

The MUTCD guidelines, which give recommendations for road construction in the USA, allows yellow lines to indicate a left-hand shoulder, or oncoming traffic, and a single, unbroken line means that crossing the line is discouraged. Double solid lines mean that crossing the line is prohibited, and single dashed yellow lines mean that you can pass vehicles in the oncoming-traffic lane as long as it is safe.

So a single yellow solid line means that you are discouraged from crossing the line, and should only do so in certain cases because it's often dangerous to do so. (Double yellow lines mean that if you cross the line, you're putting your life on the line, as well as other traffic.)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: miggoycor on September 12, 2009, 09:17:41 PM
I am sorry if this seems off topic, but this project seems like a stem-off of NWM.

So, is NWM dead

(nice work, by the way! Can't wait!)
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on September 12, 2009, 09:34:16 PM
Quote from: miggoycor on September 12, 2009, 09:17:41 PM
So, is NWM dead

Nope, it's just comatose.  Development has gone private on the NWM and will stay that way until there's actual content to release.

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: noahclem on September 13, 2009, 02:34:19 AM
Wow, this is great stuff guys! had no idea it was going on (too obsessed with any new possible developments in RHW i guess). I had a handful of suggestions/requests but after reading through the forum I think others covered anything I had in mind. Thanks again for all you do and I look forward to seeing the results of this project!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Patricius Maximus on September 18, 2009, 04:42:44 AM
QuoteWe don't really have any idea--the project is still in the early stages, and we also have no real planned feature list for the first release at this point, so there's no real definition of "completion" even.

I have confidence that based on your past work this TuLEP mod (what an acronym) will be completed in a reasonable timespan, judging from development pics.

Edit:  Removed unnecessary comment, please keep politics out of threads. Diggis

Edited post so it makes grammatical sense.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on September 19, 2009, 07:23:13 AM
Quote from: Patricius Maximus on September 18, 2009, 04:42:44 AM
But I have confidence that based on your past work this TuLEP mod (what an acronym) will be completed in a reasonable timespan, judging from development pics.

Please try to keep in mind that real life can (and often will) throw various sizes of monkey wrenches into even the best-laid NAM plans.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Patricius Maximus on September 20, 2009, 04:51:18 PM
Of course, "reasonable" includes RL concerns.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Tarkus on October 13, 2009, 05:41:17 PM
Well, after a bit of quiet . . . mostly filled with RL noise . . . the TuLEPs project is still going.

And there's a video component of this development update:
http://www.youtube.com/v/UD3JQPUrU6Y

And some still picage as well:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F9413%2Ftulep101320093.jpg&hash=120e2a23e59a73065c65aaf0409cdf9c2c577847)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F4404%2Ftulep101320092.jpg&hash=7e6506f3105ff56793324bb7fcd9821228cb9d6e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F4830%2Ftulep101320091.jpg&hash=42a5583e9741fa81a09c7958f4669c180b5baa8a)

-Alex
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: KoV Liberty on October 13, 2009, 05:53:55 PM
Very cool.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Zack on October 13, 2009, 06:02:45 PM
 :o
Nice progress as usual, Tank.  :thumbsup:

Keep it up and dont let this take your RL time
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Pat on October 13, 2009, 07:06:55 PM
WOW very impressive work there for sure!!!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: metasmurf on October 13, 2009, 07:31:38 PM
Can't wait for this  :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Ryan B. on October 13, 2009, 08:00:43 PM
That's stunning, Alex.  Nice work!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: metarvo on October 13, 2009, 08:38:41 PM
Is that a one-tile slip lane?  I've been looking forward to this for a long time, since slip lanes are one of my favorite transportation features.  Good work, Alex!

&apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Bobbi on October 13, 2009, 09:40:18 PM
Very cool! And keep doing! :thumbsup: &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: u.mueller on October 13, 2009, 09:59:13 PM
W00t! Sliplanes! Cool update! Thanks! ;D
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: carkid1998 on October 14, 2009, 08:19:06 AM

OMG. Do I see sidewalks on puzzle pieces? I can't wait to lay my hands on these :D Excellent work.

Ryan :thumbsup: :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: rooker1 on October 14, 2009, 08:48:38 AM
Very impressive.  I really love the second last post.  There are alot of those types of lanes here in the GTA, where I live.

Robin  :thumbsup:
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Earth quake on October 14, 2009, 09:12:41 AM
Wonderfull Project and nice progress. &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: GMT on November 04, 2009, 06:06:30 AM
great progress, really looking forward to use this one day  &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: citymax on November 10, 2009, 07:07:27 AM
Very nice !!  &apls
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: Starmanw402007 on November 30, 2009, 02:52:58 PM
I'll be glad with this is finally released. I would also like to wish all hear a happy late thanksgiving to all.
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: canyonjumper on December 03, 2009, 10:46:58 PM
Sliplanes!! Awesome!! Excellent work Alex!!
Title: Re: Turn Lane Extension Project (TuLEP) - Development
Post by: manchou on December 13, 2009, 12:20:18 PM
Great job ! it's very nice and so realistic  :thumbsup:
Title: Re: TuLEP (Turn Lane Extension Pieces) - Development
Post by: MattyFo on January 23, 2010, 11:14:13 PM
WOW Fantastic, one question though, will the final product have stoplights?  the fact that the RHW mod doesn't include stoplights or stop signs at intersections was a real bummer for me.
Title: Re: TuLEP (Turn Lane Extension Pieces) - Development
Post by: deathtopumpkins on January 24, 2010, 07:09:47 AM
At first release, likely not. The main reason none of these projects include things like traffic signals is the international differences in them. SC4 has at least as large of a following in Europe as in North America, not to mention the rest of the world, all of whom have their own variations. Thus it is easier if we don't include any t21'd props, and just let people release their own as add-ons later.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: mike3775 on January 28, 2010, 08:15:36 AM
After not playing the game in 6 months or so, or even paying attention to anything SC4 related, to come back and see threads like this project makes me very happy and wants to get me get back into playing the game again.  The NAM team has really made SC4 way better than the actual game creators envisioned, and makes the game way better than originally envisioned as well.

Time to go re-install the game and download about 6-7 months of plugins and lots as well  :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Nego on February 07, 2010, 02:06:42 PM
  :D &apls Amazing! Simply amazing!!! &apls  :D

By the way, could you try something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FPicture_74.JPG%2F118708065%2FPicture_74.JPG&hash=db6326e2519ce5dc6c13c7f0ee2e5de6b9554312)
minus the text?


Remember, only a suggestion, not a demand.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: danielra96 on February 09, 2010, 04:06:20 PM
i agree with nego
a setup like that is common in the U.S.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Korot on February 10, 2010, 06:52:44 AM
If I remember correctly, a slip ramp has already been made. Not sure about the dashed line though, I think it hasn't been made yet.

Regards,
Korot
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: awake_78 on February 10, 2010, 10:03:06 AM
Is it possible to do something like that???????
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F959%2Fkomvos.jpg&hash=2e7566a668b252af6a3447cadacff7621a990918)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Korot on February 10, 2010, 10:17:51 AM
Without traffic lights? No, that would be to dangerous.
With Traffic lights: Probably, but I think that the rulling might take some time.

Regards,
Korot
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: awake_78 on February 10, 2010, 10:22:45 AM
Quote from: Korot on February 10, 2010, 10:17:51 AM
Without traffic lights? No, that would be to dangerous.
With Traffic lights: Probably, but I think that the rulling might take some time.

Regards,
Korot

Defenitelly with traffic lights... but I think it might have small delay because traffic lights should be only for straight directions... The slip lanes are free and faster....
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: j-dub on February 10, 2010, 01:02:01 PM
That looks like its just a one way crossing another one way, so a stop sign could work on one side. This is a similar setup to the diverging diamond avenue piece. If everyone stays in their lanes, no problem. Just get off the cell phone/stop texting!

As for Nego, similar setups are in development. Aside from slip lanes, avenues and roads should have those arrow lane markings, as for the dashed line on the intersection, that still has to be developed, although if that were to be visible on the texture, especially preview textures, this would be easier for placing the proper piece, otherwise you have to do it again. The thing is Tarkus is really the core of this project, and already has much on his plate as it is, in addition to RL, so there are some good ideas, but whatever will happen, will just have to be taken the way it is.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on February 10, 2010, 01:14:16 PM
As far as Nego's request goes, it's possible, but it'll be awhile before we get to something like that.  Since the Avenue is losing an outer lane on one side, there are some intersection geometry issues to work out with the opposite side of the intersection. 

Also, since the eventual planned set of TuLEPs is going to require a borderline ridiculously large number of intersection puzzle pieces, in order for the project to remain feasible, it'll be necessary to keep the number of required textures down.  Adding white dashed lines through the intersections, while it may add some measure of realism, is going to take some rather clever implementation to pull off without drowning in extra textures that could be otherwise avoided.

As far as awake_78's request, it looks quite reasonable--it'll still be a little while before we get to that point, however. 

The first release of TuLEPs will actually be quite small, and only consist of a few basic pieces to cover the main bases (i.e. the setups that are possible with the existing RTL and ATL Plugins, maybe a few more).  At this point, I'd like to look at offering a basic "core" set that is bundled with the NAM Core that covers the basic users' needs, and perhaps an "Advanced TuLEPs" package offered separately for those who really want to "pull out the stops", though I still need to figure out the logistics of the TAB Loops necessary (and if that will even be a workable solution). 

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: nerdly_dood on February 11, 2010, 02:04:18 PM
I think Nego's request would be best done for either an avenue x avenue T intersection, or an avenue x avenue x road intersection like this (and yes I know I'm missing some lines and arrows and whatnot, but still you get the idea...)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1006.photobucket.com%2Falbums%2Faf184%2Fdoodofnerdlyness%2Fzomgitsliektehavenooz.jpg&hash=08e0e5b3503f6ab51b19601c1ebdd0668be5c50d)
Usually if there's only one through lane, there's only one lane on the other side to go into, which is why I suggest this setup. If there are two lanes on the other side, there is usually a right-turn lane - sometimes a slip lane, sometimes not - two through lanes, and one or two left-turn lanes.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on February 11, 2010, 03:06:19 PM
This is actually what I had in mind geometry-wise.  This is more what I'm used to seeing at these sorts of intersections--my inspiration can be found here (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=SW+117th+and+Canyon+Rd+Beaverton,+OR&sll=45.463207,-122.81973&sspn=0.114377,0.308647&ie=UTF8&hq=SW+117th+and&hnear=SW+Canyon+Rd,+Beaverton,+OR&ll=45.494095,-122.810033&spn=0.000854,0.002411&t=k&z=19).  The pieces that exist are shown in blue, and the ones that would have to be made are shown in red.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F6084%2Fintersectionmockupdemo0.png&hash=d6d8db07afebdb6ef08ae4caecbea89431dd0b2d)

The "Road Type D" at the right end is compressed/out-of-scale from how it'll probably end up actually looking.  I may end up having to create some other type to really pull that off in limited space, but it'll flare out to 2 tiles just before the intersection for certain.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: j-dub on February 11, 2010, 09:50:24 PM
Omg, this looks like some difficult coding, then pathing, then texturing, but only you could do it. This intersection looks like it would have to be 2x2. The left turn lane, and opposing lane look like they would be on the bottom tile, the main road, the straight lanes appear to be on the top tile, and off the picture, transition back to the road tile off screen. I can also see the transition the other direction where the main road comes in top on the top of that intersection, which looks like more work then mirroring transitions. Either way this is pretty major. Only you could pull it off Alex.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Nego on February 14, 2010, 07:03:08 AM
Very interesting. :)

I also designed an intersection for this slip ramp design below. This may help with the geometric problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FSlip_Ramp_Design2.png%2F120256401%2FSlip_Ramp_Design2.png&hash=e0d3b6d089ef37d22044090e4f951526dfcd4ac6)

It makes use of the already existing avenue left turn intersection included in the June 2009 NAM update and addes the slip ramps. It could also be modified for more or less slip ramps. Here are some traffic flow arrows:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2F_Directional_Arows2.png%2F120256355%2F_Directional_Arows2.png&hash=f88a96d6fd064f642eb3fb188d45c8095f5a5978)

I know that it is very complex and will require some tweaking; plus, changes in the layout are possible, too. I also know that this will definitely not be in the first release, but it is something to look forward to in the future. Anyone who wants to pitch in with the design is welcome to. ;)

Also, Tarkus what puzzle pieces have you currently made so we can pitch-in  with some new, simple designs.


Thanks
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: j-dub on February 15, 2010, 06:58:22 PM
Nego, it looks like you seriously spent some time on those diagrams there, however Alex is more ahead with 4 way avenue TuLEP designs then you may know. There are some safety issues with the math on this intersection though, but you will be pleased to know setups similar to this will be more possible then you think. Alex also has made a bunch of arrow configuration setup avenue pieces so far, but yes I do admit, we still have yet to see the style:

  <-. | ^.->
      ::  | :
ONLY|  :  | ONLY

-made for the avenues.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: ecoba on February 16, 2010, 06:46:12 PM
Some intriguing designs coming along here. Hope to see some more work soon!

Ethan
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: imperialmog on February 20, 2010, 01:59:06 AM
It looks like situations where a road goes from 4 to 2 lanes at an intersection are being done. I figured a T intersection where the lower end and one of the arms are 4 lanes and the other arm is 2 lanes are being planned. I saw this where I went to University, look on Google Earth at 37deg 57'18.70''N 91deg 46'37.39''W. Interesting note is that the Interstate exit just west has the NW exit is now a 5 way roundabout intersection. Also this intersection location has on the same sign directions for an Interstate(44), Interstate business route(bus. 44), US route(63), state route (72),and  secondary state route (E)on the same pole.

Also note the intersection was a 4way until 2005 when the west side was widened and decided to close the road into the university.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: MattyFo on February 20, 2010, 10:23:50 AM
Quote from: imperialmog on February 20, 2010, 01:59:06 AM
...... look on Google Earth at 37deg 57'18.70''N 91deg 46'37.39''W. ......

I would check those coordinates again, I copy and pasted into google earth and it took me a few clicks off the coast of Antarctica. ???  Surely you did not atend University there!! :D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: emgmod on February 20, 2010, 11:00:45 AM
When I googled it, I got the Missouri University of Science and Technology.

The configuration seems like a good idea to me.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: imperialmog on February 20, 2010, 07:53:13 PM
Quote from: emgmod on February 20, 2010, 11:00:45 AM
When I googled it, I got the Missouri University of Science and Technology.

The configuration seems like a good idea to me.

What is interesting is how some of the roads are setup now since the time of the posting. As mentioned there is a roundabout at the one exit. Also there are Auxillary lanes on the interstate from the exit west of the intersection posted to the next exit to the east. The design of the roads was set up to where traffic is urged to make the left going north on 63, then get on 44 east and rejoin 63 on the following exit. This is so they don't have to deal with road widening on the section bypassed and the roundabout was made so they don't have to replace the one bridge yet and due to the intersection geometry. Interesting was the use in the University grounds of the older better resolution pictures as opposed to newer but less clear pictures everywhere else, the cuts between the two are rather amusing going around certain buildings which are part of the university, which actually helped design the road layouts due to having a civil engineering department.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: rstarks on March 04, 2010, 08:21:15 AM
i was wondering, is it possible  for you guys to insert a slip road for left hand turns [ im an american, so  for you other guys thats a right handed turn i guess] that instead of interfacing with traffic, goes  under or over the road onto the opposing streets traffic. I can do this currently with nam elevated pieces and the flup but it looks awkward and clumsy. i suggested this ideal because if would make commute times better [ hypothetically speaking, not having to stop to make left handed turns]. i'll post a picture of what i mean in a few minutes.


[note: the middle lane is the actually slip lane that started two tiles before the picture]
[additional note: i included side ( right ) slip lanes for cosmetic purposes, but in my cities i usually turn right on red [ obeying Michigan traffic laws]

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa110%2Fbombshells1125%2Ftester-Jun8001267731974.png&hash=501132c26a26f1a59308ad0dda00b2b8907f2226)


Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on March 04, 2010, 10:39:48 AM
Quote from: rstarks on March 04, 2010, 08:21:15 AM
i was wondering, is it possible  for you guys to insert a slip road for left hand turns [ im an american, so  for you other guys thats a right handed turn i guess] that instead of interfacing with traffic, goes  under or over the road onto the opposing streets traffic. I can do this currently with nam elevated pieces and the flup but it looks awkward and clumsy.

From looking over your example, I would say that's outside the scope of the this project, at least for the foreseeable future.  It would actually be kind of difficult to do anything less "clumsy" than what you already have.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: rstarks on March 04, 2010, 11:32:13 AM
Quote from: Tarkus on March 04, 2010, 10:39:48 AM
From looking over your example, I would say that's outside the scope of the this project, at least for the foreseeable future.  It would actually be kind of difficult to do anything less "clumsy" than what you already have.

-Alex


aww, i wish it wasnt, oh well . i wish this project the best of luck with creation and releasage.

@tarkus: you always so nice and helpful, and your more user friendly than the current 32 bit windows vista series! i like you. [ in a platonic of course]  :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: j-dub on March 05, 2010, 08:45:09 AM
Using current resources that you have Rstarks, without TuLeps, there is a way to straighten that out somewhat, but its not simple, and involves spilting avenues with the el-rail tool, and drawing 45 degree OWR into the split avenues to make sharper angle turns. It is a little long of a process to take space from this thread to explain how, but a hint, the OWR intersections could stay the same. This looks like it may have not even needed to split up from 3 to 4 tiles wide, but you must have a reason for that, if not, it could be fully straight, without that s-curve, because I have built intersections similar. In the case of MI, I do not see how OWR TuLeps would work here, because I thought MI builds intersections this style to avoid turning lanes. Single tile right turn slip lanes are part of the TuLeps project, and that could eliminate the double right turn lane in your setup. As for one lane underpasses, while possible, that concept is not in the FLUPs development to my knowledge, and is as Alex said out of the TuLeps scope.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: TJ1 on March 26, 2010, 03:10:46 PM
Why has the TuLEP forum been so inactive and without life since march 5th? ()what()
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on March 26, 2010, 03:21:18 PM
Quote from: TJ1 on March 26, 2010, 03:10:46 PM
Why has the TuLEP forum been so inactive and without life since march 5th? ()what()

Because there's been nothing to show since then.  ::)  Given that I'm actively involved in three different large-scale projects, it's almost a virtual certainty that one will go into a lull for a period.  Right now, that's TuLEPs.

Rest assured, when there's something new to report on the TuLEPs end, it'll be here.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on March 30, 2010, 01:43:23 PM
And now there is something to report . . . ::)

Thanks to a little advice on CheckTypes from my good friend and colleague Vince (Blue Lightning), I've now got the Avenue TuLEPs working on the TLA-5 network from the NWM:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F5948%2Ftulep033020101.jpg&hash=9b576f2c05ea3543317b34b7e7f3c839f531a742)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: TJ1 on March 30, 2010, 07:01:23 PM
 very very nice :sunny:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Ryan B. on March 30, 2010, 07:24:54 PM
Winner winner chicken dinner, Alex!  Nicely done!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: strucka on March 31, 2010, 12:35:06 AM
Great to see the final stages of these two networks getting put together in a big expansion pack for the NAM. &apls &apls &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Starmanw402007 on April 01, 2010, 10:01:01 AM
A question about tulep. Would tulep make every intersection a turning line like the Nam or would u be able to choose which intersection can have turning lanes?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: strucka on April 01, 2010, 11:23:14 AM
I think they'll be plopable. But I'm not sure. Can someone that works on the project explain how will this work?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: MandelSoft on April 01, 2010, 11:25:17 AM
They are indeed plopable, so you have full control of the intersection setups  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: MattyFo on April 07, 2010, 11:09:07 AM
Very nice! I like the "wear and tear" in the middle of the intersection!  Any chance of getting a progress report?  10% complete, 50% complete, 99% complete :) ?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on April 07, 2010, 01:59:27 PM
Quote from: MattyFo on April 07, 2010, 11:09:07 AM
Any chance of getting a progress report?  10% complete, 50% complete, 99% complete :) ?

Giving a completion percentage would be kind of like giving a release date, albeit indirectly, as it might lead people to subconsciously extrapolate a possible date/timeline in their minds.  Additionally, the project is fairly readily scaleable, so the percentages could very easily change depending on whether or not we decided to add more/scale back.

Actually, the plan here is (initially) to scale back for the first release.  Just release a few basic pieces, enough to allow the proper construction of the new SPUIs (Single-Point Urban Interchanges) in RHW Version 4.0 SPUIs, and allow NWM users to have turn lanes (as the existing Road Turn Lane Plugin is completely incompatible with the NWM). 

Much of the more "advanced" stuff that's in place actually works fairly well already (you may have seen Blue Lightning's new CJ at ST, Devlin, which uses TuLEPs quite extensively--all the stuff there works as intended), but there are some logistical issues in organizing and labeling them so they make sense to the end user.  A scaled down release will allow the general public to get used to the idea of TuLEPs and perhaps provide some input on how they'd like to see the myriad of future pieces arranged.

Additionally, there are probably some folks who just want a small set, while there are other "power users" who will want a lot of control to customize every intersection's lane control setup to their liking.  My plan right now is to have a "basic set" could accomplish general purpose needs, while an "advanced set" with all the bells and whistles could let the real roadgeeks have at it.  Since the whole thing is puzzle piece-based, we can exercise that sort of control, as the RUL that controls puzzle pieces has the sort of design architecture that can support it.

I hope that makes some sense and answers your question. :)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: kassarc16 on April 07, 2010, 08:49:51 PM
Tarkus, you almost killed me mentioning BL's CJ. I nearly keeled over after seeing those delectable TuLEP and NWM features.

One question about this (http://www.majhost.com/gallery/vz1234512/Devlin/Interchangesection/rotherford_harbour-sep._9__081270315859.png): Can the center config in the shot have the middle lane with both left and right turns?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on April 07, 2010, 09:30:30 PM
Quote from: kassarc16 on April 07, 2010, 08:49:51 PM
One question about this (http://www.majhost.com/gallery/vz1234512/Devlin/Interchangesection/rotherford_harbour-sep._9__081270315859.png): Can the center config in the shot have the middle lane with both left and right turns?

Yes . . . though it'll probably be one of the "advanced" TuLEPs features that is planned for after the initial "basic" release:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F9131%2Ftulep080820092.jpg&hash=93bed5f1a076414e7582d47efd3cbeb070b644b5)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: jdenm8 on April 07, 2010, 09:31:37 PM
Is there any chance of footpath textures in a later version? Or isn't that possible (I read somewhere that it was)?

Not that I'm expecting footpaths. They're like that sugary stuff they write names with on top of cakes. This is the sponge and icing.

I like the idea of an advanced set too. I'll probably download it to get complete control.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on April 07, 2010, 09:34:58 PM
Quote from: jdenm8 on April 07, 2010, 09:31:37 PM
Is there any chance of sidewalk textures in this or a later version? Or isn't that possible (I read somewhere that it was)?

With some clever IID assignment, it's possible to get the Road and OWR-based ones to gain sidewalks when adjacent to zones, much as normal draggable items do.  Avenues have some quirks, however, so it's all-or-nothing on those.  I'm leaning toward putting sidewalks under them, though . . . usually, if a road authority is going to spend time putting in some proper turn lanes on a road that wide, they're going to have some sidewalks in the vicinity of an intersection.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: MattyFo on April 08, 2010, 11:48:09 AM
You answered all my questions and more!  I am sooo excited for this and especially the NWM!

-Matt
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on April 09, 2010, 07:22:47 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg532.imageshack.us%2Fimg532%2F1699%2Ftulep040920102.jpg&hash=d9cfbb0d6689f6dcf03567ca87954f80febeee2d)

Those of you who have been wanting slip lanes all these years . . . your wish will come true. ;)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: canyonjumper on April 09, 2010, 07:54:01 PM
This is my favourite post of the day ;D Excellent work!

         -Jordan :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Nego on April 09, 2010, 09:16:13 PM
 &apls  ;D Woo-hoo!!!!!!! Just made my day!!! ;D &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: jdenm8 on April 09, 2010, 10:08:52 PM
Wow. They look brilliant!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: turtle on April 10, 2010, 03:37:17 AM
Fantastic! What a great project this is.  &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: j-dub on April 10, 2010, 11:00:29 AM
The least I can tell you guys is, the development of those pieces Alex posted in that pic are actually coming along quite well.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Monorail Master on April 10, 2010, 08:08:31 PM
Hmmmmmmm............... I wonder what the traffic lights would be like.
Like an overhanging light pole with a single traffic light pole on the line separating traffic directions for those big, complex intersections? When this come out.......time to make some overhanging traffic light camera props :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Exodia the forbidden one on April 18, 2010, 07:20:40 PM
(\__/)
(='.'=)   HaHa!  ;D
() _ ()


  so...looks like this long operation is almost finished!
(I'll now speak like Loud Howard) WHEN WILL IT COME OUT!!!
I CAN'T WAIT TO DOWNLOAD IT!!!

Loud howard in action: http://www.youtube.com/watch?v=McugOa3JmbQ&feature=watch_response_rev
                                                             (He appears at 6:32)
                               http://www.youtube.com/watch?v=Jb0WAo5qOpc&NR=1
                               http://www.youtube.com/watch?v=wbjlGKLaMFo&feature=related
                                        The other two links are the other parts of the episode
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: j-dub on April 18, 2010, 07:26:52 PM
Loud Howard? The rabbit you drew with text there indicate more of a sam & max sort of reference to me. Tarkus has the answer to when it will come out.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on April 18, 2010, 07:51:36 PM
Quote from: Exodia the forbidden one on April 18, 2010, 07:20:40 PM
(I'll now speak like Loud Howard) WHEN WILL IT COME OUT!!!
I CAN'T WAIT TO DOWNLOAD IT!!!

See FAQ Item #1 (http://sc4devotion.com/forums/index.php?topic=8460.220#post_Q1).  As per the standard for all NAM projects, there is no release date or timeline for release. 

Additionally, I understand you're excited, but please, refrain from using all-caps.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: sitejunction on April 19, 2010, 03:14:47 PM
WOW this project is looking great, when its done say goodbye to congested intersections an hello to realism

Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: strucka on April 20, 2010, 10:33:08 AM
Realism is congested intersections =) :D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: sitejunction on April 21, 2010, 01:39:31 PM
                     ^
                     |
                     |
;D So True, but those were nice pics they put up of the TuLEP pieces, well can't wait.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: jdenm8 on April 21, 2010, 06:14:34 PM
Just a dumb question... Will we have the same set for LHD? I recently converted SC4 to LHD and I reeally don't want to change all my roundabouts again...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on April 21, 2010, 07:35:01 PM
Quote from: jdenm8 on April 21, 2010, 06:14:34 PM
Just a dumb question... Will we have the same set for LHD?

Most definitely.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Nego on April 26, 2010, 01:37:51 PM
This is all very exciting! ;D I can't wait for the advanced version to come out. :) Also can't wait for more development pictures. Nice job! :thumbsup:

Edit: will there be hatching like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2Fhatching.png%2F138448857%2Fhatching.png&hash=1aa9fee03c06b7012a827c6406b15a919cdd0d16)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Ryan B. on April 30, 2010, 06:20:16 AM
There could eventually be crosshatching like that, through a cosmetic mod.

Gives me an idea, now you mention it . . . . ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on May 01, 2010, 12:20:57 AM
Been slowly going through and revamping the Avenue TuLEPs textures . . .

Before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F7716%2Ftulep072220091.jpg&hash=5d274ad3adef76496c6ef092ba67b4e8a52293e8)

After:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F9080%2Ftulep043020102.jpg&hash=227480f5abdfc034673a121d04bd7586b02df4cd)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Ryan B. on May 01, 2010, 07:03:22 AM
The "standard" arrows look much better, Alex! 

Now, then - off to BAT some mast arm lane assignment signs.  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Jack_wilds on May 01, 2010, 03:17:48 PM
Quote from: Tarkus on May 01, 2010, 12:20:57 AM
Been slowly going through and revamping the Avenue TuLEPs textures . . .


...Don't become weary in well doing for you will reap many rewards with a finish work...  ::)  $%Grinno$%

enjoying all the progress, well done... nothing constructive to add; so...

later

Jack
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: jgehrts on May 01, 2010, 05:28:30 PM
Quote from: Ryan B. on May 01, 2010, 07:03:22 AM
The "standard" arrows look much better, Alex! 

Now, then - off to BAT some mast arm lane assignment signs.  ;)

Remember, sharing is caring   ;D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: RickD on May 02, 2010, 02:57:42 PM
The new textures look perfect. I am so excited to use the TuLEPs in my region.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Ryan B. on May 04, 2010, 12:20:14 PM
Quote from: jgehrts on May 01, 2010, 05:28:30 PM
Remember, sharing is caring   ;D

All part of an upcoming cosmetic mod.  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: ShadeSlayer on May 10, 2010, 10:13:46 PM
Ok, so TULEP is great and all, but is there any way to make it so you can fix things that you screw up. For example, you're one piece away from finishing an intersection and that piece happens to be facing the wrong way... You can try to delete the single piece, but then the ENTIRE intersection gets screwed up and you have to redo it.

I just re-did a fairly complicated intersection about 10 times building and connecting TLA-5. It was aggravating, to say the least.

Thanks!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: SHABINDIGO on May 11, 2010, 03:29:56 AM
I downloaded the latest NAM update and everything seems to be okay except at all of my intersections, I have multiple brown boxes.  I wish I could post a picture for you to see, but I don't know how.  Any suggestions?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: MandelSoft on May 11, 2010, 03:43:30 AM
Do you have a stoplight mod installed?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: SHABINDIGO on May 11, 2010, 04:24:33 AM
Man! You all work fast! I was just getting back on to say, after messing around with it, I think I figured out what the problem was. Thanks so much for getting back to me so quickly, though.  I appreciate it. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: jpj_starfleet on May 11, 2010, 09:32:01 AM
Just want to say great job! I can now have turning lanes with my GLR network the only problem is that little bit of white sidewalk at the end of the the turn lane but thats the GLR not the TuLEP's (Don't suppose somebody on the NAM team can make that 4 way GLR Ave intersection with out the center sidewalk bit?  $%Grinno$% )

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Finlinethumb46.webshots.com%2F47789%2F2769783730053958490S600x600Q85.jpg&hash=c971329bc99ccffa0003fc55f5c145257b6d0e6f) (http://entertainment.webshots.com/photo/2769783730053958490xRRKDq)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Haljackey on May 11, 2010, 10:10:59 AM
Quote from: ShadeSlayer on May 10, 2010, 10:13:46 PM
Ok, so TULEP is great and all, but is there any way to make it so you can fix things that you screw up. For example, you're one piece away from finishing an intersection and that piece happens to be facing the wrong way... You can try to delete the single piece, but then the ENTIRE intersection gets screwed up and you have to redo it.

I just re-did a fairly complicated intersection about 10 times building and connecting TLA-5. It was aggravating, to say the least.

Quote from: jpj_starfleet on May 11, 2010, 09:32:01 AM
Don't suppose somebody on the NAM team can make that 4 way GLR Ave intersection with out the center sidewalk bit?

Well just keep in mind this is the first release of the TuLEPs, so there's bound to be some issues with it. Things will get fixed and added in future releases.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: xsysiek on May 11, 2010, 01:44:57 PM
Are there any european textures?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Girafe on May 11, 2010, 01:48:27 PM
Quote from: xsysiek on May 11, 2010, 01:44:57 PM
Are there any european textures?

I think not for time for Tulep, you had to wait surely in few weeks or months

for time there is just partially textures for RHW , check on simtropolis there is an update of last Euro textures of Mrtnrln there (http://www.simtropolis.com/stex/details.cfm?id=23835)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: rjaap on May 11, 2010, 05:22:52 PM
This is really a great addition to the game! Excellent!

I have got a question about a piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F6761%2Fclipboard03oc.jpg&hash=3a06d8a9c212e97a729fe2e7dbb64e2086ea0fe0)

In the center piece, the crossing, there seems to be a path for the cars leading nowhere. The path just stops in the middle of the crossing.
Also there is a path that starts in the middle of the cross but it has no path connecting to it.

Is this normal or should all the paths be connected?



Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: deathtopumpkins on May 11, 2010, 07:06:17 PM
That is likely just a result of the top tile of the piece being identical to the one in the four-way intersection, as the paths would reflect that, but all the necessary paths for the T-intersection do appear to be connected.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: j-dub on May 11, 2010, 09:24:30 PM
I see the sidewalk in between the slip lane, and the main road there. I thought there was a piece to connect the two slip lanes on each side, sadly, this is not that piece, and thus, your disconnected.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: doorknob60 on May 11, 2010, 09:47:53 PM
I know I'm getting ahead of what's just an initial release, but I'd really like to finish this interchange (it's obvious what's needed :P). Maybe sometime... :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2z8n3o5_th.png&hash=f362d14c74e68766be900155748481ec63d26730) (http://i44.tinypic.com/2z8n3o5.png)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: j-dub on May 11, 2010, 09:55:44 PM
For now, your just going to have to pretend your RHW goes under there by using OneWay FLUPs pieces at that avenue where the RHW-4 ends. No, it won't have traffic connection under the TuLEP's avenue, but visually something will be there.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Haljackey on May 11, 2010, 10:19:41 PM
...Or you could curve your RHW's to the side and dig a pair of OWR tunnels. That would establish a working connection.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: jgehrts on May 12, 2010, 12:31:06 PM
Lots of cool stuff with the TuLEPs - really like what's in there.  It can be a bit foreboding to use though - has anybody gotten a jump on a tutorial or the like that explains the puzzle pieces and such in more detail?  I couldn't find an FAQ on the TuLEPs specifically in the NAM plugin folder.  Thanks folks!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: doorknob60 on May 12, 2010, 02:18:04 PM
Quote from: Haljackey on May 11, 2010, 10:19:41 PM
...Or you could curve your RHW's to the side and dig a pair of OWR tunnels. That would establish a working connection.
Yeah, that's what I'm gonna do (either that or get rid of the Tuleps in there and just use regular RHW overpasses), but I was joint pointing it out as a feature request for the next release (is it too early for that? :P)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: rjaap on May 12, 2010, 02:46:37 PM
Quote from: deathtopumpkins on May 11, 2010, 07:06:17 PM
That is likely just a result of the top tile of the piece being identical to the one in the four-way intersection, as the paths would reflect that, but all the necessary paths for the T-intersection do appear to be connected.

Thanks! I was just wondering.

Quote from: j-dub on May 11, 2010, 09:24:30 PM
I see the sidewalk in between the slip lane, and the main road there. I thought there was a piece to connect the two slip lanes on each side, sadly, this is not that piece, and thus, your disconnected.

Yeah I know, I used the wrong piece for that. Thanks for noticing.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: starfinder9659 on May 12, 2010, 05:16:00 PM
the question is that on the tulep, there is white pavement on the plopped tulep puzzle piece, even though you might have a sidewalk mod installed, is there a way so that the tuleps puzzle pieces will match the sidewalk mod I have installed?

thanks
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Andreas on May 12, 2010, 05:31:32 PM
Well, those sidewalk mods have to be updated to include the new TuLEP textures.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: starfinder9659 on May 12, 2010, 06:35:03 PM
but I noticed In alex's pics hers - http://img200.imageshack.us/img200/4830/tulep101320091.jpg   and his sidewalk (the same one that I have) texture covers the tuleps? 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: starfinder9659 on May 12, 2010, 06:37:15 PM
and plus I cant find this piece here - http://img194.imageshack.us/img194/9983/tulep081720091.jpg   in the tuleps set, is it in the set?

I also cant find this - http://img513.imageshack.us/img513/2179/tulep081320091.jpg  and this - http://img194.imageshack.us/img194/1309/nwmintersection1.png  in the NWM or TULEP
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Cosmic on May 12, 2010, 06:58:11 PM
Those pieces probably just aren't implemented yet. This is only the first release, after all.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: deathtopumpkins on May 12, 2010, 07:05:33 PM
When the TuLEPs set was initially constructed it matched Alex's sidewalk textures he used (as seen in those pics). Before release they changed to use the default maxis textures.

And most of those pieces should be released gradually in the next few releases as new types of intersection setups are finished.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: starfinder9659 on May 12, 2010, 07:13:50 PM
will that be soon do you think? (the sidewalk textures)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: deathtopumpkins on May 12, 2010, 07:21:02 PM
As Andreas stated, the creator of the sidewalk texture mod must update it to include the TuLEPs textures.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on May 12, 2010, 07:49:00 PM
Quote from: starfinder9659 on May 12, 2010, 06:35:03 PM
but I noticed In alex's pics hers - http://img200.imageshack.us/img200/4830/tulep101320091.jpg   and his sidewalk (the same one that I have) texture covers the tuleps? 

That was an earlier experiment I was doing with the application of sidewalk textures.  I decided to change them before the final release, though, as that method had some artifacting issues.

Quote from: starfinder9659 on May 12, 2010, 06:37:15 PM
and plus I cant find this piece here - http://img194.imageshack.us/img194/9983/tulep081720091.jpg   in the tuleps set, is it in the set?

I also cant find this - http://img513.imageshack.us/img513/2179/tulep081320091.jpg  and this - http://img194.imageshack.us/img194/1309/nwmintersection1.png  in the NWM or TULEP

The first TuLEPs ones are planned for eventual inclusion.  The "Type C" Road TuLEPs are planned for inclusion in the first set of "Advanced TuLEPs".  The elevated ones are going to be on hold until a revamp of the Elevated Road/OWR/Avenue models is completed.  And that last image of an "AVE-6" is a fake "what if?" pic someone not involved with the project posted awhile back.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: metarvo on May 13, 2010, 01:29:13 PM
The TuLEPs release truly has my number.  &hlp  I am pleased to actually be able to build real slip lanes now.  Keep up the good work!

&apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: starfinder9659 on May 13, 2010, 03:26:48 PM
is this TuLEP going to be in the next release/update?   http://img200.imageshack.us/img200/4830/tulep101320091.jpg
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: itsacoaster on May 13, 2010, 04:08:35 PM
Is the MAVE-6 compatible with any of the current TuLEPs?  I'm having trouble getting one to work.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on May 13, 2010, 05:19:23 PM
Quote from: starfinder9659 on May 13, 2010, 03:26:48 PM
is this TuLEP going to be in the next release/update?   http://img200.imageshack.us/img200/4830/tulep101320091.jpg

It will likely be in the first "Advanced" TuLEPs set release.

Quote from: itsacoaster
Is the MAVE-6 compatible with any of the current TuLEPs?  I'm having trouble getting one to work.

There are no TuLEPs for the MAVEs yet.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: sitejunction on May 14, 2010, 06:40:02 PM
How about a Tulep puzzle piece for MAVE-6 with 2 left turn lanes and a slip lane. Is that a good idea?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Haljackey on May 14, 2010, 06:48:13 PM
Quote from: sitejunction on May 14, 2010, 06:40:02 PM
How about a Tulep puzzle piece for MAVE-6 with 2 left turn lanes and a slip lane. Is that a good idea?

The MAVE-6 just barely fits into two tiles. I don't think you can squeeze two additional left turn lanes in there with a sidewalk, let alone one.

Perhaps wider networks in development could use this ability, such as the TLA-7, which is three tiles wide.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: CityMaster563 on May 14, 2010, 08:23:59 PM
Quote from: Tarkus on May 12, 2010, 07:49:00 PM
And that last image of an "AVE-6" is a fake "what if?" pic someone not involved with the project posted awhile back.

-Alex
Yes, that's my photoshopped image of the Ave 6 turning lanes. Will there be turning lanes with the AVE 6?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on May 14, 2010, 08:45:38 PM
I think the main type of TULEPs you'll see on the MAVE-6 involves the outermost lane forming a right turn lane (in RHD mode).  You'll most likely need to upgrade to some sort of 3-tile setup (when they become available) if you want left turn lanes, unless you're giving up a lane on the other side of the road. 

Quote from: CityMaster563 on May 14, 2010, 08:23:59 PM
Yes, that's my photoshopped image of the Ave 6 turning lanes. Will there be turning lanes with the AVE 6?

The AVE-6 will basically be set up kind of like the TLA-5 is in the current NWM, using TuLEPs for proper turn lanes. 

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on May 15, 2010, 02:20:49 PM
This is really great, and has made the game a lot more fun today.  And I was wondering if there are plans for a single puzzle piece for U-turns with turn lanes in a regular divided avenue, like this (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Holiday+Inn+Express+near+Tampa,+FL&sll=27.003276,-82.378302&sspn=0.002225,0.002867&gl=us&ie=UTF8&hq=Holiday+Inn+Express&hnear=Tampa,+FL&ll=28.032623,-82.42871&spn=0.001072,0.001434&t=k&z=20).  I mean, one can already make the turn lanes, but one more piece is needed to add in the crossover at the turn lane's end.  But anyway, thanks for the great project. :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 16, 2010, 10:15:51 AM
What you have pictured looks like turning lanes into driveways that become shared for a little bit, because theres those spots with the dashed yellow lines on each side of the middle lane after the turn lane ends, thats actually a similar set up to the NWM, except without the solid yellow lines. As for those only being U-turn lanes, they do not make that clear exactly. Example is where Major Blvd ends in Orlando by the Hard Rock hotel, they have left turn lanes on each side of the T, its evident they initially wanted to make this a four way intersection, as theres signals heads on each side, but when you try to make a left going toward the Hard Rock Hotel, you will end up in the lake without the plants being there. All you can do is make a U-Turn there around the median, but its pretty misleading that the left turn arrow is still on that pavement, since you can't see around the median before hand. But there are plenty of turn lanes across the US that after you cross the median, you will just hit a curb. In other circumstances there will be sign indicating you can just make a U-Turn there.

Also, what you have pictured is ahead of time for SC4 as of this moment, as thats more of a TLA-7 network. What I don't get in my state is if you have that amount of lanes, they put stupid left on green arrow only signals at those intersections, but no, they don't have that all the time at certain traffic lights in Florida. Anyway, if you want a very similar setup to what you showed us on Google maps, you can do TLA-5 in between avenue TuLEP's instead of doing a intersection. No, the TuLEP's may not have cement texture options right now, (think the initial NAM avenue turn lane texture) but its pretty close. Otherwise the NWM transition pieces can be used to convert TLA-5 to avenues, but you will not have the arrows.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on May 16, 2010, 04:50:16 PM
Thanks j-dub; I didn't know there was a way to do that already.  I'm just not sure what I did will work right, though.  I put a single TLA-5 neighbor connector puzzle piece in between an avenue TuLEP and a TLA-5 to AVE-4 transition, since the neighbor connection piece was the only way I could find to make one tile of TLA-5.  It looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2F6v2f3rvi3ak2iykby4r.png&hash=d91a4ffa7a6adae1e90e0b9b3fe5f91c292f7495)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: sitejunction on May 21, 2010, 02:48:02 PM
Quote from: Haljackey on May 14, 2010, 06:48:13 PM
The MAVE-6 just barely fits into two tiles. I don't think you can squeeze two additional left turn lanes in there with a sidewalk, let alone one.

Perhaps wider networks in development could use this ability, such as the TLA-7, which is three tiles wide.

OK i got you. Just another suggestion
What about something like this or something similar to this
http://img704.imageshack.us/i/asymetrialtintturnlane.jpg/ (http://img704.imageshack.us/i/asymetrialtintturnlane.jpg/)

Title: Re: TuLEP (Turning Lane Extension Pieces) - Development
Post by: Tarkus on May 22, 2010, 03:35:54 PM
Quote from: sitejunction on May 21, 2010, 02:48:02 PM
OK i got you. Just another suggestion
What about something like this or something similar to this
http://img704.imageshack.us/i/asymetrialtintturnlane.jpg/ (http://img704.imageshack.us/i/asymetrialtintturnlane.jpg/)

The intersection geometry there would be a bit tricky.  It'd require a rather specialized transition piece on the north end that I don't think would be of much use outside of that particular case, which makes it a rather unlikely candidate for future addition.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on May 23, 2010, 03:16:16 AM
is a piece to patch this little gap of mine in development to something like ARD3?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F4548%2Fsstraight19mar475127458.png&hash=2b6b1e6320e65df42fd7ac04018ae33930f22a83)
I just can't configure this intersection any better.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 23, 2010, 05:16:05 AM
I believe that would be a job for advanced TuLEPs...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on May 23, 2010, 03:05:48 PM
I'd say even just basic avenue would work, though arrows would be nice.

By the way, is that a T21 replacement for the road pole traffic lights?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on May 23, 2010, 05:10:27 PM
Ah, yes. They are. That HD one is on the STEX (They're RHD and in some freak occurrences with a patch, LHD) and the LHD mirroring patch (So the lights are on the left) I saw it on a sig here and it's attached to a thread in here somewhere. It doesn't work on NWM and TuLEPs though (It's old).

EDIT: the patch link was in j-dub's sig. http://sc4devotion.com/forums/index.php?topic=5161.0
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on June 04, 2010, 07:49:16 PM
jdenm8, I used a workaround using the Avenue road intersection. It looks a little better and allows cars to use the third lane to the left in the intersection. You can try it out if you want. I'd also like to say that from what I can see, your city looks really nice. I think I'm going to start to read your CJ. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FPicture_60.JPG%2F147098295%2FPicture_60.JPG&hash=5fba745fa7252fc61d7903ca3afba52130c31342)

:)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on June 04, 2010, 09:02:55 PM
Hey wait a minute theres only one lane to turn on despite the double arrow indication ahhhhhhhhhh! (crash) The funny thing is though, the double turn lanes to one lane does exist, because I have to live in a city with that on more then one occasion, anyway I think a fair compromise would be instead of having the turn lanes each side of that TuLEP, have TLA-3 there across each, that way you still have pathed access to turn left onto the avenue from the road and while the middle lane is shared, the right turn lane in between would at least look like there is something to turn onto, thats how double turn lanes into single lanes work in my city, after you cross, the other lane was designed so you can turn into the nearby driveway after you turn past the intersection, but in most cases its a grudge match where traffic ends up clogging the intersection because they have to merge down. The last option is ASR but lane direction will need to be selected and altered.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: itsacoaster on June 04, 2010, 09:16:58 PM
Hi everyone,

Would anyone happen to know why the routes are as shown, instead of in the left turn lane?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Flucydotd.com%2Frhw%2Ftulep-1.png&hash=983d5afe01462d57572438e9e696efbc5d5d34d9)

As you can see, the paths appear good.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Flucydotd.com%2Frhw%2Ftulep-2.png&hash=1351ddae8b75fadbe4ba3d621e02a16b5886098d)

Any help would be appreciated!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on June 04, 2010, 09:22:39 PM
This has been brought up before, and I think it was a pathing related issue. I don't know if this has been patched and administered though. In this case though, it almost looks like traffic, including pedestrian traffic goes in and out of those buildings before continuing their trips.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 05, 2010, 12:53:33 PM
Quote from: j-dub on June 04, 2010, 09:22:39 PM
This has been brought up before, and I think it was a pathing related issue. I don't know if this has been patched and administered though.

It was actually fixed right before the release.  I'm using that intersection piece in one of my own cities without issue.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: itsacoaster on June 06, 2010, 11:09:58 AM
I just wanted to add... my above TuLEP problem seems to occur in one of my cities, but not another.  I will need to do more testing, though, to make sure.
Title: Re: TuLEP Avenue Type A/Dual Slip Lane connectivity
Post by: itfitzme on June 14, 2010, 06:22:41 PM
What network will appropriately interface with the "Avenue Type A/Dual Slip Lane" slip lane?

I have been successful in using the "Avenue Type A/Dual Slip Lane" when the two exit/entrance "ramps" are within one tile of each other, that is right up at the corner of two intersecting avenues.  It seems that the single added filler piece works well.

()what() I have been unsuccessful when the two perpendicular pieces are a distance from each other.  Specifically, I have two avenues with one overpassing the other.  I would like to connect the two with bypasses at each quadrant, especially one way connections.  The "Avenue Type A/Dual Slip Lane" seems the best but I am unable to connect them.  I have attempted both the OWR-1 and the MIS.  Neither seem to be happening.

:'( I have been unsuccessful in finding any "how to" or other clue in the available forums and documentation.

---------
&Thk/( A separate NWM issue came up when attempting to connect separated slip lane pieces.    The OWR-1 diagonal starter piece appears to drag in the direction opposite to the arrow.  This seems quite opposite of the other one way starter pieces.  What's up with that?

-------------------

&apls The entire Network Addon Mod series, from the core NAM to the NWM and everything inbetween, is a nice piece of work.

Thanks.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on June 14, 2010, 09:44:59 PM
The slip lane set, while useful, can only be used with the slip lane filler piece. OWR-1 and MIS will not interface with them.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on June 26, 2010, 09:50:24 AM
I grew tired of there only being US textures, so I made Euro textures for a few selected TuLEP pieces. I'll probably do the rest during the summer.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FNWM_euro_batch1.jpg&hash=b812769c0ad7b4c70e99ad387ebb012ed4d0bacd)

- riiga
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Andreas on June 26, 2010, 10:21:57 AM
Nice! :) Any chance that you could use the same arrow that is already available in the road turning lanes plugin? It would be nice if I could include them into the Euro Road Textures Mod (with proper credits of course), since I don't see a chance to make new textures anytime soon myself.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: io_bg on June 26, 2010, 10:24:13 AM
Looks great, riiga!
By the way, I've a question - is it possible to have sidewalks on slip lanes when there's development next to them? The grass would look dull in the middle of a city for example.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on June 26, 2010, 10:38:21 AM
I got a simmilar mod on my harddrive:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F3483%2Ftulep04.jpg&hash=63f1f60ea551ae12f3f6519fe00a8608edbecba3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F487%2Ftulep02.jpg&hash=16fb9bd7a463f17365677bee7442f817858cdd93)

The major difference that I use blockmarkings instead of a solid line, so traffic is allowed to change lanes.

Also, if anyone is interested, I also have AVE-2 textures without a yellow median line:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F7198%2Fguilliano13aug135127427.png&hash=4473e02ef3e350b72043355cf3c0e93ffdcc563d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F2723%2Fguilliano22sep135127427.png&hash=eb44638ef611d34d6dcfc41e62d184a77d6b4be6)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on June 26, 2010, 11:11:41 AM
QuoteThe major difference that I use blockmarkings instead of a solid line, so traffic is allowed to change lanes.
In the US, the reason for the solid white line was intended for people not to pass, but people do some times change lanes at the last possible minute to turn, and that causes some serious aggravation.
As for your AVE-2 textures, I think we already know those will be in high demand for Europe.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on June 26, 2010, 11:22:52 AM
Well, since Maarten appearently already have done a lot more of the textures, and I was going for almost the same look, I think I'll probably colloborate with him, instead of doing another set. Since no-one had shown any sign previously, I thought I was the first one to do it, but nevertheless, there will hopefully be a Euro texture set released in the near future.

- riiga
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: gn_leugim on June 29, 2010, 11:30:36 AM
Lovely euro textures &apls only one advice, is the dashed lines are to keep, can you make them a lil more thiner? like they are are a bit thick, looks like some one lost white bricks on the way to the construction site ^^
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on June 29, 2010, 03:01:38 PM
I am now working together with Maarten (mrtnrln) on Euro textures for the NWM and TuLEPs. As of now, we've completed the AVE-2, TuLEPs and the ARD-3. For the TLA-3 and TLA-5 which does not exist in Europe to my knowledge, Maarten had some ideas. Regarding the width of the markings on the TuLEPs, I also think that they are a bit too wide, and I will discuss that with Maarten.

Preview of the ARD-3, which I Euro-textured:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fard-3_euro.jpg&hash=0c9abe67cc741529d2bd097d268c14ccea1e429b) (http://i705.photobucket.com/albums/ww55/anonymson/ard-3_euro.jpg)
(click for full resolution)

- riiga
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: io_bg on June 29, 2010, 03:27:01 PM
That looks great! :thumbsup: I'm pretty curious what are your ideas for the TLAs ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Andreas on June 29, 2010, 03:58:34 PM
Really nice work so far! :) The textures for the puzzle pieces will need some brightness correction, and they look somewhat pixelated in farther zooms, but at the moment, I'm not sure if that is true for the US textures as well. As for the TLAs, I agree that something like that doesn't exist here, but maybe - to keep it simple - you could just replace the yellow markings with white ones.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 29, 2010, 04:59:17 PM
Regarding the brightness correction . . . the textures ending in A-E with that share the first seven digits of the IID with the orthogonal and diagonal textures are used on the puzzle pieces (i.e. 0x51000000-4 is the orthogonal TLA-3, 0x5100000A-E is the puzzle darkened version).  Correct those, and things should be good.  I figured out some decent settings for darkening NWM and TuLEPs textures awhile back.  I've attached a "mask" texture here in PNG format . . . just paste this over top of the texture you want to darken as a separate layer, and set it to Overlay mode.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: superhands on June 29, 2010, 07:22:33 PM
looking nice :thumbsup:

Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Red Lightning on July 05, 2010, 03:16:45 AM
riiga, are you ever going to make a complete set of euro textures and release them?  :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on July 05, 2010, 04:38:13 AM
Quote from: io_bg on June 29, 2010, 03:27:01 PM
That looks great! :thumbsup: I'm pretty curious what are your ideas for the TLAs ;)
I'm not sure exactly what Maarten had in mind, so you're better off asking him.

Quote from: Red Lightning on July 05, 2010, 03:16:45 AM
riiga, are you ever going to make a complete set of euro textures and release them?  :)
If you read what I've written previously, the anwser is yes. "Good things come to those who wait..." as the saying goes.

As for the brightness correction, this is what I got when I used the png supplied by Tarkus:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fard-3_euro_fixed.jpg&hash=1b6fddf0a051d1180ee64bcbce5f13fd5f5b7aa7)

Much better now, don't you think?

- riiga
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Fresh Prince of SC4D on July 05, 2010, 08:08:33 AM
mrtnrln please tell me that this traffic signal mod will be separate to your original; I would like to use both the french for (my road and avenues) and dutch traffic signal( for TLAs) in my region. Will this be possible with this next mod?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on July 05, 2010, 09:05:42 AM
It should be possible. I may take this in consideration.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: gn_leugim on July 07, 2010, 04:46:17 AM
Yes!! Much better :D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Robstar on July 08, 2010, 09:28:09 PM
It's been a while since I've posted here, but I have a question concerning the NWM.  I've searched through all sixteen pages of this thread, but I can't find a tutorial on how to create the nice looking intersection in the pic at the top of this page.  I have the latest NAM, the NWM, and the TuLEP pieces.  I've tried creating the intersection in a test city, but it's not working.  Is there a tutorial out there, or am I looking in the wrong place?  Thanks.

BTW, I offer my congrats to all the modders out there.  This game would not be the same without you. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on July 10, 2010, 01:23:15 AM
@ Robstar,
Have a go at just playing with the TuLEP pieces. You'll get it soon enough.

I have another bug to report. I was UDIing through one of my newly made intersections to have UDI suddenly end. I checked the paths to find this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FFlatwood%2Fdarylmaple-14_jun.__1591278655521.jpg&hash=0646b521e4eb8650a62d6caa29db75324a82b8b5)

I was turning to the right from the bottom of the picture, but the paths are identical from the top turning to the left of picture.
It appears that the paths from the turning lane move into the right tile, but the paths in the intersection come from the left tile. This is the correct lane configuration for this intersection.
I can't determine if this affects actual traffic flow (It's not exactly a well-used intersection), but it did kill UDI and I think that's usually a pretty good indication.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on July 10, 2010, 05:40:58 AM
Interesting, looks like we didn't fix the LHD version of this intersection (we had fixed it right before release, but apparently only for RHD). A patch should be made soon.

Also, the left side needs B1 pieces as well.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: sitejunction on July 11, 2010, 12:50:45 PM
Just a Quickie, I've seen Roads that Gain/Lose a Lane after the intersection. Will there be any of those?  Also how about some Mave-4 Turn Lanes, I think you might be able to use the Avenue Tuleps with MAVE-4 You would just need a puzzle piece to connect the Mave-4 to it.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on July 11, 2010, 01:06:06 PM
Quote from: sitejunction on July 11, 2010, 12:50:45 PM
Just a Quickie, I've seen Roads that Gain/Lose a Lane after the intersection. Will there be any of those?  Also how about some Mave-4 Turn Lanes, I think you might be able to use the Avenue Tuleps with MAVE-4 You would just need a puzzle piece to connect the Mave-4 to it.

Pieces I've dubbed "intersections-as-transitions" which will connect multiple networks are on the drawing board for future inclusion in the Advanced TuLEP system. 

As far as MAVE-4 turn lanes, there already are connector pieces that allow for connection to the Avenue TuLEPs.  Try using either the MAVE-4-to-TLA-5 or MAVE-4-to-AVE-4 transition in the NWM.

-Alex

Edit: And as of about 3 minutes ago, I've fixed the LHD issue jdenm8 reported.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: txrailcat74 on July 14, 2010, 03:49:41 PM
I really love all of the NAM designs. Was wondering if an intersection like this one is planned? A 5-sided intersection.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq109%2FRDLeav%2F5wayintersection.jpg&hash=4a6e41bb071264bd54f04c01572f98d3dbd2cc56)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on July 14, 2010, 04:07:06 PM
Quote from: txrailcat74 on July 14, 2010, 03:49:41 PM
I really love all of the NAM designs. Was wondering if an intersection like this one is planned? A 5-sided intersection.

An interesting idea, I must say.  I'd say it could be feasible in some future Advanced TuLEPs release.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jgehrts on July 14, 2010, 09:21:58 PM
There's also a five-way intersection in Dubuque, Iowa.  It's... interesting.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on July 15, 2010, 08:58:32 AM
What I find interesting near Dubuque, is that intersection with the at least 16 traffic lights on just the one diagonal overhanging pole. Can't remember if thats from the 5 way though, maybe not. My state has numerous avenue intersections, 5 and up. Sometimes they will use a traffic circle past the point, other times they use traffic lights, but the wait time for those intersections are a lot longer, and back up in no time.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jgehrts on July 15, 2010, 01:42:41 PM
Quote from: j-dub on July 15, 2010, 08:58:32 AM
What I find interesting near Dubuque, is that intersection with the at least 16 traffic lights on just the one diagonal overhanging pole. Can't remember if thats from the 5 way though, maybe not. My state has numerous avenue intersections, 5 and up. Sometimes they will use a traffic circle past the point, other times they use traffic lights, but the wait time for those intersections are a lot longer, and back up in no time.

I believe you're thinking of the US 20/Locust St. Connector.  The Connector allows traffic from US 52/61/151 to exit the highway and meet directly with US 20.  There's plans for an interchange there some day, but it all hinges on building a new bridge across the Mississippi... but Illinois is too broke for that sort of thing.

But I digress.  Here is said intersection:  http://goo.gl/maps/orQe  I don't think anybody wants to TuLEP-ize that one.  :)

(And here's that 5-way in Dubuque:  http://goo.gl/maps/2W7q)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on July 15, 2010, 02:33:16 PM
Hello, I've a few suggestions for a future release of Tuleps,NAM and NWM I hope you'll consider making such pieces
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F2415%2Fonewayl.jpg&hash=f535a95b7227b7bef3e65571098fd3812fbdb948)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F7205%2Fkrustovishte.jpg&hash=f4e62aaa9a678e756b97a5072383410d16b10087)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F3633%2Fcrossxx.jpg&hash=fef3ef535ad41150a4f3873f2bcbc900617f3959)
I'd also like to see some kind of avenues with 3 or 4 lanes with a median in the middle which can be even 3 or 4 tiles wide. I've also another idea - what about 3 or 4 lane roundabouts?
&idea &idea &idea &idea &idea &idea &idea &idea &idea &idea
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: strucka on July 15, 2010, 02:52:21 PM
I really like your ideas, especially those with multilane roundabouts.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on July 15, 2010, 03:01:43 PM
Quote from: jgehrts on July 15, 2010, 01:42:41 PM
Here is said intersection:  http://goo.gl/maps/orQe  I don't think anybody wants to TuLEP-ize that one.  :)

Actually, that one doesn't look too bad.  It's just a 4-way . . . looks like some triple-tile NWM stuff may need to be in place, though. 

We've got some doozies of 5-ways and 6-ways here in Oregon.  Anywhere along Sandy Blvd in Portland . . . and several interchanges with I-105 in Eugene.

Quote from: ivo_su on July 15, 2010, 02:33:16 PM
Hello, I've a few suggestions for a future release of Tuleps,NAM and NWM I hope you'll consider making such pieces

Not bad, though some of the lane drops don't really work well from a traffic engineering/intersection geometry perspective (particularly the first and third ones), so they'd probably end up looking a bit different than what you have.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on July 15, 2010, 03:08:03 PM
I'd also like to see a roundabout with 6 or even 8 street crossings not only 5 as it is now
:satisfied: %confuso :satisfied: %confuso
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Pat on July 15, 2010, 03:52:08 PM
Hey there jgehrts thats Juilen Dubque Bridge intersection off of US 20, i know that area all soo well ;-) My best friend lives in Galena
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Twinsfan14 on July 16, 2010, 12:22:23 PM
Will there be pieces such as these?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi826.photobucket.com%2Falbums%2Fzz188%2FMntwinsfan14%2Fstuff.jpg&hash=3b9e935d163c1f952feeb22310b9d41dd5f26302)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi826.photobucket.com%2Falbums%2Fzz188%2FMntwinsfan14%2Fsliplane.jpg&hash=0f059da115cac40965bb070ad7a320faaea40097)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on July 16, 2010, 01:16:08 PM
I have seen setups like that in RL. I have one edited similar to that below.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on July 16, 2010, 10:49:00 PM
Quote from: j-dub on July 15, 2010, 08:58:32 AM
What I find interesting near Dubuque, is that intersection with the at least 16 traffic lights on just the one diagonal overhanging pole. Can't remember if thats from the 5 way though, maybe not.

We used to have one of those near here in downtown Beaverton, OR.  In the early 80's they connected the ends of two street level state highways across an existing railroad crossing.  The rails run right through the middle of the intersection, so there are four gates and there was a single gigantic beam that all the traffic lights hung from.

It was taken out a year and a half ago  and replaced with four traditional mast arms because it was in the way of a new spur for the commuter rail line they built.  Ironically only yards away from the second railroad track that was torn out in the 80's so they could build the intersection in the first place.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on July 17, 2010, 12:07:41 AM
Quote from: jondor on July 16, 2010, 10:49:00 PM
We used to have one of those near here in downtown Beaverton, OR.  In the early 80's they connected the ends of two street level state highways across an existing railroad crossing.  The rails run right through the middle of the intersection, so there are four gates and there was a single gigantic beam that all the traffic lights hung from.

Yeah, Beaverton-Hillsdale/Farmington (OR-10) and Lombard . . . haven't been through there since they put in the commuter rail, though.  Kind of a bummer that's gone, though they did actually put one in Tigard at Walnut and Tiedeman/Fonner (http://maps.google.com/maps?q=Walnut+and+Tiedeman&oe=utf-8&client=firefox-a&ie=UTF8&hl=en&hq=Walnut+and+Tiedeman&hnear=&ll=45.430232,-122.786808&spn=0.006566,0.021136&z=16&layer=c&cbll=45.430418,-122.787019&panoid=SHtD4mov2ikBNjiCCsK2Mw&cbp=12,142.52,,0,0.52) not too long ago . . . that'd be an interesting intersection to TuLEPify . . . ::) 

Twinsfan14, to answer your question, the MAVEs will eventually be getting slip lanes, though I'm unsure how how the intersection geometry will really work out on the intersection part.  I'll put it under consideration and see if I can engineer a feasible design.

-Alex

Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on July 19, 2010, 07:54:05 AM
Quote from: Tarkus on July 15, 2010, 03:01:43 PM
Actually, that one doesn't look too bad.  It's just a 4-way . . . looks like some triple-tile NWM stuff may need to be in place, though. 

We've got some doozies of 5-ways and 6-ways here in Oregon.  Anywhere along Sandy Blvd in Portland . . . and several interchanges with I-105 in Eugene.

Not bad, though some of the lane drops don't really work well from a traffic engineering/intersection geometry perspective (particularly the first and third ones), so they'd probably end up looking a bit different than what you have.

-Alex
Well hopefully in the next rilaiz to turn most of my proposals on the ring junctions and streets and Avenues and mostly turns left and right
if I can help in any way your team will be a pleasure for
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on July 20, 2010, 12:34:26 AM
For the next update, I would like to propose the following piece if it isn't already on the drawing board:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fturn4.png&hash=71aea93b002d7d38818e39c980d1aaacb128341d) (http://www.thedwarfers.net/otherstuff/random/turn4.png)

Edited from the TLA-3 transition piece and (hopefully) suitable for resizing and fshing. (ie: It's yours to use if you so desire ;D)

Just another little hint of realism, because sometimes there just isn't enough space between those intersections.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on July 20, 2010, 03:01:04 PM
You know though, seeing something like that again for avenues would be nice too, but I think the concept works for a fairly basic setup.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on July 20, 2010, 10:34:07 PM
Ah Jondor... Many a time I have needed a piece like that...

I hope the NAM team considers it for inclusion.

EDIT: I've just made a mod to fix an annoying little LHD issue with the TuLEP. I have yet to test it, but it should repair the texture mirroring issue on the Road T-Intersection. In other words, the texture remained as the RHD texture, not an LHD texture.

EDIT II: I've tested it in SC4 and it works. If the NAM team would like it, I will be more than happy to provide this tiny fix.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on July 20, 2010, 11:13:55 PM
Quote from: jondor on July 20, 2010, 12:34:26 AM
For the next update, I would like to propose the following piece if it isn't already on the drawing board:

Edited from the TLA-3 transition piece and (hopefully) suitable for resizing and fshing. (ie: It's yours to use if you so desire ;D)

Just another little hint of realism, because sometimes there just isn't enough space between those intersections.

Thanks, jondor!  It looks great, is of the proper dimensions, and I think it would make an excellent addition to a future TuLEPs release.   :thumbsup:

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on August 02, 2010, 12:21:33 PM
I am unsure if this has been asked about before (I searched for "TuLEP crossover" and didn't find anything relevant), but I have a suggestion for future TuLEPs:  with TuLEPs for networks that use existing lanes as turn lanes (such as ones for MAVE-6, I'm guessing), car automata will, as a limitation of the game, stay in the lane they originated in, and when they want to turn left (for example) they'll stay in the right lane until they make the turn, at which point they'll instantly snap to the left lane and disappear.  To possibly alleviate this problem, I think it would be a good idea to have an (optional?) base network transition piece that's pathed so that car automata will make realistic lane changes to the correct lanes at that piece.  I don't know how MAVE-6 TuLEPs will be handled or if this is already planned, but I think it would be a good thing to have.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kabal223 on August 02, 2010, 01:07:01 PM
Quote from: Moonraker0 on August 02, 2010, 12:21:33 PM
I am unsure if this has been asked about before (I searched for "TuLEP crossover" and didn't find anything relevant), but I have a suggestion for future TuLEPs:  with TuLEPs for networks that use existing lanes as turn lanes (such as ones for MAVE-6, I'm guessing), car automata will, as a limitation of the game, stay in the lane they originated in, and when they want to turn left (for example) they'll stay in the right lane until they make the turn, at which point they'll instantly snap to the left lane and disappear.  To possibly alleviate this problem, I think it would be a good idea to have an (optional?) base network transition piece that's pathed so that car automata will make realistic lane changes to the correct lanes at that piece.  I don't know how MAVE-6 TuLEPs will be handled or if this is already planned, but I think it would be a good thing to have.

Im doing a rework of all the Maxis and NAM paths to eliminate that problem, I will show the results as soon as my work is finished. Right now I can tell you that the result is amazing, in combination with the persistent automata plugin the cars only disappear when they reach the destination.

For example, I add a few left turn paths to the tuleps, now the automata change lanes before reaching the intersection, very realistic and good for eye candy.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on August 02, 2010, 05:27:28 PM
That's great to hear, kabal223.  I had heard about your mod but didn't know it covered TuLEPs too.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MutantPlatypus on August 07, 2010, 01:09:46 PM
I don't know if this has been answered, but its not in the FAQ, so:  Do TuLEPs eliminate or decrease the intersection effect?  What about slip lanes?  Ideally, slip lanes should reduce the intersection effect for cars making right turns.  Also, do you plan to add extended slip lanes, such that slip lanes can be longer than one tile?  Oooooooh, and you know what would be nice?  Cloverleaves for roads and oneways, so there's no intersection effect at all...  VROOOM!

My town is building a freaky cloverleaf/overpass at the intersection of two MAVE-6s.  I say "freaky" because its not quite a cloverleaf and there will still be a light on one of the roads and... well... here: http://www.arapahoecorridor.com/pubmeeting4/arapahoe_parker_ichg.pdf
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on August 07, 2010, 01:27:20 PM
Quote from: MutantPlatypus on August 07, 2010, 01:09:46 PM
I don't know if this has been answered, but its not in the FAQ, so:  Do TuLEPs eliminate or decrease the intersection effect?  What about slip lanes?  Ideally, slip lanes should reduce the intersection effect for cars making right turns.  Also, do you plan to add extended slip lanes, such that slip lanes can be longer than one tile?  Oooooooh, and you know what would be nice?  Cloverleaves for roads and oneways, so there's no intersection effect at all...  VROOOM!

It depends on the design of the TuLEP and how it's situated on the tile.  The Avenue TuLEPs will make some difference, as will the slip lanes, as they're shifting the right turn traffic onto a separate tile.  The Road ones not so much, though that will change--the little capacity trick I've been playing around with on some of the NWM networks can also be used on them as well, and will in the near future.

As far as slip extensions, well, there are plans for right turn lanes that hook into the slip lanes, which, given how they're situated, should increase capacity.  With the cloverleaf stuff, with the addition of more MIS interfaces, it might become more feasible on that end, though a pre-fab one is highly unlikely.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on August 17, 2010, 02:24:20 PM
The main single-lane slip lane piece's path file had an incorrect number of path stanzas listed, causing it to malfunction--a patch is now attached to the "sticky post".  Thanks to wetsom for reporting it.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on August 25, 2010, 05:32:55 PM
I don't know if this has ever been brought up, but will we eventually see TuLEPs under/across ELR/GLR/EHR/GHR?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: potwor on August 26, 2010, 05:06:20 AM
Hi guys!
I have a proposition for a new puzzle pieces, to make possible u-turn.
Just picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F2985%2Fzrzutekranu35.th.png&hash=04fb570f7d75498cba3aa2037d59464826894c6a) (http://img834.imageshack.us/i/zrzutekranu35.png/)
Uploaded with ImageShack.us (http://imageshack.us)

ps. sorry for my English  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: travismking on August 26, 2010, 06:23:07 AM
good idea i like it :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: strucka on August 26, 2010, 06:41:10 AM
Quote from: kassarc16 on August 25, 2010, 05:32:55 PM
I don't know if this has ever been brought up, but will we eventually see TuLEPs under/across ELR/GLR/EHR/GHR?

:thumbsup: Just opened the browser, to ask this.  So will we?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on August 26, 2010, 01:52:42 PM
Quote from: kassarc16 on August 25, 2010, 05:32:55 PM
I don't know if this has ever been brought up, but will we eventually see TuLEPs under/across ELR/GLR/EHR/GHR?

Quote from: strucka on August 26, 2010, 06:41:10 AM
:thumbsup: Just opened the browser, to ask this.  So will we?

Eventually.

Quote from: potwor on August 26, 2010, 05:06:20 AM
Hi guys!
I have a proposition for a new puzzle pieces, to make possible u-turn.
Just picture:

ps. sorry for my English  ;)

Your English is quite good, actually. :)  I'd say there's a good possibility you'll eventually see something like that.

TuLEPs development has been relatively inactive as of late, though.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: TEG24601 on August 26, 2010, 02:56:06 PM
Quote from: potwor on August 26, 2010, 05:06:20 AM
Hi guys!
I have a proposition for a new puzzle pieces, to make possible u-turn.
Just picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F2985%2Fzrzutekranu35.th.png&hash=04fb570f7d75498cba3aa2037d59464826894c6a) (http://img834.imageshack.us/i/zrzutekranu35.png/)
Uploaded with ImageShack.us (http://imageshack.us)

ps. sorry for my English  ;)
It would be nice.  I spent some time in Michigan, and they have that style of U-Turn in the place of left-hand turns on many major roads, because it saves time at the intersections.

TEG
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on August 26, 2010, 06:19:06 PM
Momentarilly, an NWM TLA-5 neighbor connector can go right after the left turn TuLEP in that situation. However, I wonder if it would be better if the arrow marking on the pavement displayed a U turn arrow, instead of a left turn arrow, then again I have seen both setups. This one highway in my reality has a U turn lane, except it shows a left arrow on the pavement, and to actually make a left, your basically driving on the wrong side of the median for a good ten or fifteen feet, but angled if clear.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: travismking on August 26, 2010, 08:40:24 PM
This is actually called a  Michigan Left (http://www.michiganhighways.org/indepth/michigan_left.html).  Kinda strange but I guess that once you get used to it it saves time at traffic lights due to no left turn signals etc... But probably only useful on not so busy roads so as to avoid dangerous U-turns in heavy traffic
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Highrise99 on August 28, 2010, 05:08:31 AM
So, I was planning out a city, when I came across this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F2469%2Fbritannica3jan001282996.png&hash=cf7245bf723cd3ac09609242b029dc8626f3b761)
I didn't realise that tuleps interfaced with the NWM.  Great work NAM Team!  It looks pretty realistic, too.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: travismking on August 28, 2010, 05:17:02 AM
there are blank ones and ones with turn arrows for if you dont want the turn arrows ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on October 02, 2010, 01:13:29 PM
I saw this while looking through mrtnrln's MD and saw these pictures and thought that these look like TuLEPs:
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F3108%2Fgl07.jpg&hash=9f90e2998e2dfb4d7b6fe4f43b75660adab1cbb5)

And as you can see from this picture, they look like they are fully functional:
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F8480%2Fgl18y.jpg&hash=3a3ee6b00ca121896b766c9daa340103a9bbaece)

So I wanted to know, are these TuLEPs, and if not, could these be converted to them or where could I download them?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on October 02, 2010, 02:01:12 PM
This was a side project of mine, the Prime Road Avenue Project, which got cancelled due to the TuLEPs. The Project got cancelled due some issues and redundancy. One of the issues is that it has quite narrow lanes (only 4m instead of 5m). So no, these aren't for download. In fact, I stopped using them quite a long time ago.

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on October 02, 2010, 07:42:11 PM
IT's another one of those 'If Only' things.
They looked extremely realistic though.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on October 11, 2010, 01:34:16 PM
- Alex Do you  and the team plan on creating a large TULEP  whit tile 3x3 or 4x4
would be nice if have TULEP when is crosing 8 of OWR-5 or like

  - Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on October 11, 2010, 02:17:15 PM
^^ I don't know exactly what you mean. Could you please explain your idea more clearly?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MR.Y on October 11, 2010, 02:19:42 PM
I have a Problem with the Euro-Textur-Mod, it don't work, I made everything like discribed in the readme, but there just are these American Textures. What schould I do?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on October 11, 2010, 04:00:47 PM
Quote from: mrtnrln on October 11, 2010, 02:17:15 PM
^^ I don't know exactly what you mean. Could you please explain your idea more clearly?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F8457%2F4x4m.jpg&hash=3113dd9e4e015dc43eb9338566d574bb4e78ceab)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F7913%2F5x5x.jpg&hash=ac381bb541beb1c211da5d079ff82426e1e4df91)

is not the best but something I speak
I think bigger TULEP whit tile 3x3 4x4 and 5x5 have a place in the network of NAM
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on October 11, 2010, 11:30:22 PM
I think you'll need the AVE-6, 8 and 10 to do this job...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on October 11, 2010, 11:39:33 PM
Quote from: mrtnrln on October 11, 2010, 11:30:22 PM
I think you'll need the AVE-6, 8 and 10 to do this job...
well but if there will be so big intersections in the new AVE-6, 8, 10 and Can OWR-4, 5 to contact them
never seen anything wrong if you do
at least for me it would be convenient and perhaps for other
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 12, 2010, 07:45:31 AM
Actually, as the "AVE-10" isn't really a true AVE-10 but twin OWR-5s, it's very likely you'll see something along these lines.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on October 12, 2010, 01:30:24 PM
Quote from: Tarkus on October 12, 2010, 07:45:31 AM
Actually, as the "AVE-10" isn't really a true AVE-10 but twin OWR-5s, it's very likely you'll see something along these lines.

-Alex
Alex is there any chance the new versions of NWM and TULEPs  be ready around Christmas in order for me and the other with it as a gift
- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on October 12, 2010, 01:46:34 PM
^^ Err... I have to remind you of FAQ #1
Quote
1. When is this getting released?

An initial, "basic" set of TuLEPs has been incorporated into the NAM as of the May 2010 release.  With regards to future TuLEPs content, like all other NAM Team projects, there is no release date or timeline for release. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on October 12, 2010, 02:37:21 PM
Quote from: mrtnrln on October 12, 2010, 01:46:34 PM
^^ Err... I have to remind you of FAQ #1
This is my hope not my question  ;)
- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on October 12, 2010, 06:02:09 PM
I am having two problems with the TuLEPs.  The first is that car automata will disappear when and only when they hit a certain spot.  They occasionally make it through in the case of the leftmost spot.  I have observed this before with other intersections.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2Fr7gi9msf3y5h9bafjwd_thumb.png&hash=ec6379e0d0dcef4e93057b69cfc4c94659fc0f34) (http://picpanda.com/viewer.php?file=r7gi9msf3y5h9bafjwd.png)
The red lines perpendicular to the roads represent the exact points where the automata disappear.  The curved paths I have drawn show that car automata only are disappearing when they turn left and hit these disappear points; right-turning and straight-through cars are not disappearing.  I have the Persistent Automata Mod.  I do not have the NAM's integrated automata controller.

Also, after a long time of experiencing the bug where slip lanes are completely unused, I have just installed the patch to fix it (the one currently attached to the first post of the topic), yet still the slip lanes are not being used.  I checked the paths with DrawPaths and found that the slip lanes are missing their paths.  Is this normal?  The intersection shown has almost 1500 cars driving on it per day, many of which are turning right there during their commute.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2Fo5qm9z81jzcy4xkby6xs_thumb.png&hash=9d13de1be747f82cc2c94f081fac7b97400dbb24) (http://picpanda.com/viewer.php?file=o5qm9z81jzcy4xkby6xs.png)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on October 12, 2010, 08:00:16 PM
I remember there was a patch for that a few pages back...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on October 12, 2010, 08:06:42 PM
Try demolishing the slip lanes, then putting them back. That might be all that's stopping them from working. Or, you've put the patch in the wrong place, and it's not loading after the NAM.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MattyFo on October 13, 2010, 02:45:38 PM
Just a question, not neccesarily a request.  Is it possible to get working stoplights for one way roads?  I've noticed that there are no stop lights on any of the OWRs in the NWM, except when it intersects with a regular 2-Way road, but even then, the lights are only on the 2WR.  Even the maxis OWR only have stop lights on one side of the OWR intersections.  Is it a case of the OWR roads being hard coded in this manner or is it possible to get a TuLEP piece that would work?  If so are some in the works?


- Matt
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 13, 2010, 03:11:10 PM
Quote from: Moonraker0 on October 12, 2010, 06:02:09 PM
I am having two problems with the TuLEPs.  The first is that car automata will disappear when and only when they hit a certain spot.  They occasionally make it through in the case of the leftmost spot.  I have observed this before with other intersections.

The red lines perpendicular to the roads represent the exact points where the automata disappear.  The curved paths I have drawn show that car automata only are disappearing when they turn left and hit these disappear points; right-turning and straight-through cars are not disappearing.  I have the Persistent Automata Mod.  I do not have the NAM's integrated automata controller.

Automata are weird and annoying little devils, and your post seems to concur with my recent observations that they have difficulty making left turns at otherwise properly pathed intersections.  That affect tends to be amplified with the Persistent Automata Controller from what I've heard, though I've never used it myself, so I don't have personal experience to back that up yet.  I don't really have anything more on that front aside from that, though I do plan on investigating further, however.

Quote from: MattyFo on October 13, 2010, 02:45:38 PM
Just a question, not neccesarily a request.  Is it possible to get working stoplights for one way roads?  I've noticed that there are no stop lights on any of the OWRs in the NWM, except when it intersects with a regular 2-Way road, but even then, the lights are only on the 2WR.  Even the maxis OWR only have stop lights on one side of the OWR intersections.  Is it a case of the OWR roads being hard coded in this manner or is it possible to get a TuLEP piece that would work?  If so are some in the works?

It is related to two hardcoded things--the lack of native stop point support for the One-Way Road network and the directionality of the OWRs being independent of the RUL system and controlled by a "tidal flow" system in the executable, which means that the signals would be facing the wrong way 50% of the time. 

Puzzle piece-based intersections to allow OWR signalization are on the drawing board. 

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on October 13, 2010, 03:15:31 PM
Possibly by reducing the "Lane Switch Max Distance" would result in less "jumping" of automata.
"Desc: Max Distance in meters that a vehicle will switch lanes on a multilane network"
I think Maxis originally didn't have them disappear after jumping paths, and probably a smoother transition too, but cut that out for whatever reason.
By default the property is set at 4 meters, which is 1/4 of a tile. Most lanes are only what, 2 meters away from each other? So therefore we would need to lower the value under 1 (to cover maxis highway) to make the automata only switch when its given an intended path choice (split). That might make things jump less and properly use the paths that we provide to transition. I'm not sure if I can test this tonight though, possibly tomorrow night I can.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MattyFo on October 13, 2010, 03:17:09 PM
Wow, quick responses here! :thumbsup:  Thanks Tarkus!  Looking forward to hearing some updates regarding this issue.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 13, 2010, 09:13:18 PM
Quote from: MattyFo on October 13, 2010, 03:17:09 PM
Wow, quick responses here! :thumbsup:  Thanks Tarkus!  Looking forward to hearing some updates regarding this issue.

You're most welcome!  I'll have to see if I can whip up a prototype here before long.  There does seem to be a lot of interest in OWR signalization from the user feedback I've gotten.

Quote from: Blue Lightning on October 13, 2010, 03:15:31 PM
Possibly by reducing the "Lane Switch Max Distance" would result in less "jumping" of automata.
"Desc: Max Distance in meters that a vehicle will switch lanes on a multilane network"

Using a value of 1 there as you suggested does appear to improve things.  I tweaked the heck out of some of the other properties in the Persistent Automata Plugin and did a trial with some proper crossover paths between the lanes, which seems to be producing decent results, aside from what appears to be a tendency for vehicles to violate the Pauli exclusion principle (http://en.wikipedia.org/wiki/Pauli_exclusion_principle) when stopped at signals. ::)

It's probably about time we tore the sucker apart and built a new one.  Worked well for the traffic simulator--the NWM, RHW and TuLEPs would be a wreck if not for the developments there over the past 2-3 years.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on October 14, 2010, 08:58:52 AM
QuoteYou're most welcome!  I'll have to see if I can whip up a prototype here before long.  There does seem to be a lot of interest in OWR signalization from the user feedback I've gotten.

Yeah, the OWR signal thing does seem to be inquired about alot, and as of now, I did not see that bit referenced up top, but after so is accomplished, maybe when new comers afterward stop by, they will be so exited to see it up top, that that question will already be answered by the development shot?

As for cars piling up, or getting inside each other, I don't get at the same time, how we have seen this game capable of traffic jams, where the cars have to slow down, and stop, but not all to the point where their inside each other, but maybe disappearing is not completely bad, if you don't want to see them inside each other. Then again, the most I have seen a car travel in this game (shift+query click to car) is 40 tiles before vanishing into thin air.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on October 14, 2010, 12:19:56 PM
Quote
Using a value of 1 there as you suggested does appear to improve things.  I tweaked the heck out of some of the other properties in the Persistent Automata Plugin and did a trial with some proper crossover paths between the lanes, which seems to be producing decent results, aside from what appears to be a tendency for vehicles to violate the Pauli exclusion principle when stopped at signals. Roll Eyes

It's probably about time we tore the sucker apart and built a new one.  Worked well for the traffic simulator--the NWM, RHW and TuLEPs would be a wreck if not for the developments there over the past 2-3 years.

That's good to hear, and yeah, we do need a new one. Maybe we can add my uber-radical automata mod, I've tweaked the clocks and stuff to better reflect traffic patterns, allowed for more realistic "city jamming." I still need to adjust the population traffic scalar (?) curve as to allow for quiet rural and suburban towns and huge cities to be able to use the same automata controller (right now there tends to be too many cars in suburban towns above 100,000 people)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 14, 2010, 02:57:39 PM
Quote from: j-dub on October 14, 2010, 08:58:52 AM
Yeah, the OWR signal thing does seem to be inquired about alot, and as of now, I did not see that bit referenced up top, but after so is accomplished, maybe when new comers afterward stop by, they will be so exited to see it up top, that that question will already be answered by the development shot?

That sounds like a good plan.  And speaking of a development shot, well, I have one now.  Made a prototype last night:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F8972%2Ftulep101320101.jpg&hash=f8de3d826ad4cba2ccc0db4b1d64943cf75af704)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on October 14, 2010, 03:48:58 PM
Is that a SIP that you mentioned back in the NWM thread, Tark?

If so, that's gotta be something good... As of the other posts before yours, it's gotta be something befuddling to me...

Care to explain what it is that you just disassembled? What is this so-called "Automata jumping"? Are you telling me that lane switching, for your test run, had to be achieved in a way that resembles the RHW crossover paths on RHW-6c, 8s and so on? All because you tampered with something that I can't even comprehend?!! (What does this even mean?!!)  ()what()  ???  :o  &mmm

And violating the Pauli Exclusion Principle tells me that you got cars in all the wrong places (And that I've forgotten all my chemistry lessons from many years ago...)...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ryan B. on October 14, 2010, 05:55:08 PM
Hmm . . . . . . Alex, this is something I've just had an idea for.  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F7012%2F101410owr2sip.png&hash=8f5040be7af6e30c2c1b61c07daefd30e6e75108)

Proving my mast arms ;) can be used for anything from OWR to TLA to SPUIs.   :D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on October 14, 2010, 07:59:15 PM
Wow! Glad to see those are still not only alive and kicking, but you also have since been overhauling an accurate redesign! I mean those look like the poles in my reality, but not the signals, they tend to be up and down the most instead of left to right, if it was not the same color, I may have suggested ask Blue Lightning about animated sideway signals
(see http://www.youtube.com/watch?v=3_zlUJr_htQ)
getting mounted on your pole instead, but I didn't know if you cared about animation, and others may prefer the sideways yellow to the sideways black and vice versa.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on October 14, 2010, 08:37:59 PM
Quote from: Tarkus on October 14, 2010, 02:57:39 PM
That sounds like a good plan.  And speaking of a development shot, well, I have one now.  Made a prototype last night:
-Alex

Yes, yes, a thousand times yes! Please tell me the stop paths can be made functional, too! (On a related note, could 1-Way/Rail be done the same way?)

*Lurk Shield Reactivated*
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 14, 2010, 10:32:34 PM
Quote from: GDO29Anagram on October 14, 2010, 03:48:58 PM
Is that a SIP that you mentioned back in the NWM thread, Tark?

Yes, that is indeed the first-ever SIP.

Quote from: GDO29Anagram on October 14, 2010, 03:48:58 PM
Care to explain what it is that you just disassembled? What is this so-called "Automata jumping"? Are you telling me that lane switching, for your test run, had to be achieved in a way that resembles the RHW crossover paths on RHW-6c, 8s and so on? All because you tampered with something that I can't even comprehend?!! (What does this even mean?!!)  ()what()  ???  :o  &mmm

Automata jumping refers to the tendency of automata to jump from one path to another going in the same direction, usually to make a turn, and often resulting in some jarring visual effects, including the vehicle making the jump usually disappearing right away.  Adding crossovers does appear to mitigate this effect--if tweaked properly, the crossovers can also improve UDI functionality.  The main downside is the infamous "swerving cars" that some folks who attempt to use automata generators on wider RHWs report.  Carefully setting up the paths and the Automata Tuning Exemplar settings may be able to mitigate this to a large extent, however.

Quote from: Ryan B. on October 14, 2010, 05:55:08 PM
Hmm . . . . . . Alex, this is something I've just had an idea for.  ;)

Proving my mast arms ;) can be used for anything from OWR to TLA to SPUIs.   :D

Very nice--it's good to see the Lone Star signals around. :)

Quote from: kassarc16 on October 14, 2010, 08:37:59 PM
Yes, yes, a thousand times yes! Please tell me the stop paths can be made functional, too! (On a related note, could 1-Way/Rail be done the same way?)

*Lurk Shield Reactivated*

The stop paths on that SIP are in fact functional.  Because it was a puzzle piece, I was able to do some clever CheckTyping on the RUL entries so as to trick the game.  And yes, OWR/Rail can be done as well.

SIPs will be made for the default OWR-2 as well as the NWM's OWR-3, 4 and 5.  (The OWR-1 is kind of in limbo right now with the planned conversion to OWS-1, which will allow it to inherit the Street network's stop behavior.)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: smileymk on October 15, 2010, 06:38:35 AM
I know this will sound really, really dumb, but what is a SIP? (i.e. what does it stand for, and also what does it do?)

A brief description will be welcomed. I'm just interested is all.



Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on October 15, 2010, 06:43:25 AM
Signalized Intersection Pieces, if I recall properly. Basically allows for traffic light setups (and automata to follow as such) in cases where they don't work, ie on onewayroads or RHW.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 15, 2010, 01:00:15 PM
Quote from: Blue Lightning on October 15, 2010, 06:43:25 AM
Signalized Intersection Pieces, if I recall properly.

Exactly correct. :thumbsup:

Quote from: Blue Lightning on October 15, 2010, 06:43:25 AM
Basically allows for traffic light setups (and automata to follow as such) in cases where they don't work, ie on onewayroads or RHW.

Which reminds me . . . I SIPped up the Elevated Avenue/MIS + intersection puzzle piece the other day.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F4563%2Frhw101420101.jpg&hash=bca5ae0f2a9d6dab33fbb5443393afecf4f735ac)

And yes, those are new Elevated Avenue models.  I've been secretly retrofitting the ERHW models for use as new Elevated Road/OWR/Avenue models over the past couple months, a project which has progressed quite nicely (though I haven't redone the T21s there to move the streetlight out of the median yet).  The end result of the project is that it will ease the process of creating new pieces for those networks, including Elevated TuLEPs (and more than likely, Elevated NWM networks).

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ryan B. on October 15, 2010, 01:02:04 PM
Wow, that's pretty cool, Alex!  Would there be any chance of Elevated TuLEPs (ex. left turn lane over RHW) that could be used in this instance?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 15, 2010, 01:05:13 PM
Quote from: Ryan B. on October 15, 2010, 01:02:04 PM
Wow, that's pretty cool, Alex!  Would there be any chance of Elevated TuLEPs (ex. left turn lane over RHW) that could be used in this instance?

Thanks, Ryan!  I have been thinking about the whole situation with over-RHW (and over-Maxis Highway for that matter) and it does appear something on those lines is in order.  The trick will be designing things so as to minimize the number of necessary pieces.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: io_bg on October 15, 2010, 01:08:45 PM
Looking great! There's something I'd like to ask though... What about an alternate version of these new el-avenue models without the asphalt in the middle? &blush
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Opkl on October 15, 2010, 03:09:02 PM
Quote from: Tarkus on October 15, 2010, 01:05:13 PM
Thanks, Ryan!  I have been thinking about the whole situation with over-RHW (and over-Maxis Highway for that matter) and it does appear something on those lines is in order.  The trick will be designing things so as to minimize the number of necessary pieces.

-Alex

Nice work Tarkus! Will the future Turning Lane Mod v2 include right turn only lanes like the one here

http://www.youtube.com/watch?v=UD3JQPUrU6Y&feature=related
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Yuyu on October 15, 2010, 03:20:08 PM
I've been waiting for that elevated-Network-revamp for quite a while now (I remember you posting some picture of another version... about a year ago? Two years? doesn't matter...), and I'm glad to see there seems to be new development recently!

Anyway, two questions on that:

1. In the picture I mentioned above (might take ages to search for...) I believe you mentioned a way to allow base textures under elevated networks - so that a road going under an avenue would have sidewalks, if there are zones (or other stuff?) nearby. Any news on that?

2. 1 tile ~16m, height of elevated pieces (currently) ~15m, so a 3-tile-ground-to-elevated-piece would have a slope of 31,25% on average. I must say, this is something that bugs me since I first got a hand on the NAM... is there any chance you look after that as well? Because I would certainly use 4-tile- (23% on avg.) and 5-tile-pieces (19% on avg.), if they would exist... (well, add curved transitions to that as well :))

My couple of cents...
Still outstanding work from the whole team

Sincerely
Yuyu
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MattyFo on October 15, 2010, 04:00:36 PM
I left a comment last night but for some reason it is no longer here or never even was posted &mmm strange.

I believe it read something like,

"Wow Alex!!  That was quick.  Looks great,  the textures match quite well even for a prototype.  Also, Ryan B.'s model for a light would be perfect for OWRs, the sign's are great.  However, like J-Dub had mentioned, I would prefere the vertical lights as oppose to the horizontal. But either way it is better than nothing".....or something like that :P.

  As for the new Elevated Networks, they look great,  the SIPs make the transition from EMIS to avenue much smoother as oppose to this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F3833%2Fportmarshalldec24311287.png&hash=edfa8019a4b46d558dc8a4d0dbc0a8313f1323ec)

By the way, I didn't even know that I could use the Elevated Avenue&OWR intersection puzzle piece for use with the EMIS until just rescently.  All in all things are looking good around here.

- Matt
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on October 15, 2010, 05:25:21 PM
Hm... All looking good Tarkus! Though, I wouldn't bother with re-doing the T21, putting a concrete median texture might be more prototypical anyway.
Just a suggestion  :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 15, 2010, 06:58:59 PM
Quote from: io_bg on October 15, 2010, 01:08:45 PM
Looking great! There's something I'd like to ask though... What about an alternate version of these new el-avenue models without the asphalt in the middle? &blush

Quote from: jdenm8 on October 15, 2010, 05:25:21 PM
Hm... All looking good Tarkus! Though, I wouldn't bother with re-doing the T21, putting a concrete median texture might be more prototypical anyway.
Just a suggestion  :thumbsup:

Thanks for the kind words!  To answer your question, the paved-over median is actually the standard way of doing things here in Oregon--of a sampling of close to 100 surface street overpasses I did this evening, only one had a raised median.  That being said, I'd imagine that's not the case everywhere, so I'd entertain that idea as an eventual option.  It's mostly just an issue of switching out some textures.

Quote from: Yuyu on October 15, 2010, 03:20:08 PM
1. In the picture I mentioned above (might take ages to search for...) I believe you mentioned a way to allow base textures under elevated networks - so that a road going under an avenue would have sidewalks, if there are zones (or other stuff?) nearby. Any news on that?

No news on that front.

Quote from: Yuyu on October 15, 2010, 03:20:08 PM
2. 1 tile ~16m, height of elevated pieces (currently) ~15m, so a 3-tile-ground-to-elevated-piece would have a slope of 31,25% on average. I must say, this is something that bugs me since I first got a hand on the NAM... is there any chance you look after that as well? Because I would certainly use 4-tile- (23% on avg.) and 5-tile-pieces (19% on avg.), if they would exist... (well, add curved transitions to that as well :))

I'd agree there . . . I do believe some longer transitions may make a nice addition. :)  It's also quite likely that 7.5m variants will be made as well, which will improve things even further on that front.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: travismking on October 15, 2010, 08:24:45 PM
here in Maryland, on 4+ lane "avenues" we usually have either a 'suicide' lane (for left turns) or something else like a guardrail or grass median to divide the lanes. but people here are really bad drivers and tend to hit things quite often :p So these new el-avenue pieces look pretty realistic to me with the wide median :) looks like the TLA-5 sorta, but double solid line ... does it line up with the TLA ? will it be possible to take the TLA-5 and convert it to avenue one tile before the ramp, so itll match up exactly?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 16, 2010, 01:27:43 PM
Quote from: travismking on October 15, 2010, 08:24:45 PM
here in Maryland, on 4+ lane "avenues" we usually have either a 'suicide' lane (for left turns) or something else like a guardrail or grass median to divide the lanes. but people here are really bad drivers and tend to hit things quite often :p So these new el-avenue pieces look pretty realistic to me with the wide median :) looks like the TLA-5 sorta, but double solid line ... does it line up with the TLA ? will it be possible to take the TLA-5 and convert it to avenue one tile before the ramp, so itll match up exactly?

Yes, it does line up with the TLA-5--in fact, those are basically TLA-5 textures on there with just the dashed line converted to a double-solid.

Quote from: Opkl on October 15, 2010, 03:09:02 PM
Nice work Tarkus! Will the future Turning Lane Mod v2 include right turn only lanes like the one here

http://www.youtube.com/watch?v=UD3JQPUrU6Y&feature=related

Well, technically, the next release won't be a "v2".  The Advanced TuLEPs will kind of be a separate beast from the Basic ones now available in the NAM.  It is likely you'll see those in the first Advanced TuLEPs release, however.  The Basic TuLEPs set isn't expected to change much over time, though there may be a few small additions sporadically, depending on user interest and system complexity.  The Elevated TuLEPs were planned for Advanced, but it's possible a small complement of them may find their way to Basic.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Rionescu on October 16, 2010, 01:32:23 PM
Here our medians are very similar to those on the AVE-2, usually just a grass median and rarely concrete.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ryan B. on October 19, 2010, 08:10:41 AM
I've been speaking with Alex about an idea I had to increase the TuLEP / SIP realism factor by, oh . . . . I don't know . . . . .

One hundred times what it currently is.

I've nicknamed said idea the ol' "One-Two Punch".  Basically, this is what would happen:

Alex has modified his "custom" signal mast arm for several different TuLEP / signal options.  Using those mast arm models and current textures, I will create accurate signage for the mast arms in GMAX, export said signage, and send it all back to Alex.  He'll work his magic to put everything together.

So what currently looks like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F8972%2Ftulep101320101.jpg&hash=f8de3d826ad4cba2ccc0db4b1d64943cf75af704)

Will hopefully look something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsafety.fhwa.dot.gov%2Fintersection%2Fresources%2Fex_wksp_pres0109%2Fimages%2Fs61.jpg&hash=f8e8d5b6fdf721d7f1a0fc3aba5c114ad1d9d8fd)

What do y'all think?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kj3400 on October 19, 2010, 08:23:32 AM
As long as there are arrows, I'm all for it! Do your best! :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on October 19, 2010, 09:12:24 AM
Ryan, I live some place where they finally did do something like that, I find it seems like too many lights, but they have one light per lane, this way. However, intersections built that way plenty of times before do not, and where there are 6-8 lane roads in the same place, they usually only have either one or two lights over three straight lanes. There reasoning is quite screwy. Whatever. lol

Since the TuLEP's lights seemed to be positioned right like that style with the double left turn lane avenue configuration, the poles really just need the arrow signs to accommodate the signals. I want to keep the 3D animated signals Blue made with the new signed poles.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: woodb3kmaster on October 19, 2010, 09:18:19 AM
Since Ryan was talking specifically about making signage for the mast arms, I suspect that that's what he wanted to call your attention to in that picture, not the overabundance of lights on the mast arm. That would be a different issue.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MattyFo on October 19, 2010, 09:19:58 AM
Looks great!!! Although where I am from I've never seen an intersection with a light for every lane :o   Looks kinda strange to me lol.  Over here in Winnipeg we use a mast like the one you had shown, but it holds only signage, no lights.

Like shown here

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F7615%2Ffullportageandmain.th.jpg&hash=05c9186a8b92822680a77ce2133d00be41853b2e) (http://img51.imageshack.us/i/fullportageandmain.jpg/)
Click for full res!

And then all lanes are usually commanded by two stoplights(for AVEs and OWR), one on each curb lane, like on the top right hand side of this picture.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F6986%2Fportageandmain3sized.jpg&hash=b121c3712d01012171e915aca5a07f72525e663a)

You can see how far back the signage mast is from the actual intersection.  

- Matt
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ryan B. on October 19, 2010, 12:44:47 PM
@ MattyFo:  That's what we call "advance turn lane control signage", more akin to this in the United States:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fhwa.dot.gov%2Fpublications%2Fpublicroads%2F05jan%2Fimages%2Fbared9.jpg&hash=39e65b050304c32276e0d7a9c68a7c06629519f6)

As you can see here, some can be electronically modified to add a turn lane based on the time of day and traffic conditions.  I have a set of these planned as well.  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MattyFo on October 19, 2010, 01:31:42 PM
Ah very cool!!!  I wasn't sure if you were planning on just making massive masts like the one shown earlier with 5 stoplights. :D The advance turn lane control signage is a great idea to incorporate into the TuLEPS, because is it very realistic, at least for us North Americans;) not too sure if these are used in excess by our friends over in Europe and abroad however.

I tried doing this a while back, creating signage for roads that is.  Because of my lack of knowledge in transit enabling my custom lots and adding props to road networks, I could only do this by making the prop on a 1x1 lot next to the road/avenue and have it overhang.  Having empty lots next to my roads and aves all over got on my nerves and I abondoned the idea.  If you want a hand in making the models I'd love to offer.


- Matt
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on October 24, 2010, 05:14:28 PM
After some re-plopping and adding 4 more z's to the beginning of the patch's file name and putting it in the same folder as the main NAM files, I still don't have any paths for my slip lanes. :(
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 24, 2010, 05:46:38 PM
Try a folder in your main Plugins folder beginning with z-.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on October 25, 2010, 04:11:58 PM
I have tried it; it is now in the zzzzzzzSlipLanePathFix folder in my main plugins folder, but it is still not working right.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 26, 2010, 10:42:44 AM
Quote from: Moonraker0 on October 25, 2010, 04:11:58 PM
I have tried it; it is now in the zzzzzzzSlipLanePathFix folder in my main plugins folder, but it is still not working right.

That's really odd.  I'm fairly certain there's nothing wrong with the patch itself.  It's been downloaded 99 times and there's only been one report of it not working.  Perhaps there's something in your Program Files\Maxis\SimCity 4\Plugins folder?

We'll get to the bottom of it somehow.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ssquicci on October 26, 2010, 11:35:53 AM
I had the same problem at first.  I was able to fix it by creating a separate folder in my Plug-in Folder with just that fix in it.  I know that this has already been suggested, but it did work for me.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 26, 2010, 12:03:31 PM
Quote from: ssquicci on October 26, 2010, 11:35:53 AM
I had the same problem at first.  I was able to fix it by creating a separate folder in my Plug-in Folder with just that fix in it.  I know that this has already been suggested, but it did work for me.

That likely has to do with the fact that the TuLEP .dat file (NetworkAddonMod_TurningLane_Extension.dat) is located in Network Addon Mod\Plugins instead of the main NAM folder. 

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on October 26, 2010, 06:25:52 PM
Of course...I just realised the problem:  I use the SimCity 4 Startup Manager, which won't load a new folder in the plugins folder unless I check it in the list of folders to load; that's why it didn't work when it was in the zzzzzzzSlipLanePathFix folder.  I now have it back to its default file name, residing directly in the Network Addon Mod\Plugins folder along with NetworkAddonMod_TurningLanes_Extension_Plugin.dat, and when I checked the slip lanes in game with DrawPaths, they are now showing their full paths, which most likely means they'll start functioning now as they should.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Moonraker0 on November 20, 2010, 10:32:00 AM
I have been wondering for a while about this:  would you say there will at some point be TuLEPs for FLUP ramps?  Like in the included picture, the TuLEP transition and the first two Type A tiles could be included in the FLUP ramp going out to the intersection.  With such a transition, the intersection shown could be TuLEP-ized.  A puzzle piece like I described would be very useful in my opinion, if you were considering it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Foi06zmtjc4zmwl7xbil2_thumb.png&hash=ab73ee9be354f289d512e2f7dd5c2d6b211f125e) (http://www.picpanda.com/viewer.php?file=oi06zmtjc4zmwl7xbil2.png)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Paul 999 on December 05, 2010, 01:50:09 AM
In Holland you not see much traffic-lights intersections. It will be great to make some intersection whit TuLEP's but without traffic-lights.

You can wait in the middle of the intersection.
http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=%27s-Hertogenbosch&sll=52.469397,5.509644&sspn=4.959992,14.227295&ie=UTF8&hq=&hnear=%27s-Hertogenbosch,+Noord-Brabant&ll=51.70856,5.319118&spn=0.001232,0.004495&t=h&z=19&layer=c&cbll=51.708497,5.319308&panoid=OgxNfLr5V3ljbo1FlWmSMA&cbp=12,104.84,,0,5.21 (http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=%27s-Hertogenbosch&sll=52.469397,5.509644&sspn=4.959992,14.227295&ie=UTF8&hq=&hnear=%27s-Hertogenbosch,+Noord-Brabant&ll=51.70856,5.319118&spn=0.001232,0.004495&t=h&z=19&layer=c&cbll=51.708497,5.319308&panoid=OgxNfLr5V3ljbo1FlWmSMA&cbp=12,104.84,,0,5.21)

http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=Vlijmen&sll=71.936401,-64.311218&sspn=0.039442,0.287704&ie=UTF8&hq=&hnear=Vlijmen,+Heusden,+Noord-Brabant&ll=51.691413,5.146682&spn=0.002477,0.008991&t=h&z=18&layer=c&cbll=51.691413,5.146682&panoid=d99pzNpZEx5Fo4Nqo2Czxg&cbp=12,10.3,,0,15.53 (http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=Vlijmen&sll=71.936401,-64.311218&sspn=0.039442,0.287704&ie=UTF8&hq=&hnear=Vlijmen,+Heusden,+Noord-Brabant&ll=51.691413,5.146682&spn=0.002477,0.008991&t=h&z=18&layer=c&cbll=51.691413,5.146682&panoid=d99pzNpZEx5Fo4Nqo2Czxg&cbp=12,10.3,,0,15.53)

http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=Vlijmen&sll=71.936401,-64.311218&sspn=0.039442,0.287704&ie=UTF8&hq=&hnear=Vlijmen,+Heusden,+Noord-Brabant&ll=51.695341,5.194624&spn=0.004928,0.017982&t=h&z=17&layer=c&cbll=51.695341,5.194624&panoid=yms3ILFuOogdqGtHzw1KHQ&cbp=12,140.38,,0,6.72 (http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=Vlijmen&sll=71.936401,-64.311218&sspn=0.039442,0.287704&ie=UTF8&hq=&hnear=Vlijmen,+Heusden,+Noord-Brabant&ll=51.695341,5.194624&spn=0.004928,0.017982&t=h&z=17&layer=c&cbll=51.695341,5.194624&panoid=yms3ILFuOogdqGtHzw1KHQ&cbp=12,140.38,,0,6.72)

A far road puzzlepice whit a turning lane?
http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=Vlijmen&sll=71.936401,-64.311218&sspn=0.039442,0.287704&ie=UTF8&hq=&hnear=Vlijmen,+Heusden,+Noord-Brabant&ll=51.695728,5.191024&spn=0.001239,0.004495&t=h&z=19&layer=c&cbll=51.695728,5.191024&panoid=nlh6qtsUo0X4y5OjU_aV2A&cbp=12,301.64,,0,10.05 (http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=Vlijmen&sll=71.936401,-64.311218&sspn=0.039442,0.287704&ie=UTF8&hq=&hnear=Vlijmen,+Heusden,+Noord-Brabant&ll=51.695728,5.191024&spn=0.001239,0.004495&t=h&z=19&layer=c&cbll=51.695728,5.191024&panoid=nlh6qtsUo0X4y5OjU_aV2A&cbp=12,301.64,,0,10.05)

Turning lane for a RHW-2?
http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=Vlijmen&sll=71.936401,-64.311218&sspn=0.039442,0.287704&ie=UTF8&hq=&hnear=Vlijmen,+Heusden,+Noord-Brabant&ll=51.728303,5.121605&spn=0.002475,0.008991&t=h&z=18&layer=c&cbll=51.728303,5.121605&panoid=Z1Xyk-3QORpiUImk0yyaAA&cbp=12,351.63,,0,3.76 (http://maps.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=Vlijmen&sll=71.936401,-64.311218&sspn=0.039442,0.287704&ie=UTF8&hq=&hnear=Vlijmen,+Heusden,+Noord-Brabant&ll=51.728303,5.121605&spn=0.002475,0.008991&t=h&z=18&layer=c&cbll=51.728303,5.121605&panoid=Z1Xyk-3QORpiUImk0yyaAA&cbp=12,351.63,,0,3.76)

I hope that i make my point, how do you think about this?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on December 06, 2010, 09:35:37 AM
Oh wow, someone who feels the same way I do! :thumbsup: TuLEPs initially did not have signals on it, but at the last minute it was made to not allow both options with or without at once.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on December 06, 2010, 01:26:11 PM
Non-signalized TuLEPs sound like a good idea to me--I've been thinking about that for awhile now, in fact.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on December 06, 2010, 01:41:33 PM
Alex I can see how good and useful is this cosmetic mod for marking in RHW and I thought it would be very effective in TULEPs
would helped and all varieties of OWR

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: interim on December 06, 2010, 11:45:30 PM
Quote from: Tarkus on December 06, 2010, 01:26:11 PM
Non-signalized TuLEPs sound like a good idea to me--I've been thinking about that for awhile now, in fact.

-Alex
I noticed this when I was making T-intersections with TuLEPs. In many places in the United States, you'll find a road or street that dead ends into a T-intersection without any signal light. This is especially common with frontage roads or rural streets. I'd love to see something like that make it into TuLEPs.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on December 08, 2010, 04:21:30 PM
In that situation, if you do not want signals for some of the networks right now, you are only able to use substitution, for example if you want a TLA-3 crossing or passing a rural type of road with no signal, that "road" now has to be a RHW-2 before it hits or crosses at the TLA, and before the 3-Lane TuLEP crossing over a 2 Lane Road intersection piece comes out, it looks like that is the only option for the moment.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: interim on December 10, 2010, 10:18:45 AM
Yes, I noticed that. I did just that for a number of intersections in the middle of nowhere. :)

I've been using the RHW-2 for a lot of things, experimenting with it. Even in major cities it's actually quite a useful piece of road because of how much easier it is to lay down than the Maxis highway. Plus, it's great for making high-capacity bridges and through-ways where there isn't a lot of space.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: willsim on December 11, 2010, 02:59:57 AM
I was wondering if you guys could make a michigain left for rhw-4 / dual owr for my divided highways + it would not clog the inter sections as mutch
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on December 12, 2010, 10:02:45 AM
You mean where you have to sit through more lights to just make a U-Turn? Otherwise, without using signals, or turn lanes, U-turns for avenues and RHW had been possible before, not to mention OWR can specifiy U-Turns for only one direction when used in between.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Opkl on December 18, 2010, 09:05:09 PM
Tarkus, I would really love to see TuLEP pieces for the RHW 6 and even 8. I was in Indiana today and many of their major routes are somewhat like the RHW unlike in my area of Chicago where our roads are like the TLA-5. I see that you are planning on TuLEP pieces for the RHW 2 and 4, but in areas where there are large concentration of business such as retail, one would need to have wider RHWs to handle all of the traffic. This is where the TuLEPs for the RHW 6/8 would come in handy. The cosmetic pieces that you created can also be a nice touch since these wider roads have that neverending right turn lane that do not end until you travel out of the business area. However, since the intersections will be very wide, will wire string traffic singals be used or will that be decided later on? Also, can the intersection TuLEPs pieces be modeled in a way so that one may have a wide RHW that uses a median and is not side by side? -Thanks for all your hard work.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on December 18, 2010, 10:06:56 PM
The main design intent behind the RHW networks beyond the RHW-4 has been to have them be strictly limited/controlled-access, and that's the main reason any sort of at-grade intersection (and TuLEPification) has been generally excluded from any short- or long-range plans.

The 6S/6C have been "borderline" cases, though, mainly as there's a sort of "genre-bending" stretch of Oregon Highway 99W in Sherwood, Oregon (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Sherwood,+OR&sll=39.915294,-86.224758&sspn=0.11481,0.338173&ie=UTF8&hq=&hnear=Sherwood,+Washington,+Oregon&ll=45.369435,-122.844237&spn=0.001643,0.005284&t=h&z=18).  It's somewhere in the nebulous expanse between an RHW-6 and the triple-tile AVE-6 that is planned to be added in the next NWM release.  The stretches to the northeast and the southwest of there are still kind of RHW-4-ish expressways, but with the amount of commercial growth along the 6-lane stretch and the general trend of how things go as roadways with at-grade intersections get widened, I'd say it's closer to being an NWM network than an RHW network in its current state.  It sounds like the roads in Indiana are probably similar--I'd be curious to see some Google Maps examples for comparison.

Given that and that the triple-tile NWM networks are already planned to get TuLEPs, I'd be hesitant to put RHW-6 TuLEPs on the list, as it's kind of a stretch.  RHW-8 ones are even less likely.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Opkl on December 18, 2010, 10:29:21 PM
Quote from: Tarkus on December 18, 2010, 10:06:56 PM
The main design intent behind the RHW networks beyond the RHW-4 has been to have them be strictly limited/controlled-access, and that's the main reason any sort of at-grade intersection (and TuLEPification) has been generally excluded from any short- or long-range plans.

The 6S/6C have been "borderline" cases, though, mainly as there's a sort of "genre-bending" stretch of Oregon Highway 99W in Sherwood, Oregon (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Sherwood,+OR&sll=39.915294,-86.224758&sspn=0.11481,0.338173&ie=UTF8&hq=&hnear=Sherwood,+Washington,+Oregon&ll=45.369435,-122.844237&spn=0.001643,0.005284&t=h&z=18).  It's somewhere in the nebulous expanse between an RHW-6 and the triple-tile AVE-6 that is planned to be added in the next NWM release.  The stretches to the northeast and the southwest of there are still kind of RHW-4-ish expressways, but with the amount of commercial growth along the 6-lane stretch and the general trend of how things go as roadways with at-grade intersections get widened, I'd say it's closer to being an NWM network than an RHW network in its current state.  It sounds like the roads in Indiana are probably similar--I'd be curious to see some Google Maps examples for comparison.

Given that and that the triple-tile NWM networks are already planned to get TuLEPs, I'd be hesitant to put RHW-6 TuLEPs on the list, as it's kind of a stretch.  RHW-8 ones are even less likely.

-Alex

I forgot about the triple tile AVEs. Here's a google map link:

http://maps.google.com/?ie=UTF8&ll=41.4691,-87.308865&spn=0,0.054846&z=14&layer=c&cbll=41.471128,-87.314931&panoid=BF-iCJFYiP1i8-N_ly0Gqw&cbp=12,88.03,,0,2.61 (http://maps.google.com/?ie=UTF8&ll=41.4691,-87.308865&spn=0,0.054846&z=14&layer=c&cbll=41.471128,-87.314931&panoid=BF-iCJFYiP1i8-N_ly0Gqw&cbp=12,88.03,,0,2.61)

Scroll around the area to help understand. The RHW like street is US-30 (Lincoln Highway)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on December 19, 2010, 11:30:07 AM
QuoteScroll around the area to help understand. The RHW like street is US-30 (Lincoln Highway)
Just for future reference, while US-30 is Lincoln Highway in various places around the US, 30 is not completely Lincoln Highway all the way around, cross-country. Lincoln Highway was its own route from New York city all the way to California. 30 was just routed back to a good amout of existing sections over old Lincoln Highway. If that was not enough, this one road close to where I reside, at different decades used to be US Route 66, Lincoln Highway, and a US Bus/Tram line some time ago. It no longer even is 30. It also is no longer a RHW-2.

However, I do second the idea of having a double left turn lane in between a 6 lane network, not to mention the additional ability to have another piece allow a right turn lane next to that. However Opkl, I doubt having IN's styles of signals becoming reality if that even ever happens.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Opkl on December 20, 2010, 12:07:22 PM
Quote from: j-dub on December 19, 2010, 11:30:07 AM
However, I do second the idea of having a double left turn lane in between a 6 lane network, not to mention the additional ability to have another piece allow a right turn lane next to that. However Opkl, I doubt having IN's styles of signals becoming reality if that even ever happens.

I believe the AVE6 will cover all of this. As fior the signals, I just thought that the interchange would be very wide and the normal mast arm lights would look a little out of place, but that really isn't important right now.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: banditp61 on December 24, 2010, 06:20:41 PM
I love the work you guys have done already. In the future are there plans to have TuLEP for OWR?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on December 24, 2010, 06:24:59 PM
Quote from: banditp61 on December 24, 2010, 06:20:41 PM
I love the work you guys have done already. In the future are there plans to have TuLEP for OWR?

Yes, as mentioned in the FAQ, OWR TuLEPs are on the docket.  There was even a prototype posted in one of the early pages of the thread, but design on them is still being tweaked, however.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on January 03, 2011, 03:05:17 AM
Would you show me how you look at the new intersections TuLEPs. For me it is interesting to see 3 tiles networks. Please show pictures if you have.

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on January 03, 2011, 04:57:12 AM
We don't have pictures of TuLEPs for three tile networks, because we didn't created the pieces yet...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on January 03, 2011, 05:12:37 AM
Quote from: mrtnrln on January 03, 2011, 04:57:12 AM
We don't have pictures of TuLEPs for three tile networks, because we didn't created the pieces yet...
As far as I know from Alex you design AVE-6 and AVE-8 will have three tiles network. So what you tell me surprises me very uncomfortable.

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ryan B. on January 03, 2011, 08:50:50 AM
Quote from: ivo_su on January 03, 2011, 05:12:37 AM
As far as I know from Alex you design AVE-6 and AVE-8 will have three tiles network. So what you tell me surprises me very uncomfortable.

- Ivaylo

Ivaylo, I think you may have missed the point.  The three-tile networks (such as AVE-6 & AVE-8) might be closer to being ready, but the TuLEP pieces for those networks & their intersections have not been created yet.

I can guarantee that you will be pleased with the result when they are created, however.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 03, 2011, 10:19:13 AM
I do have some textures ready for the triple-tile network TuLEPs, but that's as far as they've gotten right now--there will be at least a few by the time NWM 2.0 is ready for public release.  In general, though, much of the TuLEPs stuff is, on the backburner for the time being.  The menu stuff for the Advanced TuLEPs still needs to be figured out, and I have my hands in just about every other transit modding project (even resuscitating the RAM, HSR, SPM and SAM) in addition to what will be a heavy dose of RL over the next month.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on January 03, 2011, 12:38:51 PM
Ohhhh
I can not wait to come out three tiles networks. Otherwise, when the thing we most need is me AVE-6 & AVE-8. Also I have a problem with the construction of HSR. It would be great if you make tracks for HSR over EAVE diagonally. But I guess it's too vague for this will soon show you a picture with your problem but here estestveno. No for AVE-6 and AVE-8, as dreaming of playing SC4

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on January 03, 2011, 07:38:21 PM
Oh you can't ()what() Well um, I hope you can, because the master (Tarkus) still is really busy on other stuff that still has to be done first right now, but I think the wait will be worth it, and you never know what first things first come up before hand. :thumbsup: That, and you should consider three tile networks would logically have to have the right away ahead of Advanced TuLEPs, versus basic additions. I should let you know that Alex is very serious on wider avenues like you won't believe. You just got to remember the math involved of road widening and construction in general.

Either way, Alex basically is a giver with a lot more then we did not have before. I know using existing stuff at the moment is not the same, but if you really think about it, when you look at the existing MAVE-6, and you look at other players who took that and split it up, that is a very small sampling of how the real AVE-6 would behave. (people were using this instead of owr-3, as that did not have signals, where as split Mave-6 allowed functionallity) With an official AVE-6, on the other hand, you would not have to take the extra amount of time to split up a MAVE-6, but there also is other wider parts to the NWM project being added, before TuLEPs. NWM still has improvements in the works to existing features, and I don't know what Alex can do about HSR crossing over on top of elevated avenues diagonally, because I don't recall that being his field, again so much other stuff getting done.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Shadow Assassin on January 03, 2011, 10:25:17 PM
Quotebut if you really think about it, when you look at the existing MAVE-6, and you look at other players who took that and split it up, that is a very small sampling of how the real AVE-6 would behave. With an official AVE-6, on the other hand, you would not have to take the extra amount of time to split up a MAVE-6,

Or you could just use a pair of OWR-3s. :P

Rest assured, guys, we're working hard on the next lot of goodies for the next NAM update... whenever that may be.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: travismking on January 04, 2011, 07:08:16 PM
I have a quick question regarding the Tulep set. I would like to change the sidewalk textures, but cant find the actual textures, i see the reference to the texture, but cant find the actual textures. Anyone know which file they are in?

nvm im an idiot :p
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on January 04, 2011, 07:17:52 PM
I've actually replaced one of the texture groups... I think they're in
mydocs/Plugins/Network Addon Mod/Plugins/NetworkAddonMod_TurningLanes_Extension_Plugin.DAT
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: travismking on January 04, 2011, 07:32:42 PM
yea they are, found them, thanks :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on January 27, 2011, 07:50:50 AM
May I ask what happens to the draft TuLEPs and is there any development in recent times. It is my impression that currently works mostly in RHW and TuLEPs in the background. Right? I was amazed by three tiles NWM networks and many will be glad to see TuLEPs for them.

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 27, 2011, 12:34:16 PM
jondor has done some work on a couple of additions to the basic TuLEPs set, but that's about it in the past few months.  I have actually had a bunch of partially-completed TuLEPs and intersections for them laying around for awhile now, intended for the "Advanced TuLEPs" set, but they're all in need of pathing, the task of figuring out the menu logistics is a rather daunting one.  Unfortunately, I don't really have much time to work on them any further right now, and probably won't for some time.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: io_bg on January 27, 2011, 12:56:57 PM
May we see some pictures of these Advanced Tuleps (even if they're incomplete)? ::)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on January 27, 2011, 03:10:43 PM
I do not recall advanced exceeding the tile width of stuff that already was public, Advanced concepts would so far be the example Alex had on Youtube of a prototype road intersection with ortho right turn lanes that could stretch further, where as the current slip lanes, despite they are separate right turn lanes, those just go on the corners.
http://www.youtube.com/v/UD3JQPUrU6Y
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 27, 2011, 03:41:37 PM
Quote from: j-dub on January 27, 2011, 03:10:43 PM
I do not recall advanced exceeding the tile width of stuff that already was public, Advanced concepts would so far be the example Alex had on Youtube of a prototype road intersection with ortho right turn lanes that could stretch further, where as the current slip lanes, despite they are separate right turn lanes, those just go on the corners.

Most of the "advanced" stuff I'm referring to is basically what j-dub described--some of it you've already seen (Type B and C Road TuLEPs . . . the latter of which is in the YouTube video), while the rest of it is largely new Avenue TuLEPs (I was working on a Type C) and a number of intersections interfacing the new Avenue stuff and the new Road stuff.  I'll see if I can get an image up here.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on January 28, 2011, 01:50:57 AM
Speaking of additions:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Fshiny_new_tuleps.jpg&hash=8deae1056190ea979aa382a3a6dd61b883954abd)

Hopefully these should make it into the next NAM release.  ;D

Got a few more like them planned, if I have enough time to finish them.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on January 28, 2011, 05:48:22 AM
What do the differences in dash length mean? And is the top piece some sort of ARD-3 connector?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on January 28, 2011, 06:37:11 AM
Usually, the short dashes mean merging into that lane is still permissible, whereas when it's solid, you are not allowed to merge into that lane. Well, that's Queensland law anyway.

The 'top' piece you point out is not related to ARD-3 (though it probably could be used for that), but is for tight lane swaps. It cuts down a turn lane swap from 4 tiles to 1.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on January 28, 2011, 09:57:04 AM
Quote from: Tracker on January 28, 2011, 05:48:22 AM
What do the differences in dash length mean? And is the top piece some sort of ARD-3 connector?

Yes, those heavy dashes still legally allow movement across them, but they warn that what was a travel lane is going to become a turn lane.
They would be used if say an ARD-3 ran into a TuLEP intersection, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Fdashes.jpg&hash=41d1a8e9c4ad3c4b9c38d4d58bb15f731faa4f7f)

They might also be used if an ARD-3 was terminating as the dead-end leg of a T intersection.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on January 28, 2011, 12:34:58 PM
The advanced TuLEPs are looking fantastic, jondor! &apls I really like the ones with the railroad crossing. Those will definitely be useful! :) And so will the other two pieces shown. I can't wait for you to figure out how you'll do the menu so you can get these released soon. :D Anyway, keep up the great work! :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 28, 2011, 01:54:41 PM
Quote from: Nego on January 28, 2011, 12:34:58 PM
The advanced TuLEPs are looking fantastic, jondor!

Actually, those are planned to be included in the "basic" set that is integrated into the NAM Core and have been placed into the existing TuLEPs TAB button.  You'll be seeing those in NAM Version 30.

And to answer the question about some of the "unfinished" pieces, here's a look at some of them.

Intersections for Road Type C with Avenues (Road Type C features three turn lanes--it's basically like Type A but with another lane to the right)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F1006%2Ftulep012820111.jpg&hash=b758fe85898c01b6b326dc7cf7d5e26597e0574c)

Intersections for Avenue Type C with Avenue Type A (Avenue Type C is like Avenue Type A but with a right turn lane).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F6652%2Ftulep012820112.jpg&hash=58f2ba0935283b8d5e0a883976108a04f5589e17)

An additional lane configuration for Road Type A.  While this piece is actually "done", the intersections required for it will end up using the existing textures, the IIDing, pathing and menu logistics still need to be worked out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F911%2Ftulep012820113.jpg&hash=345f7f9178b9ede23525dc9ef174cfa8875f0a42)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: noahclem on January 28, 2011, 02:19:24 PM
That looks awesome Alex, great work!  &apls 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on January 28, 2011, 03:00:51 PM
Quote from: noahclem on January 28, 2011, 02:19:24 PM
That looks awesome Alex, great work!  &apls 

I'll say. These look great.

Hmm...

If "A" adds a dedicated left turn lane, "B" adds two left turn lanes, and "C" adds a left turn lane AND a right turn lane, then wouldn't there be a TuLEP with just the additional right turn lane and another that has two left turn lanes and a right turn lane?

Real life example of a turn lane setup that has two additional left turn lanes and a right turn lane. The "AVE-8" in here (Mira Mesa Boulevard) would go from 8 lanes to 11. What a monster. And coincidentally, a little south of this intersection is the real-life equivalent of Jondor's "Tight lane swap" piece, only it's set for B-TuLEPs.

http://maps.google.com/maps?hl=en&ie=UTF8&ll=32.917182,-117.120585&spn=0.001866,0.003664&t=k&z=19

I know I've seen a TuLEP that just has the right turn lane in your Mayor Diary once.

Quote from: Tarkus on June 10, 2010, 01:02:18 PM(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F8607%2Fu6216.jpg&hash=b2040927fd57eefc74b14fe89457bfa8e1e598af)

I was right, but I didn't account for the left and straight arrow on the other turn lane. Is that an Anti-SIP? (If a SIP adds traffic signals, especially in the right locations, then wouldn't an anti-SIP lack any traffic signals?)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on January 28, 2011, 03:10:36 PM
Excuse me, but do not you create TuLEP for one-way streets. I guess there will be a task much more difficult  but I still think  he needs  TuLEP  for them.

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 28, 2011, 03:14:45 PM
The pic out of my MD is actually what has been tentatively called Type B Road TuLEPs.  The Type B Avenue ones with the dual-left turn lane were actually originally going to be called "Type D" (The prototype for Road Type D is actually a Road setup with dual left-turn lanes), but it seemed a little confusing at the time to have the two types of Avenue TuLEPs in the basic set be Types A and D rather than A and B.

The lack of signals/stop points there on that intersection is more a sign of being incomplete than a true "anti-SIP", though anti-SIPs are something I've actually considered for awhile now.

Quote from: ivo_su on January 28, 2011, 03:10:36 PM
Excuse me, but do not you create TuLEP for one-way streets. I guess there will be a task much more difficult  but I still think  he needs  TuLEP  for them.

OWRs will be getting TuLEPs as well, though there hasn't been all that much focus on that end--it's not so much a difficulty factor as a lack of time factor.  There was a prototype shown back on page 2 (http://sc4devotion.com/forums/index.php?topic=8460.msg264776#msg264776), however.  That's about as far as that's gotten, though.  The eventual implementation plan for them will involve using SIPs intersections as well.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Fresh Prince of SC4D on January 28, 2011, 05:34:14 PM
the new intersections look like a nod to the CitiesXL intersections
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on January 29, 2011, 02:52:02 PM
I guess you thought about it but to ask:
when cross AVE - 8 with other AVE - 8 I guess that will have 2 lanes for left turn (if 1 extra at the median place of course) then the remaining 3 straight. For this ... My thought is TuLEP already has a special right turn lane but can it be by two-lane (more widely I mean).

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ZenMonster on February 09, 2011, 04:03:31 AM
Hello.

Just a little suggestion.

You might want to include some brief instructions on where to put the SlipLanePathFix patch file in the main sticky post to help out newbs like me. I just spent a few hours looking through this whole thread just to figure out where to put it.
(...My docs\SimCity 4\Plugins\Network Addon Mod\Plugins\)

I don't mean to sound like I'm complaining. Just a suggestion.

I bought this game a few years ago and was very disappointed. It was only a slight improvement over SC3K in my opinion. I have only recently discovered this website and all the awesome content that improves the game beyond what I could have ever imagined. Please keep up the good work  :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on February 09, 2011, 01:19:42 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F1129%2Ftuleps.jpg&hash=c851f71ac002d3afebf137e96c3d7a183fb9b815)

I have an idea for improving the  arrows  in TuLEP's.
I think that it will be especially difficult for you - this picture I took samples of AVE-4 and if you can put them on single pieces would have quite beautiful.

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on February 09, 2011, 01:21:39 PM
Quote from: ivo_su on January 29, 2011, 02:52:02 PM
I guess you thought about it but to ask:
when cross AVE - 8 with other AVE - 8 I guess that will have 2 lanes for left turn (if 1 extra at the median place of course) then the remaining 3 straight. For this ... My thought is TuLEP already has a special right turn lane but can it be by two-lane (more widely I mean).

We're still figuring out how the AVE-8/TLA-9 end will work in terms of TuLEPs.  The geometry would need to be different for a dual-left turn lane . . . the default geometry for the triple-tile networks is really only configured for one.

And ZenMonster, glad we've been able to improve your SC4 experience!  I normally have installation instructions for fixes and such like that, but had forgotten to do so with this one--that's now been corrected. :thumbsup:

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on February 09, 2011, 01:38:03 PM
Quote from: ivo_su on February 09, 2011, 01:19:42 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F1129%2Ftuleps.jpg&hash=c851f71ac002d3afebf137e96c3d7a183fb9b815)

I have an idea for improving the  arrows  in TuLEP's.
I think that it will be especially difficult for you - this picture I took samples of AVE-4 and if you can put them on single pieces would have quite beautiful.

- Ivaylo
I'm happy to report you that's these pieces are included in the Advanced TuLEPs set, which still requires some re-organisation...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on February 09, 2011, 01:52:03 PM
Quote from: mrtnrln on February 09, 2011, 01:38:03 PM
I'm happy to report you that's these pieces are included in the Advanced TuLEPs set, which still requires some re-organisation...


It's great Maarten. You did make me happy. Many hope the next TuLEP's have arrows and one-way streets

- Ivaylo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: zakuten on February 09, 2011, 03:57:18 PM
OK, so truthfully, I have no idea how the overlays work, but, would it be possible to "overhang" a stop line for the intersections? Since the intersection itself would know which part would go where, a small graphic tweak could add stop lines without taking the crosswalks? I've got no skill in these, but I wish I'd have learned...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Shadow Assassin on February 09, 2011, 04:19:07 PM
QuoteOK, so truthfully, I have no idea how the overlays work, but, would it be possible to "overhang" a stop line for the intersections?

Yup, it's possible. In fact the TuLEPs already have something sort of similar happening with the ghost arrows in the preview model.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Wiimeiser on February 24, 2011, 12:07:34 AM
I was thinking, how about longer slip lanes? Or a transition to MIS?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on February 24, 2011, 09:19:54 PM
Wiimeiser: About that, some of that already is becoming a reality, in a sense, anyway. There are avenue to MIS pieces getting worked on, so I guess this is almost longer slip lanes longer in the sense, if you connect an avenue MIS to a corresponding avenue MIS, that could work as a longer slip lane, but really, anyone could actually do a diamond avenue interchange with MIS. So yeah, it almost looks like the next big finish, you could actually pull off a MIS diamond without the RHW straight aways, when using avenue to MIS ramps, but again, you need longer space to do so, where as avenue slip lane TuLEPs, not so much. As for the roads, there had been right turn lane Tuleps with ends that transition to regular slip lanes, as an alternative to the later advanced Tulep of having the right turn lane just end into the intersection, which a lot of people also may use. It just will be some time though.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on February 25, 2011, 09:42:57 AM
Quote from: j-dub on February 24, 2011, 09:19:54 PM
Wiimeiser: About that, some of that already is becoming a reality, in a sense, anyway. There are avenue to MIS pieces getting worked on, so I guess this is almost longer slip lanes longer in the sense, if you connect an avenue MIS to a corresponding avenue MIS, that could work as a longer slip lane, but really, anyone could actually do a diamond avenue interchange with MIS. So yeah, it almost looks like the next big finish, you could actually pull off a MIS diamond without the RHW straight aways, when using avenue to MIS ramps, but again, you need longer space to do so, where as avenue slip lane TuLEPs, not so much. As for the roads, there had been right turn lane Tuleps with ends that transition to regular slip lanes, as an alternative to the later advanced Tulep of having the right turn lane just end into the intersection, which a lot of people also may use. It just will be some time though.

riiga offers a taste of the new avenue MIS exit pieces:

http://i705.photobucket.com/albums/ww55/anonymson/avenykors.jpg (originally posted in "Show us your intersections")
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on February 25, 2011, 10:37:19 AM
And I can confirm that. I've developed it a few months ago, as well as a B-style and E-style ramp:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F1729%2Favenuepiecesinaction.jpg&hash=d77d82e0383e22195b0214ad71409e45d577c8c4)

Also, some other pieces in the following picture are included in the new RHW version:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6277%2Fpiecesnorm.jpg&hash=9287b43f22bea35729ea1ec4ed251e3bcdfa22e0)

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on February 25, 2011, 03:44:16 PM
By the way, what types of pieces will be available for the new RHW-3?

I DO like what I see...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on February 26, 2011, 02:35:00 AM
Well, I've been working on this...  ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FTulep1.png&hash=2d0c40ec916abd96b1413cb29a3b24148a4d6c10)

It won't be in the next release though, at least not as of now.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: strucka on February 26, 2011, 02:38:18 AM
Wow! That is an awesome intersection! &apls

How many pieces are this?
Is it 2X Left turning piece on 6-7 tiles, T-intersection tile and the other side of the turn lane piece, or is the lane in 1 tile pieces?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: noahclem on February 26, 2011, 03:29:09 AM
Wow, beautiful RHW TuLEPs Riiga!  &apls Just perfect!!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on February 26, 2011, 03:47:28 AM
Hm...
I think there are a few new pieces there... I think most of it uses RHW-3 and a special RHW-2 for the most part...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on February 26, 2011, 04:52:38 AM
Thanks for your kind comments!

There's five different pieces in that picture, plus the RHW-2 to WRHW-2 piece.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FTulep2.png&hash=845926ffe6900189251fa4114b94e1d5c9de9aae)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on February 26, 2011, 05:00:14 AM
Erm... Felix, I believe most people here don't know what WRHW-2 is. Let met explain: the WRHW-2 stands for Wide Real HighWay-2, which is used for RHW-2-to-RHW-3 Transitions or RHW-3 Lane switches (where the center lane changes direction).

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: io_bg on February 26, 2011, 05:31:06 AM
Quote from: mrtnrln on February 26, 2011, 05:00:14 AMthe WRHW-2 stands for Wide Real HighWay-2
Wasn't that hard for me to guess :P
Anyway, it looks great, however I find the inside corners quite sharp &mmm
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Girafe on February 26, 2011, 05:45:48 AM
I really like the external dotted line, it looks much much better  &apls &apls

good job  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on February 26, 2011, 06:37:01 AM
Quote from: io_bg on February 26, 2011, 05:31:06 AM
Wasn't that hard for me to guess :P
Anyway, it looks great, however I find the inside corners quite sharp &mmm
They had to be made that way since the lanes would be too narrow otherwise.

Quote from: Girafe on February 26, 2011, 05:45:48 AM
I really like the external dotted line, it looks much much better  &apls &apls

good job  ;)
Well, the reason started working on these texture in the first place was just that - I wanted dashed lines, since that's what used here in Sweden and if I'm not mistaken France as well.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: samerton on February 26, 2011, 11:07:09 AM
Wow.. some great updates for this thread. This is looking amazing! Great!  &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Mithokey on March 02, 2011, 05:35:18 PM
Awesome!!  :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mave94 on March 03, 2011, 12:32:16 AM
Great work guys!
In the Netherlands we have those turning lanes, too. I've always wanted that things.
One quick question, though, if I want to install a new NAM or RHW version, I just have to delete the files of the other version?

-Matthijs
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Mithokey on March 03, 2011, 05:15:31 AM
Quote from: MrMAvE94 on March 03, 2011, 12:32:16 AM
Great work guys!
In the Netherlands we have those turning lanes, too. I've always wanted that things.
One quick question, though, if I want to install a new NAM or RHW version, I just have to delete the files of the other version?

-Matthijs

Yep. If you want to install the latest version of NAM, take the old version out of your plugins and install the new version into it. This will not affect your Sim City 4 game.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: simcity4ever on March 20, 2011, 05:11:47 AM
I like the WRHW-2 and RHW TuLEPs! &apls

One question though: Are there american textures for these? ()what()
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on March 20, 2011, 05:35:25 AM
At the moment, there are no dedicated American textures.

This however is using plain WRHW-2 and RHW-3 as TuLEPs in a + configuration (using a Road + TuLEP intersection piece) which also works.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fgreville-10_apr.__141298780728.jpg&hash=f11abad997dab22cdaaa2c69b86aa1b747db1378)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: samerton on March 20, 2011, 07:52:58 AM
Hey,

I was adding a TuLEP junction, and I noticed that the Road-Avenue T piece was missing paths.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F6103%2Ftulep1.jpg&hash=a316066a5ebe6a496dc483425b82b2c4a4f31e63)

I was wondering if I am missing a patch, or if there is another piece that I need to add.

Sam =)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on March 20, 2011, 08:24:14 AM
There aren't missing paths, but I see that there are redundant paths...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on March 20, 2011, 09:40:42 AM
QuoteAt the moment, there are no dedicated American textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F4332%2Fsouthsidenov19321300662.jpg&hash=56506ca34c29d6fa17e2f95ceb87c493959535c3)

After examining everything together, I personally feel that there is enough North American resemblance, especially when you mirror the RHW-3 to right hand drive side, that yellow crosshatch style of lane restricting the center is more common in other parts of the Midwest. As of this development, existing TuLEPs with arrows can be placed right next to RHW-3 filler pieces, including the yellow crosshatch lane restriction
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on March 20, 2011, 10:43:16 AM
Quote from: jdenm8 on March 20, 2011, 05:35:25 AM
At the moment, there are no dedicated American textures.

That's not entirely true anymore.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F1356%2Ftulep032020111.jpg&hash=389811815c045ae92106912dce0143770be3dbb8)

No idea when these will be done or if they'll be in RHW 4.2, though.

-Alex



Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on March 20, 2011, 04:15:09 PM
There aren't any missing paths, it just looks like there is.

The tile with the Road branching off I think shares paths and textures with the + intersection, the only difference being the outside tile.

EDIT: Dammit... didn't see the new page.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on March 20, 2011, 06:14:56 PM
Quote from: jdenm8 on March 20, 2011, 04:15:09 PM
There aren't any missing paths, it just looks like there is.

The tile with the Road branching off actually shares paths and textures with the + intersection, the only difference being the outside tile.

They were copied directly off the TLA-5 + and Long-T intersections, which have that pathing setup so as to not require additional IIDs--just about all NWM T intersections involving dual-tile NWM networks will have an "orphan path" like that. 

Given that the TuLEPs Ave Type A/Road Type A T-intersection already has separate IIDs from the +-intersection, however, I could probably change that in the next release.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: samerton on March 23, 2011, 10:04:13 AM
Thanks for the reply, guys.

When trying to drive over in UDI, the session exits and no automata can pass. I have bulldozed the intersection and replaced it with a standard Maxis one with slip lanes, so I'm glad I can still use the TuLep's in that area.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Opkl on April 16, 2011, 10:38:43 PM
How will the pieces for the OWR's look? Are there any new pictures?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on April 16, 2011, 10:48:22 PM
Look back at the start of this thread, because that's pretty much how they look. Advanced TuLEPs are not planned for release this cycle as far as I know.
There will be a Basic TuLEPs expansion with the next NWM though to support AVE-6/TLA-7 however.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on April 16, 2011, 11:04:27 PM
To further what JD said, the one pic of an OWR TuLEP can be seen here, in my post from August 2009 on Page 2 (http://sc4devotion.com/forums/index.php?topic=8460.msg264776#msg264776) of this thread.  In the almost 2 years since then, there has been no further development on OWR TuLEPs--aside from the OWR Slip Lane interface in the Basic TuLEPs set, which is already available to the public in the NAM. 

Officially speaking, Advanced TuLEPs development is on hiatus and will not resume until after NAM Version 30 is released.

The only new TuLEPs content currently planned for that release cycle are the additions by jondor as seen on Page 23 (http://sc4devotion.com/forums/index.php?topic=8460.msg363831#msg363831) of this thread, and the aforementioned NWM TuLEPs for triple-tile networks, which I'm not quite ready to reveal. ;)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on April 16, 2011, 11:19:17 PM
Oh. Whoops!  &ops
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on April 17, 2011, 01:29:01 AM
Only sorrow and sadness have fulfilled my soul. From news to learn recently of the NAM I just despair. I really am interested in the development of daily TuLEP's and NWM (3 tiles networks). I know that RL is first and foremost but I am disappointed that the RHW has priority over other projects. About TuLEP for OWR I think it is absolutely imperative to be carried out. Especially after the emergence of OWR-4 and OWR-5.This stagnation from 2009 to today is far too long  and as far as I remember Alex was told that the implementation of TuLEP's - OWR is not so complicated. To my great regret I still am not able to create single pieces but I can try to create textures such as assistance on my part if this will contribute to the rapid development of the project.

- Ivaylo (Ivo)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on April 17, 2011, 02:18:30 AM
Well, there are more things that have been worked on for the next NAM besides the RHW:

- Some additional TuLEPs, as Alex (Tarkus) said.
- New NWM networks, like the NMAVE-4, AVE-6 and TLA-7
- Diagonal functionality for wider NWM networks.
- New viaduct models.

That is actually quite a lot of stuff. Besides, we are also only human too. We too have some RL priorities and we can't do everything requested.

If you want to create puzzle pieces, I would reccomend you to read my tutorial (http://sc4devotion.com/forums/index.php?topic=11023.0).

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on April 17, 2011, 02:48:28 AM
I'm very grateful to Maarten attention that my separation. In fact, that I read your lesson last month. It's really brag that you did it. The problem is that it seems too complicated.  I doubt  that I'll be able  to create his own even one puzzle piece, let alone a whole lot of TuPEP for OWR.

- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Exla357 on May 12, 2011, 02:18:45 PM
Quote from: jdenm8 on March 20, 2011, 05:35:25 AM
At the moment, there are no dedicated American textures.

This however is using plain WRHW-2 and RHW-3 as TuLEPs in a + configuration (using a Road + TuLEP intersection piece) which also works.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fgreville-10_apr.__141298780728.jpg&hash=f11abad997dab22cdaaa2c69b86aa1b747db1378)

Wait, is that ERHW-2? Sweet! Any idea on when this will be out besides, "It'll be done when it's done?"
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 12, 2011, 02:24:43 PM
Quote from: Exla357 on May 12, 2011, 02:18:45 PM
Wait, is that ERHW-2? Sweet! Any idea on when this will be out besides, "It'll be done when it's done?"
No, we honestly don't know either  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 12, 2011, 02:25:47 PM
Quote from: Exla357 on May 12, 2011, 02:18:45 PM
Wait, is that ERHW-2? Sweet! Any idea on when this will be out besides, "It'll be done when it's done?"

While we can't give you a date, we can give you a version number: 4.2 (the next RHW release).

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Exla357 on May 15, 2011, 06:50:26 PM
Thanks lol. One other thing:

Would it be possible to make a TuLEP Road A-1 piece that says "Only?"
A lot of road turn lanes, here in Colorado, especially, are set up like this:

A-1 "Left Arrow"
A-1 "Only"
A-1 "Left arrow"
TLA-3 to A-1 transition
T-End

We have all of these except the "Only." Usually I just substitute a Blank A-1 but it would be nice to have an "Only" piece. I would do it myself but my skills with the reader are, um, marginal, and I don't think I could make a puzzle piece by myself lol.

Just a thought, not needed, not urgent, but if one of the NAM members had an extra 20 minutes...

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 15, 2011, 07:36:58 PM
Oh, the old ONLY talk, but for 2011. The main problem is the international thing, not everyone speaks English. There have been numerous times the ONLY has been explored, even before TuLEPs when the only turn lanes was just the 2 tile left turn lanes for roads and avenues, the word ONLY never made the cut. While it may not be impossible, it really does not seem like a NAM first priority, but if someone were to make the word ONLY into a T-21 prop, so there would not be multiple (re)textured working to do all over and over again, it could be done. These days, it seems like I have seen the word ONLY being painted a lot less on US turn lanes, and the arrow also not being used as often.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 15, 2011, 09:07:30 PM
I am totally against this idea to describe bands with the word  "ONLY". This may be very popular in the U.S. but in Europe and other continents is not. Separately if we talk about aesthetics arrow seems a thousand times  more beautiful than the word "Only"
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 15, 2011, 09:42:25 PM
Quote from: ivo_su on May 15, 2011, 09:07:30 PM
I am totally against this idea to describe bands with the word  "ONLY". This may be very popular in the U.S. but in Europe and other continents is not. Separately if we talk about aesthetics arrow seems a thousand times  more beautiful than the word "Only"

And in actuality, it's limited to certain US states.  Oregon generally does not use "Only" pavement markings, and from what I've seen, Washington and California are the same way.  Nevada, however, uses "Onlys" regularly.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: zakuten on May 15, 2011, 10:52:06 PM
There's also been some conflicting stuff from the regulations-- In Illinois, the "ONLY" used to always be used, but now is only for situations where a regular traffic lane becomes a dedicated turn, and in a few cases for emphasis, i.e. a straight ONLY in the rightmost lane when at a one way where the right turn is against traffic, etc.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 09:32:36 AM
I know that the development of TuLEP's - "Advanced" is a very advanced stage and is planned to include a few new networks. But I would offer to help for future versions of TuLEP's if you need me. I think I can deal with textures of OWR and perhaps MAVE because I already have some experience in this. I have never tried to create Path-s but I guess that there'd be done. I need guidance and help in building the puzzle pieces (because that part seems very difficult). However, I think more people are working on a project more quickly and easily run business.

-Ivaylo (Ivo)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on May 16, 2011, 12:30:11 PM
For Ohio, the ONLY text is added for only lanes that perform a single turn operation (like this lane must turn right/left), a single straight lane (2 or more and they omit the arrow completely and have dashed lines between the two). Never for straight and turn right/left.

But obviously if we were to implement this it would be completely optional.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 12:48:00 PM
As I said earlier I think will become too ugly a word mark of the asphalt. By the same logic can anyone offer on the asphalt to have signs: "LEFT" "RIGHT", "FORWARD"
There is really no sense in this at least because 95% of the world adopted as a universal marking arrows. Another very significant is that many countries  are too nationalistic  and would not have adopted  language  for marking. However, the largest  and most populous countries in  the world  do not speak  English.
I hope to stop the discussions on  this topic.

Best,
Ivaylo (Ivo)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on May 16, 2011, 12:52:04 PM
As I would wish to reiterate and explain a little further the last line on my post:
Quote
But obviously if we were to implement this it would be completely optional.
And would be done only for those who'd want it, because I do know some who would (ie me, actually)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 01:00:16 PM
I propose to launch a survey in this case and everyone to share their views.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Jack_wilds on May 16, 2011, 02:05:17 PM
...piping in for two cents worth of thought...

It ought to be an optional thing, a 'mod' or 'add-on'... optional for the players discretion to place what, when, or where in thier game play... then to find the folks to step-up and make this happen

Add-on Packages:
text or no text(remove file from sc4 file)
text and/or symbols US, English players
text and/or symbols (non-US, non-English players)
or just symbol packs US and international variations

A choice of options that just needs some one to step up and take on the project

respectfully submitted,

Jack
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 02:14:25 PM
You know that so many different variants and options will require a lot of work to create additional textures and puzzle pieces. Just when I think and I think a huge amount of work for something that is not popular but after you've decided .... act dealing with meaningless things, provided that there is so much more important work to do.

I do not want to touch in any way any player or creator in my opinion.

- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 16, 2011, 02:39:31 PM
@Ivo: Who said they had to be dedicated puzzle pieces? We could just T21 the words onto existing pieces, like Jondor's TLA Arrows, or just change the textures. Even still, this should be optional, even if there's many different T21/Texture-based modifications for the TuLEPs, one could just simply choose what they want, the same way one can pick between Coke and Pepsi, or even go off with neither one. I wouldn't expect them to come with the NAM installers.

Better yet, a set of blank non-SIP TuLEPs for people to customise, like with the Custom FLUPs, and with what I proposed for the RHW CPs.

This is an aesthetic modification that can be brought about without even having to make new dedicated pieces. Remember what they said about the NAM: Aesthetics afterwards, functionality first. (That's not exactly what they said, but it falls in line with their development beliefs.) Once you reach aesthetics, there are too many options to consider, and none are universal.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 16, 2011, 03:17:09 PM
I like the idea of having a piece with the word ONLY on it. It's used here in New Jersey (though it seems to be optional as it isn't used in every intersection). Having it would add some realism to the game and TuLEPs. Having it optional would be beneficial, too, so those who don't like/want it can opt. out of having it.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 03:49:46 PM
Quote from: GDO29Anagram on May 16, 2011, 02:39:31 PM
@Ivo: Who said they had to be dedicated puzzle pieces? We could just T21 the words onto existing pieces, like Jondor's TLA Arrows, or just change the textures. Even still, this should be optional, even if there's many different T21/Texture-based modifications for the TuLEPs, one could just simply choose what they want, the same way one can pick between Coke and Pepsi, or even go off with neither one. I wouldn't expect them to come with the NAM installers.

Better yet, a set of blank non-SIP TuLEPs for people to customise, like with the Custom FLUPs, and with what I proposed for the RHW CPs.

This is an aesthetic modification that can be brought about without even having to make new dedicated pieces. Remember what they said about the NAM: Aesthetics afterwards, functionality first. (That's not exactly what they said, but it falls in line with their development beliefs.) Once you reach aesthetics, there are too many options to consider, and none are universal.
Yes I agree that there is nothing better than great selection of variants but I do not really understandable how you make it speak with T21. As far as I am aware of at TuLEP's not use T21 a set of puzzle pieces which are assembled (something like a constructor). The whole idea is to have several segments of the intersections and tiles suitable for their networks with traffic lane in different directions. But these pieces are assembled using the method of plop. When using T21 everything is automatic as in Maxi's Avenue and Road. For  that I think will go too much work for something  that is neither functional nor aesthetic too good looking.
And I would say it is better to first make TuLEP's on all networks before they think about variations, etc.

- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on May 16, 2011, 04:04:53 PM
T21s are what puts the streetlights and miscellanea on the side of the road, but it's also able to be used to put stuff on (TLA-3/5 arrows) or under the road (ERHW-4 pylons are put in through T21 exemplar, that's why they have better lighting compared to the road deck).

T21s do work on puzzle pieces, they just have to be applied directly to the piece.
T21s are not my area of expertise though.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 04:12:17 PM
Quote from: jdenm8 on May 16, 2011, 04:04:53 PM
T21s are what puts the streetlights and miscellanea on the side of the road, but it's also able to be used to put stuff on (TLA-3/5 arrows) or under the road (ERHW-4 pylons are put in through T21 exemplar, that's why they have better lighting compared to the road deck).

T21s do work on puzzle pieces, they just have to be applied directly to the piece.
T21s are not my area of expertise though.
Yes I know this very well. T21 is also used in the RHW-6C lighting towers and yet say we wonder how they will  use it  in TuLEP's intersection. However I think that to create ADD or MOD for that "only" dama on asphalt you will need puzzle pieces.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Exla357 on May 16, 2011, 04:13:28 PM
Quote from: ivo_su on May 16, 2011, 12:48:00 PM
As I said earlier I think will become too ugly a word mark of the asphalt. By the same logic can anyone offer on the asphalt to have signs: "LEFT" "RIGHT", "FORWARD"
There is really no sense in this at least because 95% of the world adopted as a universal marking arrows. Another very significant is that many countries  are too nationalistic  and would not have adopted  language  for marking. However, the largest  and most populous countries in  the world  do not speak  English.
I hope to stop the discussions on  this topic.

Sorry, I wasn't aware that a simple request for an arrow pointing left would start a flame war. It was just an idea. If nobody wants to do it that's okay, too.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: zakuten on May 16, 2011, 04:16:17 PM
If you spaced them out enough, it could go like those cosmetic pieces on the RHW, perhaps? I don't mind having the "only" in the next tile if that way it can be modularized, so rather than have a "left-only" piece and a left arrow piece, you could have left-arrow and then an "only" piece, satisfying the non-ONLY users. Or, possibly, when the arrow-style-switching comes, you could use a "US-arrow" variant and "US-arrow+text" variant.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on May 16, 2011, 04:17:59 PM
Yeah, I don't understand how this all seemed to blow up (hence why I backed out, I wanted no further part in it).

So what did we learn today?
1. If we ever do add ONLY markings, we keep it OPTIONAL. Meaning, if you don't want to use it, don't select the option. Simple as that ;D
2. They would most likely be applied via T21, though texture replacement is just as feasible.
3. It takes virtually no effort to add such a feature via T21 or texture replacement, and very minimal effort to make a dedicated puzzle piece (its not really that hard to make a basic TuLEP piece like that, at least once you've learned how to).
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 16, 2011, 04:27:22 PM
Quote from: Blue Lightning on May 16, 2011, 04:17:59 PM
Yeah, I don't understand how this all seemed to blow up (hence why I backed out, I wanted no further part in it).

So what did we learn today?
1. If we ever do add ONLY markings, we keep it OPTIONAL. Meaning, if you don't want to use it, don't select the option. Simple as that ;D
2. They would most likely be applied via T21, though texture replacement is just as feasible.
3. It takes virtually no effort to add such a feature via T21 or texture replacement, and very minimal effort to make a dedicated puzzle piece (its not really that hard to make a basic TuLEP piece like that, at least once you've learned how to).

Sounds like a plan. :thumbsup:

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 04:34:20 PM
Resign have no strength to argue with you more. Obviously you have decided on will wish you success but rather to make arrows OWR and NWM whole network you will be dealing with his American  mark. So I wish you success but do not forget that the U.S. is not the center  of the  universe  and watch as hardly anyone outside the U.S. will use this MOD.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 16, 2011, 04:39:50 PM
Quote from: ivo_su on May 16, 2011, 04:34:20 PM
Resign have no strength to argue with you more. Obviously you have decided on will wish you success but rather to make arrows OWR and NWM whole network you will be dealing with his American  mark. So I wish you success but do not forget that the U.S. is not the center  of the  universe  and watch as hardly anyone outside the U.S. will use this MOD.

The modifications we're discussing will probably be included in a separate T21 package or as an option in an installer.  The folks who are from international locales or (like myself) are from US states that don't use it won't have to use it.  The amount of modding involved in this sort of package is very limited and will have minimal impact on modding resources and release timelines and it will probably be a strictly low-priority project.  The more "international" TuLEPs stuff will remain the highest priority going forward.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 04:46:24 PM
Thanks Alex is nice that appears to bring in clarity and I appreciate your position  on the  problem  that occurred. Definitely if I come to America will look to meet with you because you're  a great  guy and you can learn a lot.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Jack_wilds on May 16, 2011, 04:50:07 PM
ivo_su:

whao now cowboy  %BUd% slow down and take a breath now...  ()testing()

I feel you are misunderstanding everyone here... your idea and desire to have international road marking conventions to use is admirable and doable...the markings can be made using a method(s) involving T21s, it just needs some one to make it happen... some one who knows how to program and create the textures for the T21s is the issue...

NO ONE is advocating, saying or forcing anyone to just use USA/english road markings conventions...  we are quit aware -painfully so concerning certain issues, and I encourage you to not be discouraged and 'storm-off'... I feel you are experiencing a misunderstanding here that can be easily resolved...

Best wishes

Jack

PS-Update: Looks like Tarkus has dealt with Ok-fine so my comments are rather irelevant now

Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 05:02:33 PM
Jack the creation of textures is not so complicated and I do once I offered my help to the team. And yes quite often feel misunderstood  among  most of you but what should be done to meet over time.

Best
Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on May 16, 2011, 05:07:58 PM
NOTE: THIS MOD IS OUTDATED. DOWNLOAD THE NEWEST VERSION HERE (http://www.simtropolis.com/forum/files/file/26243-tulep-only-marking-cosmetic-mod/)

5 minutes and 20 seconds.
(Clicky)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FTuLEP%2Ftulep_test-jan._25__001305590627.png&hash=43ae56a83d680c9208b6d60b03811620d96d47c6) (http://www.majhost.com/gallery/vz1234512/NAM/TuLEP/tulep_test-jan._25__001305590627.png)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FTuLEP%2Ftulep_test-jan._29__001305590643.png&hash=4e8315072e846468be7412a2559a5cc6069f6092)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FTuLEP%2Ftulep_test-jan._27__001305590636.pngp&hash=c9eb7fc96b2dcf0f01930d60bd9363b35beaab9b)

Only for road TuLEPs, its a texture replacement mod. Attached below if you want it :) Drop it into SimCity 4/Plugins/NetworkAddonMod/Plugins (or SimCity 4/Plugins/zzz*insert your own folder name here*. Just so as long as it loads after the TuLEP file)

I might hit the Avenue TuLEPs as well if I'm feeling like it
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Shadow Assassin on May 16, 2011, 07:07:56 PM
For those who are interested (note, this will break Blue Lightning's cosmetic mod in the post above as it edits the same textures): TuLEP Cosmetic Mod (http://www.simtropolis.com/forum/files/file/26217-tulep-cosmetic-mod/).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fm%2F810%2F3237%2Ftuleps001.jpg&hash=aa9d51678aa367c19740aed47c86de3861e7084f)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 07:43:46 PM
Can I ask why there are arrows to turn left only. Do not you think that the arrow of each lane will be much more beautiful. It's nice that you have undertaken  with such cosmetic mods but I feel that this is specifically  directed  against  my criticisms of the  Blue Lightning and others who wanted the word ONLY in the marking. I hope to have new and more successful versions of such cosmetic mods for TuLEPs. Deserve the praise that you have undertaken  with such a nice effort and hopefully get a deserved reward for him, but most vaznoto is not to stop here.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 16, 2011, 08:22:13 PM
@Ivo: How come there are arrows in the left-turn lane pointing left but no arrows for the straight lanes going straight and so on? I guess that's how turn-lanes are commonly set up, but then again, I don't know about the rest of the world or any exceptions. Then again, that piece could be tackled with an Advanced TuLEP. I recall seeing something that comes close in Tarkus's Mayor Diary...

The Avenue Turn Lanes Plugin has arrows in all its lanes.

Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F8607%2Fu6216.jpg&hash=b2040927fd57eefc74b14fe89457bfa8e1e598af)

Keep in mind: Blue Lightning's setup is oriented for certain American-themed users, SA's is for Australian-themed users, due to its Australian crosswalks. (I feel like Vince should expand that to include every TuLEP and post THAT on the STEX, just so that even more variety exists; There's already Euro TuLEPs available. Looks like we've covered North America, Europe, and now Australia.)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 16, 2011, 08:39:10 PM
I can confirm that fully "arrowed" ones will be taken care of with Advanced TuLEPs.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 16, 2011, 08:49:14 PM
Total'm really desperate. Until recently his only thought it but now I'm absolutely sure that if I want something has to be able  do it  and can not rely  on someone else. I stayed awake all night to see ..........
I'm too disappointed and upset about it better to go to bed because I can not say anything about that then I'm sorry but it was day out - horror
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: zakuten on May 16, 2011, 09:13:06 PM
They said it would be made. All versions are being made, not just ONLY, and not just the Australian one above. Don't worry about it.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on May 16, 2011, 09:21:30 PM
These mods replace the textures on your local machine by overriding them, they will not be replacing the generic US standard that ships with the NAM.

These mods can be created by anyone. Just because they're created by NAM Team members doesn't mean that these mods are otherwise associated with the NAM. I welcome both mods, even though only one is relevant to me.

They're both fully NAM compatible and will not replace the normal textures in the normal NAM package any time soon.
Heck, I even doubt they'll be maintained to support new TuLEPs configurations.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: noahclem on May 16, 2011, 11:08:51 PM
Great work guys! I've been thinking it would be cool to have a median in those avenue TuLEPs so this is a welcome surprise. I think I'll see if I can make it euro-compatible for me by taking out the road pieces (yellow marks) and intersections (Aussie crosswalks)--shouldn't have to add or modify anything.

I've seen a lot of those "only" markings in South Dakota and they'd provide great realism for cities in that style.

@ Ivo - I think everyone is painfully aware that you would like OWR TuLEPs and aggressively protesting any TuLEPs work that doesn't fit in with exactly what you like is probably not the best way to get what you want. I could use more R$$ mid-rises but I don't complain to Simfox if he releases a CO$$$ skyscraper (example). What they choose to do with their time and talent is up to those who create custom content.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Shadow Assassin on May 16, 2011, 11:46:08 PM
I did that mod because I didn't like how the default pieces were styled - not a knock on Alex's excellent work or anything - they just didn't fit in with what I wanted for my cities. So I made that cosmetic mod - it's up to other people whether they want to download it or not. I've made it available because I've had requests to release it.

As for other TuLEP variants, don't worry: more will be done.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on May 17, 2011, 03:16:02 AM
For all the Europeans out there, I will soon get started on a Euro version of SA's TuLEP textures.  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Girafe on May 17, 2011, 11:06:03 AM
Quote from: riiga on May 17, 2011, 03:16:02 AM
For all the Europeans out there, I will soon get started on a Euro version of SA's TuLEP textures.  ;)

Ah ah so good news  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 17, 2011, 12:26:31 PM
What annoys me is hurt and that some members  of the  NAM see me as someone who only wants and give orders. And that saddens me very much because I do not intend to  be a consumer but obviously someone will have noticed it.  I get up and go to bed with the thought  of TuLEP's and NWM for this and am so sensitive to this topic.
Guess is democratic and everyone to do whatever he wants work but how people like me can do what they want in positions that are not given the opportunity and support. Just not fair that way - what should I do to be admitted to this private community and not only looks to me as a consumer. I want and trying to be helpful but ....

:'( :'( :'( ()sad() :'( :'( :'(

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 17, 2011, 12:44:15 PM
First of all, @Blue Lightning, THANK YOU for proving opposite of what I said, and actually making ONLY on turn-lanes a public reality!

As for Shadow Assassins, handy work, I do not exactly follow the open dashed line all the way. While I don't want to cross international waters, from what I have to go through in the US, this dashed line all the way to the last minute just seems like an accident waiting to happen, if that does in fact mean you can still cross the lane line, US uses solid lines, since they don't want someone cutting others off at the last minute. I you ever have someone cut the long line in front of you during rush hour, you will get aggravated, but to maybe make matters worse, there supposedly was a loophole that while the white line designates DO NOT CROSS, from my understanding, it was just never technically written into federal US law, and I learned it was discouraged, but did not say prohibited. What I just question is the motive for open dashed lines all the way in reality.

@Ivo, trust me dude, I have been in your shoes before, and in comparison, my answer is the choice is a matter of what can be done, not completely what is chosen to be done, which is more based on priority. For example, the word ONLY. Personally the only way for me to learn better was to learn how stuff is established behind the scenes. I mean, I will even admit that the lack of ONLY did bother me for some time, but finally in 2011, it seems to now finally exist, but only with the knowledge that

QuoteThese mods can be created by anyone. Just because they're created by NAM Team members doesn't mean that these mods are otherwise associated with the NAM. I welcome both mods, even though only one is relevant to me.

Quote
Quote from: ivo_su on May 17, 2011, 12:26:31 PM
Just not fair that way - what should I do to be admitted to this private community and not only looks to me as a consumer. I want and trying to be helpful but ....

Ivo

If it was not so difficult, I would of suggested you try to make new stuff yourself, but then you got to deal with doing your own textures, and coding and RUL, and creating paths, then compatibility with other stuff. Basically, its not a fast and easy process for any of this stuff to exist. Even if you could do a lot of new stuff yourself, its not like it will be done instantly, there are so many other steps. If you really are dead-on about making prototypes of whatever new ideas you had, it will be a serious amount of hard work, not to mention the amount of time you would have to volunteer, but I guess I could refer you to this tutorial regarding paths: http://sc4devotion.com/forums/index.php?topic=7219.0

Otherwise, like anything else, OWR TuLEPs will eventually come, but only when they can finally get done, but to be on the safe side, just do not expect them any time soon.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 17, 2011, 02:26:35 PM
For people who want to help with creating puzzle pieces, I would like to refer to my tutorial [linkie] (http://sc4devotion.com/forums/index.php?topic=11023.0)  "$Deal"$
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 17, 2011, 03:23:04 PM
Why do I feel like OWR TuLEPs would be a cut and paste job? Because that's how I made this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F5862%2Fowr2tuleplr.png&hash=3e8962e43abc7e51da3ba30fadc22d2e4857a724)
Note that my ability to make puzzle pieces is limited to just textures and paths. The textures themselves become hard to do when you don't have Photoshop.

Plus, I made this, just for fun:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F6337%2Fave4tulepcfia.png&hash=7459f13d02d6547d7f720a4241243d1ad12d55eb)
Can you guess what this one is for?

"This guy must be crazy; Why do you need left-turn lanes all the way on the WRONG side of the road?!!" $%Grinno$% (http://www.youtube.com/watch?v=oVI3Ledw7mc)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 17, 2011, 03:26:05 PM
^I've been wanting to explore the implementation of CFIs for awhile now, actually. ::)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 17, 2011, 05:02:07 PM
Yes I see that work on textures only takes another minute and less than a day I can do thousands of  variations  but the question  is whether someone wants  to apply them in the game. Otherwise it is nothing  more than copying and pasting.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F79%2Fvidove2.png&hash=0059de1871d6cad31a52eab95fa9d5594e7d82c3)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F4215%2Fvidove1.png&hash=f9369ddf35de543c9cd97088bf9ad8be23d81250)

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on May 17, 2011, 05:22:52 PM
Quote from: j-dub on May 17, 2011, 12:44:15 PM
As for Shadow Assassins, handy work, I do not exactly follow the open dashed line all the way. While I don't want to cross international waters, from what I have to go through in the US, this dashed line all the way to the last minute just seems like an accident waiting to happen, if that does in fact mean you can still cross the lane line, US uses solid lines, since they don't want someone cutting others off at the last minute.

Here in Australia, where the textures are kind of for, the broken line does not normally go all the way to the crossing, though there are isolated occurrences of that.

The broken line goes all the way to the pedestrian crossing due to a lack of Puzzle Pieces.
We only have one variant (in the Avenue ones anyway *hint hint* ) that we can override and in Australia usually the bulk of the line is broken (usually only about last 5-10m is solid, though the length varies by state), not solid, unlike the Standard textures.

I've been considering doing something like this for RHW transitions (making all the width transitions have broken lines, lane differentiation on a Motorway never, ever, ever just end like that in Australia) for a while now. I may do it eventually :P
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 17, 2011, 05:51:34 PM
Part of the reason I haven't done much on the OWR TuLEPs is also due to alignment/intersection geometry issues.  I've been needing to do more research on how intersections involving One-Way Roads with turning lanes work on this front.  Typically speaking, something like this, to borrow your example:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F79%2Fvidove2.png&hash=0059de1871d6cad31a52eab95fa9d5594e7d82c3)

raises a lot of questions in an RHD context.  Maybe it's the armchair engineer in me being picky (:D), but a "through-left"/"right" setup would typically imply an OWR-1 being on the opposite side of the intersection.  Because of the way the game's networks align due to the tile system, there would have to be a mid-intersection "jog" in the lane, which is, at best, slightly awkward.  This does happen from time to time, and especially with OWRs, but usually, it's more often with wider networks rather than an OWR-2.  

It's also a little bit weird if there's an OWR-2 on both side . . . one of the lanes goes away and then comes back . . . while it does happen, again, it's not ideal.

That setup would also be a total no-go for a setup in which a Road was on the other side . . . the "through-left" lane is directly aligned with the Road lane going the opposite direction.  That just doesn't work from an engineering standpoint.  (In an LHD context, however, it'd be an absolutely ideal alignment.)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 17, 2011, 06:21:44 PM
I am able to do textures for all networks including those of NWM but for the serious obstacles to be addressed by  some of  you guys. I want to reach and help anyone willing to work on it but unfortunately  few are members of NAM who prefer TuLEP's or NWM to RHW.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 17, 2011, 07:27:13 PM
@Ivo: I wouldn't be so sure of that. Personally, I use EVERY available NAM Plugin (CAN-AM, GLR, TuLEPs; RHW, NWM, SAM, HSR, NAM RCM, RRP). Besides, if the NAM Team didn't want TuLEPs, they wouldn't be made available in the first place.

@Alex: Ivo's OWR TuLEP could be an OWR-1 TuLEP with an offset right-turn lane (The texture itself just needs to be offset). This might be a second RHW right here, only you're dealing with more branches. Also, if Ivo's example were expanded so that left, straight, and right have a dedicated lane, it would be compatible with OWRs 1 and 3, like how the AVE2/TLA3 TuLEPs are compatible with Road (MAVE2). A few special transitions are needed for that, though.

But then, how does one manage the jump from OWR4 to OWR3? (I guess that's what you mean by the lane-jog conundrum...) Could this be solved by offset TuLEPs/OWRs?

(EDIT: Post #237, a very special number to me.)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 17, 2011, 07:48:15 PM
Quote from: GDO29Anagram on May 17, 2011, 07:27:13 PM
@Alex: Ivo's OWR TuLEP could be an OWR-1 TuLEP with an offset right-turn lane (The texture itself just needs to be offset).

Precisely what I was thinking . . . in fact, a prototype texture I did almost exactly one year ago takes that approach:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fm%2F594%2F3070%2Fowr1typeablankcopy.png&hash=6c0e4c71794952613d46bf27373a58f99ffd7fd8)

Of course, in thinking further, I realized some of the dual-lane MIS TuLEPs designs Vince has been working with also have a similar "jog" in them . . . of course, that sort of jog is more common for offramps--mainly as very few motorists take the "thru" option where a ramp meets a surface street at a diamond interchange. 

As mentioned, the OWR-3-to-2 situation does, in some circumstances, have a jog in it . . . SE 12th and Madison in Portland is a prime example (http://maps.google.com/maps?hl=en&client=firefox-a&q=12th+and+Madison+Portland&ie=UTF8&hq=&hnear=SE+Madison+St+%26+SE+12th+Ave,+Portland,+Multnomah,+Oregon+97214&ll=45.512892,-122.65364&spn=0.000715,0.001321&t=h&z=20).

Quote from: GDO29Anagram on May 17, 2011, 07:27:13 PM
But then, how does one manage the jump from OWR4 to OWR3? (I guess that's what you mean by the lane-jog conundrum...) Could this be solved by offset TuLEPs/OWRs?

There'd probably have to be a curve somewhere, either pre-intersection, leading into an offset setup, or post-intersection, correcting the "offset OWR-3" into a regular OWR-3.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 17, 2011, 07:52:01 PM
Quote from: GDO29Anagram on May 17, 2011, 07:27:13 PM
@Ivo: I wouldn't be so sure of that. Personally, I use EVERY available NAM Plugin (CAN-AM, GLR, TuLEPs; RHW, NWM, SAM, HSR, NAM RCM, RRP). Besides, if the NAM Team didn't want TuLEPs, they wouldn't be made available in the first place.

You probably use all the developments of the NAM team but overall 90% of the members are focusing efforts on RHW and that this project is so advanced stage of development. However, my view is that things must go evenly and not RHW lead with two - three laps before the other projects. See just how serious is the gap between the HSRP .... if highways continue to develop these rates will hardly be able to catch up sometime.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Shadow Assassin on May 17, 2011, 08:23:37 PM
QuoteYou probably use all the developments of the NAM team but overall 90% of the members are focusing efforts on RHW and that this project is so advanced stage of development.

We're doing this on our free time, remember?

So that means we're naturally going to focus on things that we want to focus on. I've added a few new TuLEP pieces for the RHW, mainly to improve flexibility. I saw a gap, I filled it. I don't use OWRs much so I haven't thought about TuLEPs from that end. A lot of puzzle pieces begin as a spur-of-the-moment thing, I know Alex has done many of these pieces, particularly with some of his custom TuLEP jobs.

There are a lot of things that could be done, yes, but it's a matter of time. And a lot of us don't necessarily have the time to do thousands of pieces (perhaps if this was a full-time job, it wouldn't be a problem  ::))

There are actually a few more things that need to be done with a few NAM networks, like elevated versions, for instance, but these will come soon.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Gringamuyloca on May 17, 2011, 08:27:35 PM
Ivo.. our dear friend.

Such is the nature of a volunteer community... each person is contributing their time for free... because (hopefully) they enjoy what they are creating and amazingly are willing to share and SUPPORT their creations!

I believe if we remember to be thankful for all that we do have... it is easier to be less bitter for what we do not have.... if it was not for the awesome custom content creators, you would not be able to make your request... never mind feel bitter that others do not share your priorities.

I am feeling a little defensive of this community... so few give so many so much! Can we please be grateful instead of complaining?
Title: Re: We're driving off course!!! (TuLEPs Development/Support)
Post by: GDO29Anagram on May 17, 2011, 08:31:44 PM
@Ivo: Personally as an Associate, I feel like I should take part in a little bit of everything.

Though it's true that some things aren't that caught up (STR, HSR, SAM), I would think that it's because there's LITERALLY no one to keep up with them, because they have their own things to do, not because some other NAM project is on higher priority. Like what SA said.

(I spent my Spring Break moving, and lost Internet connection for several days afterwards; Would I have been able to keep up? Think of what the other NAMites have to go through for themselves...)

And Ivo, have you forgotten what Tarkus says? "We like to surprise people." It's just that I don't have as much cards up my sleeve as Alex or the others do.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 17, 2011, 08:43:39 PM
Since today seems to be a great day for releasing TuLEP cosmetic mods, I've decided to create and release my own. ;D
It's available for download on Simtropolis - [link] (http://www.simtropolis.com/forum/files/file/26229-tulep-texture-mod/)

Pieces included and their different orientations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2Fimage_003.png&hash=b8c263d18c326ff98d8cc0c1944ad8648f14b9bb)

In use:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2Fimage_001.png&hash=58e2641cde692c2bbb7d6a69fe503bc8a21e0c9d)

As you can see, it adds hatching to the transition pieces. Note: it is only compatible with Blue Lightning's cosmetic mod and not Shadow Assassin's mod or the Euro TuLEP mod. A European version can be made if there is enough demand for one.

Just goes to show how (relatively) quick and easy a cosmetic mod and other textures can be made if you put the time and effort into it. :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 17, 2011, 11:15:52 PM
@Nego: No need to make an Euro Version of your mod; that one already contains crosshatching ;)

@Ivo: most NAM members create stuff in their free time, and it's easier to motivate yourself for creating things you're interested in than stuff you don't like that much. For instance, I would never create TLA's.

It's just that most of the NAM Team likes freeways very much. Nonetheless, the NWM also deserved lots of attention even before the release of version 1.0. Remember, the NWM will have diagonals and three new networks in the next version...

And again would like to refer to my puzzle piece creation tutorial [linkie] (http://sc4devotion.com/forums/index.php?topic=11023.0) for those who want to know how you may contribute to our project "$Deal"$

Best,
Maartn
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on May 18, 2011, 10:27:31 AM
After an evening of modding textures... 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fnya_tuleps.jpg&hash=df49bbf45c7001acccf493fadeda58fc36870c21)

Anything I should change before release?  ::)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 18, 2011, 10:35:40 AM
No, they look fine allready  :thumbsup:  Nice work, riiga!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 18, 2011, 01:08:59 PM
I should also add, much as with the RHW and NWM threads, I've added in an "Optional Addons" (http://sc4devotion.com/forums/index.php?topic=8460.0#post_OptionalAddons) listing, which includes all the new packages that have been released in the past couple days.  It's really great to see all these new texture mods and such--great work, guys!

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: io_bg on May 18, 2011, 01:33:17 PM
Looks great, Riiga, I look forward to using your mod :D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 18, 2011, 01:46:27 PM
Congratulations to Riga, but why not put arrows on each strip of canvas. I think the arrow forward and  right  will look more beautiful. Otherwise, congratulations  to you and Maarten because without you two from the old  continent, we are lost.

- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 18, 2011, 01:53:01 PM
@Ivo: I'm currently in the process of making a mod that ads through and right arrows to TuLEPs. If you're willing to wait a few hours to a day (at most), you could download that one. I will most likely include a Euro version for this mod, though I'd need to track down some European styled arrows first.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 18, 2011, 02:01:08 PM
@Nego: Write me a personal message if you need help with textures or tips on how to look layout. Yes I can be patient for not rushing anywhere importantly what is done is useful and beautiful no matter how  slowly  do. End justifies the means were told ahead of time.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Exla357 on May 18, 2011, 02:09:27 PM
Thanks for the cosmetic thing, that's all I was thinking.

Frankly, I'm quite suprised how 4 letters can start flame war and add two pages to a thread. All my fault lol  :D

Thanks everyone, let's move on.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on May 18, 2011, 02:10:07 PM
Quote from: ivo_su on May 18, 2011, 01:46:27 PM
Congratulations to Riga, but why not put arrows on each strip of canvas. I think the arrow forward and  right  will look more beautiful. Otherwise, congratulations  to you and Maarten because without you two from the old  continent, we are lost.

- Ivo
The problem is that there are only two pieces - Arrow left + no arrows and Arrow left + arrow right. If I were to add forward and right arrows to the first one, you wouldn't be able to use it for T-intersections, and if I just added forward arrows it would look weird when there's a right turn (X-intersections).
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: strucka on May 18, 2011, 02:31:03 PM
riiga, as I see you have implemented ped crossings, so well done, but you forgot one at the slip lane, so that could be added. And if I'm already playing the critic here, they could be a little longer, could they?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on May 18, 2011, 02:32:54 PM
Quote from: strucka on May 18, 2011, 02:31:03 PM
riiga, as I see you have implemented ped crossings, so well done, but you forgot one at the slip lane, so that could be added. And if I'm already playing the critic here, they could be a little longer, could they?
I'll make one with slip lane crosswalks tomorrow and make it customizable so you can choose. ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: strucka on May 18, 2011, 02:42:45 PM
Your awesome! And, to choose between the two is even more awesome! Your Captain Awesome! You all NAMite's are
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 18, 2011, 02:53:05 PM
Quote from: riiga on May 18, 2011, 02:10:07 PM
The problem is that there are only two pieces - Arrow left + no arrows and Arrow left + arrow right. If I were to add forward and right arrows to the first one, you wouldn't be able to use it for T-intersections, and if I just added forward arrows it would look weird when there's a right turn (X-intersections).

So it looks like I have a problem here. I may try making a puzzle piece to solve this problem, but that will mean a delay in the project. Sorry, Ivo.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 18, 2011, 03:14:43 PM
Do not worry Nego I'm not so urgent. From what I observe here, however, all use dashed lines to separate lanes and I think it's wrong. Perhaps it is better at about 20-30 meters from the junction to the dotted line is for everyone to be rebuilt in the correct lane but the last 16 meters compulsory lines should be continuous so that everyone stays in the bar that is chosen. I'll try to do a drawing to make it understandable

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 18, 2011, 03:39:43 PM
@Everyone: I guess with the recent influx of all these TuLEP RCMs recently (Turn-Lane Extension Piece Retexture-Cosmetic Mods; I'm calling them RCMs, it sounds catchy), I can't help but feel like there's something missing...

SA's TuLEP RCM needs to be Americanized. :P

Also, excellent work to everyone else's RCMs. :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 18, 2011, 04:23:45 PM
I should also add, the plan going forward with TuLEPs involves moving away from textural built-in arrows to model-based arrow overlays, much as has been done with the RHW Cosmetic Pieces for RHW Version 4.2.  Meaning, in effect, one would in theory only need a base texture.  I've actually already generated both left/thru/thru-right and a left/thru/thru setups for Avenue this way.

One of the main reasons they haven't really gone anywhere is because we haven't yet figured out how we're going to logistically arrange the menus and such.  In fact, that (and to a somewhat lesser extent, pathing on intersections) are the real hold ups on TuLEPs Advanced stuff.  We're not short on textures or ideas by any stretch, and can make the actual puzzle pieces quite easily . . . but we need to figure out how best to set the menus up so that we're not immediately inundated with complaints about it being "too complex" or "difficult to navigate".

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 18, 2011, 04:28:12 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F5500%2Fvijte.png&hash=2ff27ee7e582219b2b0ef90c10d64a5bae5922a2)

Something I meant earlier. There are a bunch of comments but this is  just to show what I mean and it is done with paint anyway.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 18, 2011, 05:27:58 PM
An L/T/R (Left-Thru-Right--that's the new nomenclature I'm planning to use on TuLEPs Advanced) setup on Avenues has a similar issue with intersection geometry as the previously mentioned examples . . . what happens on the other side of the intersection?  An AVE-3?  How will that line up?

Speaking of the nomenclature, rather than having things like A1, B2, etc., my inclination has been to keep the letter name, but rather than giving a vague and inconsistent numeric designation, actually spell out the lane configuration as follows:

L-Left
R-Right
T-Thru
TL-Thru-Left
TR-Thru-Right
LR-Left-Right (for T intersections)
A-All-Way
n-"Neutral"/No arrow (blank)

And possibly:
M-Median (for pieces that have an unused median but otherwise conform to the geometry/alignment of the given type)
S-Single-Lane Slip Lane
D-Two-Lane Slip Lane

So, for example, the following existing TuLEP items could be spelled out as follows:

Road Type A1 →→ Road Type A L/n
Road Type A2 →→ Road Type A L/R
Road Type A-Blank →→ Road Type A n/n
Road Type A-Blank T-End →→ Road Type A M/n
Avenue Type A1 →→ Avenue Type A L/n/n
Avenue Type A2 →→ Avenue Type A L/R/R
Avenue Type B1 →→ Avenue Type B L/L/n/n
Avenue Type A-Blank →→ Avenue Type A n/n/n
Avenue Type B-Blank →→ Avenue Type B n/n/n/n
Road Type A Slip Lane →→ Road Type A n/n/S
Road Type A Dual Slip Lane →→ Road Type A S/n/n/S

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 18, 2011, 05:59:56 PM
@Tarkus: If you've already made the pieces with through and right turn arrows, then there is no point in me making them, too, since they will become obsolete when the Advanced TuLEPs are released.

Regarding the menu issue, you already have a good foundation with the Basic TuLEP menu button. You could have the Advanced TuLEPs menu like this:
Click for full size
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2Fadvanced_tulep_layout_table.jpg&hash=847f8d79193ae36cdb9fe8f9a676f3edc6f67921) (http://www.majhost.com/gallery/Nego16/SimCity/Development/TuLEPs/advanced_tulep_layout_table.jpg)

Of corse you would change the puzzle piece names to the scheme that you came up with after I finished this table. ::) And if you think about it, 5 buttons isn't really a lot. The RHW mod has at least 13 different buttons.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 18, 2011, 06:30:52 PM
@Alex: It would be better to just keep the A-C lettering, but then to have the numbers stripped off, so the following is given:

A - Single Left-Turn (For AVEs and TLAs)
B - Double Left-Turn (For AVEs and TLAs)
C - Displaced Right Turn (MAVEs only, though it can work for AVE/TLA; For a MAVE to have an A/B variation, it has to convert into its AVE version)

Then I would expand it:

D - A+C
E - B+C

Keep this in mind for network classification:

Two-Laners: AVE-2, TLA-3, MAVE-2 (Road)
Four-Laners: AVE-4 (Default Avenue), TLA5, MAVE-4
Six-Laners: AVE-6, TLA-7, MAVE-6
Eight-Laners: AVE-8, TLA-9, MAVE-8?

The MAVEs only have C-TuLEPs. AVEs and TLAs have everything, unless it's a two-laner; The Two-Laners don't have a B/E-TuLEP version. (Since when did you see a two-lane road with a double left-turn lane?)

The SIPs would bear just the five-letter system. (SIPs are defined as the TuLEPs that have the traffic lights.)

The rest of the TuLEPs would have the L/T/R system, but I'd still have the "TuLEP Caste System" to subdivide them into the five "castes". (Oh my Ford, where's Mustapha Mond?) Essentially binomial nomenclature.

Consider the AVE-4 A-TuLEPs: There would be L/T/TR (This one would be blank except in the left-turn lane; Rotate for the all-arrowed version), L/T/T (Also blank except in the left-turn lane; Rotate for the all-arrowed version), L/R/R, L/LR/R, and the blank one.

Then the B's: LL/T/TR, LL/R/R, LL/T/T

C's: LT/T/R, T/T/R, T/TR/R (There would be two sets of these, one for MAVE-4 and one for AVE4/TLA5)

D's: L/T/T/R, L/T/TR/R?

E's: LL/T/T/R, LL/T/TR/R?

It gets trickier when you reach OWR TuLEPs.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 18, 2011, 06:43:50 PM
Nego and Ganaram, thanks for the feedback and suggestions--that helps immensely! :thumbsup:  I like the idea of having intersections under a button and a more unified concept of what A, B, C, etc. mean.

Quote from: GDO29Anagram on May 18, 2011, 06:30:52 PM
(Since when did you see a two-lane road with a double left-turn lane?)

More often than you might think. :D  See here (http://maps.google.com/maps?q=117th+Avenue+Beaverton&oe=utf-8&client=firefox-a&ie=UTF8&hq=&hnear=SW+117th+Ave,+Beaverton,+Washington,+Oregon+97005&gl=us&ll=45.48966,-122.797529&spn=0.001019,0.002642&t=h&z=19) and here (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Cornelius+Pass+and+West+Union+Road&aq=&sll=45.489913,-122.797588&sspn=0.001019,0.002642&gl=us&ie=UTF8&hq=&hnear=NW+Cornelius+Pass+Rd+%26+NW+West+Union+Rd,+Hillsboro,+Washington,+Oregon+97124&ll=45.565893,-122.893447&spn=0.00202,0.005284&t=k&z=18).  (The latter also actually shows an AVE-4 Type A L/T/R turning into an AVE-3 on the other end, too, coincidentally.)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 18, 2011, 06:50:45 PM
Wow, a lot occured while I was busy. First of all Nego, I love what I see, secondly,

Tarkus, you mentioned the thing about jogs making you go crazy? There are so many situations like that in my state. I actually have seen Ivo's
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F79%2Fvidove2.png&hash=0059de1871d6cad31a52eab95fa9d5594e7d82c3)
get switched. Before when that existed at this one intersection, it was aligned better, but now, the end result is a dangerous jog when the light changes:

http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Naperville+near+79th+Street,+IL&aq=1&sll=37.0625,-95.677068&sspn=57.161276,114.169922&ie=UTF8&hq=&hnear=79th+St,+Naperville,+DuPage,+Illinois+60565&ll=41.740339,-88.127949&spn=0.000376,0.001742&t=h&z=20&layer=c&cbll=41.740339,-88.127949&panoid=JQGeXBx0FvoiNoRws7IQiw&cbp=11,3.85,,0,6.98

EDIT, I just went down there, and they got rid of the historic green paint on the lights just to p me off for the plain gray look like everywhere else!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 18, 2011, 07:37:56 PM
Something just hit me:

If all the TuLEPs later on just require a blank base, I would bet it wouldn't hurt to have dedicated TuLEPs for both AVE and TLA instead of them just sharing the same set.
- TLA TuLEPs - The current AVE TuLEPs in the basic set appear to be more suited for TLAs than both TLA and AVE, plus the AVE to TuLEP transition looks far too abrupt for the AVE median.
- AVE TuLEPs - I personally thought that SA's RCM were dedicated puzzle pieces... These TuLEPs would have a barrier instead of those yellow lines, because sometimes, yellow lines painted on the ground isn't enough (And it bugs me on the AVE-6 TuLEPs). This is more common in urban areas, so a so-called "divided highway" can stay divided. An AVE-class network can still connect to a TLA-class TuLEP, but a special transition piece is needed, one designed like the current AVE-2 to TuLEP piece. Not unless you like adding a TLA to AVE transition first.

That way, something like this (http://maps.google.com/maps?hl=en&ie=UTF8&ll=32.912382,-117.149182&spn=0.000656,0.001832&t=h&z=20) can exist.

That example shows an AVE-class TuLEP and a TLA-class TuLEP coexisting. It also shows a possible MAVE-class network to TLA-class TuLEP transition for larger networks, like how the current Road to TuLEP pieces are designed.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: travismking on May 18, 2011, 08:24:37 PM
also GDO,  here (http://goo.gl/maps/l9UX) and here (http://goo.gl/maps/kNc0) (just showing they also exist outside oregon as well :))
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on May 19, 2011, 05:48:56 AM
Said and done...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fnya_tuleps2.jpg&hash=b22bbb9794e9f9b041cc2192e87726c063e0efd3)

And yes, there are crossings on slip lanes as well, I just didn't put them in the picture. ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 19, 2011, 08:57:18 AM
My proposal for the menu setup:

Menu button 1:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F6655%2Froadtuleps.png&hash=298c4b43af0f4bc92b94fed1a7eb181285d7c9ee)

Menu button 2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F589%2Favenuetuleps.png&hash=4214820e979f83cff8218abcdf0026d9872cc70f)

Menu button 3:
All current intersection pieces.

Menu button 4:
All current slip lane pieces.

Red: Not yet created.
Blue: Allready created, but not yet public.
Green: Available in the public version.

What do you think?

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on May 19, 2011, 09:55:31 AM
You are forgetting the rail-crossing-TuLEP pieces (category blue). Otherwise, great start!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 19, 2011, 10:18:58 AM
Indeed, I forgot those  ;) as well as the NWM and OWR TuLEPs of which I think they should get their own TAB-ring.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 19, 2011, 12:16:54 PM
So is each row supposed to be a point on the TAB Loop, with flipping between those items being accomplished through Home/End rotation?  Seems like a good, logical plan, though I wonder about putting the transitions after the main TuLEPs.


Edit: Upon closer examination, I see you've put the Type A Transitions before Type A, and Type B Transitions before Type B . . . I like that. :thumbsup:

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 19, 2011, 12:41:44 PM
I can only say
Long live Maarten!
I am pleased shown only worried that moves court Maarten light speed and can overtake Alex. Just kidding

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on May 19, 2011, 02:08:12 PM
That avenue blank filler would be helpful as a cosmetic piece for avenues...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 19, 2011, 02:22:07 PM
I've made some of the currently missing textures shown by mrtnrln:

AVE Blank Filler:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FNAM-Development%2FAvenue%2Fave_blank_filler.png&hash=e64631120ff2b32a8cc56bbc2d4089818bb43a52)

new AVE-4 to TuLEP-A-S:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FNAM-Development%2FAvenue%2Fave-4_to_tulep-a-s.png&hash=a8bddd3e6c070c1aaa4e8e5cc2f694429a9f1d17)

Road Blank Filler:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FNAM-Development%2FRoad%2Froad_blank_filler.png&hash=a90b2aa2da38e285dc97f958f5958f44248d30d4)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 19, 2011, 04:00:16 PM
@Maarten: Looks as though you got all of them down. Personally, since MAVEs can't have an A/B/D/E TuLEP version, I'd classify them under their own button. I'd classify them under the Road TuLEPs button and pass it on as "Road and MAVEs", but how many people have made the "Road = MAVE-2" connection?

There's still a few on your chart I'd want to rearrange (For the Road TuLEPs, I think it should be more like A1S, A3S, A4S, A2S, A1S Blank), but I'd say we're close.

I wouldn't exclude MAVE TuLEPs entirely from the rest; There's the Road to TuLEP transition that's like a MAVE to AVE TuLEP transition...

There's a reason I suggested stripping all the numbers off of the ABCDE nomenclature: To simplify it. Perhaps "Dashed version" would work best for the dashed ones. I guess I did a good job at specifying what A-E meant, so I'd resurrect a part of Alex's nomenclature, though I wouldn't use the letters, I'd use the full words:

Quote from: TarkusL-Left
R-Right
T-Thru
TL-Thru-Left
TR-Thru-Right
LR-Left-Right (for T intersections)
A-All-Way

Left, Left-Thru, Left-Right, Thru-Right (For T-Intersections on the right, or if you're LHD, then on the left; This is where C-TuLEPs can take over), and All-Way.

Now all that's left to repeat the pattern for C, D, and E, repeat the pattern again for AVE-6 and AVE-8, possibly do it all over again for the barrier versions that I suggested (IE, SA's RCM, but on dedicated pieces)1, tackle the not-so numerous MAVE TuLEPs, and figure out what to do for the OWR TuLEPs.

1 - To simplify adding barrier TuLEPs with the non-barrier TuLEPs, the barrier TuLEPs are added into the non-barrier TuLEPs's rotation ring.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Twyla on May 19, 2011, 04:03:24 PM
Not to seem a bitch about it, but...

Has anyone considered intersections where these cross various OWRs?

I've noticed a distinct lack of OWR intersections in the present TuLEP set.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 19, 2011, 04:37:33 PM
Twyla you can expect parts, pieces and sections of the developments of TuLEP's for OWR no earlier than one year. As far as I know, even in the advanced version of TulEP's not attending intersections  of OWR.

Best,
Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 19, 2011, 04:42:01 PM
Quote from: Twyla on May 19, 2011, 04:03:24 PM
Has anyone considered intersections where these cross various OWRs?

I've noticed a distinct lack of OWR intersections in the present TuLEP set.

That's because there aren't any OWR TuLEPs yet (And I know it gravely disappoints a few here). The logistics for such may still need to be figured out, as Alex said some time ago.

Quote from: Tarkus on May 17, 2011, 05:51:34 PM
Part of the reason I haven't done much on the OWR TuLEPs is also due to alignment/intersection geometry issues.  I've been needing to do more research on how intersections involving One-Way Roads with turning lanes work on this front.  Typically speaking, something like this, to borrow your example:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F79%2Fvidove2.png&hash=0059de1871d6cad31a52eab95fa9d5594e7d82c3)

raises a lot of questions in an RHD context.  Maybe it's the armchair engineer in me being picky (:D), but a "through-left"/"right" setup would typically imply an OWR-1 being on the opposite side of the intersection.  Because of the way the game's networks align due to the tile system, there would have to be a mid-intersection "jog" in the lane, which is, at best, slightly awkward.  This does happen from time to time, and especially with OWRs, but usually, it's more often with wider networks rather than an OWR-2.  

This applies to ANY network intersecting with ANY OWR width.

Then again, there are the "plain" intersections, the ones without fancy offset turn-lanes. As far as I can tell, only one Basic OWR SIP has ever been made, with a picture of a prototype (And I really mean PROTOtype) OWR-2 TuLEP back on page 2.

Quote from: Tarkus on October 14, 2010, 02:57:39 PM
Made a prototype last night:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F8972%2Ftulep101320101.jpg&hash=f8de3d826ad4cba2ccc0db4b1d64943cf75af704)

And Ivo, make that TWO years ago... And to say that OWRs won't EVEN receive TuLEPs? Dead wrong... :thumbsdown: They will, but don't expect them to be an immediately attended-to request.

Quote from: Tarkus on August 06, 2009, 12:12:36 AM
And now for a new development pic . . . introducing OWR TuLEPs.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F8104%2Ftulep080520091.jpg&hash=6c62cc3f7b46a0dac5db6fbb23cdf88e1e19ba76)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 19, 2011, 10:57:02 PM
Nego, great to see missing pieces textures, but I did like that new diagonal crosshatching mod you made, but you probably already did that in the background as the diagonal cross stripping surprised me.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 20, 2011, 12:31:53 AM
More missing links to come! Created these textures within half an hour...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F1959%2Frdtransistionab.png&hash=d346f4ee17788dbe07fd41d347e325b71e8df7bd) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg863.imageshack.us%2Fimg863%2F5836%2Ftla5typeab.png&hash=f9217ac101f1f423b04d0a361c7e5e109f8690b3) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F653%2Ftla5typebb.png&hash=675555aec03c116d31a7574e419762045d877c51) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7446%2Ftla5transistionab.png&hash=a2ec03260fc85d8d0470029c0a5d8373a57ff8d3) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F9726%2Ftla5transistionbb.png&hash=d61820fa6585b1e859facc825ac4644440f29401)

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 20, 2011, 12:44:27 AM
While TuLEPs intersections with OWRs would not necessarily require OWR TuLEPs (it could just intersect a plain old OWR), there were some OWR-specific considerations that hadn't been worked out when we made the initial TuLEPs Basic release.  They are worked out now with the proof-of-concept of the SIPs (Signalized Intersection Pieces) that GDO29Anagram mentioned.

Quote from: ivo_su on May 19, 2011, 04:37:33 PM
Twyla you can expect parts, pieces and sections of the developments of TuLEP's for OWR no earlier than one year. As far as I know, even in the advanced version of TulEP's not attending intersections  of OWR.

Given that we don't give out any release dates or timelines for release for our items, it would not be accurate to say that there will be one year before we get around to it.  We've also repeatedly stated that we plan to include the OWR network in future TuLEP plans.  We cannot do it instantly, and there are some logistical considerations to work out, plus some temporary constraints on our free time for modding, before we can dive in head first.




There has been some good, constructive discussion from this thread recently.  In particular, the discussion of menu/organization logistics is an area where we really need public feedback in order to proceed with TuLEPs Advanced (including any OWR-based content).  It is something that those of us who are busy can still facilitate more or less (being a less time-intensive/dependent task than modding) and will help us to structure of developmental tasks better once we're back to full capacity.  Additionally, there is the recent creation of all these great cosmetic/texture mods that have better regionalized the mod for a substantial number of users, as well as textures for new items.   My (metaphorical) hat is off to Blue Lightning, Shadow Assassin, Nego, riiga and mrtnrln for their efforts on that front--you guys have done a great job.

There has also been some not-so-productive discussion here.  I realize it's been awhile since there's been a release, and certain segments of the user base are quite excited about the potential for certain items and are anxious to request them.  Those of us doing the development generally want this stuff, too--don't forget that.  We most likely wouldn't be doing this otherwise.  But there's not much we can do right this second developmentally.  It'll be about 2-3 weeks until I am really back to developing any SC4 transport content myself, and many others have similar restrictions.  Not everything is going to be done instantly, and continuing to beg for it is not going to expedite those efforts, especially under the circumstances.  

I recognize that requests are often the signs of an interested user base and, in some instances, can lead to productive further development.  Generally, to that effect, we try to keep their flow relatively unimpeded on these sorts of development threads.  But sometimes, they begin to become overwhelming, putting developmental discussions into a more confrontational and less constructive state that frustrates both the general public and the folks making the content.  In some cases, this can actually impede development on that content.  That's something we all should strive to avoid.  We've gotten close to that line here recently--please, I kindly ask, tread lightly with TuLEPs requests, and especially anything relating to OWR TuLEPs, for the next couple of weeks (unless, of course, you're talking about their placement in the proposed menu and button schemes).  

If you're working on a new texture/cosmetic mod or contribution, by all means, share your latest news on that front here.  If you've got ideas on how we can order the menus (including buttons, TAB Loop and Home/End Rotation arrangements) and file architecture for TuLEPs Advanced and other future TuLEPs content, by all means, share your thoughts, ideas, diagrams, etc. here.  And of course, if you've got a technical issue, this is a support thread, too, and we're here to help.

Thank you for your understanding, support, interest, and patience.  We'll be back to full steam ahead before long. :thumbsup:

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 20, 2011, 04:53:21 AM
^^ Amen! Well said, Alex!

I'll be trying out my new menu organisation this afternoon, and maybe I'll start create some new puzzle pieces for the TuLEPs as well (although I don't think I have enough time for that)...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Twyla on May 20, 2011, 12:26:49 PM
Quote from: Tarkus on May 20, 2011, 12:44:27 AMIn particular, the discussion of menu/organization logistics is an area where we really need public feedback in order to proceed with TuLEPs Advanced (including any OWR-based content).  It is something that those of us who are busy can still facilitate more or less (being a less time-intensive/dependent task than modding) and will help us to structure of developmental tasks better once we're back to full capacity.  Additionally, there is the recent creation of all these great cosmetic/texture mods that have better regionalized the mod for a substantial number of users, as well as textures for new items.   My (metaphorical) hat is off to Blue Lightning, Shadow Assassin, Nego, riiga and mrtnrln for their efforts on that front--you guys have done a great job.
First of all, my apologies for neglecting to offer the much-deserved kudos.

On this note, I started a Menu Development Thread (http://sc4devotion.com/forums/index.php?topic=13149.0) - my apologies if I jumped the gun on doing this.


As to organizing the TuLEPs...

My thoughts on the matter tend to gravitate towards the familiarity of the base Maxis Ground Networks:


I'd like to see the different variants in Tab-Rings relative to their respective base networks (much like mrtnrln has shown), with the Slip Lane options being in the Rotation Rings.  The stand-alone Slip Lanes would be the last Tab-Ring of the TuLEP Intersections set, providing easy access (via Shift-Tab), with potential variations being in its Rotation Ring.  The RABbeTs (when/if they come to pass) could be put in the Avenue Roundabout Tab Ring to help avoid clutter.

It's a pity that SC4's menus aren't capable of providing a fourth layer - which would make organizing so much awesome content worlds easier. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 20, 2011, 01:08:57 PM
@Alex: I'm glad someone has put words to what many of us were thinking. ;)




How about some more missing textures, huh?
Road A1B:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FNAM-Development%2FRoad%2Froad_a1b.png&hash=73bbb429f9a201a2b338160406fef569140bec0d)

Road A2B:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FNAM-Development%2FRoad%2Froad_a2b.png&hash=ff531808bd5e2d97cb23f566c3cfe9a29a6afbf9)

AVE-4 to TuLEP-A-S:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FNAM-Development%2FAvenue%2Fave-4_to_tulep-a-s.png&hash=a8bddd3e6c070c1aaa4e8e5cc2f694429a9f1d17)

And some with diagonal crosshatching for j-dub:

Road Blank Filler:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FRoad%2Froad_blank_filler_with_hatching.png&hash=f2ad04099cd5f8e82b2e33270e6f765d776dd3c8)

AVE-4 to TuLEP-A-S:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FAvenue%2Fave-4_to_tulep-a-s_with_hatching.png&hash=ced86319a1b9ba2b2380fd0c990645f8431913b1)

AVE-4 to TuLEP-A-B:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FAvenue%2Fave-4_to_tulep-a-b_with_hatching.png&hash=41563526ed392a39f9aece0914803ac2fe7f8ab7)

TLA-5 to TuLEP-A-B:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FAvenue%2Ftla-5_to_tulep-a-b_with_hatching.png&hash=4a542fd34605f5219b7ef39d77b72de0d01a757d)

TLA-5 to TuLEP-B-B:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FAvenue%2Ftla-5_to_tulep-b-b_with_hatching.png&hash=8af62b6f6f0db353a89d79ef8485d17ed00502e2)

Blank AVE Filler:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FAvenue%2Fave_blank_filler_with_hatching.png&hash=c67cc694a384d911cd2c7b7c7ae1d3f1ac10421f)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on May 20, 2011, 01:25:24 PM
Coming to the STEX soonish!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FTuLEP%2Fnorth_icara-aug._17__061305923029.png&hash=1a6df1b4334b23b3b6305c44fdaddebcf82ef82f)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: samerton on May 20, 2011, 01:31:11 PM
Wow..! Great stuff, Blue Lightning! I can't WAIT!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 20, 2011, 01:40:51 PM
@Blue Lightning: Nice job! &apls I'm definitely looking forward to downloading these soon. :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on May 20, 2011, 01:53:52 PM
Its been uploaded (http://www.simtropolis.com/forum/files/file/26243-tulep-only-marking-cosmetic-mod/) :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 20, 2011, 04:33:08 PM
Nego, still a nice job, but Blue Lightning also did such a nice job that I just am torn between what I see. Nego, I thank you for doing those, but others will and do too, as I know that the American look is what American players would of preferred. I assumed your (first) diagonal strips were done with careful time because I assume math is required to get that even look of the diagonal, not only the accuracy for size and distance, but the fact that the avenues are two tiles. I will be frank, I am not familiar with doing textures in a paint program that are going to be split. When I used to mess around with SimCity's rival, that also allowed the TLA and avenue thing, it took forever to figure out the math to make such diagonal stripping, and make the separated squares match, because of the two tiles; but you proved it possible for this game Nego. I did not anticipate you to act fast with texturing, but if you really can texture new that fast, that is impressive.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FNAM-Development%2FRoad%2Froad_blank_filler.png&hash=a90b2aa2da38e285dc97f958f5958f44248d30d4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FRoad%2Froad_blank_filler_with_hatching.png&hash=f2ad04099cd5f8e82b2e33270e6f765d776dd3c8)
In any event with the road blank filler, for some reason, the lane on the right looks at least one pixel space wider then the lane on the left on a 28 inch.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on May 20, 2011, 05:18:44 PM
Actually, they look like they were lifted from my WRHW-2 textures which were originally lifted from the original Prototype Euro texture chevrons (they're just yellow instead of white) ::) Whoops, they are actually new :P


EDIT: On that width thing...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FRoad%2Froad_blank_filler_with_hatching.png&hash=f2ad04099cd5f8e82b2e33270e6f765d776dd3c8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FSuke%2FRHWv5TEX%2Fwrhw2orth_yellow_5c7b003x.png&hash=27a95a105eecf0a263be4ac1fef925cfe9801730)

From that, it appears that the footpath is wider on one side than the other.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Nego on May 20, 2011, 06:40:25 PM
I see what you mean. That was one of the textures I was having trouble with. I'll go back and see what I can do to fix that. Thanks for the helpful feedback. ;)


Edit: What do you think now? Does it still look off? I modified the yellow lines slightly and also the diagonal crosshatching. I checked and each travel lane is the same width and I didn't touch the sidewalk textures, so nothing's shifted over a pixel or anything.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FNAM-Development%2FRoad%2Froad_blank_filler.png&hash=a90b2aa2da38e285dc97f958f5958f44248d30d4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FTuLEPs%2FTuLEP-Texture-Mod-v1%2FTextures%2FRoad%2Froad_blank_filler_with_hatching.png&hash=f2ad04099cd5f8e82b2e33270e6f765d776dd3c8)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on May 20, 2011, 10:00:18 PM
All this makes this technically possible to recreate:

http://maps.google.com/maps?q=40th+Street+and+Frye+Phoenix,+AZ&ie=UTF8&hq=&hnear=S+40th+St+%26+E+Frye+Rd,+Phoenix,+Maricopa,+Arizona+85048&gl=us&ll=33.297956,-111.997236&spn=0.000913,0.001206&t=h&z=20

But you still cannot top the "U-Turn Lane" on this street (the land to the south will never be built; it's an Indian reservation)...

http://maps.google.com/maps?q=40th+Street+and+Frye+Phoenix,+AZ&ie=UTF8&hq=&hnear=S+40th+St+%26+E+Frye+Rd,+Phoenix,+Maricopa,+Arizona+85048&gl=us&ll=33.291036,-112.062973&spn=0.000913,0.001206&t=h&z=20
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 20, 2011, 10:22:41 PM
Nego, while that looks fine to me, I guess the only way is if someone else tests in game, both of the variations at different times, and can identify if the game renders even rotation.

Tracker, as for 17th Avenue and Picos Road, they just stripped what would of been the turn lane completely, not even drawn with a permissible U-turn arrow. With that, I have to seriously wonder about that reservation, not the life of, but if there was really some intention they wanted to do with that land otherwise, with how they laid those would be turn lanes and other roads down that end, not to mention U haul looks like its on the reservation side of the road. Considering cars on reservation though, if I was on a reservation, I would rather have a signalized intersection getting out, instead of having to cross against traffic. Seeing that newly constructed intersection with the avenue 5 plus turn lane x, not having a traffic signal, since its only in the middle of a dessert drives me crazy, I would not think a TuLEP would be made like that, its bad enough I have to live by multiple 5 lane intersections without traffic lights.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on May 21, 2011, 09:01:30 PM
Long-term plans have all that Pecos Road being plowed under for a freeway (the Loop 202 South Mountain Freeway). Said freeway may end up on Indian land, though, to avoid destruction of homes. It's been on the docket for 25+ years but mired in other concerns, like Indian sacred-ness of South Mountain, loss of homes in Ahwatukee, alignment on the west side, etc.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 22, 2011, 03:36:24 PM
My turn to fool around with the TuLEP textures...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F6138%2Fbarriertulepsatwork.jpg&hash=acb01db50f3804de2473ca1bbd7e6c60296e5588)

Essentially based off of Shadow Assassin's textures, but Americanized (So is the slip lane; Not pictured). What do you think so far?

I've been thinking about having them as dedicated pieces as well; Probably wouldn't hurt, but would require extra RUL entries, and just the blank base... ::)

Perhaps I should do the same for the ATL Plugin...? Then the ATL will blend seamlessly with the TuLEPs... ( ::) )^2
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: legoman786 on May 23, 2011, 02:08:44 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F812%2Fnoleft.th.jpg&hash=a949b9ba15484e67707eba251605d27156dadd8d) (http://imageshack.us/photo/my-images/146/noleft.jpg/)

My sims aren't able to turn left from pictured intersection. The DrawPaths cheat should be able to demonstrate what's happening as I am not knowledgeable enough to see the problem.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 23, 2011, 02:42:17 PM
@legoman786: The problem is not the TuLEPs in question, it's the intersection in question. It's a quirk in the TLA-5 pathing.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: legoman786 on May 23, 2011, 02:43:20 PM
So... I should take this issue into the NWM thread then?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 23, 2011, 03:56:37 PM
Yeah, that's definitely an NWM issue.  I've posted a response there.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Biriali on May 26, 2011, 01:27:17 AM
Hi guys, I have a problem.
I have never been able to get any traffic signals on my tulep-intersections. I know it can be done, as I've seen pictures in this thread, where there are signals on these intersections.
Could anyone please help me?
Thanks!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on May 26, 2011, 06:18:46 AM
Quote from: Biriali on May 26, 2011, 01:27:17 AM
Hi guys, I have a problem.
I have never been able to get any traffic signals on my tulep-intersections. I know it can be done, as I've seen pictures in this thread, where there are signals on these intersections.
Could anyone please help me?
Thanks!
If you're using the Euro texture mod, you might have installed the T21s and related files for the European traffic lights without actually installing the European traffic lights (seperate download). Thus blocking the standard ones from showing.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Biriali on May 26, 2011, 07:20:45 AM
Thank you for your reply, riiga.
This is the first I've heard of any euro-texture specific T-21s...
Could you provide me with alink, please?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on May 26, 2011, 12:01:31 PM
If you read the description here (http://www.simtropolis.com/forum/files/file/24632-euro-trm-for-nwm-and-tuleps-by-riiga-and-mrtnrln/) you'll see that if you install the T21s you'll need this (http://www.simtropolis.com/forum/files/file/22506-itc-euro-stoplight-mod-v1-1/).
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Biriali on May 27, 2011, 02:58:37 AM
Hmm, somehow I overlooked that one. Thank you for your help, riiga  &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: riiga on May 29, 2011, 11:55:14 AM
Since the STEX won't accept my file (error occurs every time I try to upload it), here it is!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fnya_tuleps2.jpg&hash=b22bbb9794e9f9b041cc2192e87726c063e0efd3)
Euro Retexture Mod for TuLEPs by riiga
Download here! (http://dl.dropbox.com/u/24401393/NyaTuleps.zip)

Includes four options (see readme for instructions!):
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 29, 2011, 12:26:37 PM
Oh I like Riga and ismam only a small remark. Of all the cosmetic mods so far this is as close to perfection. My humble opinion is that there should be marked with arrows on each of the lanes. Otherwise, other details made them amazing. Poros an arrow on the front and one for forward and right will look more beautiful.
Greeting Riga you make great textures for TuLeps and I'm your big fan.

P.S.
The second picture of me looks better

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 29, 2011, 02:34:01 PM
Quote from: ivo_su on May 29, 2011, 12:26:37 PM
My humble opinion is that there should be marked with arrows on each of the lanes. Otherwise, other details made them amazing. Poros an arrow on the front and one for forward and right will look more beautiful.

The problem is that the TuLEPs could not be used at either T-intersections or +-intersections then.  You'll have to wait for us to produce additional pieces in order to have allows on all lanes.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on May 29, 2011, 03:07:04 PM
To my great regret I use very few T -intersections compared with the standard  4-way intersections. I hope to make plenty of pieces to make this mod to be as useful to me.

- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on May 29, 2011, 07:19:38 PM
Hey, remember when I said,

Quote from: GDO29Anagram on May 18, 2011, 06:30:52 PM
It would be better to just keep the A-C lettering, but then to have the numbers stripped off, so the following is given:

A - Single Left-Turn (For AVEs and TLAs)
B - Double Left-Turn (For AVEs and TLAs)
C - Displaced Right Turn (MAVEs only, though it can work for AVE/TLA; For a MAVE to have an A/B variation, it has to convert into its AVE version)

Then I would expand it:

D - A+C
E - B+C


I want to rearrange it, since Opkl brings up questions about an NMAVE TuLEP setup, and the "Lane-Reduction Right-Turn" and "Displaced Right Turn" setups feel like they need dedicated letters.

Quote from: Opkl on May 26, 2011, 04:47:21 PM
Will one of the lanes be turned into a turning lane like for the ARD-3 to left turn piece? Or will it spread onto the next tile?

With that said, here's the entire order once again:

A - Single Left-Turn
B - Double Left-Turn
C - Displaced Right Turn (Ideal for a few OWR TuLEP setups)
D - Lane-Redux Right-Turn (Such as the MAVE-6 to MAVE-4 setup, or Opkl's example, that is, if I interpreted it correctly)

With the possible combinations:

E = (A+C)
F = (A+D)
G = (B+C)
H = (B+D)

A D-TuLEP for MAVE-2 sounds rather odd, but sounds like something that deconverts into OWR-1 on the other end. A D-TuLEP for OWR-1 sounds illogical.

Another reason I bring it up falls in line with Opkl's question, but I feel like the NMAVE could go with both the C and D TuLEP. That should take care of every possible NMAVE TuLEP, and for any other MAVE-type network.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on June 05, 2011, 12:48:40 AM
Come to think of long ago are not displayed photos of new pieces of TuLEP, that will be part  of the new version  of advanced  TuLEP  so I'd appreciate if  you show me something new  and interesting  - thanks.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: gooper1 on June 07, 2011, 03:42:14 PM
Here are some useful pieces I would like to see in the new NAM:
-Gooper1
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on June 07, 2011, 10:52:07 PM
@gooper1:

1. That request is technically NOT a slip lane: It's an OWR splitter, analogous to the RHW splitters. (See quote below) These should bear the same nomenclature as the one that was discussed... ::) (http://sc4devotion.com/forums/index.php?topic=13149.msg379864#msg379864)
2. Doable, and likely for the Advanced TuLEPs.
3. The surface-street equivalent of the RHW-2's lateral ramp. I found your example and the setup in question still constitutes as a RHW LatRamp, but smaller than the current one. Sounds doable. In fact, if you go back deep enough into the RHW thread, you'll find something like that, except poorly drawn.


Quote from: michi_cc on October 06, 2010, 06:07:46 AM
Some ideas for OWR-4 and OWR-5 joins and splits (Pics still include unmodified OWR around):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F1484%2Fowr4owr2owr2.png&hash=5dabaf7d58b8bc3dbc02212b642f21096045fce6) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F356%2Fowr4owr3owr1.png&hash=312ecdf28a3c67ca2b941756a2e7a97e957939c0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F1162%2Fowr5owr3owr2.png&hash=64dcbb2b66ee658e353cc89a919f7eb83c51c7db) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F3170%2Fowr5owr4owr1angle2.png&hash=5aabe332dfbbf1eebebf7c4fa7e257c6bdbba4a4) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F5834%2Fowr5owr4owr1.png&hash=60bdc8b1b74cceff64d00ca414747cfd53e081d5)


EDIT: Didn't really like the OWR-4 to OWR-3 / OWR-1 transition. The two diagonal OWR-1 pieces are unmodified (as well as the straight OWR on both sides).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg375.imageshack.us%2Fimg375%2F7231%2Fowr4owr3owr1angle.png&hash=2af3100e64c95254485fa3fd8f4ff8d3b5f1e81b)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on June 08, 2011, 06:00:40 AM
It seems that these splitters will have a use and benefit. I definitely  like the  idea of them but I have a little note to textures. It would be nice if there is asphalt in the blank space  kudeto  be divided  into two  parts  and that there is tarmac markings. Example fashion to give outputs of RHW where white lines form a triangle.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Flatron on June 08, 2011, 06:19:56 AM
what I would like to see would be a puzzlepiece where aroad is splitted into two right turn lanes, just like the already existing piece, but without the through-lanes :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Wiimeiser on June 08, 2011, 03:24:53 PM
Type A-2 TuLEPS, I think.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Opkl on June 08, 2011, 09:55:57 PM
Will there be a TuLEP intersection piece with a street? Ex: A TLA-5 or Maxis AVE with left turn lane to a street and no stoplight.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on June 09, 2011, 12:11:10 PM
Quote from: Opkl on June 08, 2011, 09:55:57 PM
Will there be a TuLEP intersection piece with a street? Ex: A TLA-5 or Maxis AVE with left turn lane to a street and no stoplight.

TLA-7/AVE-6 too on this. This would be essential for doing some of Phoenix's major drags (e.g. Ray Road, Chandler Blvd., TLA-7 Rural Road, TLA-7 Arizona Ave./SR 87).

Speaking of which, I want an alternate TuLEP entrance for TLA roads...

http://maps.google.com/?ie=UTF8&ll=33.335664,-111.928397&spn=0.001825,0.002411&t=h&z=19

This is far more common in Arizona to just have the center lane markings end, a gap, then the TuLEP turn lane markings.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 09, 2011, 12:39:27 PM
Street intersections will be looked into at some point, though it probably won't be as part of this release cycle.

Quote from: Tracker on June 09, 2011, 12:11:10 PM
This is far more common in Arizona to just have the center lane markings end, a gap, then the TuLEP turn lane markings.

Here in Oregon, it's kind of split between that and what currently exists in TuLEPs.  Newer turn lane installations tend to be in the style of the current transition.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on June 09, 2011, 06:42:57 PM
Quote from: Tarkus on June 09, 2011, 12:39:27 PM
Street intersections will be looked into at some point, though it probably won't be as part of this release cycle.

Here in Oregon, it's kind of split between that and what currently exists in TuLEPs.  Newer turn lane installations tend to be in the style of the current transition.

-Alex

It also depends on how much space is available and the priority of the connecting street.  Washington County generally reserves the smooth transitions for long turn lanes heading into at least minor collectors.  Shorter, smaller street turn lanes get the abrupt transition.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ryan B. on June 10, 2011, 12:12:47 AM
Quote from: Tracker on June 09, 2011, 12:11:10 PM
TLA-7/AVE-6 too on this. This would be essential for doing some of Phoenix's major drags (e.g. Ray Road, Chandler Blvd., TLA-7 Rural Road, TLA-7 Arizona Ave./SR 87).

Speaking of which, I want an alternate TuLEP entrance for TLA roads...

http://maps.google.com/?ie=UTF8&ll=33.335664,-111.928397&spn=0.001825,0.002411&t=h&z=19

This is far more common in Arizona to just have the center lane markings end, a gap, then the TuLEP turn lane markings.

I see some of both here in Western New York.  I don't want to give a percentage one way or the other - there's definitely a good mix, though.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: gooper1 on June 13, 2011, 03:45:59 PM
I devised a new nomenclature for TuLEPs that is easier to use and is also more flexible:
EXAMPLE:
                           1/0
# of Left Turn Lanes↑/↑# of "extra" Right Turn Lanes

i.e. A 1/0 TuLEP is equal to a Type A TuLEP.
A Type A2 TuLEP would also be named 1/0, since the 2 right turn lanes are not "extra" (they are not added on to the normal lanes of the Avenue (or Road, etc.)-unlike the left-turn lane).

A list of some conversions:

I think you get the point. This naming system is only for the turn lanes only, and not for transitions or other TuLEP pieces.

-Gooper1
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on June 13, 2011, 04:05:50 PM
A problem is that this system doesn't transfer to LHD very well and will result in broken terminology between LHD (though there are few) and RHD players.

A 1/0 piece would be a 0/1 piece in LHD and most players assume that an LHD player would be talking about the 0/1 RHD piece.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: lrb on June 15, 2011, 05:02:56 PM
The Avenue TULEP A1/BI intersection has a pathing error in one of the A1 sides. :'( I can't drive into the intersection on the turn lane. Please make a temporary fix so I can still use that piece. Here are some images:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F863%2Ftaperkarrorjan913130810.png&hash=aedf1a829b090fc5389cb4d9339da0012600b7fa)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6369%2Ftaperkarrordec201213081.png&hash=04c504e488e7c54f9e040c40156721cc259f2d5e)

The problem is circled in red on both images.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 15, 2011, 05:33:42 PM
I just tested it and confirmed . . . but why it's happening is a total mystery right now.  The paths for the other side were generated directly from the paths on the other side, and everything appears to line up properly with the Type A TuLEPs.  Further investigation is required, as there's no obvious reason as to why this occurs.

-Alex

Edit: Further investigation completed.  The coordinates of the path itself were okay, but the entry point for the left-turn path stanza was set to north (1) rather than east (2).  Normally, a wrong entry point will result in an obvious sign--the flashing red path when DrawPaths is turned on.  However, because both the x (8) and y (7.9) coordinates of the path were close enough to the edge of the tile, the game apparently saw the north entry as valid.  Never seen this before--it's apparently a flaw with DrawPaths, and it's odd and annoying, I must say.

At any rate, a .dat with a corrected path file is attached below.  Just drop into your Network Addon Mod\Plugins folder.  Thanks for catching this rather tricky-to-spot one, lrb! :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Monorail Master on June 16, 2011, 10:28:48 AM
Thanks for the patch Tarkus, I didn't even notice the bug, but might as well get the patch for it.

But anyways, I LOVE those OWR splitters!!! They are what I've been requesting and will come in handy when making a compact RHW-4+ interchange with a parallel OWR-2! Like a RHW-4 offramp + OWR-2 into OWR-4 then an intersection, then another splitter from OWR-4 into OWR-2 and a RHW-4 onramp. I can't wait for it, keep up the good work!

-Matthew
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jibjohn on June 21, 2011, 02:04:11 PM
hello, I'm currentally trying to make a UK version of the current tulep package, here is a little example of what I've been up to (a little scruffy):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F9846%2Ffiledec00000005.png&hash=29dae48fbb275907dab2f0fe6ebbce152dc10f91) (http://imageshack.us/photo/my-images/689/filedec00000005.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F6126%2Ffiledec00000006.png&hash=45b9b978b979c0eccf5a3b3adb2d664d56a32852) (http://imageshack.us/photo/my-images/820/filedec00000006.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F3918%2Ffiledec00000004.png&hash=bfcc5988e79bb284959bd1c27250922de3e8ab7c) (http://imageshack.us/photo/my-images/820/filedec00000004.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F9249%2Ffile00000002.png&hash=04da42f2e3433f93bddc8404b53e969fba3f1a86) (http://imageshack.us/photo/my-images/840/file00000002.png/)

(the lines are spaced for under 40mph roads)
one thing i was wondering though is if anyone could give me a file containing png's of the current textures (and maybe the ones with physical directions of flow separation for the avenue), if you can pm me, this would be a great help and speed things up a lot! thanks in advance!
John
(EDIT: also will the game automaticly flip the textures for LHD?)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on June 21, 2011, 02:15:52 PM
Quote from: jibjohn on June 21, 2011, 02:04:11 PM
(EDIT: also will the game automaticly flip the textures for LHD?)

Yes, the LHD support file contains the necessary models to flip (and swap for 2-tile TuLEPs) the textures, so you only have to make one set for RHD.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on June 21, 2011, 02:26:45 PM
Quote from: jibjohn on June 21, 2011, 02:04:11 PM
hello, I'm currentally trying to make a UK version of the current tulep package, here is a little example of what I've been up to (a little scruffy):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F9846%2Ffiledec00000005.png&hash=29dae48fbb275907dab2f0fe6ebbce152dc10f91) (http://imageshack.us/photo/my-images/689/filedec00000005.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F6126%2Ffiledec00000006.png&hash=45b9b978b979c0eccf5a3b3adb2d664d56a32852) (http://imageshack.us/photo/my-images/820/filedec00000006.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F3918%2Ffiledec00000004.png&hash=bfcc5988e79bb284959bd1c27250922de3e8ab7c) (http://imageshack.us/photo/my-images/820/filedec00000004.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F9249%2Ffile00000002.png&hash=04da42f2e3433f93bddc8404b53e969fba3f1a86) (http://imageshack.us/photo/my-images/840/file00000002.png/)

(the lines are spaced for under 40mph roads)
one thing i was wondering though is if anyone could give me a file containing png's of the current textures (and maybe the ones with physical directions of flow separation for the avenue), if you can pm me, this would be a great help and speed things up a lot! thanks in advance!
John
(EDIT: also will the game automaticly flip the textures for LHD?)
Wait, shouldn't one of these lines be completely solid?

By the way, the current textured arrows in the current version will be replaced by seperate 'floating' arrows. These arrows are not built in the texture, so you can change the arrow style seperately from the underlying texture. So you could have British arrows (the DUKA-set) while having US textures, or Euro Textures with US arrows, or any other combination. Here are the current arrow sets:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F8281%2Frhwarrowstyles.png&hash=97d44b79517926685528ff39287492fea7d465de)

This method will also apply on the RHW CPs.

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: wallasey on June 21, 2011, 02:36:05 PM
Liking the look of those UK Textures above...although I don't think there is a need for that single arrow going in the opposite direction...Or am I just talking about junctions in the North? It can be amazing how regions do things differently!

Good work.

EDIT to the post above...generally only the tile before the stop line would be solid although not every time

Example 1 (http://maps.google.com/maps?q=Liverpool&hl=en&ll=53.431577,-2.926408&spn=0.003222,0.012016&oe=utf-8&client=firefox-a&z=17&layer=c&cbll=53.431325,-2.924549&panoid=YjyMnfkEAAP57Pq2WHsqqw&cbp=12,24.1,,1,3.08)

Example 2 (http://maps.google.com/maps?q=Liverpool&hl=en&ll=53.444004,-2.956083&spn=0.003221,0.012016&oe=utf-8&client=firefox-a&z=17&layer=c&cbll=53.444004,-2.956083&panoid=Xu37ygDZSuItMD3km8r8Iw&cbp=12,91.75,,0,9.72)

Example 3 (http://maps.google.com/maps?q=Liverpool&hl=en&ll=53.438046,-2.971491&spn=0.003221,0.012016&oe=utf-8&client=firefox-a&z=17&layer=c&cbll=53.43794,-2.97154&panoid=KaQc-eLpTZEeWq2JVCMjsg&cbp=12,32.59,,0,8.92)

Apologies for the overload and to be honest where my fellow UK counterpart is, the lines may well be solid. As we say in England...its horses for courses.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jibjohn on June 21, 2011, 02:48:30 PM
Quote from: mrtnrln on June 21, 2011, 02:26:45 PM
Wait, shouldn't one of these lines be completely solid?

Not in the UK, further away from the junction two lanes traveling in the same direction might have shorter lane dividers however that would be covered by the nwm 2+1 road. I would challenge you to find an example where we (in the UK) use a double solid line to separate traffic directions at a signalised junction (and personally I'm not sure why we don't), most of the time there will be fairly frequent arrow to remind drivers what each lane is for:

http://maps.google.co.uk/maps?q=Great+Yarmouth&hl=en&ll=52.605409,1.725062&spn=0,0.006845&sll=50.832508,-0.137946&sspn=0.0008,0.003422&t=k&z=18&layer=c&cbll=52.605409,1.725062&panoid=yR_YwY5ut4ohhLrp3c8m4Q&cbp=12,336.34,,0,12.2

EDIT:@wallasey i'll say i'm in rural norfolk (a hint being i used great yarmouth as a case study)

EDIT(2):sorry for another edit but might i add Maarten but UK pre-lane drop arrows (the ones on the right of your sets) look much more like the Swedish and Dutch set rather than the DUKA set
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on June 21, 2011, 02:59:59 PM
Hmmm... it seems that the UK is an oddball in Europe when it comes down to road markings  &mmm  Well, maybe because it's not part of 'the Continent' could explain the differences...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: wallasey on June 21, 2011, 03:28:29 PM
Mrtnrln: We most certainly are; sometimes too much! Our streetscenes are perhaps more cluttered than yours in NL!

jibjohn: I think I have seen it done....but only rarely. If I see one I will let you know!

Edit: Local places where I though there were solid....aren't !
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on June 22, 2011, 08:25:53 AM
jibjohn I can give you any files you want PNG textures only need to  be clearer  what you need. If someone you gave them already sorry that I delayed. I long ago wanted to work on a project to  create  a TuLEP's of OWR's.

Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jibjohn on June 22, 2011, 10:06:57 AM
@ivo_su,
well i was looking to make a uk version of Shadow Assassin's "TuLEP Cosmetic Mod", so mainly editing the current european version
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on July 15, 2011, 02:25:22 PM
Looking at the current TuLEPs, I can deduce one thing: What about merge lanes for the other side?!!

Example http://maps.google.com/?ll=34.133168,-116.386645&spn=0.001339,0.003664&t=h&z=19

This example shows the maximum "swelling" of an AVE-2; Two left turn lanes, an offset right turn lane, and a merge lane.

(You can tell where I'm going with this...)

So I ended up revising my proposed TuLEP nomenclature once again to include the following merge lanes:

A - Single Left
B - Double Left
C - Offset Right
D - Lane Redux Right
E - Merge lane, like in my example
F - The merge lane becomes a full-fledged lane; Alex, this is how you said MAVE TuLEPs would be, except you'd lose another lane on the other side using the D-TuLEP

There are also 20 possible combinations, but that would clearly take up the entire alphabet; The example I have would be an AVE-2 BCE-TuLEP.

Alex stated that the only TuLEPs for MAVEs would be those that convert MAVE-6 to MAVE-4. Essentially, that's a a DF-TuLEP, but they can apply for every network, even AVE-8 to AVE-6. The problem is AVE-4 to AVE-2, or AVE-6 to AVE-4, but offseting the networks in question could be a solution. (Two-tile AVE-2 and three-tile AVE-4; Plus, the capacities for the two-tile OWRs are inconsistent enough; It probably wouldn't matter for offset AVEs.)

And yes, it DOES happen. http://maps.google.com/?ll=34.135637,-116.048514&spn=0.001339,0.003664&t=h&z=19 Offset MAVEs would also be needed.

The only ramifications of this is that there would be more than 400000 possible + SIP configurations. This problem arises mainly with 2x2 SIPs; The 3x3s could be made modular enough to overcome the problem. As of the 2x2s, there are two solutions: FlexTuLEPs/SIPs or just cutting up the SIPs into 1x1 quadrants, just as the 3x3s would be cut into 9 segments.

Once again, I'm uprooting the organisational logistics for the sake of unifying everything together. $%Grinno$%
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on July 15, 2011, 02:54:44 PM
Definitely work and variations in TuLEP's are limitless, making this project  one of the  layer  performance.  There are so many possible combinations that will require decades of work on so they are fact. For me, this project will be the most  intriguing  and most potential  for future development.

- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: willsim on July 21, 2011, 05:14:59 AM
I have a request it's for ave ending at a road with a road going steright. (//)thanks willsim
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on July 21, 2011, 08:28:01 AM
Quote from: willsim on July 21, 2011, 05:14:59 AM
I have a request it's for ave ending at a road with a road going steright.

Something like this?

http://maps.google.com/maps?hl=en&ll=34.135625,-116.048528&spn=0.00135,0.003664&t=h&z=19

If so, I would imagine it would require a two-tile offset Road for a short while. TuLEP logistics have still yet to be figured out, though; Such setups aren't thoroughly investigated yet...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: willsim on July 21, 2011, 09:08:27 AM
Quote from: GDO29Anagram on July 21, 2011, 08:28:01 AM
Quote from: willsim on July 21, 2011, 05:14:59 AM
I have a request it's for ave ending at a road with a road going steright.

Something like this?

http://maps.google.com/maps?hl=en&ll=34.135625,-116.048528&spn=0.00135,0.003664&t=h&z=19

If so, I would imagine it would require a two-tile offset Road for a short while. TuLEP logistics have still yet to be figured out, though; Such setups aren't thoroughly investigated yet...
very simalar except for that it has turn left turn lanes on the ave and maybee the road like this :(except all are orthagonal) aps.google.com/maps?hl=en&ll=34.135625,-116.048528&spn=0.00135,0.003664&t=h&z=19 (http://aps.google.com/maps?hl=en&ll=34.135625,-116.048528&spn=0.00135,0.003664&t=h&z=19) (scrol down a bit)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: willsim on July 22, 2011, 05:18:37 AM
I have another 2 requests (http://C:%5CDocuments%20and%20Settings%5CMark%20D%5CDesktop%5CWilliam's%20stuff) a road type a1 with sliplanes with dirictonal only markings and the same for ave + slip lanes for b1 ave with directonal markings (http://C:%5CDocuments%20and%20Settings%5CMark%20D%5CDesktop)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Rionescu on July 22, 2011, 01:18:47 PM
Quote from: GDO29Anagram on July 21, 2011, 08:28:01 AM
Quote from: willsim on July 21, 2011, 05:14:59 AM
I have a request it's for ave ending at a road with a road going steright.

Something like this?

http://maps.google.com/maps?hl=en&ll=34.135625,-116.048528&spn=0.00135,0.003664&t=h&z=19

If so, I would imagine it would require a two-tile offset Road for a short while. TuLEP logistics have still yet to be figured out, though; Such setups aren't thoroughly investigated yet...
This could be done relatively easily with NMAVE-4 as opposed to an AVE-4, but I don't see that happening this time around either.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: pimmapman on July 29, 2011, 08:20:39 PM
I also have an idea; what about a 3 lane tulep, with the right lane for right turn, middle lane for straight, and the left lane for turning left, except it is a slip lane. I know it probably won't be in this edition, but maybe in a later version?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: strucka on July 31, 2011, 05:02:03 AM
And you're talking about the LHD version right? You should point that out, because standard road markings, signs, orientation and everything else in Simcity regarding roads is similar to North American, that means yellow lines and driving on the right side.
Otherwise, I second this idea, because it seems very useful.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on July 31, 2011, 01:39:01 PM
Don't know if that is possible with avenues, but the RHD version, there was a three lane road TuLEP that did just that, with the outer lane directly ending to the slip lane.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on July 31, 2011, 09:49:46 PM
Quote from: pimmapman on July 29, 2011, 08:20:39 PM
I also have an idea; what about a 3 lane tulep, with the right lane for right turn, middle lane for straight, and the left lane for turning left, except it is a slip lane. I know it probably won't be in this edition, but maybe in a later version?

Pieces like that are planned for the advanced TuLEPs set, which is still in development at present.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: dragonshardz on August 01, 2011, 11:12:49 AM
Quote from: strucka on July 31, 2011, 05:02:03 AM
And you're talking about the LHD version right? You should point that out, because standard road markings, signs, orientation and everything else in Simcity regarding roads is similar to North American, that means yellow lines and driving on the right side.
Otherwise, I second this idea, because it seems very useful.

Depends, actually. Simcity 4 does both LHD and RHD.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: delta9 on August 03, 2011, 01:40:07 AM
Quote from: dragonshardz on August 01, 2011, 11:12:49 AM
Quote from: strucka on July 31, 2011, 05:02:03 AM
And you're talking about the LHD version right? You should point that out, because standard road markings, signs, orientation and everything else in Simcity regarding roads is similar to North American, that means yellow lines and driving on the right side.
Otherwise, I second this idea, because it seems very useful.

Depends, actually. Simcity 4 does both LHD and RHD.

strucka is simply pointing out that SC4 transit is generally discussed as RHD.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on August 03, 2011, 02:40:42 AM
Quote from: delta9 on August 03, 2011, 01:40:07 AM
Quote from: dragonshardz on August 01, 2011, 11:12:49 AM
Quote from: strucka on July 31, 2011, 05:02:03 AM
And you're talking about the LHD version right? You should point that out, because standard road markings, signs, orientation and everything else in Simcity regarding roads is similar to North American, that means yellow lines and driving on the right side.
Otherwise, I second this idea, because it seems very useful.

Depends, actually. Simcity 4 does both LHD and RHD.

strucka is simply pointing out that SC4 transit is generally discussed as RHD.

That has very little bearing on the conversation. I agree that it could have been more neutrally worded using terms such as 'Outside' and 'Inside' (which can be applied across both setups without translation) rather than 'Right' and 'Left' (As a LHD player myself, I do this frequently).

However, he did state that his statement was in LHD.

Quote from: pimmapman on July 29, 2011, 08:20:39 PM
I also have an idea; what about a 3 lane tulep, with the right lane for right turn, middle lane for straight, and the left lane for turning left, except it is a slip lane. I know it probably won't be in this edition, but maybe in a later version?

As you can probably figure out, you can't have a slip lane on the left in an RHD configuration.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: willsim on August 18, 2011, 10:36:38 AM
   will a mis 1+1 (left-right, right only)x ave4 1+2+0 left, straight, straight) other side 2+1 (right, straight, straight,) (left, straight, straight or a ave4 2+1 (left, left, right)x ave 6 1+3(left, thru, thru, thru) other side 1+1+2 (right, right-thru,thru,thru what if any will be be available in the public release of advanced and basic?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on August 19, 2011, 03:40:59 PM
@Willsim: MIS, is a different story, because that is a part of the RHW cycle. Right now, RHW/MIS has prototype draggable capability, so left lane must turn left, right lane must turn right, there are prototype cosmetic pieces for RHW-4 right now that have arrows, which can be used in the same fashion as TuLEPs, but generally are designated for use before the ramps.
With more TuLEPs in production, the names/ arrangement of icon menu <-tab-> locations  still has to be worked out, the LHD | RHD thing is a part of it, but its not just the lanes, but also the X's / T's.

As for Advanced stuff: the good news is the wider parts of the NWM will eventually have TuLEPs, but so far I only have seen the turn lane in the center of AVE-6. I have only seen roads get the outside turning lane, don't know if this will become a reality with avenues or the other two tile networks, when you consider a road with an outside turn lane, and center turn lane takes two tiles.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on August 19, 2011, 05:55:17 PM
There is a Type B (Dual Left Turn--Dual Right Turn for you LHD types) setup in development for the AVE-6/TLA-7.  I have some textures more or less completed, and I had initially looked into including them in NWM 2.0, but they will not be ready for that release. 

As j-dub mentioned, there have been some experiments on the MIS side with a draggable prototype--actually, this is the second time a prototype has been developed.  However, as the most recent draggable prototype is linked in with the Road Turn Lanes Plugin and there's still a fair bit to work out with its implementation, it won't be included in the upcoming RealHighway Version 5.0 release.  In fact, aside from some "TuLEPish" items like the cosmetic pieces and the "Fractional Angle Diamond (FAD) intersections", there will be no actual TuLEPs in RealHighway Version 5.0.

We are planning to experiment with TuLEP and general turn lane implementation after NAM Version 30 comes out, using some of the techniques we've developed in the process of putting this upcoming release cycle together.  This may mean things will be even more quiet here in the public TuLEP development thread going forward for awhile, however, as we retreat to the laboratory, so to speak. 

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: strucka on August 24, 2011, 05:51:04 AM
Here is an idea! How about a piece, where two sliplanes would join, to form a road. For those really compact exits from an Avenue, or a road, or anything else.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on August 24, 2011, 03:50:25 PM
Strucka, wait up. Are you talking about one of those turn restricted road triangles? For TuLEPs, it would involve taking the existing road \\||// TuLEP piece and getting rid of the middle. Unless you were talking about a 1 tile turn restriction, it would be tighter, I suppose that would just involve a retexture to an existing draggable segment. The first part is a whole new type of piece, but as little of a 1x1 compact might not be new piece work, but more cosmetic work.

Either way, while neither are guaranteed, previous ideas have come to life, like the word ONLY being an option but eventually.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Dexter on August 24, 2011, 05:59:45 PM
@strucka

U mean something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F6626%2Fturnlane1.jpg&hash=e68818cb07e334d7b54e4665fdfb5c90c9e78c21)

That would be a useful piece to create left in/left outs (right in/right out for RHD).
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: strucka on August 25, 2011, 03:06:42 AM
Exactly! &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: arl85 on August 25, 2011, 04:27:03 AM
Hi,
I don't know if it is already be signalled, but it seems that there's no Avenue B1 T-Intesection "center piece".
I found A1 t-intersection and A1/b1 + Intersection, but no B1 T-intersection.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on August 25, 2011, 06:54:27 AM
Quote from: arl85 on August 25, 2011, 04:27:03 AM
Hi,
I don't know if it is already be signalled, but it seems that there's no Avenue B1 T-Intesection "center piece".
I found A1 t-intersection and A1/b1 + Intersection, but no B1 T-intersection.

That's because no such piece exists yet. It will likely be something to be added beyond NAM 30.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on August 25, 2011, 06:59:38 AM
Actually, from memory, it was going to be included in the Advanced TuLEPs set.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: wallasey on September 06, 2011, 03:58:48 AM
Quote from: Dexter on August 24, 2011, 05:59:45 PM
@strucka

U mean something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F6626%2Fturnlane1.jpg&hash=e68818cb07e334d7b54e4665fdfb5c90c9e78c21)

That would be a useful piece to create left in/left outs (right in/right out for RHD).

Would be even better as a OWR junction, especially when creating gyratories.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on September 18, 2011, 06:26:17 PM
Am I just missing it, or is there no piece for this intersection yet?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv359%2Fkassarc16%2FSims%2FSouthAlgonquin-Jun11001316391567.png&hash=7395618715206ab7e073b027c80e0a37a6211335)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on September 18, 2011, 06:28:21 PM
Quote from: kassarc16 on September 18, 2011, 06:26:17 PM
Am I just missing it, or is there no piece for this intersection yet?

No such piece exists yet.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on September 18, 2011, 06:37:43 PM
Quote from: GDO29Anagram on September 18, 2011, 06:28:21 PM
No such piece exists yet.

Ok. I also realized the avenue lane is unneeded, but the intersection still needs the piece to line up with the road.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Rionescu on September 18, 2011, 08:45:54 PM
Quote from: kassarc16 on September 18, 2011, 06:26:17 PM
Am I just missing it, or is there no piece for this intersection yet?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv359%2Fkassarc16%2FSims%2FSouthAlgonquin-Jun11001316391567.png&hash=7395618715206ab7e073b027c80e0a37a6211335)
That intersection configuration wouldn't work anyway, because you would have one lane going left, one lane going right, and the middle lane with nowhere to go.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on September 18, 2011, 09:58:41 PM
Quote from: Rionescu on September 18, 2011, 08:45:54 PMThat intersection configuration wouldn't work anyway, because you would have one lane going left, one lane going right, and the middle lane with nowhere to go.

Actually, I realized that as soon as I posted it. Since then, I decided to make the area a Limited-Access Expressway, so it's all good now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv359%2Fkassarc16%2FSouthAlgonquin-May17021316407684.png&hash=7cabe32b33d1f2be57832cc23c36741f88649ff6)

I would like to point out the misalignment of the intersection TuLEP and the AVE-7 on the top right.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on September 18, 2011, 10:14:44 PM
Quote from: kassarc16 on September 18, 2011, 09:58:41 PM
Actually, I realized that as soon as I posted it. Since then, I decided to make the area a Limited-Access Expressway, so it's all good now.

One thing I have to point out though is that the AVE-4 doesn't have the proper A-TuLEPs; Without them, left turns from the AVE-4 to the 6C may be dysfunctional.

Other than that and the texture misalignment, it's worth showing off over at the Show Us Your Intersections thread. :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on September 18, 2011, 11:10:37 PM
Looking at the grease tracks, at least the top half of that intersection is actually a 3-tile type B, rather than a type A.  Texture-wise at least everything is slightly misaligned.  You'd have to check the paths to see if they're correct or not.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on September 18, 2011, 11:46:42 PM
I just checked it--the paths are fine.  There's just a Type B T texture there.  I've attached models with a proper Type A texture below--just drop it into your NWM folder.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on September 19, 2011, 06:26:08 AM
NWM 2.1 request (this irked me the other day while building a new city): an intersection piece for AVE-6/TLA-7 x AVE-6/TLA-7 Type A.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on September 19, 2011, 09:59:23 AM
@Rionescu, you would of been better making that an ARD end there, where the stripped out road is, at least that way the extra turn lane would of made sense. Otherwise, when I see them end avenues at roads, they don't put the extra turn lane in the middle, because yeah, it don't make sense.

Even in reality though, I have seen slight misalignment.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on September 19, 2011, 10:00:09 AM
Quote from: Tracker on September 19, 2011, 06:26:08 AM
NWM 2.1 request (this irked me the other day while building a new city): an intersection piece for AVE-6/TLA-7 x AVE-6/TLA-7 Type A.

That one's at the top of the list for 2.1. ;)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Dexter on September 21, 2011, 08:14:04 AM
I was wondering if filler pieces like these...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F7127%2Ftulepfiller1.png&hash=8abc911588b26b6d6e092fd7ad53551f270c24fa) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F4026%2Ftulepfiller2.png&hash=ba285e25b29a71b2cca50f8ad12d3d3bfbad3729)

Are planned to be added to the TULEP plugin?  I often find situations where they would be useful, and the avenue piece could also be used to seemlessly connect the new avenue overpasses to TLA-5 :).
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on September 21, 2011, 09:09:44 AM
I proposed them once, along with other TuLEP interfaces:

Quote from: mrtnrln on May 19, 2011, 08:57:18 AM
My proposal for the menu setup:

Menu button 1:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F6655%2Froadtuleps.png&hash=298c4b43af0f4bc92b94fed1a7eb181285d7c9ee)

Menu button 2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F589%2Favenuetuleps.png&hash=4214820e979f83cff8218abcdf0026d9872cc70f)

Menu button 3:
All current intersection pieces.

Menu button 4:
All current slip lane pieces.

Red: Not yet created.
Blue: Allready created, but not yet public.
Green: Available in the public version.

What do you think?

Best,
Maarten
(if you click the quote link and look a few posts further, you actually see some realised textures).

This list might be extended when we continue development on the Advanced TuLEPs (hint hint...)

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on September 21, 2011, 09:12:02 AM
In reality those both have a crosshatch, I think they are still planned, you just did not see them the last release is all.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on September 21, 2011, 10:04:07 AM
Quote from: Dexter on September 21, 2011, 08:14:04 AM
I was wondering if filler pieces like these...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F7127%2Ftulepfiller1.png&hash=8abc911588b26b6d6e092fd7ad53551f270c24fa) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F4026%2Ftulepfiller2.png&hash=ba285e25b29a71b2cca50f8ad12d3d3bfbad3729)

Are planned to be added to the TULEP plugin?  I often find situations where they would be useful, and the avenue piece could also be used to seemlessly connect the new avenue overpasses to TLA-5 :).

Actually, if you see some early TuLEP development screenshots, you'll see the first one.  I just have to find where I put it. ::)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: icfan on September 21, 2011, 12:14:17 PM
Question to the TuLEP Development Team:

The current setup for the ending Avenue for a "T" Avenue interchange in TuLEP is two right turning lanes and one turning left.  Has it been discussed about having two left turning lanes and one right turning lane?  Sorry if this has and it is a programming issue.

Tyler
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Opkl on September 21, 2011, 01:49:00 PM
Quote from: icfan on September 21, 2011, 12:14:17 PM
Question to the TuLEP Development Team:

The current setup for the ending Avenue for a "T" Avenue interchange in TuLEP is two right turning lanes and one turning left.  Has it been discussed about having two left turning lanes and one right turning lane?  Sorry if this has and it is a programming issue.

Tyler

I was wondering the same thing.  Usually you'll see two left and one right.  As for the TULEP pieces Dexter brought up, those are a good idea. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on September 21, 2011, 02:04:02 PM
Well, currently the question "is it possible?" is irrelevant (since most requests are quite possible). The real problem is organisation, ID reservation and nomenclature. Also, with adding more and more TuLEPs makes the mod more complex; new lanes setups require more intersection setups and sometimes more transistions. And that's for a longer time the problem that's holding back the advanced TuLEPs...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on September 21, 2011, 02:49:42 PM
Quote from: Opkl on September 21, 2011, 01:49:00 PM
Quote from: icfan on September 21, 2011, 12:14:17 PM
Question to the TuLEP Development Team:

The current setup for the ending Avenue for a "T" Avenue interchange in TuLEP is two right turning lanes and one turning left.  Has it been discussed about having two left turning lanes and one right turning lane?  Sorry if this has and it is a programming issue.

Tyler

I was wondering the same thing.  Usually you'll see two left and one right.  As for the TULEP pieces Dexter brought up, those are a good idea.

From back on Page 4 (http://sc4devotion.com/forums/index.php?topic=8460.msg265410#msg265410), before the textures were cleaned up:

Quote from: Tarkus on August 08, 2009, 11:04:55 PM
Quote from: Ryan B. on August 08, 2009, 09:50:30 PM
Any chance the middle lane could be made for both left and right turns?

Sure.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F9131%2Ftulep080820092.jpg&hash=93bed5f1a076414e7582d47efd3cbeb070b644b5)

Quote from: deathtopumpkins on August 08, 2009, 09:56:59 PM
Or even two left turn lanes? That's usually the case around here.

Absolutely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F3632%2Ftulep080820093.jpg&hash=2803e231fa6190550defb2f4e55c6afdf204d25a)

Heck, there's even TuLEPs to do this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F8216%2Ftulep080820094.jpg&hash=5b69da90af58413d61a2dd6c677d7477d5bcace2)

And to prove I'm not pulling anyone's leg and just quick-changing textures, here's all the Avenue Type A TuLEPs that are in-game as of this moment.  A1 is in the upper-left corner, going down to A6 in the lower-right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F2569%2Ftulep080820095.jpg&hash=200b3efafe68c997b80d072916020e1450c3aac3)

Maarten's points above mine are 100% accurate.  We can make new TuLEPs until the cows come home . . . all the difficulties are organizational.  If we make every logical lane control combination of TuLEPs for Road and Avenue, it would result in 160+ puzzle pieces.  That's without intersections, transitions, One-Way Road TuLEPs or NWM TuLEPs (aside from the Road and Avenue ones that are cross-compatible with NWM networks).

We can do it, but we'll never hear the end of it from all the folks who complain about too many icons or overly long TAB Loops.  We've had some initial discussion about "FlexTuLEPs", but it's been just that . . . there's no implementation gameplan in place.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Starmanw402007 on September 21, 2011, 03:03:53 PM
Cool Updates on the tuleps. Looking forward to using them when the next version comes out.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: icfan on September 21, 2011, 05:18:52 PM
Thanks for the clear up!

Quote from: Tarkus on September 21, 2011, 02:49:42 PM
Quote from: Opkl on September 21, 2011, 01:49:00 PM
Quote from: icfan on September 21, 2011, 12:14:17 PM
Question to the TuLEP Development Team:

The current setup for the ending Avenue for a "T" Avenue interchange in TuLEP is two right turning lanes and one turning left.  Has it been discussed about having two left turning lanes and one right turning lane?  Sorry if this has and it is a programming issue.

Tyler

I was wondering the same thing.  Usually you'll see two left and one right.  As for the TULEP pieces Dexter brought up, those are a good idea.

From back on Page 4 (http://sc4devotion.com/forums/index.php?topic=8460.msg265410#msg265410), before the textures were cleaned up:

Quote from: Tarkus on August 08, 2009, 11:04:55 PM
Quote from: Ryan B. on August 08, 2009, 09:50:30 PM
Any chance the middle lane could be made for both left and right turns?

Sure.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F9131%2Ftulep080820092.jpg&hash=93bed5f1a076414e7582d47efd3cbeb070b644b5)

Quote from: deathtopumpkins on August 08, 2009, 09:56:59 PM
Or even two left turn lanes? That's usually the case around here.

Absolutely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F3632%2Ftulep080820093.jpg&hash=2803e231fa6190550defb2f4e55c6afdf204d25a)

Heck, there's even TuLEPs to do this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F8216%2Ftulep080820094.jpg&hash=5b69da90af58413d61a2dd6c677d7477d5bcace2)

And to prove I'm not pulling anyone's leg and just quick-changing textures, here's all the Avenue Type A TuLEPs that are in-game as of this moment.  A1 is in the upper-left corner, going down to A6 in the lower-right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F2569%2Ftulep080820095.jpg&hash=200b3efafe68c997b80d072916020e1450c3aac3)

Maarten's points above mine are 100% accurate.  We can make new TuLEPs until the cows come home . . . all the difficulties are organizational.  If we make every logical lane control combination of TuLEPs for Road and Avenue, it would result in 160+ puzzle pieces.  That's without intersections, transitions, One-Way Road TuLEPs or NWM TuLEPs (aside from the Road and Avenue ones that are cross-compatible with NWM networks).

We can do it, but we'll never hear the end of it from all the folks who complain about too many icons or overly long TAB Loops.  We've had some initial discussion about "FlexTuLEPs", but it's been just that . . . there's no implementation gameplan in place.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Dino007 on September 30, 2011, 10:21:57 AM
I'm building an intersection:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.shrani.si%2Ft%2FD%2F11M%2FLRdAX1X%2Fkrizisce1.jpg&hash=de93162015fe651d3a1c45afbe0bbc77e44c9102) (http://www.shrani.si/?D/11M/LRdAX1X/krizisce1.jpg)

And I would need this tulep's:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.shrani.si%2Ft%2F3P%2F2c%2F3TUMDDZP%2Fkrizisce3.jpg&hash=9e0768c3e68715a18c74f6a42064c6d622244bea) (http://www.shrani.si/?3P/2c/3TUMDDZP/krizisce3.jpg)

Since this would be only cosmetic pieces this shouldn't be a problem to make?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on September 30, 2011, 11:00:31 AM
Attached to this post are extra Euro texture for the additional TuLEPs of the NAM 30:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F3829%2Feuronwm01.jpg&hash=e0c5b8797c372da0eb3f0d0ff83fc6bc1f9d68d3)

This small mod should be used in combination with SFBT's Euro Textures for the TuLEPs and my custom arrows mod for TuLEPs (also attached to this post)

Best,
Maarten
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on October 05, 2011, 09:35:48 PM
Oh, cool modding, brony (someone's got to acknowledge your handy work)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 06, 2011, 12:50:38 PM
Work on TuLEPs resumes in earnest . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F67%2Ftulep100620112.jpg&hash=e85a776b9a78ae6ad5875be840bab2fadc742d13)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F2534%2Ftulep100620111.jpg&hash=0d77d48cf542bc5d892a20525ba2bcc36b7970f6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F2791%2Ftulep100620113.jpg&hash=81d90c84d46f47536dcdbb6a1780d5f7efb0de3e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F8223%2Ftulep100620114.jpg&hash=71c165cf70aff702ffe7824e2e46d3c07d3d7d67)

More where that came from soon . . . ;)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on October 06, 2011, 12:53:40 PM
Quote from: Tarkus on October 06, 2011, 12:50:38 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F2791%2Ftulep100620113.jpg&hash=81d90c84d46f47536dcdbb6a1780d5f7efb0de3e)

Love it!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Dexter on October 06, 2011, 01:07:31 PM
Street TULEPS at long last &apls

Great work there Alex!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kbieniu7 on October 06, 2011, 01:12:15 PM
http://img685.imageshack.us/img685/2534/tulep100620111.jpg

I was considering asking for such piece! You read in my mind! Especially with no traffic lights! It would be excellent for rural roads!  :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Gugu3 on October 06, 2011, 01:40:43 PM
Wow!!!!Street TULEP &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on October 06, 2011, 03:16:53 PM
Didn't see these coming. WTG
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on October 06, 2011, 03:50:33 PM
Now do it for AVE-6 and you've fulfilled my biggest TuLEP request: TuLEPs for streets.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Jayster on October 06, 2011, 04:54:49 PM
Is it possible to get a piece that's like the rail crossing but street intersects with it?

Jayster
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 06, 2011, 05:08:16 PM
Quote from: Jayster on October 06, 2011, 04:54:49 PM
Is it possible to get a piece that's like the rail crossing but street intersects with it?

Are you referring to one that only allows right-in/right-out (RIRO) with no left turns?

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Jayster on October 06, 2011, 09:39:25 PM
Quote from: Tarkus on October 06, 2011, 05:08:16 PM

Are you referring to one that only allows right-in/right-out (RIRO) with no left turns?

-Alex

That would work perfectly. I find myself in a lot of those situations when building roads.

Jayster
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: metarvo on October 07, 2011, 05:53:33 AM
I'm looking forward to the OWR-2 TuLEP, because it will actually allow properly signalized OWR intersections.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: CahosRahneVeloza on October 08, 2011, 08:32:42 AM
I'm not sure if this has been requested before but if it hasn't... here goes nothing :)

How about a Diagonal to orthogonal road (or avenue or even NWM network) slip lane kind of like in this picture?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2Fsliplane.jpg&hash=a1e26c72248e057484e48ab919ee5f26e08ca3b3)

Oh & yes, that used to be a functional four way intersection up until the passage for the two diagonal avenues were blocked of to improve traffic.

Come to think of it.... I can't even make that intersection with avenues in SC4 so I guess the intersection was indeed a poor plan in real life as well.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on October 08, 2011, 01:38:24 PM
More slip lane configurations/orientations are likely going forward.

On another note . . . found this laying around and resuscitated it. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F7128%2Ftulep100820111.jpg&hash=bbc00d447d75d04c6139c86582b2342934a10958)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on October 09, 2011, 12:21:55 AM
Good job Alex.
I like to see not only arrow left turn. I've always wondered why "+" intersections are not depicted arrows forward and right. Original model of the crossing of AVE-4 where he first introduces additional band left turn is the path to be followed. Are really large volume of work and I am afraid that the pieces will be for TuLEP's times more than those for the RHW, but what do we have to try.

- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: rhwfanatic221 on October 09, 2011, 06:34:06 AM
Quote from: Tarkus on October 08, 2011, 01:38:24 PM
More slip lane configurations/orientations are likely going forward.

On another note . . . found this laying around and resuscitated it. 
-Alex

Looks cool, is there going to be a way to have right turn lanes for all four sides of an intersection like that? Also this reminds me of another road right turn lane that was shown in the first few parts of the original pages on this forum. Just curious if this right turn lane will be part of a upcoming Advanced Tuleps set  ()what()
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: arl85 on October 11, 2011, 04:29:04 AM
Sorry for double-posting but maybe this is the correct topic

QuoteI want to signal a small misalligned texture (see attached img)
On higher zoom the texture is correctly alligned
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F7461%2Ftexturemisalligned.th.png&hash=cf8f0651eba10c8a771a44294e1dd1d092355db4) (http://imageshack.us/photo/my-images/197/texturemisalligned.png/)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on October 11, 2011, 05:40:09 AM
I believe that isn't a real texture misalignment, but I believe the textures clipping settings on the different S3D-files are set different. It could be that one of them has Clamb/Bilinear clipping (prefered), while the other has the old Nearest/Nearest clipping.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on November 23, 2011, 11:22:29 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F3392%2Fmyxv2.jpg&hash=4d9a087746bf5f92ad1ad2fdd3f046988a69b250)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F5630%2Fmyxk.jpg&hash=6c1854fc54abae98c0505da235d61649c2789e97)

Some time ago  there was talk of a double  right lane and today I saw these pictures of J-dub. There's more to be desired in terms of aesthetics texture but still a good idea. I hope this will appeal to more people and have a fruitful discussion.

Best,
- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: io_bg on November 23, 2011, 12:11:42 PM
Quote from: ivo_su on November 23, 2011, 11:22:29 AMThere's more to be desired in terms of aesthetics texture but still a good idea.
That's because this is a Photoshop mock-up. And I doubt something like this will be ever made.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Wiimeiser on November 23, 2011, 12:31:23 PM
I want it...
Both variations.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on November 23, 2011, 04:01:46 PM
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F7128%2Ftulep100820111.jpg&hash=bbc00d447d75d04c6139c86582b2342934a10958)

Speaking of the slip lane concept though,  I wonder how that would work with the amount of space taken in this setup. Without a slip lane though, it looks like a double right (potentially) turn lane could fit here?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on November 23, 2011, 04:13:16 PM
In fact, this model personally  do not like me. Maybe if you consider the extra  right lane in both left turn lanes occupying a space of medians. Something like this as your first picture that  I showed - this will naturally lead to the Inclusion of another tile in the whole puzzle piece. The potential of AVE-4 for this purpose is very limited and it is nice  to think about TuLEPs  pieces AVE-6 / 8 but  as we all know this is a very laborious process.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: zulhirosue on January 05, 2012, 07:41:56 PM
may i ask some question.. this mod have a tutorial already?
i cant find it... i really want to learn how to use it..
please give use link how to use this mod effectively to my city..
coz it already have in NAM installer.. so i want to try it
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on January 05, 2012, 09:22:10 PM
Will this help?

http://www.youtube.com/watch?v=uyzNiV6xXGM
http://www.youtube.com/watch?v=mogBoTJTu4M
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: zulhirosue on January 05, 2012, 11:48:50 PM
Quote from: j-dub on January 05, 2012, 09:22:10 PM
Will this help?

http://www.youtube.com/watch?v=uyzNiV6xXGM
http://www.youtube.com/watch?v=mogBoTJTu4M

tq for link bro... nice one.. & easy to learn
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Will12 on January 22, 2012, 05:18:18 PM
How are the OWR TuLEPs coming along
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 22, 2012, 08:45:43 PM
At the moment, they are stalled.  We're still in discussions about nomenclature so we can properly set up Advanced TuLEPs.  That and RL are the big holdups. 

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Kuewr665 on January 27, 2012, 07:20:13 PM
I found a problem with TULEP pieces with a turn lane added on the East border. The direction of the TULEP piece flips and can't be placed in the opposite direction.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 27, 2012, 08:59:02 PM
Are you referring to the slip lanes?  An image or two would help in diagnosing this.

If there is indeed a rotation issue, that means it's a RUL-related issue and it can't be fixed until the next controller gets released, and that probably won't happen until the next NAM release.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: DAB_City on January 28, 2012, 01:08:47 AM
^ I remember you saying something about missing NWM transitions and needing to rewrite the RUL? If you have the time, perhaps a NAM 30.1 would be in order &idea
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 28, 2012, 03:41:48 PM
Quote from: DAB_City on January 28, 2012, 01:08:47 AM
^ I remember you saying something about missing NWM transitions and needing to rewrite the RUL? If you have the time, perhaps a NAM 30.1 would be in order &idea

I wouldn't anticipate a NAM Version 30.1.  There are a few LHD things that are in need of attention (which JD has been fixing), and there might be a patch on that front--but that won't require a full on repacking of the NAM. 

The missing Road-to-NMAVE-4 puzzle piece transition is a minor issue in the grand scheme of things (especially since there's a DragTrans that mimics it), and we don't have confirmation yet that there is indeed a rotation problem with any TuLEPs.

Additionally, the NAM itself is in a state of flux with regards to its file architecture, with the shift from the so-called "modular NAM" to the "monolithic NAM", and the complete re-coding of the RHW as part of the Project 0E efforts (which at present, is going smoother than anticipated).  It wouldn't really make sense in light of that.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: DAB_City on January 29, 2012, 01:16:14 AM
I guess that figure, what with all the other work that is going on... Oh, and is the EAVE-4 (or whatever its abbreviation is) supposed to be compatible with TLA-5, or just AVE-4? This should probably go in the NWM forum, but it seems like a TuLEP question as well! I just don't understand what the middle lane is supposed to do :o
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 29, 2012, 03:28:08 PM
EAVE-4's designed for both, as they have the same width/layout.  The middle lane up there is basically just a paved median reservation.  The double solid yellow line indicates that it is not to be used as a center turning lane or driven on by regular traffic.  It's more common to see a setup like that here in the western US than to have a concrete median on an overpass, it's not proven to have any real safety issues (on the contrary--it's very useful when an emergency vehicle needs to get through), particularly as the design speed on such approaches is usually 45mph (~72.6km/h) or less, and almost never over 55mph (~88.7km/h).  Plus if the overpass is to be reconfigured at any point (e.g. into a turn lane if an interchange later gets reconfigured), rather than ripping out a bunch of curbing (and having to take care not to damage the structural integrity), it's just a matter of repainting.

The concrete medians only show up on older overpasses here, or in more extreme situations where there needs to be some very specific channelization.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: DAB_City on January 30, 2012, 08:44:55 AM
So is it possible to connect TLA-5 to EAVE-4? I see how it's useful though for future upgrades and such :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 30, 2012, 12:21:54 PM
Technically, you'd need to stick a Draggable Transition in there at present, hooking the AVE-4 stubs into a TLA-5 at the ground-level end.  It's easy enough to produce a version of the Ground-to-Elevated AVE-4 transitions with Road stubs on the end for direct TLA-5 connection, however.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on January 30, 2012, 02:16:20 PM
Can I get some clarification on technical compilation of pieces TuLeps OWR networks. How could the operation of traffic lights and crossing mode for each band? I know how to do file path with stop points, but I have no idea how it will work in stages and press a certain time? What have I done  dase in order to properly pass traffic from each band with a traffic lights system?



- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 30, 2012, 02:31:39 PM
The easiest way to get networks without native stop point support to have stop point/synchronized signal functionality is on the RUL0 end, by using a dual CheckType to graft on another network that does natively support stop points.  The signal timing is actually controlled by the Automata Simulator.  The default setting is 0.5 seconds for Streets, 6 seconds for Roads, and 8 seconds for Avenues (note that this is vastly accelerated compared to RL signal phasing).  The properties controlling it are the Road Go Time, Avenue Go Time and Street Go Time properties. 

The ordering of phases is dependent on the directionality of the paths and stop points.  There appears to be an .exe control that sets out two different phases: North/South traffic and East/West traffic.  This gets to be problematic with diagonal intersections, and many Maxis intersections do not (and possibly cannot) function properly in this regard.  There appears to be no way to fix this, unless you go to pseudo-synchronous phasing (not actually tied to the stop points, but animated such that the phases correspond to the time intervals specified in the Automata Simulator), or completely asynchronous (not tied to the stop points or the Automata Simulator at all)--in both cases (and especially the latter), there's a good chance that automata behavior will not match the phase of the signal (cars stopping on green, or going on red), though they provide more freedom in terms of signal animations.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: ivo_su on January 30, 2012, 02:53:10 PM
So if I understand everything correctly, it will be enough when I do file paths, for example for OWR-3 I can put one point stop  at the end of each path. Thus the admission of traffic will be embedded in RUL0 the next stage. I still  have no complete idea of ​​what will be the overall nomenclature of a piece of OWR networks and their full interaction with  all other networks of  NWM in the form of T-junctions and "+"  intersections. I guess  that NAM needs to be used as little as possible in number and  most effective combinations  like puzzle pieces. I wonder RUL0 that is also used for starting and stopping traffic. Until now  I thought RUL's play a role only for rotating rings puzzle pieces.

- Ivo
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Swordmaster on February 12, 2012, 06:53:28 PM
I don't know if this has been brought up or considered before, but shouldn't it be possible to make a U-turn at intersections? It's possible in the standard maxis AVExAVE intersection, but not with the TULEPs.

Cheers,
Willy
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: nosferatu247 on February 13, 2012, 07:47:46 AM
Quote from: Swordmaster on February 12, 2012, 06:53:28 PM
I don't know if this has been brought up or considered before, but shouldn't it be possible to make a U-turn at intersections? It's possible in the standard maxis AVExAVE intersection, but not with the TULEPs.

Cheers,
Willy
Just sayin', but most of the real-world intersections I've seen with dedicated turn lanes do not allow U-turns, simply because of how dangerous it can be.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mike3775 on February 13, 2012, 08:51:00 AM
Quote from: nosferatu247 on February 13, 2012, 07:47:46 AM
Quote from: Swordmaster on February 12, 2012, 06:53:28 PM
I don't know if this has been brought up or considered before, but shouldn't it be possible to make a U-turn at intersections? It's possible in the standard maxis AVExAVE intersection, but not with the TULEPs.

Cheers,
Willy
Just sayin', but most of the real-world intersections I've seen with dedicated turn lanes do not allow U-turns, simply because of how dangerous it can be.

My area it depends on the situation.  Ft. Wayne(3 hours east of me) allows them at every intersection, because most avenues have a wall going down the center, so the only way to get to those places on the opposite side is to do a U turn at the next intersection.

While Valparaiso(10 minutes south) does not allow U turns at most intersections(have signs stating so), but they also tend to have a suicide lane.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on February 13, 2012, 11:07:53 AM
In game terms, it has to do with the way the paths are built.  In the default Maxis Ave x Ave intersection cars turning from North to West for example, turn from the northeast tile (in RHD) and as they cross over the northwest tile, they pass by the analogous turning path that allows West to South turns.

The TuLEPs are built differently to try and simulate the capacity increase gained by a dedicated left turn lane in the real world.  Left turning cars (again RHD) actually cross over to the very edge of the left hand tile of the intersection and turn from there.  The paths are built to guide the cars on a realistic arc instead of the sharp 90 degree turn of the default Maxis intersections.

As for the real world, U-turns are generally allowed in Oregon anywhere it's safe to do so and so long as a sign does not specifically forbid it.  The only problem is when the you and the police officer have a different opinion of 'safe to do so'.  Some intersections (especially on limited access state highways) specifically allow U-turns from left turn lanes.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on February 13, 2012, 03:58:45 PM
↑OR-99W in Sherwood immediately comes to mind . . . I actually had to do one for my driver's license test way back when.  Actually, it's the only time I've ever had to do a U-Turn at an intersection, come to think of it.

My plan with TuLEPs is to eventually have different lane control variations . . . a U-Turn-allowing piece could appear as part of that.

I think part of the reason U-Turns are such a big part of the Maxis Avenue network, however, have to do with its default design--beyond the path overlap that jondor pointed out, there's no turn lanes and it's essentially necessary in order to access zones on the other side in many situations.  They're not quite as critical with a TLA-5.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on February 13, 2012, 04:29:57 PM
How did you know that was the exact stretch of road I was thinking about? :P  :D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on February 13, 2012, 04:39:34 PM
Quote from: jondor on February 13, 2012, 04:29:57 PM
How did you know that was the exact stretch of road I was thinking about? :P  :D

Lucky hunch. :D  It's one of the few spots on this side of the state that I'm aware of with frequent "U Turn Permitted" signage at intersections.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Kitsune on February 13, 2012, 05:29:37 PM
all of our intersections in Toronto allow U-turns unless theres a sign posted not do so. Google Maps takes way to much advantage of this and often causes confusion for tourists driving in this city.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Swordmaster on February 14, 2012, 10:25:23 AM
Quote from: Tarkus on February 13, 2012, 03:58:45 PM
↑OR-99W in Sherwood immediately comes to mind . . . I actually had to do one for my driver's license test way back when.  Actually, it's the only time I've ever had to do a U-Turn at an intersection, come to think of it.

My plan with TuLEPs is to eventually have different lane control variations . . . a U-Turn-allowing piece could appear as part of that.

I think part of the reason U-Turns are such a big part of the Maxis Avenue network, however, have to do with its default design--beyond the path overlap that jondor pointed out, there's no turn lanes and it's essentially necessary in order to access zones on the other side in many situations.  They're not quite as critical with a TLA-5.

-Alex

I was thinking strictly in terms of playability, as I recently replaced a lot of intersections with TULEPs and the commute times went through the roof, with sims making crazy cross-town trips just to go to work around the corner. A separate U-turn allowing piece would indeed sound reasonable.

Cheers,
Willy
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mike3775 on April 19, 2012, 10:04:20 AM
Is there anyway to make it so that when you go to plop the Tulep piece that the game will realize exactly what is supposed to go on, because the way it is now, I am continually bulldozing things over and over()to the point I say F it and give up trying to plop the pieces I want) because unless the ground is perfectly flat(which I like to have hills in my cities) you cannot tell the orientation of alot of the pieces when placing the Tuleps?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Lowkee33 on April 19, 2012, 12:11:51 PM
I'm a vote for u-turns, I acutally find them safer if there is a dedicated left turn lane.  It often happens that the people turning left get a green before the people going straight, making it that much safer.

In Massachusetts you can make a U-Turn anywhere it doesn't say "no U-Turns".  You also see people going in reverse down one-way roads just to save a block :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on April 19, 2012, 04:02:38 PM
Too bad SC4 don't do protected turn sequences, like CityScape allowed, on green arrow only.

U Turn on Green arrow only, yeah I've seen that sign more and more. As for OWR, instead of Wrong Way or Do Not Enter, I finally saw a no straight sign, where the up arrow is crossed out under the red dash. I don't even remember seeing that in the US DOT handbook.

For the most part though, I don't think people bother to U turn, because they only see left only indicated on that sign, where as other signs have U-Turn only or Left, U-Turn only. However, I personally don't like these left turn lanes into unexpected nothing, where all you can do is U-Turn, not all vehicles can safely make that turn, I have seen too many stuff myself.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mike3775 on April 19, 2012, 04:25:31 PM
What I do is in places where I may have an avenue curve and another street/road connect, I put a couple street crosses into the Avenue just before/after that curve to allow u-turns onto that street/road connection, otherwise the idiot sims will drive the long way around to get home or simply abandon homes and move away from that connection
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: metarvo on April 20, 2012, 06:25:48 PM
I find that U-turns are typically allowed on MAVE RD and TLA networks, but they are normally disallowed on AVE networks.  Now, it's obvious that no one will be U-turning across medians, so I'm referring to the intersections only when I say this.  This is particularly true for TLAs that get converted to AVEs for safety reasons.  Because of the ability for TULEPs to be used with RD and TLA networks, I'm in favor of U-turns being allowed at some point.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Haljackey on June 11, 2012, 04:18:57 PM
I have a request.

Is there a way we can have the one-tile TuLEP for road that allows turning lanes on each side for avenue? That would save a tile which can be useful for heavily used, tight traffic corridors.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeEwVI.jpg&hash=bf0c3a5a7eb0045cc8c3138258241aec5e066b53)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 11, 2012, 04:25:29 PM
That one would definitely be a great addition. :thumbsup:  I'm planning on revisiting TuLEPs again in the not-too-distant future, once the RHW P57 efforts are further along.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on June 11, 2012, 04:46:10 PM
I was going to make an AVE/TLA-5 version of that piece when I made the RD/AVE-2/TLA-3 version, but I couldn't quite get the lines to look right at the time, then I got caught up in other projects.

Edit: This was my original result that never got fleshed out, based on a simple clone and flip
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FBad%2520AVE.png&hash=8388911e28985f4394a068e25d9276c9cb685949)

Definitely needs a little tweaking.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Wiimeiser on June 11, 2012, 05:14:01 PM
Actually, you could just push it a little inward to make the width of the divider lines more consistent
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jondor on June 11, 2012, 05:46:54 PM
I remember having one that looked a little better than that, but it still had some awkward alignment issues and I can't seem to find it anywhere in my dev files.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Haljackey on June 11, 2012, 07:22:59 PM
Nevertheless, its good to see progress is being made on this piece. It will help our avenue layouts considerably!

Great work Jondor!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kody_organmaster on June 12, 2012, 02:24:25 AM
Quote from: Haljackey on June 11, 2012, 07:22:59 PM
Nevertheless, its good to see progress is being made on this piece. It will help our avenue layouts considerably!

Great work Jondor!

Agreed!! I have been wondering if a piece like that would ever come about! It would help a lot of my "stubby" avenue turn lanes out!  :D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: chosenreject on August 07, 2012, 11:55:47 AM
Quote from: Haljackey on June 11, 2012, 04:18:57 PM
I have a request.

Is there a way we can have the one-tile TuLEP for road that allows turning lanes on each side for avenue? That would save a tile which can be useful for heavily used, tight traffic corridors.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeEwVI.jpg&hash=bf0c3a5a7eb0045cc8c3138258241aec5e066b53)

this would be a great addition. i would like to request something similar to that for the "onslope" tulep that i use for the flex spui. Also i would like to ask if there are plans for slip lanes for orthogonal x diagonal intersections
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on August 07, 2012, 03:29:07 PM
Once TuLEPs ramps back up to full production following the full integration of the RHW "Project 57" revamp, I am going to be looking at expansion into the diagonal realm, as it'll be going hand-in-hand with the NWM's diagonal intersection expansion.

Edit: A little taste of what the procedural techniques will make possible for TuLEPs . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeGKNs.jpg&hash=e3e6711de8b4ca5af5b2774d30c2bfdbb4df04d0)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on August 07, 2012, 04:37:36 PM
Quote from: Tarkus on August 07, 2012, 03:29:07 PM
Once TuLEPs ramps back up to full production following the full integration of the RHW "Project 57" revamp, I am going to be looking at expansion into the diagonal realm, as it'll be going hand-in-hand with the NWM's diagonal intersection expansion.

Edit: A little taste of what the procedural techniques will make possible for TuLEPs . . .

-Alex

Looking good there. I'm still hoping for those OWR intersections with working stop points and lights.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Haljackey on September 09, 2012, 09:34:10 AM
Inspired by this thread (http://community.simtropolis.com/topic/51134-is-there-a-tutorial-for-making-tuleps/), I decided to make a video TuLEP demonstration:

http://www.youtube.com/v/8YlR2nSB-ZU
http://www.youtube.com/watch?v=8YlR2nSB-ZU&feature=youtu.be

Hope it will help those who don't quite know how to hook everything up.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Haljackey on September 10, 2012, 10:26:06 AM
Thanks for the Karma Point, Alex!  :thumbsup:

Did you know that setups such as this are functional?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhJ1Xy.jpg&hash=5f1d739a697f84850423893e6776c8f96dfb1235)

Just be sure to plop the correct TuLEP intersection and everything will connect correctly. Be careful though, if you redrag any of the avenues the turning lanes will vanish and you will need to add TuLEPs to them as well or rebuild the intersection.


Fun fact: it also applies to double-left turn TuLEPs!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeQHZz.jpg&hash=a9c78c871e5cf13a4ec72af1282d837dc6f8107c)


Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: noahclem on September 10, 2012, 01:35:39 PM
Nice trick Hal  &apls  I had no idea you could do that. Congrats on the K-point too  :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mike3775 on September 10, 2012, 02:34:12 PM
My main issue with Tuleps is they are a pain to plop because one little mistake and you have to bulldoze everything and start over, and its hard to see the little white line for the turning lane, but I do use them as often as possible

Congrats on the K Point
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Haljackey on September 10, 2012, 02:41:46 PM
Quote from: mike3775 on September 10, 2012, 02:34:12 PM
My main issue with Tuleps is they are a pain to plop because one little mistake and you have to bulldoze everything and start over, and its hard to see the little white line for the turning lane

Just demolish the mistake and it should only revert the tiles next to it to their default network. Then just re-plop these TuLEPS and it should be fixed.

If it's hard to see there's two things you can do:
1. Turn on 'zones view' in the data views. It will revert all development to zones. Plopped buildings are bare ground.
2. Turn off shadows or at least put them to low.




One pet peeve I have with the TuLEPs is that the avenue left turn starting piece is the same as the double left turn starting piece. I would request for a future release that these be separated into two separate tabs as I often plop the wrong one by mistake, and as stated above, demolishing can be a painful process.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Aaron Graham on September 10, 2012, 02:49:11 PM
Great Work, I love the video, thank you for that information. :D
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mike3775 on September 10, 2012, 04:37:24 PM
Quote from: Haljackey on September 10, 2012, 02:41:46 PM
Quote from: mike3775 on September 10, 2012, 02:34:12 PM
My main issue with Tuleps is they are a pain to plop because one little mistake and you have to bulldoze everything and start over, and its hard to see the little white line for the turning lane

Just demolish the mistake and it should only revert the tiles next to it to their default network. Then just re-plop these TuLEPS and it should be fixed.

If it's hard to see there's two things you can do:
1. Turn on 'zones view' in the data views. It will revert all development to zones. Plopped buildings are bare ground.
2. Turn off shadows or at least put them to low.




One pet peeve I have with the TuLEPs is that the avenue left turn starting piece is the same as the double left turn starting piece. I would request for a future release that these be separated into two separate tabs as I often plop the wrong one by mistake, and as stated above, demolishing can be a painful process.

Your peeve is one of my biggest issues as well.  Same with the lines.

Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mike3775 on September 15, 2012, 10:20:11 AM
Sorry for the double post, but I just noticed this today.  I rarely if ever used slip lanes, but today I decided to place some from a one way road to avenue, and noticed that that interchange was never used.  I turned on Draw Paths and noticed this

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi17.photobucket.com%2Falbums%2Fb99%2Fmike3775%2Fsliplanes-Feb1001347729028.jpg&hash=69605ade6ba762ca3cb6338ec69df81d7670a0eb)

Thats with the sliplanes, notice the arrows in the red boxes

Without the sliplane this is what it looks like
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi17.photobucket.com%2Falbums%2Fb99%2Fmike3775%2Fnosliplane-Feb1001347729067.jpg&hash=66743281a538dd66b0c0309a2ce761aa167d3b68)

I have the latest hotfix installed as well. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on September 15, 2012, 10:25:58 AM
Quote from: mike3775 on September 15, 2012, 10:20:11 AM
Sorry for the double post, but I just noticed this today.  I rarely if ever used slip lanes, but today I decided to place some from a one way road to avenue, and noticed that that interchange was never used.

That's supposed to happen. OWR PPs need to be bidirectionally pathed, so that they can be placed on a stretch of OWR, regardless of the direction it's going in. It's so that we don't need to add in one extra piece for every direction of traffic.

Look at the NWM's OWRs. How many transition pieces have bidirectional pathing? (Hint: All of them.)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mike3775 on September 15, 2012, 12:14:36 PM
Quote from: GDO29Anagram on September 15, 2012, 10:25:58 AM
Quote from: mike3775 on September 15, 2012, 10:20:11 AM
Sorry for the double post, but I just noticed this today.  I rarely if ever used slip lanes, but today I decided to place some from a one way road to avenue, and noticed that that interchange was never used.

That's supposed to happen. OWR PPs need to be bidirectionally pathed, so that they can be placed on a stretch of OWR, regardless of the direction it's going in. It's so that we don't need to add in one extra piece for every direction of traffic.

Look at the NWM's OWRs. How many transition pieces have bidirectional pathing? (Hint: All of them.)

Thanks, I honestly never noticed that.  Guess I'll reroute traffic so that they have to use that interchange whether they like it or not  lol
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Wiimeiser on September 15, 2012, 06:55:45 PM
I honestly don't see how that even stops it from being used, either.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: blakerussell on September 16, 2012, 10:05:10 AM
Quote from: jondor on June 11, 2012, 04:46:10 PM
I was going to make an AVE/TLA-5 version of that piece when I made the RD/AVE-2/TLA-3 version, but I couldn't quite get the lines to look right at the time, then I got caught up in other projects.

Edit: This was my original result that never got fleshed out, based on a simple clone and flip
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FBad%2520AVE.png&hash=8388911e28985f4394a068e25d9276c9cb685949)

Definitely needs a little tweaking.

Periodically, I will be cruisin the forums and see posts of single NAM pieces like the nice double TuLep avenue piece above. I am wondering... Do these pieces all become part of the next NAM release? or are some single NAM pieces available whenever they are designed?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on September 16, 2012, 10:55:12 AM
We can't release pieces on an "a la carte" basis, due to the way RUL files and controller integration works.  We often have multiple projects going on, all of which must be synced in the NAM Controller file, to ensure that everything works together and is interoperable.  To release individual pieces on an as-they-come basis to the public, we would actually have to "backtrack" development, remove other ongoing projects, and then re-add it.  Some items that we may have textures/models for that appear here also may not make it into the next release, depending on how busy we are with other projects.

At this point that particular texture is just that--a texture.  It hasn't been made into a working piece yet.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: mike3775 on September 16, 2012, 11:33:36 AM
Quote from: Wiimeiser on September 15, 2012, 06:55:45 PM
I honestly don't see how that even stops it from being used, either.

I don't either, but they completely ignore that interchange and go farther up the Avenue to another RHW-10 interchange and use that one.  I am starting to get usage on it now, little by little, by simply taking the Avenue down to a 2 lane chokepoint halfway between the interchanges and the traffic backups are enough to get them to use it now 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: lfinalDJ on January 06, 2013, 02:09:43 PM
Hi, I always have traffic problem with this TuLEP piece. It seems it can't handle traffic.

I don't know what i'm doing wrong, here is a screen. Can anybody hep me? thanks

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg15%2F2346%2Ftulx.jpg&hash=8fbabe74e587004f97cb377b7ad7c73658b69dfb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg191%2F4992%2Ftulec.jpg&hash=4c19fe53131d7a95afa7c2891076ddb06871b6e8)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on January 06, 2013, 02:28:43 PM
You're not doing anything wrong.  That's actually how the piece works.  The Avenue Type B1 (dual-left turn lanes) TuLEP utilize Distilled Intersection Paths (DIPs) to boost their capacity, meaning that the traffic simulator will assign the same capacity/speed to them as an intersection tile, as specified in the Intersection and Turn Capacity Effect property.  (This value is set to 1.25 for all versions of the NAM Traffic Simulator, meaning there's a 25% boost in capacity).

However, to simulate the delays caused by traffic signals and such, the Intersection and Turn Capacity Effect also has values that adjust the capacity/speed of the two tiles leading away from the intersection as well--the default settings decrease the capacity/speed of these two tiles by 80% and 60%, respectively.  The traffic simulator sees the transition from the Type B1 TuLEPs to the normal Avenue as tiles leading out of an intersection, and it's decreasing the capacity/speed on the transition accordingly.  If the Type B1 TuLEPs did not have the capacity-boost effect applied to them, you'd see the same orange color on the congestion view next to the intersection instead.

There is a way to mitigate the effect by using the NAM Traffic Simulator Configuration Tool (TSCT), by reducing the value of the Intersection Effect Multiplier below the default value of 1.0.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: lfinalDJ on January 07, 2013, 06:53:40 AM
Thank you Alex, I always have traffic problems in the TuLEP network transition pieces. In some case the pop up with the guy telling me i had road/avenue traffic problem. And I only sees the red transition pieces. I thought i'm doing it wrong.
You may increase the speed or change some configuration in this pieces in future release (if you can do that) It make no sense having traffic in roads like in the picture who keeps his two lanes. Or the transition of 2 lanes to 4 lanes.

(Sorry for my bad English)
Regards

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F961%2Ftulep2.jpg&hash=328b4e0272eb8fea45fe8ba91745844c564fcda0)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: gn_leugim on January 09, 2013, 04:23:40 AM
I have seen this before, and wondered. As far I can see, using the TuLePs only changed the spot where the traffic builds up, from the intersection itself to the rear, where the TuLeP begins, isn't right?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kj3400 on May 10, 2013, 04:15:59 PM
I sort of hate to revive this thread that's been dead for 5 months, but I have a question.

Of course this thread is about turning lanes. But what about turning restrictions? Is this something that could be done, or am I just thinking crazy thoughts?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 10, 2013, 05:00:30 PM
Quote from: kj3400 on May 10, 2013, 04:15:59 PM
I sort of hate to revive this thread that's been dead for 5 months, but I have a question.

Of course this thread is about turning lanes. But what about turning restrictions? Is this something that could be done, or am I just thinking crazy thoughts?

The thread's not dead, so much as "in hibernation".  But as my development plans will be focused less on the RHW and more on the NWM/TuLEP/Turning Lane side for NAM 32, it's as good a time as any to get it stirring again.

Turn restrictions are definitely something I had in mind when launching TuLEPs--you're not the least bit crazy on thinking about that.  We're still kind of sorting out what all we'll be developing this go-around, and there may be some rather exciting implementation-related things going forward.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kj3400 on May 13, 2013, 03:03:10 PM
Well that sounds great. I can't wait.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Kuewr665 on May 19, 2013, 04:24:56 PM
I've noticed that plopping the TuLEP intersection without the turning lanes acts as a turn restriction.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 19, 2013, 09:09:43 PM
Well, yeah, it does, for the 2 tile, 4 lane based networks.

http://www.youtube.com/v/KVShlqIY33M

But lets talk about a Road X TuLEP though, for the side you don't want to have the center turn lane, I end up having to put that TuLEP down that has the middle lane restricted. I got a mod that cross hatches that out all together, and that is how I have seen them do it in reality.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Sirron-kcuhc on May 21, 2013, 02:54:35 PM
Hi, I am currently working on a major city for my CJ, but I happened to come across this: https://dl.dropboxusercontent.com/u/87123741/Request.png

There doesn't seem to be turning lanes for a 6 lane road or an intersection for 4 lane/6 lane fusions. Would there be any possibility that you guys were to be working on any of those?

Also I really love your work, TuLEP has made my cities so much better and I thank all of your guys work! :)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on May 21, 2013, 03:06:48 PM
No, there are no TuLEPs for the RD-4 and RD-6 yet, but I'm actually surprised how aesthetically pleasing this intersection looks. Good job!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Sirron-kcuhc on May 21, 2013, 03:19:07 PM
So there are no plans of a development of the turning lanes or intersection? Also thanks. :p
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 21, 2013, 05:28:58 PM
I almost approached that setup, except the thing I did, was use a double turn lane avenue TuLEP X to intersect the two tile wide 6 lane cross road. While not supported, I did this just to see if it fit the same. Visually, it looked like it fit. I may have gotten a shot of it once, but I can't find it right now. That's something I guess the user will just have to determine for themselves if they want to do that.

The Mave 6, or Road 6 whatever it's called, already takes a lot of lane space as it is, so whether that will have extra lanes for turning is like  ()what().

Before that's even considered, as it is, right turn lanes envisioned for roads, when there already is a left, take another tile space.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Haljackey on May 21, 2013, 09:24:18 PM
I've actually made a number of similar setups, including this one for a TLA-7/OWR-3 intersection. Looks great and works perfectly.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FiKx3vTn.jpg&hash=4312ad6b85994324a281b24f58767e49ed932e46)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Northern Pyro on May 26, 2013, 01:19:31 PM
Could you make a road tulep where the one direction of traffic splits up into 3 lanes? Left one turns left, middle goes straight, and right goes right.

I would like to see some right turn tuleps, they're everywhere in my town.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 26, 2013, 03:12:17 PM
That one's been planned since the very beginning of the project (and in fact, my little TuLEP video shows one), but it was never released, due to implementation logistics relating to more advanced TuLEP setups.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Haljackey on May 27, 2013, 08:48:17 AM
If anyone's interested, I've made an entry into my SC4 archives thread documenting TuLEP development: http://sc4devotion.com/forums/index.php?topic=4575.msg460506#msg460506
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: DJSun1981 on May 27, 2013, 10:34:45 AM
@Hal: I love it :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWmocHVm.jpg&hash=6b397966d8f9088fde66cba8231f2da7cf964dc0)

I have a suggestion too here, made in paint  $%Grinno$%

It would be cool, if I could combine these arrows with crossroads
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on May 28, 2013, 04:29:22 PM
Yikes! In order for that to happen, so many various intersection pieces would need to be made. There already were some interesting advanced concepts proposed for 1-2 tile networks before, and I couldn't believe the amount of pieces that would of been needed to fill those as it is, so whatever comes next is just going to have come next as it is.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on May 28, 2013, 05:42:50 PM
There's also the matter of intersection geometry to consider.  Mainly to keep the paths from getting insane, we're primarily sticking to intersections that don't require the lanes to curve about mid-intersection.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 08, 2013, 01:22:51 AM
It's alive . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwOoUYHj.jpg&hash=d5ec35f7ddce5100b61dc6aaecc6c0a615366366)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fjiqd9c6.jpg&hash=ea75f6e0751db5f8c369d8091809e5b64c37c186)

Using the new nomenclature, those are Road Type 111 TuLEPs intersecting Avenue Type 120 TuLEPs.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: APSMS on June 08, 2013, 04:19:17 AM
It appears to me that the puzzle piece leading into the intersection is 2 tiles wide. I was wondering if the NRD-4 setup was too narrow for this type of situation, or if the shift in lanes made pathing too much of a headache.

It looks really good. Wondering what the extra space will be filled with, though.

EDIT: Is the extra tile an override of the already existing RD-2 TuLEP that simply covers the sidewalk and adds a right turn lane?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on June 08, 2013, 06:29:02 AM
Yes, it is two tiles wide, so more land will need to be accounted for,when building a road with a right turn lane. Using the math of the NRD would of required a lane shift in order to keep it one tile.

Haljackey had posted not too long ago, another's concept of doing this on one tile, but this two tile concept, considers the one tile suffers too much of a lane shift.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 09, 2013, 08:21:58 PM
Quote from: j-dub on June 08, 2013, 06:29:02 AM
Yes, it is two tiles wide, so more land will need to be accounted for,when building a road with a right turn lane. Using the math of the NRD would of required a lane shift in order to keep it one tile.

Haljackey had posted not too long ago, another's concept of doing this on one tile, but this two tile concept, considers the one tile suffers too much of a lane shift.

More importantly, keeping it on one tile would cause capacity issues, and it'd be a bit tricky from an intersection geometry standpoint.  Generally speaking, TuLEP setups that would entail the through-traffic motions to swerve mid-intersection won't be made.  That's why the Through-Left/Right setup for Roads is being built as a Type 011 instead of a Type 110 (current Road Type A).

With respect to the capacity matter, the goal with most of these TuLEP pieces is for them to have a functional impetus, rather than being mere cosmetic pieces.  The goal, once different lane control setups are introduced for the various TuLEP types, is that they will have their own special intersections, reflecting the lane control precisely.  For instance, you couldn't plug an existing Avenue Type 120 (old Type A) Left/Blank/Blank TuLEP into a Left/Through-Left/Through-Right port on an intersection.  The effect on the traffic simulation (not just the automata simulation) does, in fact, differ between those two, due to how the turning motions are distributed across the tile space.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 24, 2013, 02:16:11 AM
A bit of a specialized setup . . . but that's what a Road Type 210 TuLEP does.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FgDRVO13.jpg&hash=609931559d14cedfa202e9687f1ad72a88358b16)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: kassarc16 on June 24, 2013, 02:39:13 AM
Very nice!

Has there been any progress on OWR TuLEPs?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Swordmaster on June 24, 2013, 05:24:51 AM
Nice work Alex. Love the 111 setups. (I'm not sure if you've explained the new nomenclature already to people.)


Cheers
Willy
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Gugu3 on June 24, 2013, 10:05:10 AM
great Alex!nice to see you are working again on tulep! &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Ramona Brie on June 27, 2013, 07:47:17 PM
Beautiful setup.

You know, would that happen to be Meteor Avenue at Argentum Boulevard in the new Argentum? The terrain texture and intersection placement are right, plus there's a university right above University Avenue...
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 28, 2013, 12:07:01 AM
First off, thanks, everyone!  Glad to be back at this project, and now that some of the nomenclature-related matters are solved, you'll finally see things go out the door.

Quote from: kassarc16 on June 24, 2013, 02:39:13 AM
Has there been any progress on OWR TuLEPs?

Not since the last update on that front, which was some time ago.  I am planning to revisit them quite soon, however.

Quote from: Swordmaster on June 24, 2013, 05:24:51 AM
Nice work Alex. Love the 111 setups. (I'm not sure if you've explained the new nomenclature already to people.)

That's a good reminder.

The new nomenclature system enumerates the turn lanes in the type name, following the formula xyz, where x is the number of "cross" turn lanes (left turns in RHD, right turns in LHD), y is the number of thru lanes, and z is the number of "near" turn lanes (right turns in RHD, left turns in LHD).  Thru lanes that also allow turning motions (e.g. thru-left, thru-right) are still classified as thru lanes, and setups for T-intersections, where no lanes go thru, are classified according to the type with thru lanes that they most resemble.  Blank median lanes count as cross turn lanes, as they also maintain the same alignment.

The familiar Road Type A TuLEP is classified as a Type 110 under the new system, the Avenue Type A TuLEP is a Type 120, and the Avenue Type B TuLEP is a Type 220.  The Type A TuLEPs for the triple-tile NWM networks would currently be classified as Type 130.

The lane controls for a given type will be denoted using an ASCII diagram, graphically depicting the setup.  For instance, the current Avenue Type 120 (former Type A) setup for T-intersections in Basic TuLEPs would be denoted as L|R|R.  The Road Type 210 on the right side of the pic I just showed would be L|L|TR.  The key for each marking is as follows:

L = Left Turn
R = Right Turn
T = Thru
TL = Thru-Left
TR = Thru-Right
A = All-Way (Thru-Left-Right)
LR = Left-Right
M = Median
B = Blank

M is used for cross-turn lanes that are filled by the median and do not allow turns.  The Road Type 210 TuLEP on the left side of my last pic would be diagrammed M|L|TR.  B is used for lanes that aren't given arrow markings, for instance, the Road Type 110 TuLEP that you have come to know as Type A1 would be marked L|B, and of course, the fully blank version B|B, used to allow more reasonable spacing of the arrows.

Quote from: Tracker on June 27, 2013, 07:47:17 PM
You know, would that happen to be Meteor Avenue at Argentum Boulevard in the new Argentum? The terrain texture and intersection placement are right, plus there's a university right above University Avenue...

It is indeed the Meteor/Argentum intersection--it sounds like someone knows his way around New Argentum quite well. :thumbsup:  You'll get to see that all being built in a forthcoming Tarkusian Cities update (probably the one after next).

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: metarvo on June 28, 2013, 05:41:16 AM
Thank you for the explanation, Alex.  I think I can get it now.  Interestingly enough, this nomenclature can be applied (albeit redundantly) to non-TuLEP intersections as well.  For instance, the standard Road x Road intersection would be a Type 010, due to having one through lane which allows everything.  I'm curious about one thing, though.  Which name takes precedence in the case of a TuLEP intersection between two different networks?  The above Road Type 210 crosses an Avenue, and from the perspective of the Avenue it would instead be an Avenue Type 120.

Anyway, it's good to see this project moving along.  Good work!  :thumbsup:
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on June 28, 2013, 02:34:20 PM
Quote from: metarvo on June 28, 2013, 05:41:16 AM
Thank you for the explanation, Alex.  I think I can get it now.  Interestingly enough, this nomenclature can be applied (albeit redundantly) to non-TuLEP intersections as well.  For instance, the standard Road x Road intersection would be a Type 010, due to having one through lane which allows everything. 

You're welcome, and indeed, you could use that nomenclature to apply to non-TuLEP intersections.  Of course, it's also possible we might produce TuLEPs for those situations down the road (no pun intended), and the default OWR TuLEP setup I showed ages ago actually operates on this principle.

Quote from: metarvo on June 28, 2013, 05:41:16 AM
I'm curious about one thing, though.  Which name takes precedence in the case of a TuLEP intersection between two different networks?  The above Road Type 210 crosses an Avenue, and from the perspective of the Avenue it would instead be an Avenue Type 120.

Actually, it'd be an Avenue Type 120 x Road Type 210 intersection, in the full nomenclature (specifically, N AVE 120 L|T|TR; S AVE 120 L|T|TR; W RD 210 M|L|TR; E RD 210 L|L|TR).  It'd probably be classed as an Avenue setup when we get down to the nitty-gritty of TAB location, that being the bigger network.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Kuewr665 on November 03, 2013, 11:04:14 PM
Really late, but it's good to see more turning lane pieces created for NWM networks! I use these pieces in every major intersection, but I do not use NWM networks very often as I would like because they do not have turning lane pieces.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Meeston on November 04, 2013, 03:53:43 AM
that's good. but i'm selected in the NAM installation is "Standard Installation". i'm not selected "Custom Installation". because i'm want the "Road Turning Lanes". i'm gonna reinstall the NAM. but i can't reinstall the NAM. that's my mistake. now i can't install the "Road Turning Lanes". help me on this!!!  :'(
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Kuewr665 on November 04, 2013, 03:46:40 PM
You could not delete the Network Addon Mod folder and z_nam folder?

I do not know if that is a good way to uninstall though.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on November 04, 2013, 04:17:23 PM
Quote from: Kuewr665 on November 04, 2013, 03:46:40 PM
You could not delete the Network Addon Mod folder and z_nam folder?

I do not know if that is a good way to uninstall though.

It isn't. The best way to uninstall the NAM is to use the uninstaller, and this is because the installer makes other changes to your machine (leaving flags in the registry, for example) that can't be undone by just removing the two main NAM folders.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: epicblunder on November 04, 2013, 04:32:24 PM
Quote from: GDO29Anagram on November 04, 2013, 04:17:23 PM
(leaving flags in the registry, for example)

Whoa, wait.  Are these for gameplay oriented plugins and whatnot or are they for stuff like the traffic/simulator config tool?

Curious because I have several Plugin folders that i use depending on what region i'm playing on and swap them out by renaming the folders.  Some of these have different NAM setups, so i'm wondering if those registry flags point to anything in /Plugins and get broken when i shuffle folders (which likely means my reg cleaner will sweep them later) or whether they're even relevant to gameplay plugins.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on November 04, 2013, 05:07:10 PM
Quote from: epicblunder on November 04, 2013, 04:32:24 PM
Whoa, wait.  Are these for gameplay oriented plugins and whatnot or are they for stuff like the traffic/simulator config tool?

I think it's for telling the Installer if the 4GB patch is already installed, because that's actually one of the recommended/mandatory-ish patches the NAM recommends/requires, but I can't remember. Z knows.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Kuewr665 on November 04, 2013, 08:29:33 PM
Oh, okay.

I wonder why one could not uninstall the NAM.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Geometry123 on November 04, 2013, 08:47:02 PM
Quote from: Meeston on November 04, 2013, 03:53:43 AM
that's good. but i'm selected in the NAM installation is "Standard Installation". i'm not selected "Custom Installation". because i'm want the "Road Turning Lanes". i'm gonna reinstall the NAM. but i can't reinstall the NAM. that's my mistake. now i can't install the "Road Turning Lanes". help me on this!!!  :'(

Well, first off, you're posting it on the TuLEP thread, which is exclusively for the developement of the TuLEP system. Starting a new topic or posting in the NAM bugs thread wouldn't hurt. ;)

Second, try to be more detailed on your problem. What was the error message that popped up when you were installing the NAM? Are you sure your game is 1.1.638 or 1.1.640? ::)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Meeston on November 04, 2013, 10:01:15 PM
Quote from: Geometry123 on November 04, 2013, 08:47:02 PM
Quote from: Meeston on November 04, 2013, 03:53:43 AM
that's good. but i'm selected in the NAM installation is "Standard Installation". i'm not selected "Custom Installation". because i'm want the "Road Turning Lanes". i'm gonna reinstall the NAM. but i can't reinstall the NAM. that's my mistake. now i can't install the "Road Turning Lanes". help me on this!!!  :'(

Well, first off, you're posting it on the TuLEP thread, which is exclusively for the developement of the TuLEP system. Starting a new topic or posting in the NAM bugs thread wouldn't hurt. ;)

Second, try to be more detailed on your problem. What was the error message that popped up when you were installing the NAM? Are you sure your game is 1.1.638 or 1.1.640? ::)
my game is in 1.1 638. but i can't install the latest NAM!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: epicblunder on November 05, 2013, 11:41:36 AM
Quote from: GDO29Anagram on November 04, 2013, 05:07:10 PM
I think it's for telling the Installer if the 4GB patch is already installed, because that's actually one of the recommended/mandatory-ish patches the NAM recommends/requires, but I can't remember. Z knows.

Ok, thanks for the info.  I figured it was probably something along those lines but i wanted to confirmation.  Thanks again.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Meeston on November 05, 2013, 11:46:44 AM
Quote from: epicblunder on November 05, 2013, 11:41:36 AM
Quote from: GDO29Anagram on November 04, 2013, 05:07:10 PM
I think it's for telling the Installer if the 4GB patch is already installed, because that's actually one of the recommended/mandatory-ish patches the NAM recommends/requires, but I can't remember. Z knows.

Ok, thanks for the info.  I figured it was probably something along those lines but i wanted to confirmation.  Thanks again.
okay. good luck!  ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on December 06, 2013, 04:29:01 PM
Just to apprise everyone, TuLEP expansion will not be part of the NAM 32 release.  The main reason is that the transition pieces have not been made, and there are also stop point issues to contend with on the new intersections.  We're also again re-evaluating the implementation method.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Kuewr665 on December 06, 2013, 08:56:10 PM
Eh? What is meant by reevaluating?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on December 06, 2013, 09:09:38 PM
Quote from: Kuewr665 on December 06, 2013, 08:56:10 PM
Eh? What is meant by reevaluating?

It means we're looking at the current implementation and comparing it to other possibilities.  As there's still some experimentation involved, to be undertaken post-NAM 32, I can't go into detail . . . yet.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: roadgeek on February 22, 2014, 12:43:04 PM
Quote from: Tarkus on December 06, 2013, 09:09:38 PM
Quote from: Kuewr665 on December 06, 2013, 08:56:10 PM
Eh? What is meant by reevaluating?

It means we're looking at the current implementation and comparing it to other possibilities.  As there's still some experimentation involved, to be undertaken post-NAM 32, I can't go into detail . . . yet.

-Alex

Dying with intrigue wrt the detail!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: roadgeek on February 22, 2014, 12:49:34 PM
If I were a busy Sim trying to get home from work, I would like to use more of this type of intersection.

https://maps.google.com/maps?q=plano+tx&ll=32.950886,-96.768851&spn=0.001326,0.001929&oe=utf-8&client=firefox-a&hnear=Plano,+Collin+County,+Texas&gl=us&t=k&z=20 (https://maps.google.com/maps?q=plano+tx&ll=32.950886,-96.768851&spn=0.001326,0.001929&oe=utf-8&client=firefox-a&hnear=Plano,+Collin+County,+Texas&gl=us&t=k&z=20)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Durfsurn on June 29, 2014, 06:51:11 PM
Well I was bored so I tried my hand at some TuLEP textures. Now I'm not sure if the NAM team even needs these anymore (e.g. If they have been done) but I did them anyway. They might not even be up to the mighty standards of the NAM team. Also someone might wanna give them a touch up before a final release. These are just .jpg's not .dat's or anything so they aren't modded at all.

http://www.dropbox.com/sh/3bto9zl45zgor2n/AACt9hwhwyUPeg45T4yt7-LLa

EDIT:
I went back a few pages and saw someone wanted something along the lines of this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYnbNQR6.png&hash=b8bd503ed3a68712b63179fb11063e78bcb3684e)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: MandelSoft on June 30, 2014, 01:03:40 AM
Actually, the arrow textures are now model-based, IIRC, so you don't need specific arrow textures for that.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Durfsurn on June 30, 2014, 01:10:06 AM
Quote from: MandelSoft on June 30, 2014, 01:03:40 AM
Actually, the arrow textures are now model-based, IIRC, so you don't need specific arrow textures for that.

Not quite sure what you mean here Maarten. So these textures are obsolete because they now come in models?   ???
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on June 30, 2014, 01:26:37 AM
Quote from: Durfsurn on June 30, 2014, 01:10:06 AM
Not quite sure what you mean here Maarten. So these textures are obsolete because they now come in models?

They've always been unnecessary because the individual arrows are overlayed on top of the texture.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Durfsurn on June 30, 2014, 01:37:28 AM
So say I was to make those textures into puzzle pieces I would not use those textures but overlaying arrows instead? Looks like I have a lot to learn if I want to create some more textures, are there any tutorials on this overlaying arrow thing? What I assumed I could do was use those textures and apply them to Maarten's tutorial with making puzzle pieces. Sorry for all the questions but I would like to see the expansion of TuLEP's and how else to help it along other than by doing it myself? :P Also there is no point to me making any more textures if they aren't done right.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: GDO29Anagram on June 30, 2014, 01:54:39 AM
Quote from: Durfsurn on June 30, 2014, 01:37:28 AM
So say I was to make those textures into puzzle pieces I would not use those textures but overlaying arrows instead?

You don't even need a new texture at all, but what you need to know at this point is how to perform basic S3D editing. Actually, as it stands, even that method could become obsolete because you could also turn the arrows into props and affix them using a type 21 exemplar. Actually, as it stands, a lot of the current TuLEPs are being reconsidered..
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Durfsurn on June 30, 2014, 01:57:26 AM
Well until you awesome guys at the NAM team release the "reconsidered" approach I will wait to make anymore textures/S3D models. Thanks for the help Ganaram
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Blue Lightning on June 30, 2014, 07:57:43 AM
For TuLEPs and arrow cosmetic pieces, you don't need any new textures unless there's no pre-existing texture for that lane geometry. So for all the textures that you linked, all of those can be done by taking the base network texture and applying it to a flat plane, then "stickering" the arrows on top (you've noticed how you can select different arrow styles for the RHW cosmetic pieces? Yeah, we just have a library of arrow textures that we sticker on and can also easily swap them out).
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Durfsurn on July 29, 2014, 12:16:20 AM
Today I did a quick PP using a half decent (not NAM standard just yet ;) ) texture I made a month ago.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F174.142.61.69%2Fg%2F1%2F57d47b10-a790-419d-8311-d4e5de6dae56.png&hash=16269c8070c371383068476a50f051a6d65717cf)

Unfortunately I can't get it to rotate; as usual here is my RUL0 code:

[HighwayIntersectionInfo_0x0005FF2]
;Added by Durfsurn 07/29/2014
;Avenue Short Lane S-Curve
Piece = 0.0, 0.0, 0, 0, 0x5FF10045
PreviewEffect = preview_avelanescurve

CellLayout =.....
CellLayout =.ab.<
CellLayout =.^...

CheckType = a - avenue:0x02040200 road:0x02000200
CheckType = b - avenue:0x02000204 road:0x02000200

ConsLayout =.....
ConsLayout =.++.<
ConsLayout =.^...

AutoTileBase = 0x5FF10040
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5FF10040
Costs       = 410

[HighwayIntersectionInfo_0x00015FF2]
CopyFrom = 0x05FF2
Rotate = 1
[HighwayIntersectionInfo_0x00025FF2]
CopyFrom = 0x05FF2
Rotate = 2
[HighwayIntersectionInfo_0x00035FF2]
CopyFrom = 0x05FF2
Rotate = 3


And tab ring:

AddTypes =  5FF2, 45FF2, 15FF2, 55FF2, 25FF2, 65FF2, 35FF2, 75FF2 ;Avenue Short Lane S-Curve
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on July 29, 2014, 12:33:11 AM
I think part of the reason it won't rotate is because you've specified 8 HIDs in the RotationRing section, but in the definition for the piece itself, you only defined 4 of the HIDs.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Durfsurn on July 29, 2014, 12:56:00 AM
I originally had 8  but to no avail. I actually copied from a piece coded by you Alex, the Avenue Type A1 piece as for as rotations go.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on August 02, 2014, 10:54:22 PM
I remember that middle split concept being used before automatic NWM implementation caused TuLEPs to be developed later, the textures were not ready for the yellow design scheme, as they were the old white center avenue turn lane textures at the time.  Since that middle split 1x2 turn lane has never been visited again, for quite some time, it's really appreciated that you brought the concept back to life, Durfsurn, it makes matters a lot more realistic and easier. There are plenty of times where I could of used such a piece.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Durfsurn on August 03, 2014, 04:34:34 AM
Ahem...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F174.142.61.69%2Fg%2F1%2F08a9ffdf-cd1d-4450-9211-96dc4b8b3dc9.jpg&hash=0e0936f1a38ca413129482998fa1e81bca1d424e)
Thanks to memo for the textures.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: compdude787 on August 03, 2014, 12:09:48 PM
Quote from: Durfsurn on August 03, 2014, 04:34:34 AM
Ahem...
[snip]
Thanks to memo for the textures.

Now that looks a lot better and more realistic!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: j-dub on August 12, 2014, 08:27:50 PM
And Thank U DS, for going thru with the execution! Again, it's really appreciated.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: max19950324 on September 15, 2014, 12:57:23 AM
I've always been thinking, is it possible to make TuLEP tiles that crosses elevated network like El-Rail, monorail, and rail viaduct?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: jdenm8 on September 15, 2014, 03:18:22 AM
It's perfectly possible, it was even demonstrated with Rail. It wouldn't even require new models, just merging existing ones. However, we may have something else up our sleeves.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: compdude787 on September 15, 2014, 10:19:05 AM
Quote from: jdenm8 on September 15, 2014, 03:18:22 AM
However, we may have something else up our sleeves.

Hmmm, I'd be curious to see what this is.... ;)
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: dyoungyn on November 16, 2015, 10:21:13 AM
NAM Team,

Something I believe we all have been wanting for years now are one way road TLUPs as in diamond interchange lights.  The Maxis lights works in the mean time, only looking for consistency with other TLUPs and last but not least dedicated turning lane(s) for one way roads.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on November 16, 2015, 05:33:40 PM
There's been a few internal prototypes for getting signals working on One-Way Roads, and, accordingly, getting TuLEPs in place for them.  SIPs, or Signalized Intersection Pieces, had been discussed back in 2011, and involved using trick CheckTypes to get the stop points to work, without reducing capacity.  Coincidentally, the other day, I started re-investigating the situation there. 

The idea of adding a bunch of static puzzle pieces, as the original SIPs plan entailed, is not a particularly desirable solution anymore, especially as those puzzle pieces would be a bunch of variations on the same basic configuration.  And there'd need to be tons of them to cover all the bases.  My main purpose in re-opening things with it is to see if there's a feasible FLEX solution.  My experiments have had a few promising findings, but I haven't found a fully satisfactory solution yet.

Without giving away too much, you can probably infer certain things about certain other projects from that. ;)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: dyoungyn on November 16, 2015, 09:04:17 PM
Alex,

Thank you for the reply.  Again, Maxis is working as such thing and with NWM5 is what I use for the avenue(s) for turning lanes.  As you may know, the paths for avenues 5 and 7 are rather singular for left and right hand turns. 

If I may ask, aren't TuLEPs utilizing SIPs.  Why are one way roads any different?  There is only two directions going, one straight across from exit ramp to entrance and the other across AVE(s). 

I am not at all trying to show that I am some critiquing individual, only an ignorant hard core SC4 player that loves the game thanks to people such as your self for ingenious thinking. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on November 16, 2015, 10:06:14 PM
With networks like Roads and Avenues, the game has stop point functionality built-in, whereas with the One-Way Road network, the functionality doesn't exist, in large part because of how Maxis implemented the directional flipping functionality.  The RUL files controlling the OWR network's placement can't actually determine which way the OWR is headed, as the directionality is controlled by a separate routine presumably buried somewhere in the executable.  In fact, the base One-Way Road orthogonal tile has a path file that looks identical to that of the two-way Road--the routine flips one half of the path file depending on which way the OWR is pointed in game, but doesn't actually flip the network tile itself.

The fact that the existing TuLEP intersections involving Road and Avenue (and NWM TLA-5 and 7) had signals was nothing special, though there was some trick stop point placement that allowed for the signals to be arranged in a more American fashion. 

The SIPs were kind of like TuLEPs, but were designed specifically just for allowing signals on OWRs rather than for adding turn lanes.  In order to get the signalization to operate properly, the puzzle piece had to be set to be underlaid with two networks--One-Way Road, and Road, the latter enabling the signal functionality.  This was a shot of the prototype in action in October 2010. (Tarkusian Cities fans of yore may recognize the spot.)

(https://simtarkus.files.wordpress.com/2015/11/sips-tarkcities.jpg)

Like all the OWR TuLEP stuff, it never got beyond that initial prototype, and never got into a release track.  There was also an attempt I had at signalizing the old Elevated Avenue/MIS crossing piece (also in a familiar Tarkusian Cities setting) . . .

(https://simtarkus.files.wordpress.com/2015/11/sips-tarkcities2.jpg)

It operated on similar principles, with a trick CheckType setup (both "DirtRoad" and Avenue) to combat the fact that the RHW network does not natively support stop points.

The only reason SIPs or OWR-related things never came to fruition with TuLEPs was the fact that there were other projects going on which had more momentum, SIPs required a lot of T21 exemplar work, and there were still some implementation quirks that needed to be ironed out. 

The issue now is that a puzzle-based implementation would be problematic, not least of all because of how many SIPs would be required to handle all the crosslinks with various TuLEP and NWM configurations.  The implementation matter is also a part of the reason why there's been no publicly-seen activity on TuLEPs for quite some time.  There was a prototype of a new implementation that was worked on shortly after NAM 32's release in early 2014, which memo and I were working on, but it's lain dormant for awhile now.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: eggman121 on November 17, 2015, 02:31:24 AM
In addition to Alex's comments there are some more planned implementation of Draggable TuLEPs in the future.

Here is just one that I whipped up today.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FTearDrop1_zpsitegumxs.jpg&hash=ba5d2a27ff0f6eeafc4e719c12fecbb6d2d02a86) (http://s245.photobucket.com/user/Eggman121/media/TearDrop1_zpsitegumxs.jpg.html)

and its use!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FTearDrop2_zpshimihvgs.jpg&hash=ff43ef005ecaf7e835b41355fe56881733d6ffb8) (http://s245.photobucket.com/user/Eggman121/media/TearDrop2_zpshimihvgs.jpg.html)

More of this type of functionality is on the horizon.

-eggman121
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: matias93 on November 17, 2015, 04:50:14 AM
I understand the focus of NAM 34 is in those magical improvements to RRW, but there is a possibility of this wonder reaching that same version of the NAM?


Anyway, you guys are wizards! &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: dyoungyn on November 17, 2015, 07:58:36 AM
I agree with Matias, you guys are simply AMAZING with the creations in the past and future. 

I sort of understand about all the little programming details and do have patience with realistic traffic lights at ramp exits and one day you geniuses will break the sound barrier and work around obstacles today in the future.  Case in point, what was once IMPOSSIBLE in 2010 or even 2003 is now a reality with the ENTIRE NAM team and their abilities to overcome ANY obstacle.

Again, thank from the bottom of my heart for the ENTIRE NAM Team for making these dreams come true.  PLEASE don't EVER give up.  CS is great, but the one feature that I love with SC4 is someone figured out a way to make regions LARGER than ever.  CS limits the region size and besides, I like the SC4 RHW Mod with freeways better that CS.  Finally but not least, I love that ability to make Suburban box stores in SC4 that I just don't see in CS again, not to mention the size of some of these box stores that currently blows CS out of the water. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on November 17, 2015, 02:08:48 PM
Thanks for the kind words, guys.  It's definitely motivation for us. :) 

In any case, I did a fair bit of work last night with the prototype I had in mind for a new OWR signalization implementation, and it's proven to be enough of a success that I thought I'd show it here . . .

(https://simtarkus.files.wordpress.com/2015/11/sips-11172015-1.jpg)

100% draggable, too.  Don't know when it'll be phased into the NAM release cycles yet, but there will be more where that came from soon. :thumbsup:

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Mikey Knox on November 17, 2015, 02:28:29 PM
I have to agree that the support you guys giving for a Game this old is just great! Thank you &apls

I dont like CS, SC4 is just better (the Graphics are WAY more detailed, and the Puzzlepiece System is something i'm just used to now^^) and i cant play without the NAM anymore.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on November 29, 2015, 02:15:55 PM
Progress continues . . .

(https://simtarkus.files.wordpress.com/2015/11/sips-11282015-1.jpg)

(https://simtarkus.files.wordpress.com/2015/11/sips-11292015-2.jpg)

(https://simtarkus.files.wordpress.com/2015/11/sips-11292015-3.jpg)

That's all 100% draggable.  No puzzle pieces involved.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Gugu3 on November 29, 2015, 03:17:20 PM
This is amazing! &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: dyoungyn on November 29, 2015, 03:33:28 PM
Now, this is what I have been hoping for for years.  WOW :thumbsup:.  This is totally amazing and makes SC4 even more attractive.  Keep em coming and the obstacle is slowly coming down and clear roads ahead!
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tyberius06 on November 29, 2015, 03:51:36 PM
It's amazing indeed. But I usually don't use any OWR arrows, so... :)
Although I missed some puzzle piece based mostly road TULEPs.
Forexample:
http://wiki.openstreetmap.org/w/images/2/28/Junction-no_turn_left.png (http://wiki.openstreetmap.org/w/images/2/28/Junction-no_turn_left.png)
or
https://bicycledutch.files.wordpress.com/2012/02/junction-design.jpg (https://bicycledutch.files.wordpress.com/2012/02/junction-design.jpg)

Any chance...?
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on November 29, 2015, 07:18:40 PM
Thanks, guys! :thumbsup:

BTW, here's what things look like when the default OWR arrows are disabled, with just the intersection turn arrows appearing.

(https://simtarkus.files.wordpress.com/2015/11/sips-11292015-4.jpg)

Tyberius06, to answer your question, turn restriction situations are under consideration, as are right turn lanes (left turn if you're in LHD mode), the latter of which has had a few prototypes shown.  Intersection geometry is one of the tricky things with the right turn lanes.  The particular ones in your image involve the through traffic making a jog mid-intersection, which, while something that does occur in the real world, is not particularly desirable from an engineering standpoint, and in some situations, creates some difficulties with SC4 implementation. 

Also, TuLEPs will be turning off of conventional static puzzle pieces, and toward new implementation going forward.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on December 01, 2015, 12:37:49 PM
It's been a couple days, so double posting . . .

Avenue support is in the works.  No T21s yet, but the overrides are working.

(https://simtarkus.files.wordpress.com/2015/12/sips-12012015-1.jpg)

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: dyoungyn on December 01, 2015, 01:26:40 PM
Now that is cool!!!!  Especially the one way road only on one side of he Avenue; Progress that can only make SC4 light years from it's humble begining. 
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Vizoria on December 01, 2015, 01:36:07 PM
Now that is more like it! Having arrows on every tile of OWR did not look right.
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: dyoungyn on December 01, 2015, 08:59:03 PM
Alex,

Again, great work.  The one thing that really bothers me is oneway roads and AVE6/7 on how they have to cross all the way through.  Is there any way one can do as the same with AVE4 and only one side option for oneway roads?

dyoungyn
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Tarkus on December 02, 2015, 01:04:54 AM
Thanks, Vizoria and dyoungyn! :thumbsup:

Quote from: dyoungyn on December 01, 2015, 08:59:03 PM
Alex,

Again, great work.  The one thing that really bothers me is oneway roads and AVE6/7 on how they have to cross all the way through.  Is there any way one can do as the same with AVE4 and only one side option for oneway roads?

dyoungyn

That's definitely something I can look into.  I've been itching to get back to the NWM side of things again (as have other members of the development team), so we'll get there.

-Alex
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: Gugu3 on December 02, 2015, 01:37:19 AM
You guys are simply amazing!keeping this game alive after such a long time &apls &apls
Title: Re: TuLEP (Turning Lane Extension Pieces) - Development and Support
Post by: dyoungyn on December 02, 2015, 08:41:50 AM
Quote from: Tarkus on December 02, 2015, 01:04:54 AM
Thanks, Vizoria and dyoungyn! :thumbsup:

Quote from: dyoungyn on December 01, 2015, 08:59:03 PM
Alex,

Again, great work.  The one thing that really bothers me is oneway roads and AVE6/7 on how they have to cross all the way through.  Is there any way one can do as the same with AVE4 and only one side option for oneway roads?

dyoungyn

That's definitely something I can look into.  I've been itching to get back to the NWM side of things again (as have other members of the development team), so we'll get there.

-Alex
Alex,

Great to hear.  I can't wait to see them.  I love the fact that the NAM Team and yourself are creating opportunities to expand roads as in AVE 6/7 and one way roads.  One other wish item is more options for AVE 6/7 as in over-passes, ramps and curves that look like Avenues in the region view for AVE 6/7.

dyoungyn
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: Tarkus on December 02, 2015, 10:58:01 PM
Thanks, Gugu3 and dyoungyn!

Speaking of NWM . . .

(https://simtarkus.files.wordpress.com/2015/12/sips-12022015-1.jpg)

-Alex
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: Gugu3 on December 03, 2015, 01:20:01 AM
It's getting better and better... :thumbsup:
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: APSMS on December 03, 2015, 03:18:38 AM
Lovely work, Alex!

I like where this is going...
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: dyoungyn on December 03, 2015, 09:18:23 AM
I agree 100% that what again what was once thought IMPOSSIBLE is becoming more and more and reality.  I would love to see those good ole AVE6/7 in action as in one side of the avenue like with AVE4.

dyoungyn
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: j-dub on December 07, 2015, 08:04:18 PM
Not to be knittpicky, but looking down, unfortunately the first thing that gets my attention is the left turn arrow under the traffic signal at that prototype crossroad telling drivers to turn the wrong way. I personally would of preferred the pre-existing public center turn lane restrictor pieces still remain alive when ever this is finished to disable the arrows in this situation, unless something else was planned already.
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: Tarkus on December 07, 2015, 08:16:13 PM
Quote from: j-dub on December 07, 2015, 08:04:18 PM
Not to be knittpicky, but looking down, unfortunately the first thing that gets my attention is the left turn arrow under the traffic signal at that prototype crossroad telling drivers to turn the wrong way. I personally would of preferred the pre-existing public center turn lane restrictor pieces still remain alive when ever this is finished to disable the arrows in this situation, unless something else was planned already.

Unfortunately, with the way the T21s on the TLA center turn arrows work, there's no way to disable the arrows on the stock TLA. 

-Alex
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: compdude787 on December 08, 2015, 10:12:58 PM
Speaking of the turn-lane arrows, they ought to be flipped so that the arrows are not pointing to each other, but away from each other. I have never seen turning lane arrows the way they are arranged in the NAM (pointing to each other) in real life. This is something that has bothered me and it would be nice to see it fixed. :)

EDIT: Here's what I'm talking about, illustrated below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjiUL1d4.png&hash=b5ee66cbdbe762ea832ec51917673c1f7231d849)

(I know, I should have posted this on the NWM thread; feel free to move this if you wish)
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: eyelevel on December 16, 2015, 08:58:35 PM
So by transitioning away from puzzle pieces, you mean to a more-or-less drag and click like in my picture below
(https://scontent-iad3-1.xx.fbcdn.net/hphotos-xla1/t31.0-8/12363258_718509521584301_8047871585247907642_o.jpg)
But if this is how roundabouts work I don't seem to understand how this hasn't been implemented yet. Is the RHW more flexible with this behavior than a road network or is it just a time thing that the NAM team can only do so much at once?
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: mgb204 on December 16, 2015, 11:20:28 PM
Precisely because this is how the roundabouts work means that another different "pattern" must be utilised. That or changes to roundabouts to accommodate it. This is this first issue with any flex content, figuring out how all the setups you want to work will use patterns that won't start appearing in places they are not wanted. The next is to put the code and resources (textures, models) in place to actually make it work. This is all time-consuming stuff where one number or character being wrong can mess with everything.
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: Durfsurn on December 17, 2015, 11:50:31 AM
I have been developing Draggable Slip lanes recently in the private threads with non-interfering patterns. I may post some pictures when a little more progress is made but they are coming at some point.

-Billy
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: Tarkus on January 04, 2016, 01:01:59 AM
Where we're headed next . . .

(https://simtarkus.files.wordpress.com/2016/01/ftl-01042016-1.jpg)

-Alex
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: dyoungyn on January 04, 2016, 10:13:38 AM
Alex,

SWEET.  I have bee playing around with your one way road intersections and I LOVE EM.  I agree that is would be great to either end or T with a road network only on one side.  Keep em coming and and thank you for your ingenuity.

dyoungyn
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: Molang on January 04, 2016, 03:49:38 PM
Wow Alex, that is amazing.  &apls I'm so stunned about how the NAM is still going so strong after returning. I think its really safe to say that the NAM is an integral part of the SC4 community, which keeps bringing more and more playersto Simcity 4 and tempts those to retrun. Great work!
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: metarvo on January 04, 2016, 05:49:18 PM
OWR signalization certainly is a dream come true, and of course OWR TuLEPs are the icing on the cake.  Nice work!  :thumbsup:
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: compdude787 on January 04, 2016, 07:34:31 PM
It will be great to finally be able to use TuLEPs with one way roads! Awesome work!
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: Haljackey on January 04, 2016, 07:52:05 PM
Quote from: metarvo on January 04, 2016, 05:49:18 PM
OWR signalization certainly is a dream come true, and of course OWR TuLEPs are the icing on the cake.  Nice work!  :thumbsup:


I never even noticed the traffic lights until you mentioned them. Facepalm moment.

(https://qph.is.quoracdn.net/main-qimg-3ce98d13bfba337e20d2e676c921e081?convert_to_webp=true)

Thanks for pointing them out!
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: Tarkus on January 05, 2016, 12:29:45 AM
A little more where that came from . . .

(https://simtarkus.files.wordpress.com/2016/01/ftl-01052016-1.jpg)

I'll also give a little bit of a hint--these technically aren't TuLEPs, but rather, something that (at least internally) has been called an FTL, mixed in with the base OWR Signalization stuff from NAM 34.

-Alex
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: dyoungyn on January 05, 2016, 08:54:58 AM
Once again AWESOME.  The one thing that I have been wanting for YEARS is one way roads with TLUP intersection lights for RHW exit ramps.  I looks as if this may finally be coming true. 

GREAT JOB Alex and keep em coming.  I love where SC4 is going. 

dyoungyn
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: cmdp123789 on January 05, 2016, 09:11:35 AM
Great! Things like this right here are the things that make me come back to the game.. Thanks for keeping the dream alive 2003 - ?  :satisfied:
Title: Re: TuLEP (Turn Lane Extension Project) - Development and Support
Post by: jgehrts on January 05, 2016, 04:51:41 PM
FTL... Flex Turn Lanes?
Title: Re: TuLEP (Turn Lane Extension Project)/FTL - Development and Support
Post by: Tarkus on January 05, 2016, 06:44:16 PM
Or Faster Than Light :D--which this new method seems to be when constructing turn lanes, at least compared to the old TuLEP static puzzle pieces.

I'll have more details on that soon.  In the meanwhile, just started on this beast last night . . .

(https://simtarkus.files.wordpress.com/2016/01/ftl-01052016-2.jpg)

-Alex
Title: Re: TuLEP (Turn Lane Extension Project)/FTL - Development and Support
Post by: Wiimeiser on January 05, 2016, 07:17:16 PM
Image isn't appearing for me...
Title: Re: TuLEP (Turn Lane Extension Project)/FTL - Development and Support
Post by: Tarkus on January 05, 2016, 07:31:24 PM
It's hosted on SimTarkus, and WordPress has been doing some server maintenance in the past few hours, so it might go in and out a bit right now.  It is showing up for me at present, but in any case, here it is hosted on Imgur.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYMcRIp8.jpg&hash=6f657563aa8d627506f6ec96021e5d750e2246ba)

-Alex
Title: Re: TuLEP (Turn Lane Extension Project)/FTL - Development and Support
Post by: dyoungyn on January 05, 2016, 07:37:50 PM
Alex,

FABULOUS and OUTSTANDING!!!!  Are you able to do the same thing with AVE 6/7 with TLUPS for such?
Title: Re: TuLEP (Turn Lane Extension Project)/FTL - Development and Support
Post by: Tarkus on January 05, 2016, 08:09:39 PM
I haven't gotten to expanding this functionality to the triple-tile NWM networks yet, but suffice to say, that's definitely in the cards going forward. 

-Alex
Title: Re: TuLEP (Turn Lane Extension Project)/FTL - Development and Support
Post by: Gugu3 on January 06, 2016, 01:20:25 AM
This is some great stuff!!! &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 06, 2016, 06:36:04 PM
Thanks, guys! :thumbsup:

In any case, now that I've let the cat out of the bag (and changed the thread title to match), I thought I'd detail a bit more about how this secret project has progressed up to this point, and briefly describe how it works.  The FTL concept was initially devised by my brilliant colleague memo (presently MIA, sadly), who came up with a prototype version for the Road network exactly 2 years ago today, just before NAM 32 had its official release.  Subsequently, we collaborated on the project, and expanded to cover Avenues.  It was shelved for a time as we shifted our attention to other projects, but with the recent developments with the OWR Signalization and Turn Arrow Project, and the necessity of it for the proposed revamp of the FlexSPUI system, the dust is being cleared off it at long last.

The basic principle behind it is that rather than placing individual TuLEPs and having to connect them to the appropriate intersection, the FTL system all emanates from a series of hybrid starter/FLEX transition pieces, which, when dragged out one side, produce a base or base override network, and out the other, produce a turn lane setup for that network.  The turn lane overrides continue until they hit an intersection, at which point the appropriate overrides reconfigure the base intersection to fit the turn lane setup.

Here's the now-finished version of that Avenue Type 220 FTL/One-Way Road intersection from yesterday:

(https://simtarkus.files.wordpress.com/2016/01/ftl-01062016-1.jpg)

All that is needed to construct this setup is placing the FTL piece that transitions from Avenue to Avenue Type 220, and dragging out the turn lane side until reaching the One-Way Road/Avenue intersection, which is subsequently overridden to support the dual left turn lanes.

You might notice a little difference with the look of the turn arrows on the Avenue FTL as well--I'm experimenting with the implementations.  The previous screenshot used a T21-based arrow, whereas these arrows are part of the texture, just as the OWR Turn Arrows from the signalization project are.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on January 06, 2016, 06:40:35 PM
I am excited to see development into this.  I feel that FTL is the way to go and reminds of "Star Trek Enterprise". 

Again, keep up the GREAT imaginative thinking WAY outside of the box.

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on January 06, 2016, 09:51:32 PM
Wow, I am really looking forward to this!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 08, 2016, 09:03:39 PM
The array of possible setups for T-intersections is also increasing.

(https://simtarkus.files.wordpress.com/2016/01/ftl-01082016-1.jpg)

(https://simtarkus.files.wordpress.com/2016/01/ftl-01082016-2.jpg)

The one quirk I have found with Avenue setups is that there seems to be a hardcoded limitation with the stop point placement and its effect on signals, so with intersections like this, at least one of the approaches will have to be Road-based to get working signals on the far side of the intersection.  The overrides for the Avenue FTLs will work with either Avenue or Road/TLA-5, and the transitions into the turn lanes will allow either network through.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on January 08, 2016, 09:15:17 PM
Wow, that looks nice! This is going to be a feature I'm really looking forward to in NAM 35!

We'll get to NAM 40 by the end of the year if you keep up the once-a-month updates. That will truly be impressive!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Ryan B. on January 09, 2016, 12:51:40 AM
What in . . . I just may have to dust off the BAT & get some lane use mast-arms done for you, Alex.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: kbieniu7 on January 09, 2016, 01:46:00 AM
Wow... great respect for your work every time, you show something new  &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on January 11, 2016, 01:18:22 AM
Excellent work Alex!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 11, 2016, 07:29:49 PM
Thanks, guys--and Ryan, great to see you back around these parts! :thumbsup:

Quote from: compdude787 on January 08, 2016, 09:15:17 PM
We'll get to NAM 40 by the end of the year if you keep up the once-a-month updates. That will truly be impressive!

The gap between NAM 34 and 35 may end up being a little bit longer than the one between NAM 33 and 34, but we're still aiming to keep the gaps way down from what they were, and I think that quick turnaround on NAM 34 has given us confidence in our new methods of release engineering.   That 22-month cycle for NAM 33 was bad all the way around.  Rather than just continually cramming things in, we're looking at each project and figuring out what is manageable now, and queuing things that aren't doable in that immediate timeframe for NAM 36, with the understanding that the release-after-next is not going to be years away.

Getting back to FTL development, I've also been playing around with the slip lane implementation a bit . . .

(https://simtarkus.files.wordpress.com/2016/01/ftl-01112016-1.jpg)

There's still some kinks to work out with some INRUL interference, but we're getting close to replicating all existing TuLEP puzzle piece functionality with the new FTL system, which is the primary goal with this initial phase of the project.  The only things that haven't been covered yet are the turn lane crossings with Rail, GLR, and Elevated Rail, and the triple-tile NWM networks.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: InvisiChem on January 11, 2016, 07:38:28 PM
Alex,

As always, your projects are an inspiration. These will save so much time and frustration. I am slightly colorblind, as many others are. Trying to place TuLEPs was a pain and a lot of trial and error.  &hlp sometimes only partially explains things. Not the fault of the mod, just a problem with colors faded and our eyes.

Anyways, Flex will make this a problem of the past. Thank you and as always keep up the inspiring work.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 12, 2016, 03:27:16 PM
Thanks!  It's really great to hear that FTL is going to make the turn lane situation better for the slightly colorblind--and that definitely gives me even more motivation for this project. :thumbsup:

I've started adding NWM slip lane support.  It's going to require quite the slew of adjacency overrides so that the intersection following the slip lane split doesn't deconvert to the base network.

(https://simtarkus.files.wordpress.com/2016/01/ftl-01122016-1.jpg)

I'm also having to go back to the drawing board a little bit with some of the narrower dual-tile networks--the OWR-4, OWR-5, and RD-4, as well as the outer tile of the triple-tile AVE-6--because the original curvature I used to make the existing slip lane splits isn't long enough to reach the outermost lane of those networks.  The OWR-4 is especially problematic in that regard, as it may even require an extension tile in order to reach properly.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on January 12, 2016, 03:51:55 PM
Alex,

WOW!!!!!!!!!!!!!!!!!!!!!!  Slip Lanes are great, but without center turning lane(s), rather useless to me.  I assume the pix is a new type of AVE6 or is this narrow AVE6 or 3 tile AVE6?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 12, 2016, 04:01:00 PM
That's the RD-6 network, actually.  It's not a new network, and has been around since the first NWM release 5 years ago, when it was initially known as the MAVE-6, and renamed because people kept confusing it with the triple-tile AVE-6.

The good news is that the RD-6 has an identical footprint to the Avenue Type 220 FTLs (the ones with the dual left turn lanes), so it should be relatively easy to generate the slip lane setup for those now.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on January 12, 2016, 06:19:24 PM
Alex,

Thank you for the clarification.  Still looks GREAT!!!! 

I tried to figure it out and initially thought it was a two tile road but wasn't sure.  I am anxiously awaiting to see the same with traditional AVE6/7.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 13, 2016, 12:37:04 AM
Well, the wait is over . . .

(https://simtarkus.files.wordpress.com/2016/01/ftl-01132016-1.jpg)

It turns out I did need extender tiles for the OWR-4, OWR-5, RD-4, and TLA-7/AVE-6 to produce a satisfactory result.  Made all the textures today for those, and started coding them in tonight.

Once I add the support for the slip lanes off the Road Type 110, and Avenue Type 120 and 220 FTL setups, then all the slip lane functionality will be coded.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Vizoria on January 13, 2016, 01:21:15 AM
Great stuff! So am I correct in saying that all of the TULEPs no longer need puzzle pieces?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on January 13, 2016, 01:49:21 AM
Great stuff!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: mgb204 on January 13, 2016, 06:29:31 AM
Quote from: Tarkus on January 13, 2016, 12:37:04 AM
Well, the wait is over . . .

>:( You are making more work for my texture mods. Keep it up  :thumbsup: $%Grinno$%
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 13, 2016, 06:34:55 PM
Quote from: Vizoria on January 13, 2016, 01:21:15 AM
Great stuff! So am I correct in saying that all of the TULEPs no longer need puzzle pieces?

That is correct.  It'll all be draggables and FLEX/starter pieces once NAM 35 arrives.  The old puzzle pieces will be relegated to legacy support.  The development threshold I'm looking at for the FTL functionality for NAM 35 is the point at which (a) all existing TuLEPs PP functionality has been replicated under the new paradigm, and (b) there's enough additional extra bells-and-whistles to sweeten the deal, to convince any potential holdouts.  After that has been accomplished, FTL development will transition toward the addition new configurations and lane control setups.

Quote from: mgb204 on January 13, 2016, 06:29:31 AM
>:( You are making more work for my texture mods. Keep it up  :thumbsup: $%Grinno$%

:D

In any case, thank you all for the kind words.  And before I conclude this post, a development screenie.  The FTL/slip lane interaction is coming into focus:

(https://simtarkus.files.wordpress.com/2016/01/ftl-01132016-2.jpg)

You can actually see one of the hybrid starter/transitions on display partially exposed there.  Here they are completely exposed:

(https://simtarkus.files.wordpress.com/2016/01/ftl-01132016-3.jpg)

Dragging out from the bottom of each, you'll get the base network, and out the top, you'll get the turn lane setup.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Wiimeiser on January 13, 2016, 07:25:32 PM
So this will be draggable apart from the transitions? Makes me wish the same was done with the Rural Roads and RHW-2 alternate lines...
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on January 13, 2016, 10:55:56 PM
That looks nice! Looking forward to seeing it totally done and released!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Swordmaster on January 14, 2016, 04:55:46 AM
Top work Alex. I can see these getting even more popular with this easy-to-use approach!

Cheers
Willy
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: metarvo on January 14, 2016, 06:21:14 AM
This is top notch stuff, Alex!  That AVE-6 slip lane is breathtaking!  :thumbsup:  These transitions will be super tight, and the ability to drag TuLEPs FTL will save time and cut down on mistakes, e.g. placing the wrong TuLEP at an intersection.  It makes me wonder if I should conjure up some turn lane sign T21s...  ;)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on January 14, 2016, 06:40:11 AM
Alex this is just awesome &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 16, 2016, 03:14:54 PM
Thanks, everyone!  I'm really thrilled to see this project being so well-received.  And I do have to defer a good bit of credit on the initial implementation on the FLEX starter/transition pieces to memo.  There's a couple really cool surprises he worked out with those that I haven't shown yet.

In any case, the slip lane coding reached a significant milestone just now:

(https://simtarkus.files.wordpress.com/2016/01/ftl-01162016-1.jpg)

They're now forming properly off the Avenue/TLA-5 Type 220 setups.  Most of what's left with the slip lanes is adjacency stability for the ones involving NWM networks, and pathing them.

I also still need to work out how the TLA-7/AVE-6 Type x30 setups will be handled (they're the one existing type that hasn't gotten an FTL implementation yet), and implement a few other possible intersection configurations.  I may also work on a second phase of the OWR signalization and turn arrows shortly thereafter, depending on how things are shaping up with the rest of the projects under consideration for NAM 35.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Jimmyson on January 16, 2016, 04:00:17 PM
Amazing work Tarkus! I really can't wait to put this into my towns and cities without fumbling around with puzzle pieces!

I'm curious as to what happens to the pathing for the intersection when a slip lane is added.
In the past, adding a slip lane would simply add a second path to turning a corner. From looking at how slip lanes work, they take the turning traffic away from the heart of the intersection, and traffic in the outermost lane would just drive straight through.

Meaning the only turning traffic in the intersection (if slip lanes where built in all corners) would be the inner-most lanes turning out.

The tire marks in the picture below kinda describe what I am trying to point out.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F2.bp.blogspot.com%2F-25MrXqOb298%2FTlY5oAMj4LI%2FAAAAAAAAAac%2FP4SCr2NsUaE%2Fs1600%2FPedestrian%2Bslip%2Blane%2Bcrossing.jpg&hash=e80c594b23c99246137885fe366d674d05f056f9)

My guess, if this was to be implemented, another form of intersection pieces would need to be created, and re-pathed.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: mgb204 on January 16, 2016, 04:19:08 PM
I'm with you on that, the UK roads are very similar, it's rare that such a slip lane exists that traffic can also use the intersection to turn left (or right for you Righties). So in that sense, I'd prefer forcing sims to use it.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 16, 2016, 04:31:24 PM
That is something I have been considering--it's similar here in the US as well.  Presently, while the slip lanes themselves aren't pathed, the intersections adjacent to them are, and they're using the same IIDs and paths as they would without the slip lanes, so it's on track to be identical to the current TuLEP setup in that regard.  Theoretically, the simulator should see the slip lane as a quicker route and cause sims to use it instead of the right turn path in the intersection, but that's not guaranteed.  One eventual thing I'd like to do is also add setups where turn restrictions are part of the package, which would dovetail nicely with this particular situation. 

That said, the coding that's going to be required to add those restrictions is going to be very involved, and may require a lot of tricky adjacencies to keep the rest of the intersection stable.  In other words, it might be something that has to wait until after NAM 35.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on January 16, 2016, 10:49:22 PM
What do you mean by turn restrictions? Something like the split slip lane intersection where the road will terminate into the triangle but you can only turn one way? Otherwise the pre-existing public TuLEP's, I assume folk know how to use it to terminate turning across traffic, you just don't build the pieces with the center turn lane, I mean I've been able to use the split piece with the disabled middle lane before the intersections.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 17, 2016, 12:03:55 AM
Quote from: j-dub on January 16, 2016, 10:49:22 PM
What do you mean by turn restrictions? Something like the split slip lane intersection where the road will terminate into the triangle but you can only turn one way? Otherwise the pre-existing public TuLEP's, I assume folk know how to use it to terminate turning across traffic, you just don't build the pieces with the center turn lane, I mean I've been able to use the split piece with the disabled middle lane before the intersections.

That's part of it, and you'll still be able to do some restrictions by simply disabling the middle lane as well (and the possibilities there have actually increased).  The particular instance here would be a situation where (assuming right-side traffic) right turns wouldn't be permitted out of the main part of the intersection.  But there's other possibilities that are under consideration as well, particularly with the ideas of intersection designs like CFIs, Michigan Lefts, etc.  Also, it's not uncommon to see RD-6 networks in the real world where left turns aren't permitted. 

This is all still very much hypothetical at the moment, and will depend on how smooth the potential implementation of alternate lane control setups goes, which is something under consideration for a later phase of the project.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on January 17, 2016, 12:10:09 AM
If we could do turn restrictions, that would be pretty impressive.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: mgb204 on January 17, 2016, 04:57:36 AM
The no left turn on main through-roads is very common in these parts (Germany). Took me a week of being honked at by everyone before I realised that though ()what() - they really should put signs up!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: MushyMushy on January 17, 2016, 10:42:10 AM
This is some very exciting stuff! Even though TuLEP's were some of the easier to use puzzle pieces, they were still tedious. The implementation for slip lanes to all intersection types is also exciting.
Since turning lanes are going to be draggable, are they going to be compatible with NWM intersections as a result (e.g. Ave with turning lane crosses a RD-4 network)? Or is this something that would be looked at later, or is something that isn't feasible due to a game limitation?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Themistokles on January 17, 2016, 11:41:40 AM
That's great! The FLEXibility of the new networks will make life so much easier :D But maybe there should be some kind of pedestrian crossing across the slip lanes, though?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on January 17, 2016, 02:36:07 PM
Nice stuff! &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 18, 2016, 01:01:29 AM
Thanks, everyone, for the continued support! :thumbsup:

Quote from: MushyMushy on January 17, 2016, 10:42:10 AM
Since turning lanes are going to be draggable, are they going to be compatible with NWM intersections as a result (e.g. Ave with turning lane crosses a RD-4 network)? Or is this something that would be looked at later, or is something that isn't feasible due to a game limitation?

That is something that I am looking at now, though I can't say at this point whether or not that will come to fruition by NAM 35.  We are still committed to having a shorter-term release cycle for it, though not quite as short as the gap between NAM 33 and NAM 34.

Quote from: Themistokles on January 17, 2016, 11:41:40 AM
That's great! The FLEXibility of the new networks will make life so much easier :D But maybe there should be some kind of pedestrian crossing across the slip lanes, though?

The slip lanes will be pathed for a pedestrian crossing in the middle, though there aren't any crosswalk marks on the textures at this point.  I think there was some debate about that internally back when the TuLEP slip lanes were created, and for whatever reason, we decided not to have them on there then.  Since it's only going to require a change to one texture, I'd say there's a good chance of a zebra marking there by the time we release.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: druidlove on January 18, 2016, 11:22:59 PM
Hi, long-time lurker, first time poster.
The slip lanes are, in theory, designed to be a way for traffic to slip out of the intersection and make that right (in RHD) and slip back into traffic without being counted as traffic stopped at an intersection. However, in cities where a cross street is less than 50 feet away, that slip lane does no good if traffic wants to make a left at the next street, when there are multiple lanes. I have two examples from the same city, and both are blocks apart in Pueblo, CO.

https://goo.gl/maps/V9XNufSa1kw

This one is a SPUI from I-25 south offramp. Note the green sign says "To Elizabeth St." The right is the slip ramp and the left is just a right-turn lane. Both go onto US 50 West. Elizabeth is on the right where that traffic light is. If you make that right and look at that intersection, you'll see this:

https://goo.gl/maps/9Toetxyi4q72

I think it's best not to disable the turn at the intersection if a slip lane is used.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: matias93 on January 19, 2016, 01:58:35 PM
Here in Chile most slip lanes are used in corners where busses are prone to turn right, thus avoiding traffic barricades to appear spontaneously. An example is this: https://goo.gl/maps/Jc3PfZaEokq
(https://goo.gl/maps/Jc3PfZaEokq)
So in this case, the slip lane would also work as an only-bus way to take the intersection, and the rightward curve would be still on the central intersection.

This is just to abound in alternatives, in any case the advances are great and I'm sure most players will be happy to use it,
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Wiimeiser on January 19, 2016, 05:30:38 PM
How feasible would something like this (https://www.google.com.au/maps/@-33.8668617,151.0949527,114m/data=!3m1!1e3?hl=en) or this (https://www.google.com.au/maps/@-33.8276624,151.0047971,192m/data=!3m1!1e3?hl=en) be?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 19, 2016, 06:06:24 PM
Thanks for the interesting takes on the slip lane situation, druidlove (welcome to the forum!) and matias93.  I am, for the sake of simplicity, leaning toward leaving things as-is, and I'm still interested in hearing feedback like what you guys have provided (which is much appreciated). :thumbsup:

Wiimeiser, I've taken a look at the situations you've posted--they're pretty interesting cases.  I am looking at the prospect of an L|L|L Avenue Type 120 setup (which would be R|R|R like the example in an LHD situation) at the least, and I am interested in doing dual-lane slips at some point.  Part of the reason I used Road stubs for the single-lane slips was to reserve the higher-capacity One-Way Road stub for that eventuality.  Those will be much farther down the road, though, once the basic implementation and first alternate configurations have had some time to settle.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 21, 2016, 12:44:48 AM
I've started delving into the realm of FTLs for the triple-tile NWM networks.  There's still some implementation details I'll need to work out, but it's a start. 

(https://simtarkus.files.wordpress.com/2016/01/ftl-01212016-1.jpg)

Presently, I've just set things up such that the AVE-6 or TLA-7 center overrides the Road Type 110 setup from the TLA-3 and AVE-2 FTL starters, and also added NWM code such that a TLA-3 or AVE-2 wedged between outer tiles of a triple-tile network convert to the proper one.  The current setup only overrides the center tile--I'll need to get the outer tiles of the intersection to change the T21s, and also to make proper T-intersections.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on January 21, 2016, 01:42:23 AM
Really nice Alex!This project is definitely picking up!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on January 25, 2016, 08:33:13 PM
Yeah, it's a good start, otherwise I was going to say why are the signals back in their old spaces, before the TuLEP version that had them function after the cross junction.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 25, 2016, 08:35:43 PM
Quote from: j-dub on January 25, 2016, 08:33:13 PM
Yeah, it's a good start, otherwise I was going to say why are the signals back in their old spaces, before the TuLEP version that had them function after the cross junction.

That's something I'm hoping to do by the final version.  The particular intersection shown didn't exist in the TuLEP version (there's no turn lanes on the Road here), and I'm also still trying to figure out how best to continue the overrides out to those tiles where the signal props are located.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on January 28, 2016, 09:59:59 PM
I mean, it's obvious there are no turn lanes that being a regular road, but I thought the TuLEP cross junction I was referring to had to ensure the stop points were always included on the opposite direction of traffic on all sides of the intersection, which then in turn forced those traffic lights to stay red the third tile after, otherwise I can't fathom what you were saying about continuing the override if that was in reference to the signals or if that was something about stability. Is the problem the over-ride has trouble making a T intersection on the third tile and the light won't show?  ()what()
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 02, 2016, 03:52:54 PM
Finally getting back into things after getting the flu (despite getting a flu shot) and being stuck in bed for several days. :thumbsdown:

The questions about the triple-tile FTL signalization should be cleared up by this pic . . .

(https://simtarkus.files.wordpress.com/2016/02/ftl-02022016-11.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Swordmaster on February 02, 2016, 05:59:03 PM
Nice work Alex! I'm looking forward to using these.


Cheers
Willy
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simcoug on February 02, 2016, 06:49:09 PM
Cool! 
And glad you are feeling better  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on February 03, 2016, 01:21:21 AM
Very nive indeed!With this and the RRW going on we can expect great things from the new NAM &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on February 03, 2016, 04:16:21 AM
Great, I love it!
Is it theoretically possible to expand the starterpiece based FTL system to the FLEX height transition for roads? I had some situations where I wished I could do that (parclo interchanges or intersections near bridges). As a workaround I am using L1/L2 RHW-3 and the TULEP PP.
I know, thats a ton of work, but maybe something worth to think about for further plans. Maybe there is a problem with dragging L1/L2 FTL over other roads?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: noahclem on February 03, 2016, 01:26:03 PM
Great work on these Alex  &apls  Also glad to hear you're feeling better  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: kbieniu7 on February 03, 2016, 01:32:01 PM
Great! :) I wish you getting back to full health soon!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 03, 2016, 05:14:47 PM
Thanks, Willy, SimCoug, Gugu3, Seaman, Noah, and kbieniu7! :thumbsup:

Quote from: Seaman on February 03, 2016, 04:16:21 AM
Is it theoretically possible to expand the starterpiece based FTL system to the FLEX height transition for roads? I had some situations where I wished I could do that (parclo interchanges or intersections near bridges). As a workaround I am using L1/L2 RHW-3 and the TULEP PP.
I know, thats a ton of work, but maybe something worth to think about for further plans. Maybe there is a problem with dragging L1/L2 FTL over other roads?

Technically, since everything involved is draggable/FLEX, it is possible.  It may be awhile before we get to that point, though.  I am going to have to set something like that up with Avenue FTLs for the long-awaited revamp of FlexSPUI, which, as of right now, looks like a NAM 36 or 37 project.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 04, 2016, 06:54:52 PM
Triple-tile efforts continue . . .

(https://simtarkus.files.wordpress.com/2016/02/ftl-02042016-2.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Alan_Waters on February 05, 2016, 01:00:19 AM
Wow!!! Grandiose!!!  &apls &apls &apls :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on February 05, 2016, 01:17:31 AM
OMG ::) awesome!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Vizoria on February 05, 2016, 07:48:11 AM
Yet more amazing draggable/clickable TULEP work!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 05, 2016, 01:46:53 PM
Thanks, Alan_Waters, Gugu3, and Vizoria! :thumbsup:

I worked on the Type 130 x Type 130 +-intersection last night.  Before I really got things sorted, my first attempt at dragging out the setup resulted in this mess.

(https://simtarkus.files.wordpress.com/2016/02/ftl-02042016-3.jpg)

After two hours of wrestling that alligator with overrides, to account for all the potential messes that could exist there, it's now been tamed:

(https://simtarkus.files.wordpress.com/2016/02/ftl-02052016-2.jpg)

Next up is its T-intersection counterpart, and then the Type 130 x Type 120 and Type 220 (Avenue) setups.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simcoug on February 05, 2016, 01:52:42 PM
 :D
I'd actually like to see how those sims navigate that first intersection.   :P
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Alan_Waters on February 05, 2016, 02:20:04 PM
This aerobatics!  :thumbsup: &apls &apls &apls

Are there any ideas to develop NRD-4? It seems to me - it is the most convenient way for the city, but very little support for it.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 05, 2016, 03:32:49 PM
FABULOUS!!!!!!!!!!!!!!!!!  AMAZING &apls  Off the shelf!!!! 

Would love to finally &idea see AVE6/7 T intersection with TLUPs with AVE4.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on February 05, 2016, 04:01:08 PM
Quote from: Alan_Waters on February 05, 2016, 02:20:04 PM
Are there any ideas to develop NRD-4? It seems to me - it is the most convenient way for the city, but very little support for it.

Given the fact that NRD-4 already takes up an entire grid cell with a very narrow sidewalk, you can't really add turning lanes without the road extending into adjacent tiles. This basically defeats the purpose of having it being narrow. Sure, you could make the network overhanging like the RHW-6S, but this isn't really going to be feasible because adjacent lots will cover up the road.

What would be nice for the NRD-4 would be to have transitions between it and the two-tile RD-4, as well as transitions to avenue and TLA-5.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: metarvo on February 05, 2016, 07:33:43 PM
I had to think about whether or not I wanted to collapse onto the floor after seeing that.  That intersection is a like a boss to be sure!  What a beast!  Fantastic, Alex!  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 06, 2016, 01:12:16 AM
Thanks, SimCoug, Alan_Waters, dyoungyn, compdude, and metarvo! :thumbsup:

Just about got this gator down, too . . . still a couple problem spots that can show up in clicking, but it's almost there.  The Avenue setups (Type 120 and 220) are next on the list.

(https://simtarkus.files.wordpress.com/2016/02/ftl-02062016-1.jpg)

Quote from: Alan_Waters on February 05, 2016, 02:20:04 PM
Are there any ideas to develop NRD-4? It seems to me - it is the most convenient way for the city, but very little support for it.

As compdude mentioned, there's almost no potential for NRD-4 FTLs, aside from slip lane support (which will happen this time around) and maybe, much farther down the line, a Type 021 setup that would add an extra tile with a right turn lane on one side.  There's also the matter of supporting intersections of non-FTL NWM networks crossing FTLs (i.e. an Avenue Type 120 x NRD-4 intersection), but that's going to be a later phase of the project.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 06, 2016, 07:11:53 AM
Alex,

WOW ;D  Is it possible to add slip lanes with the AVE6/7 T Intersection?  Also, I sincerely hope you are looking into AVE6/7 ending with a T Intersection with AVE 4 as this is something that does not exist as of yet.  You are really breaking the sound barrier with what again was once thought IMPOSSIBLE now becoming reality.   Keep up the surprises and if I may speak coming from all those hard care players out there, thank you for all you do keeping the game alive.

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 06, 2016, 02:32:42 PM
Thanks, dyoungyn!

The slip lane situation with a T-intersection like that is a huge can of worms that I don't plan on getting into for awhile.  Perhaps when dual-lane slips come into play, the two right turn lanes can branch off, but I don't know how I'd set up a version where there's just the existing single-lane slip there in terms of the lane control.  Theoretically, the way the code is right now, that setup could exist, but it'd be an awkward quagmire with the lane control.  T-intersections are very difficult beasts, far more so than +-intersections.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on February 07, 2016, 08:45:37 PM
And so does this mean there soon will be double left turn lanes at X intersections that width? It looks like without the bike path or shoulder on each side, one more lane would of fit on there.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 07, 2016, 11:34:45 PM
I'll give you a little bit of a hint.  $%#Ninj2 Open up NetworkWideningMod_TripleTile.dat in the Reader or SC4Reader, and load up the S3D file at IID 0x5B003305.  That'll give you some idea of future plans (though probably not for NAM 35).

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on February 08, 2016, 01:15:57 AM
Very nice stuff Alex!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 08, 2016, 11:04:50 PM
Thanks, Gugu3! :thumbsup:

Just started on the Type 130 x Avenue support.  Here's an early look at a Type 130 x Type 120 +-intersection in-game.

(https://simtarkus.files.wordpress.com/2016/02/ftl-02082016-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on February 09, 2016, 01:09:02 AM
That is a huge crossing! :P
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on February 09, 2016, 06:36:51 AM
@Tarkus:

When I look at these interchanges and think of the dragability, it seems to me that your nickname Dr PuzzlePiece will become obsolete. Although one could think of a medical doctor who finds a cure to save us from puzzle pieces :D

honestly, this is amazing. I had the impression that the NWM received little attention in the last couple of NAM iterations compared to the amazing new features of the RHW, thus everybody focused on building fancy highways in rural areas. I think the FTLs will bring the focus back to the dense, crowded city centers and skyscrapers :P
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: sitejunction on February 09, 2016, 08:42:45 AM
 &apls &apls
Getting really excited now that turn lane implementation has finally gotten into full gear. Thanks for your work on these awesome new features.

Are AVE-6/TLA-7 Type 330 and 231s planned out for the long run too? It seems like you could fit 3 turn lanes on a triple tile TuLEP.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simcoug on February 09, 2016, 08:52:44 AM
 :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: omgitskosc on February 09, 2016, 10:18:45 AM
Whoa, these are absolutely amazing! My body is so ready for the next NAM.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 09, 2016, 06:02:01 PM
Thanks, Gugu3, Seaman, sitejunction, SimCoug, and omgitskosc! :thumbsup:

Quote from: Seaman on February 09, 2016, 06:36:51 AM
@Tarkus:

When I look at these interchanges and think of the dragability, it seems to me that your nickname Dr PuzzlePiece will become obsolete. Although one could think of a medical doctor who finds a cure to save us from puzzle pieces :D

honestly, this is amazing. I had the impression that the NWM received little attention in the last couple of NAM iterations compared to the amazing new features of the RHW, thus everybody focused on building fancy highways in rural areas. I think the FTLs will bring the focus back to the dense, crowded city centers and skyscrapers :P

Hehe . . . oddly enough, I haven't made a static puzzle piece in at least a couple years--not too long after my CML got upgraded from "Mr" to "Dr". :D  And I like that idea of saving everyone from puzzle pieces!

I am at the point where I am largely burnt out with RHW development--in large part because there's not much to add to the system anymore--so you'll probably see a lot more FTL and NWM stuff coming from me, among other things.

Quote from: sitejunction on February 09, 2016, 08:42:45 AM
&apls &apls
Getting really excited now that turn lane implementation has finally gotten into full gear. Thanks for your work on these awesome new features.

Are AVE-6/TLA-7 Type 330 and 231s planned out for the long run too? It seems like you could fit 3 turn lanes on a triple tile TuLEP.

You're welcome, and to answer your question, Type 231 is definitely planned, as it's pretty common setup in RL.  Type 330 is less so--it'd entail three left turn lanes (or right turn lanes, for ye LHD folks), but it's something I may look into going down the line.  Interestingly enough, the one triple-left (https://www.google.com/maps/@37.0038903,-121.5507504,226m/data=!3m1!1e3) I'm familiar with (and have actually driven through) in California is actually a Type 321.

And here's another look at the Type 130 progress--the preliminary work on the Type 220 crossing:

(https://simtarkus.files.wordpress.com/2016/02/ftl-02082016-2.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 09, 2016, 07:39:51 PM
Sweet!!!!!!!!!!!!!!! :D &apls Keep em coming. 
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: APSMS on February 09, 2016, 10:57:36 PM
So beautiful :crytissue:!

Lovely work here; NAM 35 is gonna be pretty sweet, with RRW and FTL/TuLEPs (FTuLep?), and code adjustments.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on February 10, 2016, 01:18:09 AM
Great stuff!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on February 10, 2016, 11:01:57 PM
I must say Alex your progress is great  :thumbsup:

Well we can't say for certain at this stage but the Rural Roads may get an update too...

T Intersection

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Road%2520T%2520intersection_zpsyq7t6st6.jpg&hash=054e9511a0200b19d6e5f7b0901774612e984243) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Road%20T%20intersection_zpsyq7t6st6.jpg.html)

Cross Asymmetrical intersection

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Road%2520Cross%2520Asymmetrical_zpsrmeiirxo.jpg&hash=fa970e87175e6d68e3c7bdc6dc3f356d0fe184a9) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Road%20Cross%20Asymmetrical_zpsrmeiirxo.jpg.html)

Thoughts and comments are welcome. There are no arrows at this stage since I think a T21 solution would work best for local variances. This is still very much in the concept stage.

-eggman121


Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Themistokles on February 11, 2016, 01:09:24 AM
That's just completely unbelievable! &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on February 11, 2016, 01:26:46 AM
This is just incredible!You guys are great &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on February 11, 2016, 07:55:00 AM
Thats wonderful. By this, I do not have to rely on transforming my roads into RHW-2 for the neat intersection from the cosmetic puzzle pieces tabring. I do like the asymetrical intersection for its grid breaking capabilities, but would also love to see diagonal intersections.

Is it true, that these intersections handle the right of way properly (yield etc.)? This would be a very nice feature besides the FTLs with traffic lights, shown by Tarkus earlier.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simcoug on February 11, 2016, 08:43:58 AM
Cool!!
Country roads, take me home...
To the place I belong...
:P
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 11, 2016, 03:41:32 PM
Simply AWESOME!!!!!!!  Slowly but surely, little by little, breaking that annoying grid.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Vizoria on February 11, 2016, 03:54:31 PM
Best. SC4. Intersection. EVAH!

That's some seriously good stuff eggman121!!!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on February 11, 2016, 03:59:24 PM
Thank you everyone for the positive comments  ;D

I have another one to show!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Road%2520TuLEP%2520Orthogonal%2520Crossing_zpskapbblxt.jpg&hash=92e894b769e6ef073940863c18b2a023fbf8cfa8) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Road%20TuLEP%20Orthogonal%20Crossing_zpskapbblxt.jpg.html)

If anyone feels that something needs to be changed I have the pieces layered in GIMP so editing is not a problem.

So glad this is really taking off  $%Grinno$%

And with all the applicable patterns this is just the tip of the iceberg  ::)

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: jgehrts on February 11, 2016, 04:27:07 PM
Well over ten years since release and this stuff is still happening. Love it.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Swordmaster on February 11, 2016, 05:04:09 PM
West Virginia! ;D

Good job! :thumbsup:

Latest intersections also great Alex!


Cheers
Willy
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 11, 2016, 05:58:54 PM
Eggman,

You must have been conversing with Alex as you work is just a great as his.  Finally, we are now seeing country roads.  Only one item would be nice to see and that is a Stop Sign.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simmer2 on February 11, 2016, 06:59:16 PM
Outstanding work Stephen  &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Wiimeiser on February 11, 2016, 07:41:20 PM
Can there be a piece for a road terminating on one side of an avenue that's right in/right out (left in/left out in LHD) only?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on February 12, 2016, 10:32:19 PM
Eggman, maybe this is already addressed, but I am going to have to ask what the deal is with the center turn lane, because I can't tell if that is a restricted piece or if it is actually is open for possible user-based extended turn lane.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on February 14, 2016, 12:26:11 AM
Ok I know that there are many localized instances which I am not familiar with so posting links to RL intersections from your locality will help  :thumbsup:

Anyway, Diagonals anyone?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FDiagonal%2520TuLEP%2520Cross_zpssyauzygv.jpg&hash=76db97540191440e3821c16954295168ea448bea) (http://s245.photobucket.com/user/Eggman121/media/Diagonal%20TuLEP%20Cross_zpssyauzygv.jpg.html)

Remember that the files are layered in GIMP so if anyone would like to poke around with the files I will be happy to distribute them. LHD should also be easily attainable as well  ;)

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: APSMS on February 14, 2016, 12:54:02 AM
Stephen, I am not so sure about the 3rd line swooping out from the center just away from the intersection.

I know it's how cars might drive when they approach the curve too fast, but I've never seen it on a country road in my life, just the double-yellow center line painted straight down the middle. Maybe it's just a California thing, but I've yet to see it in New England as well.

Where did you get your example from?

Oh, and I love the rest of it; just that little bit or nitpicking :-[. Well, that and the stop lines for the left turn lane (never seen in CA at least, because on these non-signalized roads one route has right-of-way and the left turn doesn't need to stop if there's no oncoming traffic).

But seriously, great work, and draggable/FLEXed as well, I presume? :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 14, 2016, 05:52:38 AM
It does look as if what happened here is what happens in the DC Metro, the painter falls a sleep at the wheel when painting the lines :)

On another note, in America, if there is no Stop Sign, then we continue through without slowing down.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Bipin on February 14, 2016, 06:34:30 AM
I agree, the third line near the turn lane looks kind of odd. Around here in Ontario, the closest we have to that is a center turn lane/left turn lane terminating after an intersection:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ftardis1.tinygrab.com%2Fgrabs%2F8afcd2507606d9b2189f86105718ced2b5b00c87d0.png&hash=0689276bab4adf574bd7c21c89dbd19c844e0a1d)

Nonetheless, amazing work. These textures are at another level!  &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: MushyMushy on February 14, 2016, 06:59:16 AM
Rural roads made me think of relatives I have that live down south in a town of <1,500... so I opened up Google Maps and found these:

Ignore the railroad tracks, I was mostly looking at the slip lanes and such.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi68.servimg.com%2Fu%2Ff68%2F17%2F89%2F03%2F45%2Fruralr10.jpg&hash=4679548f221948e57763fbcfd7f666de7864a692)

I guess this could be made into a diagonal road terminating into a ortho road as well as an ortho road terminating into a diagonal one?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi68.servimg.com%2Fu%2Ff68%2F17%2F89%2F03%2F45%2Fruralr11.jpg&hash=4194a094aa81d9edb4dd0dc3a6c3d7f4758b8170)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Terring7 on February 14, 2016, 09:15:18 AM
Oh boy, those intersections are awesome!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on February 14, 2016, 02:18:37 PM
Ok So I think I have made more realistic USA versions now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Roads%2520USA%2520T%2520Orthogonal_zpsi9cdtxwe.jpg&hash=c0370000937f4be514bc8ae83cc42e62f1846d0b) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Roads%20USA%20T%20Orthogonal_zpsi9cdtxwe.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Roads%2520USA%2520Cross%2520Orthogonal_zpspqf8htvh.jpg&hash=fcbcce48478cf0e234f9d34c878cf2d8a80925c3) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Roads%20USA%20Cross%20Orthogonal_zpspqf8htvh.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Road%2520USA%2520Cross%2520Asym%25202_zpslvrhggqv.jpg&hash=c251a92664b5d7adbd650fb483b01d8552daac4c) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Road%20USA%20Cross%20Asym%202_zpslvrhggqv.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Road%2520USA%2520Cross%2520Asym%25201_zpssrsl0q3r.jpg&hash=9fbb3c766487f2c463368e9932bfc707690bc679) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Road%20USA%20Cross%20Asym%201_zpssrsl0q3r.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Roads%2520USA%2520Diag%2520Cross_zpsywacvehr.jpg&hash=49c9f5d3fa5c3f54b8f642d2ebb92479afc1746f) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Roads%20USA%20Diag%20Cross_zpsywacvehr.jpg.html)

Hopefully these are more realistic.

Keen to hear thoughts about these.

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Indiana Joe on February 14, 2016, 04:15:19 PM
Looks pretty good  :thumbsup:

Stop lines need to be thicker and set further back, the dashed lines are too long.  Just some minor stuff.  If you drop some GIMP files in the NAM Dropbox I'd be happy to give 'em a look.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: fgossage on February 14, 2016, 04:25:52 PM
Quote from: eggman121 on February 14, 2016, 02:18:37 PM
Ok So I think I have made more realistic USA versions now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRural%2520Roads%2520USA%2520T%2520Orthogonal_zpsi9cdtxwe.jpg&hash=c0370000937f4be514bc8ae83cc42e62f1846d0b) (http://s245.photobucket.com/user/Eggman121/media/Rural%20Roads%20USA%20T%20Orthogonal_zpsi9cdtxwe.jpg.html)

Hopefully these are more realistic.

Keen to hear thoughts about these.

-eggman121

Both the white and yellow cross hatching areas you originally had in your first T-intersection pic, that are no longer in this one, were correct for USA textures (although, the yellow cross hatching is optional but heavily used in a lot of areas, according to the MUTCD).  As far as everything else, the only change you'd need to make to any of these is a thicker stop line and the stop line for each to be set a little further back from the intersection by a small amount, as Indiana Joe stated above.  Otherwise, you absolutely nailed it... especially if somebody (if you're not able to yourself) will use this as a jumping point to make some optional pieces for turn arrows, "STOP" wording, etc...
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on February 14, 2016, 04:40:36 PM
Thanks for the feedback  :thumbsup:

IJ I have put the files in the Drop Box with the Label of Rural Road TuLEPs in the new content section.

Thanks for the feedback from both of you.

Being an Australian I would figure that there are alot of differences between the road marking standards of the roads.

I am still doing this from gut instinct so sorry for the errors that appear. Making something for another country is not easy.

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: fgossage on February 14, 2016, 04:44:47 PM
Especially being from another country, you certainly got really close with the USA textures on the first try  :)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: APSMS on February 14, 2016, 04:55:32 PM
Looks great, with the aforementioned nitpicks. Well, I would add that in CA there isn't usually a dashed line indicating new lanes (they just sort of open up, and when the road is wide enough the new lane markings start), but this is an issue endemic to the NAM (all of the RHW textures, though interestingly not all of the existing TuLEPs), so I can live with it.

Really, awesome work.

And part of my nitpicking may be that I just moved out to the "country", so I've been seeing these roads more often than I would've normally before.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 14, 2016, 05:11:42 PM
Looks FANTASTIC on all front.  Only one nitpick thing, please add a "Stop Sign(s)" on all the after mentioned intersections.  I absolutely love &hlp the slip lanes.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simcoug on February 14, 2016, 05:20:04 PM
Stupendous work eggman!  The offset intersection is really mesmerizing  :)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on February 14, 2016, 05:37:34 PM
Thank you for all the kind and helpful comments  $%Grinno$%

Well the plan is too encompass Dual Carriageways as well...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FTuLEP_Road%2520T%2520Avenue_zps7zk5fwpt.jpg&hash=6784138c95d09adb1f07635cebb616c6790e13b9) (http://s245.photobucket.com/user/Eggman121/media/TuLEP_Road%20T%20Avenue_zps7zk5fwpt.jpg.html)

Thanks for all the feedback.  :thumbsup:

They should not be too hard to Path and put in the next NAM edition. No promises however.

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 14, 2016, 06:15:11 PM
Eggman,

WOW!!!!!!!!!!!!!! &apls $%Grinno$%  Now this is something SC4 certainly does not have that I am sure a lot of us have been wanting for YEARS.  GREAT JOB and can't wait for a release.

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Swordmaster on February 14, 2016, 06:21:59 PM
Now that looks good! What happens when a rail line runs parallel with the main road, like in the RL pic above? ;D


Cheers
Willy
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on February 15, 2016, 02:38:15 AM
Hi!

Can we have lane reductions after the crossings like on this map link?

<iframe src="https://www.google.com/maps/embed?pb=!1m0!3m2!1shu!2suk!4v1455532357163!6m8!1m7!1sN8VMWo06ZKFDVhQSXJ3JOA!2m2!1d47.34926253478272!2d19.41161292656632!3f276.6559808165616!4f-27.785218212997698!5f0.7820865974627469" width="600" height="450" frameborder="0" style="border:0" allowfullscreen></iframe>]<iframe src="https://www.google.com/maps/embed?pb=!1m0!3m2!1shu!2suk!4v1455532357163!6m8!1m7!1sN8VMWo06ZKFDVhQSXJ3JOA!2m2!1d47.34926253478272!2d19.41161292656632!3f276.6559808165616!4f-27.785218212997698!5f0.7820865974627469" width="600" height="450" frameborder="0" style="border:0" allowfullscreen></iframe>

I think with RHW cosmetic pieces we can make such things, but it would be nice for road network aswell, because I saw this type of crossings many times not just in rural areas.

Thank you!

- Tyberius
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Indiana Joe on February 15, 2016, 05:50:48 PM
Thanks for the textures Stephen  :thumbsup:

Playing around with them.  Here's a possible alternate setup, pretty common in the eastern US:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcKJFfWe.png&hash=d4fb367f0f176e7ffddcefbbe71003469b4a0eeb)

Forgot to add the rounded-off end to the lane break.  But that's the concept.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on February 15, 2016, 06:09:45 PM
Quote from: Indiana Joe on February 15, 2016, 05:50:48 PM
Thanks for the textures Stephen  :thumbsup:

Playing around with them.  Here's a possible alternate setup, pretty common in the eastern US:

Forgot to add the rounded-off end to the lane break.  But that's the concept.

Well I would say that you are the master to make the US versions. Good concept  :thumbsup:

To think of it we have the same type of markings in Australia except that they are white and designed for LHD since I am in a LHD country.

Well if you are happy too we can work together on these, (I notice you had to use Lots to show the piece in game)

It would be great if possible to get the textures right and that the code base is already there so we can go from there.

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 15, 2016, 06:25:55 PM
The crosshatches are indeed much more common in the eastern US than in the western states--saw them all over the place when I was in Maryland.  Out here on the west coast, we're increasingly getting crosshatches and chevrons on the white lines when there's space, but the yellow crosshatches are quite uncommon.

Also, Tyberius06, HTML things like iframes won't work unless you're an Admin--fortunately, I am, so here's your link fixed. :)



That appears to be a "seagull" type setup.  They exist out this way, too.

And Stephen, amazing work here as always. :thumbsup:  I'm hoping to post a few more giant intersections here shortly.  Have to wrestle some more gators and crocodiles to get there, though. :D

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on February 15, 2016, 06:54:04 PM
Wow, I really like these Rural Roads setups I'm seeing here! The one with the avenue certainly has a potential for lots of use in my region with my divided highways! This stuff is really cool. :D :thumbsup: &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 19, 2016, 04:47:50 PM
Even more gator-wrestling.  No T21s or paths yet.

(https://simtarkus.files.wordpress.com/2016/02/ftl-02192016-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Jimmyson on February 19, 2016, 11:34:40 PM
Quote from: eggman121 on February 14, 2016, 05:37:34 PM
Thank you for all the kind and helpful comments  $%Grinno$%

Well the plan is too encompass Dual Carriageways as well...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FTuLEP_Road%2520T%2520Avenue_zps7zk5fwpt.jpg&hash=6784138c95d09adb1f07635cebb616c6790e13b9) (http://s245.photobucket.com/user/Eggman121/media/TuLEP_Road%20T%20Avenue_zps7zk5fwpt.jpg.html)

Thanks for all the feedback.  :thumbsup:

They should not be too hard to Path and put in the next NAM edition. No promises however.

-eggman121

I'm really digging these intersections eggman121! I hope these can be brought to the RHW project too.
IMHO, these rural road interections that you have showed us work best on back roads between towns.

It would be awesome to see these at-grade Rural road intersection be paired with RHW-2 and RHW-4s (also accomodating for RHW-4s with a one-tile gap).

Keep up the good work!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 25, 2016, 12:45:10 AM
More work on the large T-intersections.

(https://simtarkus.files.wordpress.com/2016/02/ftl-02252016-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 25, 2016, 06:43:48 AM
Alex,

Sexy and sweet.  Would even be sweeter if we could see TLUPs here.

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Bipin on February 25, 2016, 08:51:29 AM
Fantastic work Eggman.  &apls I can't wait to use these!  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simcoug on February 25, 2016, 11:38:11 AM
Gator wrestling in a concrete jungle - nice work Alex!!   &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 26, 2016, 01:38:49 AM
Thanks, SimCoug, Bipin, and dyoungyn!

The last of the "big Ts" has been wrestled into submission.

(https://simtarkus.files.wordpress.com/2016/02/ftl-02262016-1.jpg)

The Avenue x Triple-Tile intersections do need paths and a bit of T21 work, but the next step after that will likely entail converting the Rail, El-Rail, and GLR TuLEP crossings to FTL versions.  At that point, the existing static puzzle piece TuLEPs will be effectively obsolete.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Vizoria on February 26, 2016, 02:04:09 AM
Incredible work eggman121 and Tarkus on your crusade to render obsolete every last puzzle piece. NAM 35 is going to be special.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on February 26, 2016, 02:23:44 AM
OMG!Amazing $%Grinno$%
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 26, 2016, 09:09:47 AM
Ditto and FINALLY seeing those AVE6/7 T Intersection with AVE 4.  GREAT JOB to all to make this dream possible. &apls &apls &apls &apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 26, 2016, 09:15:37 AM
BTW, my only concern with eliminating TLUPs is the ability to extend turning lanes as needed.  I only hope this was concerned with FLEX Turn Lanes.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: omgitskosc on February 26, 2016, 09:49:27 AM
Absolutely phenomenal work...cannot wait. &hlp
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 26, 2016, 01:11:47 PM
Quote from: dyoungyn on February 26, 2016, 09:15:37 AM
BTW, my only concern with eliminating TLUPs is the ability to extend turning lanes as needed.  I only hope this was concerned with FLEX Turn Lanes.

The draggable FTL system can produce turn lanes of any length needed.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 26, 2016, 01:33:21 PM
Alex,

That is great to hear.  Thank you again for you ingenuity.

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 16, 2016, 06:40:30 PM
Really crazy RL of late, but it's finally starting to calm down.  The triple-tile intersections are now fully pathed, with working stop points.

(https://simtarkus.files.wordpress.com/2016/03/ftl-03162016-1.jpg)

The main things left are working out the Rail and GLR crossings, finishing LHD support, and a few other tweaks here and there.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simcoug on March 16, 2016, 06:43:12 PM
 %BUd%
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on March 16, 2016, 06:51:28 PM
This is huge!!!!

Thank you for your hard work!  &apls &apls &apls

- Tyberius
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on March 16, 2016, 07:47:26 PM
Quote from: Tarkus on March 16, 2016, 06:40:30 PM
Really crazy RL of late, but it's finally starting to calm down.

Same here!

I am currently reworking the Rural TuLEPs as we speak with new preview models and RUL0 flex entries.

RL has been crazy on my end with work and frequent travels to Melbourne, but starting to calm down now.

Great work Alex  :thumbsup: I should have some more content soon so stay tuned for more in the rural roads field.

-eggman121

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 16, 2016, 08:34:33 PM
FABULOUS work Alex!!!! &apls &apls &apls &apls &apls  I see some new TLUPs here. 

Would still love to see some triple tile ending with T Interchange to AVE4/5.  Something that just does not currently exist. 

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on March 16, 2016, 09:46:05 PM
So I have done some pathing on the T intersection today  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcHhcNIH.jpg&hash=5c23e961b77a267fa50b919d08e8f7717e4a237c)

What do others think?

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Simcoug on March 16, 2016, 09:56:59 PM
Quote from: eggman121 on March 16, 2016, 09:46:05 PM
What do others think?
-eggman121

:bnn:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: MushyMushy on March 17, 2016, 12:35:43 AM
All of this is looking fabulous!  :popcorn:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 17, 2016, 01:09:25 AM
Thanks, everyone--and nice work, Stephen! :thumbsup:

Quote from: dyoungyn on March 16, 2016, 08:34:33 PM
Would still love to see some triple tile ending with T Interchange to AVE4/5.  Something that just does not currently exist. 

There was one just a few posts above (http://sc4devotion.com/forums/index.php?topic=8460.msg506850#msg506850).  Granted, that one was before I got all the pathing and T21ing done on it . . . so here's one where it is done.  Both Type 120 and 220 Avenue setups are shown.

(https://simtarkus.files.wordpress.com/2016/03/ftl-03172016-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 17, 2016, 03:01:39 PM
Check that out, Kapow and there it is.  Yes, you have graciously displayed it but there were not lights at at the time.  GREAT JOB and can't wait to see more.  FINALLY, we will now have something that has not been non-existent for years. 
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: michi_cc on March 19, 2016, 04:15:03 AM
Any chance of a tile like this, or would that confuse the automatas?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F9gzeqr.png&hash=ed349911e7bfe136a7c8209167c091dd6b22ac11)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 19, 2016, 01:20:52 PM
It wouldn't confuse the automata, per se, and while we are looking to add a bit more specialization with different lane control configurations on some setups, that might be a bit too specialized in comparison.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: noahclem on March 19, 2016, 05:24:59 PM
Fantastic work on the FTL  &apls &apls

@ Stephen - love the idea, a lot, and would be even more useful with RHW2/3 I think
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on March 20, 2016, 02:36:13 AM
These intersections are great!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 27, 2016, 02:15:30 AM
Thanks, Gugu3!

And now, to revive this thread a little . . . some progress on the last TuLEP-related items that needed to be converted to FTL setups:

(https://simtarkus.files.wordpress.com/2016/03/ftl-03272016-1.jpg)

(https://simtarkus.files.wordpress.com/2016/03/ftl-03272016-2.jpg)

(https://simtarkus.files.wordpress.com/2016/03/ftl-03272016-3.jpg)

No T21s for the gates yet, and I still need to get GLR crossings covered.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on March 27, 2016, 03:30:20 AM
Wow!
That's great! :)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: druidlove on March 27, 2016, 10:29:57 AM
Quote from: APSMS on February 14, 2016, 04:55:32 PM
Looks great, with the aforementioned nitpicks. Well, I would add that in CA there isn't usually a dashed line indicating new lanes (they just sort of open up, and when the road is wide enough the new lane markings start), but this is an issue endemic to the NAM (all of the RHW textures, though interestingly not all of the existing TuLEPs), so I can live with it.

Really, awesome work.

And part of my nitpicking may be that I just moved out to the "country", so I've been seeing these roads more often than I would've normally before.
I'm a little late in replying here (I blame school and work), but it used to be the same in CO as well. Only recently, have there been dashed lines indicating a new lane is forming. It may also vary on which part of the state, but I think this is becoming a new trend, or new requirement. I'd have to look at the MUTCD to be certain, however.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 29, 2016, 01:30:11 AM
Thanks to everyone for their continued support of this project. :thumbsup:

As a by-product of producing a draggable version of the GLR crossings, I needed to make this particular crossing as well:

(https://simtarkus.files.wordpress.com/2016/03/ftl-03222016-1.jpg)

Gotta love extra bonus features you couldn't do with the old TuLEP puzzle pieces.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on March 29, 2016, 06:46:15 AM
OMG :bnn: :bnn: :bnn:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 29, 2016, 10:34:25 AM
I agree, AMAZING and FINALLY,  SC4 is exceeding any city building game out there.  Thanks for all the creative thinkers out there NAM Team.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: InvisiChem on March 29, 2016, 11:11:29 AM
NICE!!!! That is going to open a lot of possibilities for design.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on March 29, 2016, 11:58:11 AM
Wow! I'm really liking what I see here!  &apls :thumbsup:

Another thing: This was from almost two years ago, but is this planned to be in the next NAM? It would really be nice to have a piece like this for avenues, just like the one we have for roads already.
Quote from: Durfsurn on June 29, 2014, 06:51:11 PM
Well I was bored so I tried my hand at some TuLEP textures. Now I'm not sure if the NAM team even needs these anymore (e.g. If they have been done) but I did them anyway. They might not even be up to the mighty standards of the NAM team. Also someone might wanna give them a touch up before a final release. These are just .jpg's not .dat's or anything so they aren't modded at all.

http://www.dropbox.com/sh/3bto9zl45zgor2n/AACt9hwhwyUPeg45T4yt7-LLa

EDIT:
I went back a few pages and saw someone wanted something along the lines of this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYnbNQR6.png&hash=b8bd503ed3a68712b63179fb11063e78bcb3684e)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 29, 2016, 05:04:07 PM
Thanks, Gugu3, dyoungyn, InvisiChem, and compdude787!

Quote from: compdude787 on March 29, 2016, 11:58:11 AM
Another thing: This was from almost two years ago, but is this planned to be in the next NAM? It would really be nice to have a piece like this for avenues, just like the one we have for roads already.

The answer is yes.  memo redid the textures not long after, and the piece is implemented.  The way the transitions work, the bi-directional version is built by plopping the same transition rotated 180 degrees on top of an existing uni-directional one.

(https://simtarkus.files.wordpress.com/2016/03/ftl-03292016-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on March 31, 2016, 10:24:38 AM
Quote from: Tarkus on March 29, 2016, 05:04:07 PMThe way the transitions work, the bi-directional version is built by plopping the same transition rotated 180 degrees on top of an existing uni-directional one.

pretty clever!  &apls


Would it be possible to add elevated Heavy Rail support to the FTLs in further iterations of NAM? (Maybe after Willy finished his magic on the draggable ones)

It's like always: you're coming up with brand new cool stuff, and immediately some idiot like me is asking for even cooler content. Sorry!  :P
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: mgb204 on March 31, 2016, 11:27:46 AM
Quote from: Tarkus on March 29, 2016, 05:04:07 PM
The answer is yes.  memo redid the textures not long after, and the piece is implemented.  The way the transitions work, the bi-directional version is built by plopping the same transition rotated 180 degrees on top of an existing uni-directional one.

I hate to be "that guy", since you've even provided a picture. But I can't get this to work. I can't even hover over the Ave Type A transition with another piece rotated, it automatically shifts to the next tile? Obviously I'm doing it wrong, but could you elaborate, since I too would find this piece useful and was unaware of this feature until now.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 31, 2016, 11:32:49 AM
Love it even more.  Now that you have shown what Maxis Elevated Rail can do, then there must be a need for either an elevated Transition piece to Elevated Heave Rail or like "Seaman" mentioned below.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: APSMS on March 31, 2016, 01:15:03 PM
Quote from: mgb204 on March 31, 2016, 11:27:46 AM
Quote from: Tarkus on March 29, 2016, 05:04:07 PM
The answer is yes.  memo redid the textures not long after, and the piece is implemented.  The way the transitions work, the bi-directional version is built by plopping the same transition rotated 180 degrees on top of an existing uni-directional one.

I hate to be "that guy", since you've even provided a picture. But I can't get this to work. I can't even hover over the Ave Type A transition with another piece rotated, it automatically shifts to the next tile? Obviously I'm doing it wrong, but could you elaborate, since I too would find this piece useful and was unaware of this feature until now.
I think he's referring to the Flex Turn Lane development? I've never really needed that puzzle piece before, but I'm pretty sure that TuLEPs haven't been touched since before the development of modern flex pieces, which I would imagine are necessary for that overplop technique to work.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 31, 2016, 01:28:07 PM
Quote from: APSMS on March 31, 2016, 01:15:03 PM
I think he's referring to the Flex Turn Lane development? I've never really needed that puzzle piece before, but I'm pretty sure that TuLEPs haven't been touched since before the development of modern flex pieces, which I would imagine are necessary for that overplop technique to work.

Correct--the example I showed, and the method described, was entirely an FTL thing.  TuLEPs have indeed not been touched really since NAM 30, and there will be no more development on the TuLEP puzzle pieces.

Quote from: Seaman on March 31, 2016, 10:24:38 AM
Would it be possible to add elevated Heavy Rail support to the FTLs in further iterations of NAM? (Maybe after Willy finished his magic on the draggable ones)

It is planned--whether or not it'll be a NAM 35 thing is uncertain, though.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: mgb204 on March 31, 2016, 01:52:40 PM
Thanks guys for clarifying, explains why I can't do it  ::)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on April 02, 2016, 05:18:15 PM
Progress on STR support . . .

(https://simtarkus.files.wordpress.com/2016/04/ftl-04022016-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on April 03, 2016, 12:42:19 AM
Great stuff Alex!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on August 21, 2016, 12:33:01 AM
Dusting this thread off for a moment . . .

As those of you who have been following the RHW and NWM development threads may already know, while the feature list for NAM 35 has not been settled as of yet, it is currently looking as though the debut of the FTL project may be postponed until NAM 36.  While the FTLs are quite far into development, the project is of substantial magnitude--more complex than the initial NWM release--and there's still a considerable amount to do.  LHD support is a big one, and is quite a bit more complicated with this project than most NAM endeavors, and it's unclear at this point how smooth or rough that process will be.  Additionally, there are some details to work out between Avenue/TLA differentiation, some last "gator wrestling", better support for FTL/Signalized OWR intersections, plus pattern interference issues with the slip lanes.  There's also some interesting opportunities for interaction between the FTLs and some other NAM projects, which are probably best dealt with in one fell swoop.  I can't quite divulge what those are, but that will change quickly once we get to the right window in the development cycle.

I know many of you have been really looking forward to the FTLs and may be disappointed by this scenario, but the improvements that will be made possible by putting a little less immediate pressure on this project in our plans looks like a guarantee of a more exciting product in the end.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on August 21, 2016, 04:38:17 AM
I think this is such a project what it's worth to waiting for, so take your time! :)  :popcorn:

Thank you for your and the TEAM hard work anyway! :)  &apls &apls


(P.S.: I'm waiting for this project (http://sc4devotion.com/forums/index.php?topic=13715.0 (http://sc4devotion.com/forums/index.php?topic=13715.0)) anyway, altough I really can't see any chance to make it happen ever... :) )
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on August 21, 2016, 01:26:00 PM
Quote from: Tyberius06 on August 21, 2016, 04:38:17 AM
(P.S.: I'm waiting for this project (http://sc4devotion.com/forums/index.php?topic=13715.0 (http://sc4devotion.com/forums/index.php?topic=13715.0)) anyway, altough I really can't see any chance to make it happen ever... :) )

Everyone is. :D  There's some complications with the model alignment, and there's still a fair bit of groundwork to see if our proposed implementation method will work (which involves some crazy top secret stuff, from an experiment we did 4-5 years ago $%#Ninj2), but provided we find the right spot in the development cycle and can work out those issues . . . maybe.  I wouldn't expect it to be picked back up for awhile still, however.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dcsmycity on August 21, 2016, 05:46:24 PM
Is there any chance that we could get RHW-4 turn lanes for expressways as well as U-turn lanes? Not essential, but would be nice.

Example: https://www.google.com/maps/@35.9149708,-78.4483864,181m/data=!3m1!1e3 for the U-turn lanes
https://www.google.com/maps/@35.8926015,-78.5148575,139m/data=!3m1!1e3 RHW TULEPs
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on August 21, 2016, 07:28:44 PM
Hello dcsmycity

I could tie that in with the upgrade with the One Way Road network.

But the catch is that the wait will be for the next NAM post NAM 35 since it is so late in the peace.

I would very much like to have those as well and it should not be that hard to implement  ;)

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dcsmycity on August 22, 2016, 07:16:09 AM
That will be great for my rural/suburban expressways! Well worth the wait. :)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on November 11, 2016, 05:28:14 AM
Alex and entire NAM Team,

I believe that we are all very thankful for all that you all do and the wait will be well worth it.  Thank you again for all that time and energy you all do .  I like many other are so excited to see and we will have to wait for the final product. 

Thank so much again and keep em coming.

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on December 13, 2016, 06:39:32 PM
Nice roads layout! :D I will waiting for next NAM release soon!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on December 13, 2016, 07:30:26 PM
One area of FTL development that had been discussed, but not implemented, is the idea of separate textures to handle Avenue and AVE-6 T-intersections versus their TLA counterparts, to provide a more visually cohesive look.  That, however, has just changed . . .

(https://simtarkus.files.wordpress.com/2016/12/ftl-12132016-1.jpg)

More fun stuff on the way.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Vizoria on December 15, 2016, 01:54:08 PM
That's quite the intersection! All draggable right?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on December 21, 2016, 01:22:42 AM
Quote from: Vizoria on December 15, 2016, 01:54:08 PM
That's quite the intersection! All draggable right?

Indeed it is.  The actual transition from the network to the turn lane setup is a FLEX item, but the intersection itself is all draggable.

In other news, SITAP is back . . .

(https://simtarkus.files.wordpress.com/2016/12/sitap-12212016-1.jpg)

I'm in the process of adding support for the 2 and 3-tile wide Road-based NWM networks, including the TLA-5, RD-4, RD-6, and TLA-7/AVE-6.  The signals are stuck on green at the moment in the image, as I've only finished the RULs and T21s.  I haven't yet added the pathing and stop points, which will then spring them to life.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on December 21, 2016, 01:41:41 AM
Always great stuff going on here... $%Grinno$%
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on December 21, 2016, 11:02:41 AM
It's amazing. Recently I've been building a lot of 2 tiles wide NWM-OWR2 T and Crossing Intersections. It's gonna be fun remaking all of them (and it wasn't sarcasm, I can't wait for example the dragable Elevated Heavy Rail update for the same reaseon, because with that I can remake all the affected El. H. Rail-OWR2 crossings to El. H. Rail OWR3-4... :) )

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on December 22, 2016, 08:48:18 AM
Looks nice!! I like that one-way road intersection with the TLA-7!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on December 22, 2016, 02:57:07 PM
Thanks, Gugu3, Tyberius06, and compdude787, and to everyone who has given the most recent updates a "like".

Quote from: Tyberius06 on December 21, 2016, 11:02:41 AM
It's gonna be fun remaking all of them (and it wasn't sarcasm, I can't wait for example the dragable Elevated Heavy Rail update for the same reaseon, because with that I can remake all the affected El. H. Rail-OWR2 crossings to El. H. Rail OWR3-4... :) )

You sound a lot like me when I'm developing things. :D

In any case, here's a look at how things look with the TLA-5 SITAP setups at present.  The "short-T" design isn't finalized yet--I like the looks of it a lot, but it will require some fancy adjacency overrides in order to support the inevitable situation where someone tries building a non-OWR "short-T" on the other side.

(https://simtarkus.files.wordpress.com/2016/12/sitap-12222016-1.jpg)

One big goal with getting all these in place is so that the TLA-7/AVE-6 FTL setups (initially, just the Type 130) can support SITAP intersections.  Aside from LHD and Euro texture support, that's the last big thing that's holding up the FTLs.  The Slip Lanes were also on the list, but they're likely going to be pushed out until Phase 2.  Their implementation needs to be retooled, after encountering interference with Draggable FAR.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Vizoria on December 22, 2016, 03:28:21 PM
On the subject of T21s, will catalyst's RHW barriers be extended to include the FLEX turn lanes? It would be nice to see curved barriers!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on December 22, 2016, 03:59:03 PM
If I may add, will this take off the default of one-way roads ending as a T only ending on the edge of the  AVE?  You know, no traffic light for both roads, one-ways, etc. 
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on December 22, 2016, 06:31:27 PM
Quote from: Vizoria on December 22, 2016, 03:28:21 PM
On the subject of T21s, will catalyst's RHW barriers be extended to include the FLEX turn lanes? It would be nice to see curved barriers!

That would probably have to be a third-party endeavor, either from catalyst himself, or another developer.  The NAM Team is down to a skeleton crew right now, and we don't have the manpower to assume update responsibilities for third-party cosmetic mods.

Quote from: dyoungyn on December 22, 2016, 03:59:03 PM
If I may add, will this take off the default of one-way roads ending as a T only ending on the edge of the  AVE?  You know, no traffic light for both roads, one-ways, etc.

There's already SITAP support for the Avenue "Short-T".  That functionality has been in place since NAM 34.  The actual "default" setup is unchanged, however, as there's no way to tell the RULs which way the OWR is going without SITAP trickery.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on December 22, 2016, 07:34:45 PM
Alex,

Fully understand and thank you for the reply.  Yes, you are right that the creation has been created to end one-way roads only on one side for AVE 6/7 is so ever thankful and loved. 

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on December 29, 2016, 05:33:20 PM
Just worked up this design for the T-intersection version of the Type 220 x One-Way Road intersection:

(https://simtarkus.files.wordpress.com/2016/12/ftl-12292016-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on December 29, 2016, 05:59:40 PM
Now that is AWESOME!!!!!!!!!!!!!!!!!!!!!!!!  On the note of FLEX, will your FLEX SPUI's be included with the next NAM update? 

Wow, you are truly amazing and thank you so much for sharing. &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: matias93 on December 29, 2016, 06:15:39 PM
Tarkus, your work is becoming a threat to our emotional stability  &hlp :crytissue: :bnn: :'(  this is simply too perfect to be true!!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on December 30, 2016, 06:17:06 AM
Oh yeah!!! :) It's amazing and very good looking intersection.
I guess there will be similiar versions for TLA5 and the rest of the NWM sometimes in the far future, but it's awesome anyway! :) &apls &apls &apls

Thank you! :)

- Tyberius
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on December 30, 2016, 06:47:11 PM
I love that setup! It looks awesome!!! &apls :thumbsup: &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on December 30, 2016, 07:34:09 PM
Thanks, dyoungyn, matias93, Tyberius06, and compdude787, for the kind words!  (And thanks to everyone who gave the last update a "Like".)

This one took a surprising amount of gator wrangling to pull off, but it's one of the last setups I wanted to get in place for the Type 130 FTLs.

(https://simtarkus.files.wordpress.com/2016/12/ftl-12302016-1.jpg)

Now to answer a few questions:

Quote from: dyoungyn on December 29, 2016, 05:59:40 PM
On the note of FLEX, will your FLEX SPUI's be included with the next NAM update? 

It's looking like the FlexSPUI relaunch will be a NAM 37 or 38 addition.  We're likely going to need FTL support for the draggable viaducts to be in place in order for the L1 and L2 versions to be able to be connected to anything, and that's a pretty big can of worms to open.

Quote from: Tyberius06 on December 30, 2016, 06:17:06 AM
I guess there will be similiar versions for TLA5 and the rest of the NWM sometimes in the far future, but it's awesome anyway!

Since differentiation between Avenue and and TLA-5 setups has been built into the Type 120 and 220 FTLs, a TLA-5 version is already part of the equation.

(https://simtarkus.files.wordpress.com/2016/12/ftl-12302016-2.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on December 30, 2016, 08:53:16 PM
Awesome sauce!! :D
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Ryan B. on December 31, 2016, 01:51:16 PM
Alex, you're killing it!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on January 01, 2017, 07:39:31 AM
I know function before cosmetics, but I'm not sure why you had to put such a sharp pointy angular island in the double left turn like that. I've never seen that.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Ryan B. on January 01, 2017, 09:50:53 AM
Quote from: j-dubI know function before cosmetics, but I'm not sure why you had to put such a sharp pointy angular island in the double left turn like that. I've never seen that.

This is often done to discourage people from illegal left turns from the straight lane(s).
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: MushyMushy on January 01, 2017, 11:11:25 AM
Looks great Alex! My only potential suggestion is a texture-related one. As far as the "wear lines" from the cars go, I'm not sure if there should be one coming from the right turning lane that goes to the left lane of the OWR.

Here's a picture with the part I'm talking about circled:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSXY2JTN.jpg&hash=a44f4ded384b7097ab63c46afa0f16495ac9d2e9)

I say that because even though people don't always go into the correct lane on double-lefts, they're supposed to and not doing so is a frequent cause of wrecks. Other than that little nit-picking it looks great!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 02, 2017, 05:09:30 PM
Thanks, Ryan B., j-dub, and MushyMushy for the kind words and feedback (and to all who hit "Like" on that last one).

The left lane connection on the wear lines was bugging me a bit, too, so I've fixed it, and made a few other little changes.

(https://simtarkus.files.wordpress.com/2017/01/ftl-01022017-1.jpg)

To add to Ryan's explanation for the island, it is basically an implementation of an engineering technique known as channelization.  In other words, the inclusion of that island helps enforce the directionality of traffic.  As emphasized by the replacement of the crosswalk markings with stop lines, it's actually intended to be a partial seagull intersection (https://en.wikipedia.org/wiki/Seagull_intersection).  As the through lanes on the outer part of the intersection have no real interaction with the cross street (being an OWR heading out of the intersection, there's actually no need for them to stop.

These partial seagull designs are actually in use a fair bit in Eugene, Oregon--Franklin Boulevard (Oregon Highway 99) on the north side of the University of Oregon campus is littered with them.  The one at the intersection of Franklin and East 11th Avenue (https://www.google.com/maps/@44.0478238,-123.0755703,3a,75y,264.94h,84.11t/data=!3m7!1e1!3m5!1szo3X17rFAqi7I0DCcPuz3w!2e0!6s%2F%2Fgeo1.ggpht.com%2Fcbk%3Fpanoid%3Dzo3X17rFAqi7I0DCcPuz3w%26output%3Dthumbnail%26cb_client%3Dmaps_sv.tactile.gps%26thumb%3D2%26w%3D203%26h%3D100%26yaw%3D261.21735%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656) was actually the main inspiration for this design.  You'll actually be seeing quite a few Eugene designs showing up in this thread here soon, particularly with regards to FTL and SITAP setups.

It's also worth noting that this particular design also has an eye toward continuous-flow intersections (CFIs) (https://en.wikipedia.org/wiki/Continuous-flow_intersection), which are something that's been part of the long-term gameplan for the whole NWM/FTL/TuLEP ecosystem since very early in planning.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 03, 2017, 04:41:27 PM
Another update . . . here's where SITAP is headed next.  The plan is for this to complement the RealExpressway (REW).  Don't know if this will be a NAM 36 feature, but it's in the pipeline.

(https://simtarkus.files.wordpress.com/2017/01/ftl-01032017-1.jpg)

-Alex

Edit: Forgot the image the first go around. :facepalm:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on January 03, 2017, 09:36:17 PM
Ohh boy this is getting exciting now  &hlp  What would make this awesome if the same could be applied to RHW1 and the same apply for both for AVE6/7.

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on January 04, 2017, 02:07:22 AM
I like what i see! &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 06, 2017, 04:13:48 PM
Thanks, dyoungyn and Gugu3 (and all who hit "Like")!

Quote from: dyoungyn on January 03, 2017, 09:36:17 PM
What would make this awesome if the same could be applied to RHW1 and the same apply for both for AVE6/7.

We will get there.  The MIS will be getting SITAP and FTL support, though that's probably going to be a project for another release.

The OWR-1 work, however, is going pretty well.  Still no guarantees at this moment, particularly with more RL looming on the horizon, but there's a decent shot of it going into NAM 36.  Still need to finish the T21s and paths on these intersections below, but the RUL2 code is operational.

(https://simtarkus.files.wordpress.com/2017/01/ftl-01062017-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on January 06, 2017, 04:47:18 PM
I can see more fun staff is coming! :) Thank you!  &apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: matias93 on January 06, 2017, 05:23:01 PM
This is like the Groundhog Day movie, but with Christmas, it doesn't end  $%Grinno$% !!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 08, 2017, 04:56:27 PM
Thanks, Tyberius, matias, and everyone for the kind words and support!

The paths and T21s are now in place on the previously shown intersections. 

(https://simtarkus.files.wordpress.com/2017/01/ftl-01072017-1.jpg)

In the process, I also discovered the capacity-boosting Distilled Intersection Paths had disappeared from the NRD-4 (likely when the direct Pedmall connection paths were added), so that's been fixed, and NRD-4 will be back up to its intended capacity for NAM 36.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on January 09, 2017, 01:09:29 AM
Great stuff!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Fredrik001 on January 10, 2017, 12:58:49 PM
Quote from: Tarkus on January 02, 2017, 05:09:30 PM
Thanks, Ryan B., j-dub, and MushyMushy for the kind words and feedback (and to all who hit "Like" on that last one).

The left lane connection on the wear lines was bugging me a bit, too, so I've fixed it, and made a few other little changes.

(https://simtarkus.files.wordpress.com/2017/01/ftl-01022017-1.jpg)

To add to Ryan's explanation for the island, it is basically an implementation of an engineering technique known as channelization.  In other words, the inclusion of that island helps enforce the directionality of traffic.  As emphasized by the replacement of the crosswalk markings with stop lines, it's actually intended to be a partial seagull intersection (https://en.wikipedia.org/wiki/Seagull_intersection).  As the through lanes on the outer part of the intersection have no real interaction with the cross street (being an OWR heading out of the intersection, there's actually no need for them to stop.

These partial seagull designs are actually in use a fair bit in Eugene, Oregon--Franklin Boulevard (Oregon Highway 99) on the north side of the University of Oregon campus is littered with them.  The one at the intersection of Franklin and East 11th Avenue (https://www.google.com/maps/@44.0478238,-123.0755703,3a,75y,264.94h,84.11t/data=!3m7!1e1!3m5!1szo3X17rFAqi7I0DCcPuz3w!2e0!6s%2F%2Fgeo1.ggpht.com%2Fcbk%3Fpanoid%3Dzo3X17rFAqi7I0DCcPuz3w%26output%3Dthumbnail%26cb_client%3Dmaps_sv.tactile.gps%26thumb%3D2%26w%3D203%26h%3D100%26yaw%3D261.21735%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656) was actually the main inspiration for this design.  You'll actually be seeing quite a few Eugene designs showing up in this thread here soon, particularly with regards to FTL and SITAP setups.

It's also worth noting that this particular design also has an eye toward continuous-flow intersections (CFIs) (https://en.wikipedia.org/wiki/Continuous-flow_intersection), which are something that's been part of the long-term gameplan for the whole NWM/FTL/TuLEP ecosystem since very early in planning.

-Alex

This is an amazing addition that will definately start showing up in my downtowns. I'm a little bit concerned about the turn radius though, especially of the left turn lane. Would it be super labor intensive to move the stop line and end of the center line back a few feet to the lower edge of the square, thereby allowing for a much larger radius?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: _Michael on January 10, 2017, 01:24:02 PM
Some really exciting work with all of these possibilities!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 23, 2017, 05:15:02 PM
Thanks, Gugu3, Frederik001, and _Michael! 

Quote from: Fredrik001 on January 10, 2017, 12:58:49 PM
I'm a little bit concerned about the turn radius though, especially of the left turn lane. Would it be super labor intensive to move the stop line and end of the center line back a few feet to the lower edge of the square, thereby allowing for a much larger radius?

I had kind of started to wonder about it myself, so that's definitely something I'll be looking into adjusting.

Busy couple of weeks here, but I'm back at it with FTL.  I've compiled an LHD controller so I can start doing a bit of testing with the RUL-based flipping method that memo devised, back when he was active.  My initial test was to try out the code he started for the Type 110 Road FTLs, and it's working far better than the old tediously painful method for handling LHD conversion on items with RHD/LHD asymmetry, which required some mental gymnastics with partial path flipping and reversal, and redoing all the T21s.

(https://simtarkus.files.wordpress.com/2017/01/ftl-01232017-1.jpg)

I've done a little bit of a base on the LHD code for the other FTL types . . . more on those soon.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: matias93 on January 23, 2017, 07:13:36 PM
While not so bombastic as your previous peeks, this one seems to mean the team will have more time to make beautiful things and less on tedious fixes, which is great for you and for us all users  &apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Jimmyson on January 23, 2017, 10:01:32 PM
Quote from: Tarkus on January 23, 2017, 05:15:02 PM
Thanks, Gugu3, Frederik001, and _Michael! 

Quote from: Fredrik001 on January 10, 2017, 12:58:49 PM
I'm a little bit concerned about the turn radius though, especially of the left turn lane. Would it be super labor intensive to move the stop line and end of the center line back a few feet to the lower edge of the square, thereby allowing for a much larger radius?

I had kind of started to wonder about it myself, so that's definitely something I'll be looking into adjusting.

Busy couple of weeks here, but I'm back at it with FTL.  I've compiled an LHD controller so I can start doing a bit of testing with the RUL-based flipping method that memo devised, back when he was active.  My initial test was to try out the code he started for the Type 110 Road FTLs, and it's working far better than the old tediously painful method for handling LHD conversion on items with RHD/LHD asymmetry, which required some mental gymnastics with partial path flipping and reversal, and redoing all the T21s.

(https://simtarkus.files.wordpress.com/2017/01/ftl-01232017-1.jpg)

I've done a little bit of a base on the LHD code for the other FTL types . . . more on those soon.

-Alex

Hopefully the tests prove solid. It should help speed up the LHD path generation and fix-up a couple of LHD paths that have either been missed, or aren't aligned to other ajoining pieces.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 26, 2017, 12:50:59 AM
Thanks, matias and Jimmyson (and all who "liked" the last update).

I've gotten into wrangling with the Avenues . . . things haven't been quite as clean here, due to the two-tile layout, but it's still easier to do this RUL-side rather than the old method.  I had to do a bit of manual S3D editing in order to get the Maxis mast arm assembly to mirror . . . it looks a little bit funky as a result of that, but it's an improvement over not having one at all.

(https://simtarkus.files.wordpress.com/2017/01/ftl-01262016-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on January 27, 2017, 02:42:06 AM
Great job Alex!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on January 27, 2017, 08:56:38 PM
Nice making TULEP here!  &apls Keep moving forward!  :thumbsup: I will waiting for this one SOON™!  :bnn:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on January 28, 2017, 06:27:09 PM
Thanks, Gugu3, AsimPika3172, and everyone!

I've gone back to mostly doing some "gator wrestling" on the RHD setups, though I do have a little more to share on the LHD-ification process as well. 

(https://simtarkus.files.wordpress.com/2017/01/ftl-01272017-1.jpg)

As the Avenues are proving a bit more challenging on that front, and I do want to get something out there with this project at long last (the FTL idea dates back to memo's first experiments after NAM 32, about 3 years ago), it's likely that the initial phase that sees public release won't include the TLA-7/AVE-6 setups.  Those will instead become part of the "DRIPfeed" paradigm for future releases beyond NAM 36.  (And yes, as is the NAM way, DRIP is an acronym for Diffused Release of Incremental Progress :D)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Ryan B. on February 01, 2017, 09:29:46 AM
That's so weird, seeing US road textures flipped for LHD.  Looks good, though!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 03, 2017, 05:35:54 PM
Quote from: Ryan B. on February 01, 2017, 09:29:46 AM
That's so weird, seeing US road textures flipped for LHD.  Looks good, though!

Thanks!  And yeah, it's been pretty strange working on it.

RL has been pretty crazy the past week, but after finding even more interference between different NWM and FTL setups on the larger intersections, and getting stuck in a swamp where the gator wrestling never ended, I finally broke down and made FLEX pieces to cover them.

(https://simtarkus.files.wordpress.com/2017/02/ftl-02032017-1.jpg)

The intersections themselves don't spout FTLs out their ends--doing so would mean a ton of wrangling (the new FLEX triple-tile x triple-tile T in and of itself took a fair bit)--but different FTL types can be plugged into the various ends, and affect the configuration of the intersection, similar to the new version of FlexSPUI.  Going about it this way also simplifies the LHD flipping considerably, and removes quite a few other complications.

There's also some other beneficial side effects of these new FLEX pieces, which will be revealed in due course.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 12, 2017, 02:06:39 AM
More LHD development . . .

(https://simtarkus.files.wordpress.com/2017/02/ftl-02122017-1.jpg)

Going to the FLEX setup for the larger intersections made things a lot easier, and means LHD support has gone a considerable distance forward from where it was before.  Most of what I have left on that front is with intersections involving single-tile networks, and fixing the offset on the preview models.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: _Michael on February 12, 2017, 03:15:04 AM
Looks great Tarkus. I'm curious though, how do these work, as in how are they used?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 14, 2017, 06:51:03 PM
Thanks, _Michael, and that's a fantastic question.

I am hoping to have a video at some point--there's actually going to be two new ways to build turn lanes when FTL goes live--but this diagram should hopefully explain things with one of the ways in the interim.

(https://simtarkus.files.wordpress.com/2017/02/ftl-02142017-2.jpg)

For smaller intersections (anything where one of the cross networks is only a single-tile wide), the only FLEX component needed is the FTL Transition itself.  In those situations, the Multi-Tile FTL FLEX Intersection would not be required, and the overridden base network can simply form the intersection through draggable means.

In further development news, here's more progress on LHD conversion.

(https://simtarkus.files.wordpress.com/2017/02/ftl-02142017-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 14, 2017, 08:41:36 PM
Alex,

Wow, is there anything your cannot do.  This is totally AMAZING and cannot wait to use FTL Intersections.  Still hopes for RHW8S cable-stayed bridge :D
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on February 15, 2017, 02:56:06 AM
Thx Tarkus. The Flex pieces are used for both, LHD and RHD, right? I just got the impression the need for them came by introducing the LHD support.

:thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 16, 2017, 06:08:55 PM
Thanks, dyoungyn and Seaman--and all who "liked" the last update.

One of the trickiest things I had left to wrangle were the OWR intersections with the FTLs . . . here's a peek at the Type 130 x OWR options.

(https://simtarkus.files.wordpress.com/2017/02/ftl-02162017-1.jpg)

(https://simtarkus.files.wordpress.com/2017/02/ftl-02162017-2.jpg)

Quote from: Seaman on February 15, 2017, 02:56:06 AM
The Flex pieces are used for both, LHD and RHD, right? I just got the impression the need for them came by introducing the LHD support.

Indeed, they are used for both.  The LHD support factor wasn't the main reason for doing it, though it was arguably the last straw.  There were just way too many strange deconversion cases that kept popping up with the RHD versions in their pure draggable form--I had been playing whack-a-mole for many months with them, only to find more moles appearing. 

I also discovered there were some other rather nice advantages to going to the FLEX intersections.  For instance, the US-style far-side placement of the signals was inoperable if the Type 120/220 intersections were built such that both the turn lane setups were Avenue-based.  Either we left it as is and had a tech support issue hanging over us, or we went to near-side setup and gave a good portion of our userbase the reason to "hold out" and keep using the soon-to-be-obsolete puzzle-based TuLEPs.  The trick CheckType work under the FLEX intersections, however, solves this issue.

It also gives us a more stable base from which to construct more exotic setups, and solves the implementation problem with multi-tile intersections for OWR-4 and OWR-5 signalization/arrow (SITAP) setups:

(https://simtarkus.files.wordpress.com/2017/02/sitap-02092017-1.jpg)

The OWR-4 x FTL Type 120 setup shown above won't be in NAM 36, but its prospective addition is much, much closer than it would have been without this development.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 16, 2017, 09:52:12 PM
WOW!!!!!!!!!!!!!!  Just what is desired for One way roads with more realistic T and cross traffic with turning lanes.  Great job :bnn:

Still hoping for that RHW 8S cable-stayed bridge &Thk/(
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on February 17, 2017, 12:41:59 AM
Ahhh.. thank you Tarkus, for the enlightenment. Can't wait to see this secret weapon of mass transportation revealed ;)




Quote from: dyoungyn on February 16, 2017, 09:52:12 PM
Still hoping for that RHW 8S cable-stayed bridge &Thk/(

If I were you, I would be cautious not to pique the NAM team by continuing questions about that.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on February 17, 2017, 11:17:11 AM
Oh, very-very nice! These OWR intersections are fantastic. I love them! :)
&apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Wiimeiser on February 17, 2017, 05:43:13 PM
Quote from: Tarkus on February 16, 2017, 06:08:55 PM
(https://simtarkus.files.wordpress.com/2017/02/ftl-02162017-1.jpg)
Interesting one here... Might want to put this one in the documentation...
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: APSMS on February 17, 2017, 07:43:04 PM
The progress you're making here Alex is great! I'm looking forward to the NAM where we can finally incorporate these improvements. I suspect the sampling of these we may get in the next NAM will have more than a few people drooling for more.

Oh the possibilities!

I do kinda wish the FLEX interchange pieces could have had a more dynamic implementation, but FLEX is good. Do the pieces automagically adjust to the inputs, or must the correct interchange be selected for each one?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 18, 2017, 01:50:17 AM
Thanks, dyoungyn, Seaman, Tyberius, Wiimeiser, and APSMS for the kind words--and to all the "like"-minded folks out there.

Now to answer a few questions, before I share off another development screenie:

Quote from: Seaman on February 17, 2017, 12:41:59 AM
Quote from: dyoungyn on February 16, 2017, 09:52:12 PM
Still hoping for that RHW 8S cable-stayed bridge &Thk/(
If I were you, I would be cautious not to pique the NAM team by continuing questions about that.

No one expects the NAMish Inquisition!

(https://simtarkus.files.wordpress.com/2017/02/namish-inquisition.png)

(Side note: necklaces with frickin' huge NAM logos on them could be the next big thing.)

Quote from: Wiimeiser on February 17, 2017, 05:43:13 PM
Interesting one here... Might want to put this one in the documentation...

This one's pretty straightforward to build--just drag the OWR out away from the FTL network.

Quote from: APSMS on February 17, 2017, 07:43:04 PM
I do kinda wish the FLEX interchange pieces could have had a more dynamic implementation, but FLEX is good. Do the pieces automagically adjust to the inputs, or must the correct interchange be selected for each one?

There's one for each tile width configuration (2x2 +, 2x2 T, 3x2/2x3 +, 3x2 T, 2x3 T, 3x3 +, and 3x3 T), and each one does indeed have some handy automagic features built into the FLEX piece.  They have a default setting (Type 120 FTL for the 2-tile inputs, Type 130 FTL for the 3-tile inputs) which can be overridden by plugging another input into the ends.  I'll have more to show on that end soon--including a peek at the whack-a-mole/gator wrestling madness that precipitated the need for that solution.

And now, for the promised development screenie . . . here's how the Type 110 FTLs (for use with Road, TLA-3, AVE-2, and ARD-3) interact with One-Way Roads with SITAP setups.  I did some rather fancy things with these:

(https://simtarkus.files.wordpress.com/2017/02/ftl-02182017-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on February 18, 2017, 03:40:22 AM
Tarkus... you are not serious!  $%Grinno$%
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 18, 2017, 06:47:12 AM
Wow and dragable, simply put amazing.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Wiimeiser on February 19, 2017, 10:10:45 PM
I actually meant put that particular screenshot in the documentation.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on February 20, 2017, 01:13:11 AM
 :bnn: :bnn:
Amazing!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 24, 2017, 06:08:26 PM
Quote from: Wiimeiser on February 19, 2017, 10:10:45 PM
I actually meant put that particular screenshot in the documentation.

I agree there . . . I'd probably want to gussy it up a bit more by putting it into a built environment, but it is a rather distinctive intersection--thanks for the suggestion, and thanks to Seaman, dyoungyn, and Gugu3 for the kind words as well.

I've been quietly toiling away on some more FTL functionality, and among other things, I've actually been able to rescue the draggable slip lane functionality with a new implementation, and some new features.

(https://simtarkus.files.wordpress.com/2017/02/ftl-02242017-1.jpg)

(https://simtarkus.files.wordpress.com/2017/02/ftl-02242017-2.jpg)

More fun stuff coming soon . . .

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on February 24, 2017, 06:31:46 PM
We want more LHD version!!!! Because my country Malaysia was almost using LHD forever!  :bnn: &apls :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 24, 2017, 09:48:44 PM
Looks GREAT.  All dragable as in FLEX and that is WONDERFUL.  I especially love the slip lanes.  Only hope that one would be able to add the slip lanes with AVE6/7 crossing AVE6/7. 
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: APSMS on February 24, 2017, 11:08:58 PM
Quote from: Tarkus on February 24, 2017, 06:08:26 PM
More fun stuff coming soon . . .
:popcorn:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 26, 2017, 01:31:37 AM
Thanks, AsimPike3172, dyoungyn, APSMS, and all the "likers" out there.

First, to respond to the latest . . .

Quote from: AsimPika3172 on February 24, 2017, 06:31:46 PM
We want more LHD version!!!! Because my country Malaysia was almost using LHD forever!  :bnn: &apls :thumbsup:

There will be more of that soon.  Stay tuned. ;)

Quote from: dyoungyn on February 24, 2017, 09:48:44 PM
Only hope that one would be able to add the slip lanes with AVE6/7 crossing AVE6/7. 

Yes, one can indeed . . .

(https://simtarkus.files.wordpress.com/2017/02/ftl-02262017-1.jpg)

Quote from: APSMS on February 24, 2017, 11:08:58 PM
:popcorn:

Popcorn, eh?  Sounds like it's time for a movie . . .

https://www.youtube.com/v/H6t3NRgzbOw

This one is the first in a trilogy.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on February 26, 2017, 03:22:07 AM
Ohh very Nice Alex :thumbsup:

I am quite looking forward too this feature in the upcoming NAM package.

Great to see I'm not the only one making videos for the new NAM components  ::)

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 26, 2017, 07:00:49 AM
Very nice and fantastic.  Looks so much easier and some new possibilities we currently do not have. 

Great work and looking forward to see more.  Thank you so much for sharing and looking forward to more.

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Bipin on February 26, 2017, 08:55:14 AM
Awesome work! I love the new additions you guys turn out every now and then. Stuff like this keeps the game interesting!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on February 26, 2017, 10:15:55 AM
Well-well!!!!! It's amaaaaazing  &apls &apls &apls
It will be fun to play with these tricks! :)
Thanks for the hard work to all of you! :)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on February 26, 2017, 04:17:14 PM
Make SC4 great again!!! Thanks for first preview of turning roads! :D
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 26, 2017, 06:06:23 PM
Would love to see how to draw out the AVE6/7 crossing AVE6/7 intersection with the slip lanes &apls &apls &apls &apls &apls

Quote from: Tarkus on February 26, 2017, 01:31:37 AM
Thanks, AsimPike3172, dyoungyn, APSMS, and all the "likers" out there.

First, to respond to the latest . . .

Quote from: AsimPika3172 on February 24, 2017, 06:31:46 PM
We want more LHD version!!!! Because my country Malaysia was almost using LHD forever!  :bnn: &apls :thumbsup:

There will be more of that soon.  Stay tuned. ;)

Quote from: dyoungyn on February 24, 2017, 09:48:44 PM
Only hope that one would be able to add the slip lanes with AVE6/7 crossing AVE6/7. 

Yes, one can indeed . . .

(https://simtarkus.files.wordpress.com/2017/02/ftl-02262017-1.jpg)

Quote from: APSMS on February 24, 2017, 11:08:58 PM
:popcorn:

Popcorn, eh?  Sounds like it's time for a movie . . .

https://www.youtube.com/v/H6t3NRgzbOw

This one is the first in a trilogy.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 27, 2017, 05:47:47 PM
Thanks, eggman121, dyoungyn, Bipin, Tyberius06, AsimPika3172, and all who "liked" the last update for the support!

Quote from: dyoungyn on February 26, 2017, 06:06:23 PM
Would love to see how to draw out the AVE6/7 crossing AVE6/7 intersection with the slip lanes &apls &apls &apls &apls &apls

Then you're bound to love Part 2 of the FTL preview. ;)  Hope you all enjoy.

https://www.youtube.com/v/X7a79D27Tto

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on February 27, 2017, 05:58:59 PM
Looks to me like there would of been enough room for narrower, but possible double left turn lanes in this setup, just using the room where the shoulders are. If it is going to be single lane, I could of seen a set of diagonal hatch lines crossing out the place where the other lane would of existed. 
Quote(https://simtarkus.files.wordpress.com/2017/02/ftl-02262017-1.jpg)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 27, 2017, 06:30:24 PM
Quote from: j-dub on February 27, 2017, 05:58:59 PM
Looks to me like there would of been enough room for narrower, but possible double left turn lanes in this setup, just using the room where the shoulders are. If it is going to be single lane, I could of seen a set of diagonal hatch lines crossing out the place where the other lane would of existed. 

Type 230 is on the short term plans for things to add after the initial release, so the dual lefts are coming for the triple-tile networks.  You'll be seeing a lot of them after NAM 36 comes out.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on February 27, 2017, 06:31:04 PM
Now that is totally awesome.   &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls

Only one question, will adding transit enable lots/parking close to the FLT intersections will it be affected derogatory?

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Kitsune on February 28, 2017, 06:14:06 AM
And .. are asymmetric intersections going to be supported (ie AVE6 on one side ... RD6 on the other. Or AVE4 on one side, AVE2 on the other)?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on February 28, 2017, 04:48:15 PM
Clap! Clap! Clap! Clap! Clap! Clap! Clap!  &apls &apls &apls &apls &apls

AWESOME TURN LANE EVER!!!!

Make my city was so beautiful!  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 28, 2017, 05:57:27 PM
Thanks for the kind words!  Part 3 of the preview videos will be posted here fairly soon.  Now to cover a couple questions:

Quote from: dyoungyn on February 27, 2017, 06:31:04 PM
Only one question, will adding transit enable lots/parking close to the FLT intersections will it be affected derogatory?

It depends a lot on the particular setup, and if it creates any adjacency situations that aren't covered by the current codebase.  If you have the connection far enough out, you could potentially build a turn lane into the parking lot, but if it's connecting mid-turn lane as one is approaching the main intersection, then it will break the override.  Partial "RIRO" ("Right In-Right Out") intersections that will not interrupt the override are planned for a later release, however.

Since it brings up another inevitable question--whether or not road-top TE Lots will play nice with the FTLs--the answer, at present, is no, because those lots effectively stop the override in its tracks.

Quote from: Kitsune on February 28, 2017, 06:14:06 AM
And .. are asymmetric intersections going to be supported (ie AVE6 on one side ... RD6 on the other. Or AVE4 on one side, AVE2 on the other)?

The details are still being worked out there as to what can and will be supported, but it is being looked into.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on February 28, 2017, 08:47:57 PM
Tarkus, I heard what you said, but I had to conceptualize it. While your work may resemble something else, this is the signal setup I saw on the road today with the same setup intersection build. While the practice seems to be they put cement in-between instead, I like how the double yellow line looks there. Not sure if your intersection builds were intentional with making this wider,

(concept art only)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on February 28, 2017, 10:52:01 PM
My current prototype on the Type 230 actually keeps the shoulder lane on there, and there is a bit of a shift with the overall lane width.  These textures are actually based off stuff I was playing around with for a prototype for a potential future NWM network.

(https://simtarkus.files.wordpress.com/2017/02/ftl-02282017-1-r.jpg)

Put the disclaimer in there just in case.

-Alex

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 01, 2017, 05:31:29 AM
Alex,

Looks great.  My only current complain about dual turning lanes is not dual for AVE6/7.  Great job and the wait will be well worth it.  Thank you again for sharing. &hlp
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 01, 2017, 07:02:24 PM
Quote from: dyoungyn on March 01, 2017, 05:31:29 AM
My only current complain about dual turning lanes is not dual for AVE6/7.  Great job and the wait will be well worth it.  Thank you again for sharing. &hlp

The main priority for this first phase was just to ensure that as much of the previous TuLEP system functionality was covered by the FTLs as possible (and it looks like we'll be covering all of it). 

The Type 230 setups (dual left in RHD/dual right in LHD) are at the top of the list for NAM 37.  There's also a little surprise with their implementation, which gives them a boost over the Type 130 setups . . . more on that after we finish NAM 36.  I'm excited about them, too.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 01, 2017, 07:20:29 PM
Fully understand and thank you so much for taking time out of your busy schedule to benefit us all.  NAM36 is really going to be out of this world update and thank you again for keeping SC4 going.   &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 02, 2017, 12:22:37 AM
Thanks, dyoungyn--appreciate the support as always! :thumbsup:

And here's the third part of the FTL preview.  Certain folks who are still sort of mad at us for doing things to certain older features may sort of like us again after this.  In any case, hope you enjoy.

https://www.youtube.com/v/DeDNgIAP6ec

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on March 02, 2017, 12:56:33 AM
 &apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 02, 2017, 07:12:37 AM
Alex,

I did not realize the default maxis road and ave crossings in general were being killed.  I.E. when one is laying out the road network during the design phase, one would not be able to cross road/oneway/ave4/ave6(7) networks as a default?

I still think FLT (Spin up the FTL, (Battlestar)) is still going to be GREAT addition to annoying non cooperative puzzle pieces. 

As a side note, I personally still enjoy the RHW ramp puzzle pieces especially for simplicity but also predictable slop behavior that I am so use to; only hope those don't go away :D 
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 02, 2017, 09:52:25 AM
Quote from: dyoungyn on March 02, 2017, 07:12:37 AM
I did not realize the default maxis road and ave crossings in general were being killed.  I.E. when one is laying out the road network during the design phase, one would not be able to cross road/oneway/ave4/ave6(7) networks as a default?

The default Maxis crossings aren't going anywhere.  The old automatic Road Turning Lanes plugin, however, has been "semi-automatic" for awhile now, however, because it interfered with the NWM and then Draggable FAR and Draggable Road Viaducts, and we don't really encourage people to use the old automatic Avenue Turning Lanes plugin, due to its interference with Draggable Avenue Viaducts (and it'd interfere with the FTLs, too).

Quote from: dyoungyn on March 02, 2017, 07:12:37 AM
As a side note, I personally still enjoy the RHW ramp puzzle pieces especially for simplicity but also predictable slop behavior that I am so use to; only hope those don't go away :D

We won't be getting rid of them entirely, but they'll likely get the same treatment as the old puzzle-based height transitions (an separate, non-default option in the installer), and we won't be adding any more of them.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 02, 2017, 10:58:16 AM
Alex,

Thank you for the explanation.  The only reason I brought up about the default is I have gotten use to drawing the networks out then destroying the intersections with TLUPs.  Regardless, the FTLs are going to similar only better. 

Understand fully and I and I am sure as others, agree about height transitions and such. 

Thank you again for all you and the entire NAM do to keep this game alive and well. 
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 04, 2017, 03:02:32 PM
Thanks, everyone, for all the kind words and support for the FTL preview videos! :thumbsup:

We're starting to get farther down the stretch here . . . I'm presently working on the Rail/etc. crossings for the Type 130 setups, and now have a working template for dealing with the override-based crossings, with the completion of the code for the Single-Track Rail (STR) support:

(https://simtarkus.files.wordpress.com/2017/03/ftl-03042017-1.jpg)

The bulk of the RUL2 code for the FTLs (currently sitting at about 67,000 lines) is actually for these sorts of crossings, mainly as there's so many adjacencies to consider, and I'm trying to futureproof things, to handle future FTL setups.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 04, 2017, 03:39:32 PM
Alex,

Now that is cool. 

What would be even cooler if Elevated Rail L2 over AVE6/7 at this point near the intersection or anywhere on AVE6/7.



Quote from: Tarkus on March 04, 2017, 03:02:32 PM
Thanks, everyone, for all the kind words and support for the FTL preview videos! :thumbsup:

We're starting to get farther down the stretch here . . . I'm presently working on the Rail/etc. crossings for the Type 130 setups, and now have a working template for dealing with the override-based crossings, with the completion of the code for the Single-Track Rail (STR) support:

(https://simtarkus.files.wordpress.com/2017/03/ftl-03042017-1.jpg)

The bulk of the RUL2 code for the FTLs (currently sitting at about 67,000 lines) is actually for these sorts of crossings, mainly as there's so many adjacencies to consider, and I'm trying to futureproof things, to handle future FTL setups.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 04, 2017, 05:09:15 PM
Thanks, and here you go.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03042017-2.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on March 04, 2017, 05:25:15 PM
Wow! Awesome!!!  &apls &apls &apls Elevated rail crossing over closed into intersection was so nice!!!!  :thumbsup: :thumbsup: I like it!  :bnn:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 04, 2017, 06:11:52 PM
Alex,

Great and amazing Maxis Elevated Rail can do as such. 

I was referring to Rail Viaduct.  Right now, what I am doing is converting AVE6/7 to RHW6C for a short period then back to AVE6/7.

I am not sure if this has already been so graciously accomplished and if so, what about over the Flex Turning Lane(s), i.e. ERRRW?

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 04, 2017, 06:43:13 PM
I only just got the current build of the ERRW, and I'm presently the only one with the current build of the FTLs, so there's not been an opportunity to do those crosslinks yet.  The code required to get STR to cross the FTLs works on the same principle as what will be needed to get the ERRW, GLR, and HSR support added, so it's only a matter of time.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 04, 2017, 07:03:47 PM
Alex,

Understood and thank you again for sharing what your have done thus far. 

What was once thought impossible when it comes to crossing RHW with HSR, Rail Viaduct and Maxis Elevated Rail you so graciously and creative to accomplish once again; thank you so much. 

I believe as mentioned, what was once impossible, you made it a reality; so I am confident, you will surprise us all with your tremendous and gracious creations. 

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 05, 2017, 04:10:06 PM
GLR, anyone?

(https://simtarkus.files.wordpress.com/2017/03/ftl-03052017-1.jpg)

RUL2 codebase currently sitting at 77,423 lines now.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Kitsune on March 05, 2017, 05:43:51 PM
77000 thats a lot of lines! I hope some of it has been by script.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: jaredh on March 06, 2017, 11:08:12 AM
Looks really great.

I feel really sorry for the poor saps approaching the intersection in the left turn lane.  They have to watch for trains (no lights or arms) and try to figure out what the light is currently showing from 40? feet away and 3 lanes over!   
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: kbieniu7 on March 06, 2017, 02:04:19 PM
Wow, Alex :o I looked trough several last pages and I'm speechless, that's just unbelivable what you are doing  :o

But, if we talk about slip lanes, could I ask for a thing? Would it be possible to create a puzzle piece (or whatever you're capable to get with coding) of a road dividing into two-slip lanes, but not creating an intersection?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCPU3Soo.jpg&hash=c27f09c1a24c50436cb3eee7ee87113166713096)

In the photo above I made a draft. Left is what I think of. I've already heard from other players somewhere on the forum during last years, that it would be a good addition allowing to create very compact ramps suitable for urban arteries.

And I need to write it once again - you do an amazing job  &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 06, 2017, 04:50:26 PM
Thanks, Kitsune, jaredh, and kbieniu7 for the very kind words, and all who hit "like" on the last update! :thumbsup:

Quote from: Kitsune on March 05, 2017, 05:43:51 PM
77000 thats a lot of lines! I hope some of it has been by script.

Fortunately, once the internal code logic is worked out, a lot of it is just copy-paste-find-replace, to port it over to other setups that work the same basic way.

Quote from: jaredh on March 06, 2017, 11:08:12 AM
I feel really sorry for the poor saps approaching the intersection in the left turn lane.  They have to watch for trains (no lights or arms) and try to figure out what the light is currently showing from 40? feet away and 3 lanes over!   

:D

I will be adding crossing arms onto all these level crossings once we get closer to release.  I'm also hoping to produce an addendum to jondor's vastly superior crossing gate props to cover the new FTL setups.

Quote from: kbieniu7 on March 06, 2017, 02:04:19 PM
But, if we talk about slip lanes, could I ask for a thing? Would it be possible to create a puzzle piece (or whatever you're capable to get with coding) of a road dividing into two-slip lanes, but not creating an intersection?

In the photo above I made a draft. Left is what I think of. I've already heard from other players somewhere on the forum during last years, that it would be a good addition allowing to create very compact ramps suitable for urban arteries.

I had been thinking about a similar thing, and after seeing your post and working out the internal logic, I worked this up just now:

(https://simtarkus.files.wordpress.com/2017/03/ftl-03062017-1.jpg)

All 100% draggable, using the new draggable slip lanes.  All one has to do to build it is to just stop the Road at the point where the slip lanes branch off, rather than continuing it.  It's pathed already, too.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03062017-2.jpg)

I am going to need to add a bit of adjacency stability in order to make it work for NWM setups, but that should be relatively easy.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on March 06, 2017, 05:43:12 PM
Quote from: Tarkus on March 05, 2017, 04:10:06 PM
GLR, anyone?

(https://simtarkus.files.wordpress.com/2017/03/ftl-03052017-1.jpg)

RUL2 codebase currently sitting at 77,423 lines now.

-Alex

AWESOME!!!  &apls &apls &apls How about..... HIGH SPEED RAIL!  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: woodb3kmaster on March 06, 2017, 07:37:23 PM
All in good time. I'm sure Alex intends to make FTL crossings for every network (except maybe GHSR, which wouldn't be consistent with how high-speed rail is set up in real life), but it takes time. Those 77,000 lines of code didn't write themselves, y'know. :D
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 06, 2017, 09:38:36 PM
I could see a use for this formulation.  When one wants to build very compact clover leaf interchanges via roads, one could really use something like this. 

Great job.

....
Quote
I had been thinking about a similar thing, and after seeing your post and working out the internal logic, I worked this up just now:


All 100% draggable, using the new draggable slip lanes.  All one has to do to build it is to just stop the Road at the point where the slip lanes branch off, rather than continuing it.  It's pathed already, too.


I am going to need to add a bit of adjacency stability in order to make it work for NWM setups, but that should be relatively easy.

-Alex

Edit: Fixed quote -Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: brick_mortimer on March 07, 2017, 03:33:08 AM
Quote from: Tarkus on March 06, 2017, 04:50:26 PM...
I had been thinking about a similar thing, and after seeing your post and working out the internal logic, I worked this up just now:
[...]
All 100% draggable, using the new draggable slip lanes.  All one has to do to build it is to just stop the Road at the point where the slip lanes branch off, rather than continuing it.  It's pathed already, too.
[...]
I am going to need to add a bit of adjacency stability in order to make it work for NWM setups, but that should be relatively easy.
...

"I worked this up just now"; "[it] should be relatively easy"  :o
It's amazing what you can cook up in an instant  &apls

Thanks for all the work to keep SC4 alive  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on March 07, 2017, 07:51:43 AM
Quote from: Tarkus on March 06, 2017, 04:50:26 PM
I had been thinking about a similar thing, and after seeing your post and working out the internal logic, I worked this up just now:

All 100% draggable, using the new draggable slip lanes.  All one has to do to build it is to just stop the Road at the point where the slip lanes branch off, rather than continuing it.  It's pathed already, too.

I am going to need to add a bit of adjacency stability in order to make it work for NWM setups, but that should be relatively easy.


go for it  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: kbieniu7 on March 07, 2017, 10:12:59 AM
I didn't expect so quick and so positive response  :o So, what else you're capable of?

Thanks a lot!  &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 07, 2017, 08:57:12 PM
Thanks, AsimPika3172, woodb3kmaster, dyoungyn, brick_mortimer, Seaman, kbieniu7, and all the "like" folks for the support and kind words on this latest development! :thumbsup:

Quote from: brick_mortimer on March 07, 2017, 03:33:08 AM
"I worked this up just now"; "[it] should be relatively easy"  :o
It's amazing what you can cook up in an instant  &apls

Thanks for all the work to keep SC4 alive  :thumbsup:

It's my pleasure. :thumbsup:  The texture was actually the part that took the longest--around 20 minutes or so.  I've tweaked it a little further since, as I felt it could use a little bit of improvement.

Quote from: kbieniu7 on March 07, 2017, 10:12:59 AM
So, what else you're capable of?

How about a single-sided One-Way Road variant?

(https://simtarkus.files.wordpress.com/2017/03/ftl-03072017-1.jpg)

This basic idea was actually something that was floated back in 2007-2008, when jplumbley and I were doing some early slip lane prototypes, in the nascent days of NWM development.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: mgb204 on March 08, 2017, 02:18:07 AM
Slip lanes to RD and OWR are very useful... since OWR is possible, how about OWR-1 from the NWM?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on March 08, 2017, 02:44:48 AM
Yepp, I wanted to ask the same. Here in England I've met a few of strange setups, for example a little bit strange angled + crossing, where a main road meets an other road from left hand side, this main road continues as an OWR-1 towards from the crossing, and the road from the left hand side continues as an OWR 2 toward from the crossing.

Well, I do understand that this kind of set up with different types of roads/OWRs are impossible, but is there any chance a set up, where the road continues as an OWR1, after a crossing?

Other thing. Maybe I missed that one, but is there FTL setup for OWR3-4-5?

But anyway, what I can see here as WIP from you Alex is truelly amazing! :) Thank you!

- Tyberius
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Kitsune on March 08, 2017, 06:12:17 AM
Is a street setup going to be possible ?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Edvarz on March 08, 2017, 11:00:00 AM
Quote from: Tarkus on March 06, 2017, 04:50:26 PM

I had been thinking about a similar thing, and after seeing your post and working out the internal logic, I worked this up just now:

(https://simtarkus.files.wordpress.com/2017/03/ftl-03062017-1.jpg)

All 100% draggable, using the new draggable slip lanes.  All one has to do to build it is to just stop the Road at the point where the slip lanes branch off, rather than continuing it.  It's pathed already, too.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03062017-2.jpg)

I am going to need to add a bit of adjacency stability in order to make it work for NWM setups, but that should be relatively easy.

-Alex

Wow! I was walking trough my hometown a while ago and saw a similar setup, I inmediately wondered if it could be part of the NAM someday.

Generally, all this FTL and TuLEP stuff is coming along wonderfully. I can't wait to use them in my cities!

And thanks to all of the NAM team for your continued efforts to keep this game going. :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: kbieniu7 on March 08, 2017, 12:04:16 PM
Quote from: Tarkus on March 07, 2017, 08:57:12 PM
How about a single-sided One-Way Road variant?

(https://simtarkus.files.wordpress.com/2017/03/ftl-03072017-1.jpg)

Wow, that was hard.  :o So, what's next? Some GLR crossover compatibilty? :D
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 08, 2017, 04:16:59 PM
First off, thanks to mgb204, Tyberius06, Kitsune, Edvarz, kbieniu7, and everyone for the overwhelming support! :thumbsup:

Now to answer a few questions:

Quote from: mgb204 on March 08, 2017, 02:18:07 AM
Slip lanes to RD and OWR are very useful... since OWR is possible, how about OWR-1 from the NWM?

That's definitely doable--just need to make the textures.

Quote from: Tyberius06 on March 08, 2017, 02:44:48 AM
Yepp, I wanted to ask the same. Here in England I've met a few of strange setups, for example a little bit strange angled + crossing, where a main road meets an other road from left hand side, this main road continues as an OWR-1 towards from the crossing, and the road from the left hand side continues as an OWR 2 toward from the crossing.

Well, I do understand that this kind of set up with different types of roads/OWRs are impossible, but is there any chance a set up, where the road continues as an OWR1, after a crossing?

Other thing. Maybe I missed that one, but is there FTL setup for OWR3-4-5?

But anyway, what I can see here as WIP from you Alex is truelly amazing! :) Thank you!

- Tyberius

With the intersections you've described, a Google Maps/StreetView example of what you've described would be helpful in getting a clearer picture.

As far as the OWR-3/4/5, while it won't happen for NAM 36, they are planned to receive FTL and SITAP support, and I've done some very early initial prototype work.

Quote from: Kitsune on March 08, 2017, 06:12:17 AM
Is a street setup going to be possible ?

Textures are rough here, but the answer is yes.  The slip lane going from the Avenue to the Street has to be constructed differently than the standard setup (OWR out then Street over, rather than OWR out then Road) because of the limitation on true three-network crossings.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03082017-1.jpg)

Quote from: kbieniu7 on March 08, 2017, 12:04:16 PM
Wow, that was hard.  :o So, what's next? Some GLR crossover compatibilty? :D

You already have me thinking about how to pull that off. :D  It'd probably be quite a ways off, though--the slip lane is already a RUL1 setup between two networks, so adding a third network into the mix makes it rather tricky.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Kitsune on March 08, 2017, 06:00:37 PM
That is a nice to have... as having a street intersect a avenue like that is currently impossible due to the autoconnect.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Fredrik001 on March 09, 2017, 05:16:12 AM
Awesome, I do a lot of grade separated avenue-avenue "clover leaf" intersections connected by roads, and this will make them so much more realistic! (especially that cars won't have to slow down below 10mph when turning right off the avenue)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on March 09, 2017, 09:43:02 AM
Quote from: Tarkus on March 08, 2017, 04:16:59 PM

With the intersections you've described, a Google Maps/StreetView example of what you've described would be helpful in getting a clearer picture.


Of course. Here is a google maps link
https://goo.gl/maps/MzTc653WPzB2 (https://goo.gl/maps/MzTc653WPzB2)

and I attached a picture as well.

Thank you to take a look.

- Tyberius

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: mgb204 on March 09, 2017, 01:24:21 PM
Quote from: Tarkus on March 08, 2017, 04:16:59 PM
That's definitely doable--just need to make the textures. (OWR-1 Transition)

What's the footprint for these? I'm assuming 2x2 Starting with the Ave/Sliplane to get to the OWR-1? Is the attached any use to you?

If you move the normal Ave Slip lane texture up a bit (the slip lane remains on the same tile), it will meet with the textures here, which connects with OWR-1 on the next tile. .PSD attached with source image.

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 09, 2017, 06:48:21 PM
Thanks, Kitsune, Frederik001, Tyberius06, mgb204, and all the likers! :thumbsup:

Quote from: Tyberius06 on March 09, 2017, 09:43:02 AM
Quote from: Tarkus on March 08, 2017, 04:16:59 PM

With the intersections you've described, a Google Maps/StreetView example of what you've described would be helpful in getting a clearer picture.


Of course. Here is a google maps link
https://goo.gl/maps/MzTc653WPzB2 (https://goo.gl/maps/MzTc653WPzB2)

and I attached a picture as well.

Thank you to take a look.

- Tyberius

Thanks for the link--it looks like the main thing that would be needed there is a Road/OWR-1 intersection in which the Road makes a 90-degree bend and the OWR-1 shooting straight off of the Road.  I am looking at the prospects for those on the NWM front down the line.

Quote from: mgb204 on March 09, 2017, 01:24:21 PM
What's the footprint for these? I'm assuming 2x2 Starting with the Ave/Sliplane to get to the OWR-1? Is the attached any use to you?

If you move the normal Ave Slip lane texture up a bit (the slip lane remains on the same tile), it will meet with the textures here, which connects with OWR-1 on the next tile. .PSD attached with source image.

Thanks for the textures, though I wound up having to go a slightly different route with it, as moving the slip lane branch up on the Avenue would create some extra complications.  I ended up coming up with a design that retains the original geometry for the branch and the initial part of the slip lane itself (and re-uses the same IIDs and code):

(https://simtarkus.files.wordpress.com/2017/03/ftl-03092017-1.jpg)

By virtue of keeping the slip lane branch in the same spot, it allows all other networks with slip lane support to access this OWR-1 branch slip out of the box.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03092017-2.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: mgb204 on March 09, 2017, 07:26:07 PM
No worries mate, you're solution is probably better thinking about it now. They were a 5-10m thing, since this is something I really have wanted for a long time. OWR-1 is a bit neglected IMO, but for me is a network I'd simply love to be able to use all over the place. Just having these slip lanes will go a long way towards making it more usable.  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on March 10, 2017, 02:06:01 AM
Just from the look of it (and since its using OW-1) it reminds me of eggmans REW mod. I guess, this type of slip lane to OW-1 is compatible with the REW without further modifications?

It's looking great, Tarkus!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: kbieniu7 on March 10, 2017, 10:52:37 AM
I just posted one proposition and you added several more following, like it is a piece of cake. You're enourmous :D
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 10, 2017, 06:49:53 PM
Thanks, mgb204, Seaman, kbieniu7, and everyone for the support! :thumbsup:

Now that we have a firmer idea of what the OWR-1 will be doing in the future, thanks to the REW, the OWR-1 is going to be getting a lot more attention.  SITAP support is going to be coming to the OWR-1 with NAM 37, and there will be quite a bit more in store.

Also, here's an overview of all the new "end" slips, now that I've fixed up the textures (and pathed them, too).

(https://simtarkus.files.wordpress.com/2017/03/ftl-03102017-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 10, 2017, 07:21:37 PM
Now that will definitely be a game changer. 

Is it possible to the same with ONEWAY2 as in REW? 

In  Washington, DC, there are many highways that were built in the 1940's/50's with absolutely NO MERGE and these slip lanes as exits are perfect to duplicate old roads. 

Simply put, AMAZING.  What else are you capable of that GREATLY influences the game to  whole new level. 

Finally, does the same apply to diagonal AVE4?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on March 11, 2017, 03:05:41 PM
#awesome #Ilikeit #nam36

I will waiting! :D
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 11, 2017, 06:45:24 PM
Thanks, dyoungyn, AsimPika3172, and everyone for the support!

Quote from: dyoungyn on March 10, 2017, 07:21:37 PM
Is it possible to the same with ONEWAY2 as in REW? 

. . .

Finally, does the same apply to diagonal AVE4?

One-Way Roads?  They do indeed work there.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03112017-1.jpg)

(A little bit of a texture mismatch there--I've been playing around with "Avenue-style" OWR textures similar to the REW of late, but the slip lane textures are still designed for the original OWR striping configuration.)

In fact, they'll work on any network that supports slip lanes.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03112017-2.jpg)

There's no support for anything involving diagonals yet.  That's much further down the line.

I did, however, manage to sneak in a couple more variants, as they required very little code, I've run across quite a few of these in the wild myself:

(https://simtarkus.files.wordpress.com/2017/03/ftl-03112017-3.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: APSMS on March 11, 2017, 07:05:06 PM
Hey Alex,

Haven't been commenting lately. You've been keeping busy; I know I've been hitting that like button, but if we're being honest I really despise like buttons, and the fact that I use it as a cop-out.

Awesome slip lane features! NAM 36 is shaping up to be pretty exciting surface street wise. Hopefully I'll be able to test it all out when the time comes, but I suspect there won't be too much to worry about. Been keeping busy. With a little luck and a bit of hard work, I'll be really busy come fall, but that's another story.

In the meantime, I'm looking forward to what else you whip up. I'm not one for prefab interchanges, but I can imagine the usability/ease of access will win over a lot of reticent users.

-Absalom
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 11, 2017, 07:11:33 PM
Wow!!!!  Totally AMAZING. 

One question and I do understand the unpredictability, but do the slip lanes show up in the region view as white?  Also, what about against RHW?  I know, why would one need such a thing for RHW when there ramps for currently, but I do see use for  them in alternate arrangements. 

I know this may not be the appropriate forum, but is it safe to assume that REW is the same as Maxis oneway road 2?

Finally, with these new slip lanes for AVE4 and Oneway 2, one can draw new low cost highways and make pretty condensed interchanges with them in very urban environments.  Great and wonderful job and OH BOY NAM 37 is going to be AWESOME &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Bipin on March 11, 2017, 10:15:56 PM
Simply spectacular. So happy NAM is going as strong as ever!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: kbieniu7 on March 12, 2017, 01:44:32 AM
I haven't even thought about 2x1 NWM road in such setup, but once I saw it there, I saw a lot if possibilities! Fantastic work :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on March 12, 2017, 07:14:38 AM
Oh dear, oh dear oh....  &apls &apls &apls &apls
It's niceeeee!!! Well, with these new FTL-SITAP setups (as I mentioned before), probably I have to remade some of my districts and relocate a few (thousands fo) citizen, but I guess it will worth for it! :)

- Tyberius
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 12, 2017, 07:12:37 PM
Thanks, Absalom, dyoungyn, Bipin, kbieniu7, Tyberius06, and everyone for the support!

Quote from: dyoungyn on March 11, 2017, 07:11:33 PM
I know this may not be the appropriate forum, but is it safe to assume that REW is the same as Maxis oneway road 2?

The REW is mostly designed to make expressway-type setups using the various OWR networks more feasible, including not only the base Maxis OWR-2, but the NWM variants as well.  REW development is planned to resume after NAM 36 is released, so those plans should come into focus a bit more then.

In other news, I've just gotten the current version of the ERRW up and running within my development environment, so I have been able to start on the crosslinks there now:

(https://simtarkus.files.wordpress.com/2017/03/ftl-03122017-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: eggman121 on March 12, 2017, 07:42:00 PM
QuoteI know this may not be the appropriate forum, but is it safe to assume that REW is the same as Maxis oneway road 2?

The REW will be an extension of the NWM One way variant side of things. So when the project eventuates it will tie in nicely with the NWM and FTLs. But yes its base will be the OWR 2 or maxis OWR.

The project has taken a back seat due to the fact that integration wise we want it to tie in nicely with the various NWM OWR networks.

Also I have been busy getting the ERRW into shape that has hampered my time on the REW side of things. It has been quite hard to bring the ERRW up to scratch.

Alex has summed it up nicely

QuoteThe REW is mostly designed to make expressway-type setups using the various OWR networks more feasible, including not only the base Maxis OWR-2, but the NWM variants as well.  REW development is planned to resume after NAM 36 is released, so those plans should come into focus a bit more then.




I must say Alex, the ERRW over the FTLs look beautiful. Can't wait for the extra functionality!

-eggman121
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: APSMS on March 12, 2017, 11:14:29 PM
The check rail detail is fantastic, Stephen!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Gugu3 on March 13, 2017, 02:13:27 AM
I don't check for a few days and...oh my goodness! So much great stuff! &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Seaman on March 13, 2017, 03:54:14 AM
FTLs supporting crossings: you sure want to be save that there will be a minimum of whishes left after release, do you?  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 17, 2017, 04:33:43 PM
Thanks, Stephen, Absalom, Gugu3, Seaman and everyone for the kind words and support! :thumbsup:

Quote from: eggman121 on March 12, 2017, 07:42:00 PM
I must say Alex, the ERRW over the FTLs look beautiful. Can't wait for the extra functionality!

And I have to give a lot of credit for that to you and your model work. :)

Quote from: Seaman on March 13, 2017, 03:54:14 AM
FTLs supporting crossings: you sure want to be save that there will be a minimum of whishes left after release, do you?  :thumbsup:

To quote the infamous Tommy Wiseau (https://www.youtube.com/watch?v=UUYzDYw274g), "that's the idea!"

Of course, there's so many places this project can still go (and will go).  There's certainly a lot more I'd like to do with it.

Getting back to the crosslinkage, here's the "stress test" for the Type 130 x L1 ERRW and Type 130 x HSR crossings, and the configuration overrides for the T-intersections.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03172017-1.jpg)

(https://simtarkus.files.wordpress.com/2017/03/ftl-03172017-2.jpg)

-Alex

Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 17, 2017, 10:16:19 PM
Alex,

You just keep impressing us more and more.  The excitement is really  ramping up for NAM36. 

Thank you so much for sharing and keeping up all in the loop of future possibilities :bnn: :bnn: :bnn: :bnn: :bnn: :bnn: :bnn: :bnn: :bnn: :bnn: :bnn: :bnn:

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: druidlove on March 17, 2017, 10:30:00 PM
Heya, I rarely comment during my school sessions, but I like the progress. I really like the slip lane -> side road. The only thing I have to say is that the slip lane to OWR-1 looks great. However, is there a way to get rid of the yield signs on that setup? It looks out of place.
Consequently the slip to AVE-2 is awesome. It's a great way to create a crossover when a RHW splits into 2 one-way streets into town similar to this:
https://www.google.com/maps/@38.0483059,-103.7075992,144m/data=!3m1!1e3
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: AsimPika3172 on March 18, 2017, 01:46:05 AM
Yahoo!!!!  &apls &apls &apls &apls Thanks for making Elevated High Speed Rail crossing intersection!  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: matias93 on March 18, 2017, 10:59:49 AM
Wow! That bulletproof stability  &apls &apls &apls


Now, trying to subvert this thread, a little request: it is feasible to create some simple intersections in which turning (in one or both directions) is forbidden? It would make sense when using a slip lane to restrict the main intersection, and would also be useful for some pseudo-roundabouts (p.e. one with the main route crossing over the centre)
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tyberius06 on March 18, 2017, 01:07:48 PM
Nice addition Alex! Thank you! :)  &apls &apls &apls &apls
I will enjoy playing with these new features! :)

@matias93: I've already asked the turn restriction thing :), with (on RHD setup) the right lane ONLY turning right, and the left lane going towards and turning left intersections. As the present intersections are working like that the left lane is ONLY turning left, and the right lane turning right and going towards.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: compdude787 on March 22, 2017, 09:06:28 PM
Wow, that's so cool that we can have all these RIRO junctions with the slip lanes! And I like seeing the turn lanes under railroad bridges, too! I'm really looking forward to also finally having 7.5m RR viaducts.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: SimCity V6 on March 23, 2017, 02:25:01 PM
Those new additions will sure be something to write home about when these are released.  :thumbsup: By any chance, what other rail networks/FTL road networks have these crossings also been conducted between? I also wonder about cosmetic pieces (dashed lines?) included in this whole project as well.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 28, 2017, 04:58:52 PM
Thanks, dyoungyn, druidlove, AsimPika3172, matias93, Tyberius06, compdude787, SimCity V6, and everyone for the kind words and support! :thumbsup:  Back from a little bit of a quieter period on the modding end with a rather crazy demo of the RIRO/LILO stuff.  But first, to the mailbag!

Quote from: druidlove on March 17, 2017, 10:30:00 PM
However, is there a way to get rid of the yield signs on that setup? It looks out of place.

It bothers me as well, though it's going to require some new IIDs and additional overrides in order to eliminate them.  I am going to investigate it, but it may not be something for the initial FTL rollout in NAM 36.  The RIRO/LILO stuff was an unplanned feature that just kind of spiraled out into a lot of additional cool stuff by accident. :D

Quote from: matias93 on March 18, 2017, 10:59:49 AM
Now, trying to subvert this thread, a little request: it is feasible to create some simple intersections in which turning (in one or both directions) is forbidden? It would make sense when using a slip lane to restrict the main intersection, and would also be useful for some pseudo-roundabouts (p.e. one with the main route crossing over the centre)

Quote from: Tyberius06 on March 18, 2017, 01:07:48 PM
@matias93: I've already asked the turn restriction thing :), with (on RHD setup) the right lane ONLY turning right, and the left lane going towards and turning left intersections. As the present intersections are working like that the left lane is ONLY turning left, and the right lane turning right and going towards.

Yes, the turn restrictions are on the table and planned.  You can already kind of do it with certain setups with the FLEX intersections (try plugging just a base Avenue into one of the Type 120 ends--it'll block left turns), but there will be some additional refinement to it later on, particularly once I start adding things like jughandles and Continuous Flow Intersections (CFIs) to the equation.  At present, the slip lane setups don't eliminate right turns at intersections (similar to the old TuLEP versions), though the slip lane should be the quickest route to make that turn, which means the simulator should take it and bypass the intersection.

Quote from: SimCity V6 on March 23, 2017, 02:25:01 PM
By any chance, what other rail networks/FTL road networks have these crossings also been conducted between? I also wonder about cosmetic pieces (dashed lines?) included in this whole project as well.

All the current FTL types (110, 120, 220, and 130) have support for crossings with the following networks:


The only draggable rail-type networks that don't have support at present are the two "alternate" Draggable GLR styles.  High Elevated Rail and High Monorail are puzzle-based and no longer in development, so there's no plans for support there.  And as previously mentioned, support for RHW and Draggable Road/OWR/Avenue Viaduct crossings will be added in future releases.

Since this system is intended to be 100% draggable/FLEX, there will be no cosmetic pieces.  The existing TuLEP cosmetic pieces are not compatible with the FTL system, as they will break the overrides that carry the FTL setups forward to the intersection.  Support for cosmetic FTL setups, like dashed lines, is being evaluated, but it is not a priority at this juncture.

Now, onto the promised development pic . . . here's a rather complex RIRO setup I whipped up that might be useful for connecting into a shopping center, or controlling access for a side street near a busy intersection.

(https://simtarkus.files.wordpress.com/2017/03/ftl-03282017-1.jpg)

-Alex



Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 28, 2017, 05:20:12 PM
Alex,

Now this is interesting. 

I only have one burning question and that may have been already answered or obvious; will existing maps with TLUPs puzzle pieces still be good and effective once the flex TLUPs become active?

I only ask this as with any new NAM, the installer automatically uninstall the existing NAM.  If the existing TLUPs are uninstalled, then in an effect, the TLUPs would no longer be good on existing maps.   This could be same for draggable elevated rail.

Only fielding the question of curiosity. 

dyoungyn
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on March 28, 2017, 05:52:43 PM
Thanks, dyoungyn, and to answer your question, the TuLEPs will remain an install option, and as long as NetworkAddonMod_TurningLanes_Extension_Plugin.dat remains in your plugins, your existing TuLEP setups will remain intact. 

It may be that we change it from being a default option in custom install to a non-default one.  That said, as much as we've been raked over the coals about the puzzle-based RHW Height Transitions, we might leave it as is, and just alter the icon to have a big giant "OLD" or "OUTDATED" stamped over the image and move it way down the menu order.  Hopefully, that would get the point across that it's no longer the preferred method, and isn't going to receive any future updates in that form.

The NAM installer reads the contents of your existing NAM installation before it cleans everything out, in an effort to prevent broken functionality, so it should see your old TuLEP install and check the box.  We can't guarantee that will happen for those who manually delete or uninstall their old version before updating, however.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on March 28, 2017, 06:19:42 PM
Alex,

Thank you for the reply.  This answers the question with relief. 

Thank you for your understanding of those whom have been using TLUP/RHW Puzzle pieces for a while now and are use to the use of the "TAB" key when cycling through all the options.  I personally like the puzzle pieces in the RHW as I just plain cannot get the RHW ramp drawn out I am looking for.  I have a guide and  for some reason, I am just doing it wrong.  Yes, there are limitations with puzzle pieces as in  mainly ground options but I know how they will react under certain situations. 

Also, thank you for the info about the existing TLUP puzzle pieces option for legacy puzzle pierces during install. 

NAM 36 is truly going to a BIG and exciting as when SC4 Rush Hour came out. 

Thank you as always to the entire NAM team for keep the game alive and active . 

dyoungyn

P.S., I have see rumors of SC6 or 2017 scams and if this was real, then what I have seen could definitely be a real contender for SC4 today.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Kitsune on March 29, 2017, 10:07:16 AM
Wouldnt it be possible to have the files for the old tuleps present - however have no icon or anyway of accessing it?
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: druidlove on March 30, 2017, 12:03:17 AM
Tarkus,
This is great. This is why I still like what the NAM team has done with SC4 to be as realistic as possible. I can live with the yield signs as a temporary measure, as long as the functionality is there. Already looking forward to when CFI and other features are created, and I can't wait until NAM 36 comes out
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: noahclem on April 01, 2017, 12:30:13 PM
Amazing work here, Alex  &apls &apls &apls  Very exciting to return from some time off and see all this coming together so fast. Do I understand correctly that you decided to keep the original geometry of the slip lanes? I would have thought matching them up with diagonal MIS would be the way to go but I'm sure you have your reasons if you've decided otherwise.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: CT14 on April 01, 2017, 10:01:39 PM
Your picture above illustrates the kind of setup that I have had trouble creating in the past with MIS and one-ways. Thanks for all this work!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: metarvo on April 03, 2017, 05:58:31 PM
Slip lanes to the next level!  Yes!  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: max19950324 on April 05, 2017, 06:43:13 PM
Finally we've got some El-rail support, it was a huge pain you can't cross elevated system with turn lanes now.  ;D Absolutely can't wait for NAM 36!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: cdp123 on April 06, 2017, 07:55:01 AM
Ahhh this is such a game changer. I'm so stoked for this!!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Schwenda on April 07, 2017, 02:27:12 PM
Outstanding work as always, NAM team! &apls &apls &apls

"$Deal"$  But, if I may, would it ever be possible, for the longer term, to make "Triple Left's" for the AVE 6?

I do recall reading from y'all awhile ago saying that such things aren't realistic for the game since triple left turns are still pretty rare in the real world... BUT they are out there; at least one intersection for almost EVERY MAJOR METRO AREA in at least the U.S., as well as Australia, at this point in time! And I can imagine that number skyrocketing as the years go on! Needless to say, Florida & even Indiana (at least compared to most neighbors) seem to have a fetish with triple turn lanes with Florida most likely being the only state that has a legit standard/set of guidelines/requirements practically set in stone because they have a lot of them...

Hopefully, the T-intersections (both regular avenue & the AVE 6) are actually easy to do this...

With the 4 lane three turn lane terminus being: LEFT, LEFT, LEFT/RIGHT...
And the AVE 6 four turn lane terminus being: LEFT, LEFT, LEFT/RIGHT, RIGHT
...since it's most likely more waiting to make a left than to basically yield for the right turn...
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on April 08, 2017, 04:40:57 PM
Thanks, dyoungyn, Kitsune, druidlove, Noah, CT14, metarvo, max19950324, cdp123, Schwenda, and everyone, for the kind words and support. :thumbsup:

Things have been a little quieter here of late, as RL had picked up (start of another term of teaching, and taxes), and the particular portion of the project I'm doing right now--adjacency stability for the ARD-3 slip lanes--is probably the hardest thing left (particularly when ARD-3 slip lanes approach ARD-3 x ARD-3 intersections).  I've had to work on it in tiny chunks due to time constraints.

(https://simtarkus.files.wordpress.com/2017/04/ftl-04052017-1.jpg)

Now, to cover a few comments/questions:

Quote from: dyoungyn on March 28, 2017, 06:19:42 PM
Thank you for your understanding of those whom have been using TLUP/RHW Puzzle pieces for a while now and are use to the use of the "TAB" key when cycling through all the options.  I personally like the puzzle pieces in the RHW as I just plain cannot get the RHW ramp drawn out I am looking for.  I have a guide and  for some reason, I am just doing it wrong.  Yes, there are limitations with puzzle pieces as in  mainly ground options but I know how they will react under certain situations. 

-----

P.S., I have see rumors of SC6 or 2017 scams and if this was real, then what I have seen could definitely be a real contender for SC4 today.

On the RHW side, if you aren't comfortable with the Draggable Ramp Interfaces (DRIs) and all the associated patterns, there's also the FLEXRamps.  They're overrideable just like the DRIs, but you just plop them down instead of worrying about the pattern.  And, unlike the puzzle piece ramp interfaces and the DRIs, they're actually somewhat slope-tolerant.

The SC6/2017 stuff is very fake.  EA is very unlikely to bring back the SimCity franchise for another installment anytime soon, after the debacle with SC2013 (which was 100% preventable).  SC4 is still the standard-bearer and most recent game in the series that isn't an embarrassment for them, and IMHO, is still a better game than Cities: Skylines, but by keeping the MSRP at $19.99 and going back to selling their infamous nerfed Version 1.1.610 copies on Origin, it's almost as if they're trying to lose to the competition.

Quote from: Kitsune on March 29, 2017, 10:07:16 AM
Wouldnt it be possible to have the files for the old tuleps present - however have no icon or anyway of accessing it?

It would be, though we'd have to alter the file architecture of the old TuLEPs to remove the icon button from the original DAT.  This is actually how the setup for the Deprecated RHW Height Transitions works, too--everything for those except the icon is in the RHW Legacy Support files.  That lack of an icon still has people freaking out, but due to the architecture of TuLEPs vs. that of the old height transitions, I think there's a way we could have the icon-less setup occur by default, but have the option for the icon checked for those who used TuLEPs in a prior NAM version.  It would take some testing to ensure that it does indeed work that way, however.

Quote from: noahclem on April 01, 2017, 12:30:13 PM
Do I understand correctly that you decided to keep the original geometry of the slip lanes? I would have thought matching them up with diagonal MIS would be the way to go but I'm sure you have your reasons if you've decided otherwise.

I did indeed keep the original geometry, mainly because the MIS isn't intended for use as a surface street, and the implementation in those tight quarters would have been a lot messier than what ended up in the FTL plugin.  There's nothing stopping a future extension of the system that hooks diagonal MIS into the base slip lane setup for longer slip lanes and/or ones that tie directly into RHW systems, however.  Additionally, diagonal "short-T" support for Road x MIS, OWR x MIS, and Avenue x MIS was added in NAM 35, which can subsequently make a slip onto an MIS exit/entrance ramp, thanks to some adjacency stability coverage for Y-splits.

Quote from: Schwenda on April 07, 2017, 02:27:12 PM
"$Deal"$  But, if I may, would it ever be possible, for the longer term, to make "Triple Left's" for the AVE 6?

It's not completely off the table.  Indeed, once we get the "biaser" addition added to the FTL system, which will allow one to adjust the turn lane setup to favor left or right turns, you'll probably see triple lefts show up on the Type 220 and Type 130 setups for T-intersections.  The Type 120 L|L|LR setup you described, however, is much less likely (the "left biaser" would change the L|LR|R default to merely L|L|R in most instances, though it will be partially dependent on the type of network used as a cross street).

Getting them on +-intersections would be a considerable way out in development, however, and it would probably be limited to specific situations.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on April 14, 2017, 09:54:07 AM
Still missing a traffic light on the one side I see.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on July 01, 2017, 03:39:36 PM
One of the last things to do to wrap up the FTLs for NAM 36 . . . Euro textures.

(https://simtarkus.files.wordpress.com/2017/06/ftl-06302017-1.jpg)

(https://simtarkus.files.wordpress.com/2017/07/ftl-07012017-3.jpg)

Quote from: j-dub on April 14, 2017, 09:54:07 AM
Still missing a traffic light on the one side I see.

Unfortunately, the Maxis single light doesn't have a mirrored version, so that's why that happens.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Wiimeiser on July 01, 2017, 07:38:02 PM
Looks good... Does this mean NAM 36 is almost ready? I know you don't do release dates, but I'd be surprised if it's not this year...
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on July 03, 2017, 03:45:16 PM
Thanks, Wiimeiser!  To answer your question, NAM 36 Alpha Build 1 was released for internal testing on May 20th.  The actual testing has been going smoothly, but RL (especially heavy on my end for the past month) has prevented us from getting to a second build.  If we can get to that second build, I think things will snowball into a release in fairly short order.

Speaking of progress, the Euro texture effort for the initial offering of FLEX Turn Lanes is nearly complete now--there's only the slip lanes and a few other little spots here and there that still need coverage.

(https://simtarkus.files.wordpress.com/2017/07/ftl-07032017-1.jpg)

(https://simtarkus.files.wordpress.com/2017/07/ftl-07032017-3.jpg)

(https://simtarkus.files.wordpress.com/2017/07/ftl-07032017-2.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: dyoungyn on July 03, 2017, 07:46:39 PM
All I can say is TOTALLY WOW :D   &apls  &apls  You are completely blowing this AWAY :bnn:  Oh boy NAM 36 is going to be BIGGER than when Rushour really made a HUGE game changer.  If what we have seen thus far such as REW, Flex enhancements, and AVE6/7 capabilities improvement ; wow total game changer such as SC4 "to infinity, and beyond"!  This is more like Sim City 5.  Again completely amazing.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: kelis on July 04, 2017, 05:21:35 AM
Fantastic job !!
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: j-dub on July 07, 2017, 09:53:59 PM
But you have the avenue lights mirrored, and I swear I've seen that type of network with lights on all four sides at that type of intersection before.
Title: Re: FLEX Turn Lanes (FTL) and TuLEPs - Development and Support
Post by: Tarkus on September 17, 2017, 12:38:25 PM
Already back at it.

(https://simtarkus.files.wordpress.com/2017/09/sitap-09172017-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: metarvo on September 17, 2017, 06:02:17 PM
It's hard to stay away for too long, isn't it?  ;D  Smooth OWR work there, Alex!  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: b22rian on September 17, 2017, 06:45:28 PM
Alex, really a nice start here  on the continuation of Flex turns..

.. although I confess , i still am unsure of what is possible with the one ways as i recall you mentioning that there are some limitations due to game exe locks right ?

Brian
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: ramrec on September 18, 2017, 02:37:28 AM
Just pointing out something I have noticed while playing around with the new NAM36 and I hadn't realized before.

I'm using the Stoplight Replacement Mod V1.1 by MandelSoft to position stoplights before the junction/crossing (european look) and works perfectly with the automated FTLs, but when placing the new FTL pieces in NAM36 the stoplights appear after the crossroads instead.

Is there a way I can fix this or have the new pieces the stoplights cooked in?

Thanks for doing such a superb job  &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: mgb204 on September 18, 2017, 02:45:19 AM
Stoplights are not simply overridden by a replacement, it's necessary to edit something called a T21 for every individual network tile that you want to see them upon. As such, when a mod like this is not updated to cover such additional pieces, there will be gaps in coverage where the defaults appear instead.

Sadly Mandelsoft is no longer active in the SC4 community, so it's very unlikely any further pieces will be added to SRM. It's totally possible to add them though, but it requires you to make the new T21s, which isn't so much difficult as it is tedious to go through every setup.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: ramrec on September 18, 2017, 03:43:17 AM
Thank you for your answer. I'm just retired, so time is something I have to give away so far. Unfortunately my background has nothing to do with computer sciences and although I've been playing the game for a while by now and have read most of the forums, I've never tried modding.

Maybe you could point out some manual or tutorial to start with? I mean with transport networks modding (i.e. T21's)

Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: mgb204 on September 18, 2017, 06:06:45 AM
If you've not yet made a custom lot or used the Lot Editor, then that is the logical place to start. A T21 is simply a 1x1 lot that is "attached" to a network piece. In order to create/copy/edit the T21s, you will need to be able to work in the LE. I have a beginners tutorial here (http://community.simtropolis.com/files/file/30788-mgbs-my-first-mod-tutorial/) which might be useful.

As for T21 modding, the most useful resources are probably here (http://community.simtropolis.com/omnibus/simcity-4/modding-information/how-to-create-t21-exemplars-r183/) and here (http://sc4devotion.com/forums/index.php?topic=70.0).

In reality the hardest part if you can work through the basics, is finding the IDs of the new pieces. Bear in mind you can reuse those layouts or lots that already exist, which can save a lot of work. Just find the equivalent T21 and make a copy of it and alter the IDs to the new pieces. In fact even where the existing pieces are not perfect, this approach can be useful as a template, so you just have to move the props to fit rather than re-create it from scratch. If you do find yourself needing help with this, feel free to start a new thread where people can assist you.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: ramrec on September 18, 2017, 09:30:28 AM
I'll give it a try. Thank you
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Seaman on September 29, 2017, 02:02:27 PM
@Tarkus: thank you so much for the FTL. Especially the slip lane drawing is incredible convenient and it just feels like the right way to do!

I've stumbled upon something, where I'm not sure wether this is just a coincidence, a hidden feature or something that slipped through testing.

This seems like it wants to overide something (what would actually be awesome: FTL for MAVE-4  ;)):
(https://i.imgur.com/1YR2to3.jpg)


but the other side does not want to play along and continue it's TLA-5 (which is also a cool feature itself!!)
(https://i.imgur.com/d2f9HPW.jpg)


any suggestions?
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on September 29, 2017, 06:33:37 PM
You're most welcome--glad to hear you're enjoying the FTLs! :thumbsup:

The RD-4-to-Type 120 transition was indeed something that was planned.  There was going to even be a FLEX piece under the FTL menu for it, but I couldn't get the overrides quite where I wanted them.  The FLEX piece was disabled, but what had been done on the overrides was left in place as an unadvertised as-is feature.  I believe Brian did actually manage to get it working during testing, so it can be done, but it's not the most stable thing by any means.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Wiimeiser on September 29, 2017, 09:03:45 PM
So if OWR has to be the one leaving the slip lane tile, but the networks have to be different, then this particular setup is physically impossible:
(https://i.imgur.com/z63jKDj.png)
(https://i.imgur.com/tG6GKF7.png)
Time to break out the TuLEPs, I guess?
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: mgb204 on September 30, 2017, 12:09:28 AM
Not really, since such setups simply don't exist with TuLEPs anyhow, there is no benefit to using them in this situation.

As for the use of different networks, I'd imagine this could work using a road stub, similar to the OWR SITAP pieces, which would act as a workaround. I'm not sure if that's coded to work right now, as with many NAM developments, the first release is a WIP and further functionality will be added in future. I won't state anything on record, lest I embarrass myself like I did saying the slip lanes wouldn't fully work on all corners. Having realised, like many others, I was simply doing it wrong  :-[.

Overall though I must say that having initially thought I wouldn't use them much, I've been quick to come around to them. Simply because FTLs greatly expand upon the options for turning lanes, they become pretty indispensable once you start messing around with them. But even those setups where I would have previously used TuLEPs, I'm finding the FTLs are often a preferable solution. The QuickTurns are hugely quicker to place and I'm loving that you can now have TuLEPs in a more condensed space too. That's before all the other amazing new functionality is added in, which I'm really excited about.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Seaman on September 30, 2017, 01:33:16 AM
Quote from: Tarkus on September 29, 2017, 06:33:37 PM
The RD-4-to-Type 120 transition was indeed something that was planned.  There was going to even be a FLEX piece under the FTL menu for it, but I couldn't get the overrides quite where I wanted them.  The FLEX piece was disabled, but what had been done on the overrides was left in place as an unadvertised as-is feature.  I believe Brian did actually manage to get it working during testing, so it can be done, but it's not the most stable thing by any means.

Ah, thank you for this info. After your hint, I've tried to get the RD-4 starter (yellow) closer to the FTL transition (blue). It seems to work if you have just 1 tile inbetween.
(https://i.imgur.com/h7rvrdR.jpg)

This has actually quite an impact for me since I was sort of neglecting the RD-4 because of the missing turning lane features and the space consuming workaround by converting it to AVE-4.
Now, you may consider me an even more happy FTL user. I'm starting to run out of wishes here  ;D
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Kitsune on October 02, 2017, 06:27:15 PM
Are there rd x rd or rd x ave intersections in the tab ring? As I cycled through everything, rotated everything 8 times and can't find them.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on October 02, 2017, 07:07:13 PM
There are Type 110 x Type 110 and Type 120 x 110 intersections within the QuickTurn setups--they're the first two there.  If you're looking for something involving a Road without a turn lane, however, that presently requires manual FTL usage.  The number of QuickTurn setups may be expanded if there's interest, provided the additions don't bog down the menu too much.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Kitsune on October 02, 2017, 07:59:29 PM
The problem I have with quick turns is it doesnt allow to be used with TLA-3 and AVE-2. If the RHW disconnect could be expanded over to FTL this would fix the situation.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on October 02, 2017, 09:07:59 PM
Actually, the transition points from Road-to-Type 110 can be overridden by the TLA-3, AVE-2, and ARD-3.  Just drag the NWM network into the Road end of the transition, and it should convert to the appropriate NWM-to-Type 110 transition.  If you're trying to do something like a Type 110 x TLA-3 intersection, however, that won't work, as the TLA-3, AVE-2, and ARD-3 must be converted to Type 110 FTLs in order to intersect other FTL setups.

An expanded Disconnector is a real possibility going forward in any case, however.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Ramona Brie on October 15, 2017, 12:16:37 AM
One override I haven't seen mentioned anywhere is AVE-2 into a Type 110 median. Stumbled upon this one by accident...

(https://i.imgur.com/xfYMZeL.jpg)
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on October 15, 2017, 05:48:34 PM
Always excited when someone first figures out one of our intentionally hidden secrets. :thumbsup:  That one can actually be produced two ways, in case anyone is wondering--the same override technique I described with the Road-to-Type 110 starter and an NWM network, and it also works using the "overlap" method (stack the AVE-to-Type 110 starter on top of the Road-to-Type 110 Median starter, or vice-versa).

Continuing on from the main NAM tech support thread, there's been a few questions lately regarding the FTLs and the NWM's NRD-4 network.  Accordingly, I thought I'd take this chance to discuss what's planned--and not planned--there, as well as get some feedback regarding footprints for various proposed new FTL types. 

The only plans for NRD-4 support are (a) the ability to intersect the various FTL types as appropriate, (b) eventual "arrow showing" capability as the NRD-4 approaches intersections via a special FLEX piece (essentially a "Type 020" for the NRD-4--most networks are actually planned to receive this sort of feature), and (c) potential for some future FTL setups to occupy the same footprint as the NRD-4 (though many of them wouldn't really be classed as actual "NRD-4 FTLs", as they wouldn't actually support transitions to/from NRD-4).

Getting to point (c) in further detail, the main ones being considered for the footprint are the Dual Type 110--which has its future tied to the "QuickChange Xpress" plans for the RHW--and the Dual Type 011.  However, it's also being explored as a possible footprint for the Type 111 and/or Type 210 concepts, which have also been proposed as multi-tile setups, as seen in much earlier prototypes from the TuLEP days.  The table below shows what some of these concepts would look like.

(https://simtarkus.files.wordpress.com/2017/10/proposed-ftl-uses-of-nrd-4-footprint.png)

The Type 111 is one I go back and forth on, in particular (and would welcome feedback regarding).  The multi-tile version just uses a small bit of another tile, but the narrower width makes the potential connection of the right turn lane to a slip lane a fair bit trickier (though a similar alignment would probably be needed for the Road Type 011).  And there's also capacity/functionality matters to consider.  There is some potential trickery I could do that may work well with a QuickTurn setup if the NRD-4 footprint goes forward, though extending that to a standard FTL setup may prove more challenging.

For comparison, here's the old multi-tile TuLEP-based prototype of the Type 111.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwOoUYHj.jpg&hash=d5ec35f7ddce5100b61dc6aaecc6c0a615366366)

And here's the old multi-tile Type 210 TuLEP-based prototype from 2013.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FgDRVO13.jpg&hash=609931559d14cedfa202e9687f1ad72a88358b16)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: mgb204 on October 16, 2017, 02:05:11 AM
Not sure I like the 111, my first thought is that having the overhanging (or 2-tile) texture will create problems zoning. I also don't like the asymmetry in the junction.

But the 210 I'd love to see, for one it's a great way to handle transitions from NRD-4 to Road with intersections between. The 3/1 lane split also makes a lot of sense for such compact networks too.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tyberius06 on October 16, 2017, 10:25:49 AM
I deffenetly like those intersection plans, especially, because if you leave the inside left turning lane, it is possible to make left turn restriction intersections, where the right lane turn only right, and the middle (left lane) goes only ahead. And yepp, I like the asymmetry, it looks real, in real life there is a lot very weird shape intersection... :)

Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Kitsune on October 16, 2017, 01:29:28 PM
With the 111 in a NRD-4 footprint, if you make the right turning lane also a thru lane, you get a perfect NRD-4 to Road transfer.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: b22rian on October 16, 2017, 07:31:10 PM
I agree with MGB's comments about the asymmetry of the intersection..
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on October 18, 2017, 02:37:17 AM
Thank you, mgb204, Tyberius06, Kitsune, and b22rian for the useful feedback!  I've actually done a fair bit of playing around with prototype textures since, as well as a test of my "potential trickery" on the capacity/functionality side for using the NRD-4 footprint (which actually exceeded my expectations quite a bit).

For the sake of comparison purposes, I whipped up a potential prototype for an FTL x Road intersection, in which one side of the FTL equation is the "single-tile" version of Type 111, occupying the NRD-4 footprint, and the other is the familiar Type 110.  I then drew some lines on it to visualize the intersection geometry and what the pathing might look like with through traffic (the white lines--the purple line and the yellow stripe are showing the direct path of that center lane on the Type 111), which I'd be curious to get everyone's thoughts regarding.

(https://simtarkus.files.wordpress.com/2017/10/type-111-alignment-demo.png)

As you can see, there's a bit of a jog there going north-to-south, from the Type 111 onto the Type 110.  That jog is probably a bit more pronounced here, due to the fact that the cross network is merely a Road, whereas it would be more gradual intersecting a multi-tile network.  With a Type 210 setup (which wouldn't make sense intersecting a Road, though would with a One-Way Road), the north-south jog is identical to that of the south-north one.  Due to how the Type 110 intersections are designed, and the minimal width difference between Type 110 and the NRD-4 footprint, making the intersection textures is actually quite easy.

Regarding intersection asymmetry, it is something I am accustomed to seeing as well, though my concerns about that multi-tile footprint for the Type 111, coupled with the increased promise of the single-tile footprint, have me leaning toward the single-tile option.

Quote from: Kitsune on October 16, 2017, 01:29:28 PM
With the 111 in a NRD-4 footprint, if you make the right turning lane also a thru lane, you get a perfect NRD-4 to Road transfer.

Indeed, you're right, and inspired me to start playing with NRD-4 versions of Type 120 and Type 110.  There really seems to be a lot of potential configurations that work with the footprint, and produce adequate intersection geometry.  I have so many prototype textures sitting here now. :D

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: j-dub on October 18, 2017, 04:20:01 PM
In real life, I have seen this sort of severe lane jog thing in the intersection without lane lines in the crossing, but GTA V know these sort of setups exist too, but they actually bothered to draw dashed lines in the crossing, not that the player probably even cares.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on October 19, 2017, 02:53:37 AM
With the dashed lines, I looked to see if I could find a good way of marking it . . . didn't find anything conclusive (usually, the mid-intersection dashed markings show up when there's multiple lanes turning, not for a through motion, as in this case).  The closest I could really find was with slight offsets involving bicycle lanes.  In any case, this is my attempt at adding a marking to help the jog with dashed markings.

(https://simtarkus.files.wordpress.com/2017/10/0x5b20a004-dashed.png)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: b22rian on October 19, 2017, 03:13:57 AM
Alex,

Sure that is fine by me , anyways  :thumbsup:
I know you are doing the best you can to give this the best look possible and its appreciated !!
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Wiimeiser on October 19, 2017, 04:18:35 AM
Think about it: the OWR has to be departing the slip lane tile. The RD-OWR relationship must have the two perpendicular, you can't use the same for both. In other words, such a situation as OWR departing from an intersection while fearuring a slip lane (https://imgur.com/a/1keMu) is technically physically impossible via logical paradox. It's like, say, two men, each taller than the other, or "this sentence is a lie".
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: mgb204 on October 19, 2017, 04:59:59 AM
Except RUL allows the game to see how two tiles interact and alter the behaviour as desired. With a little cleverness this can be extended beyond two tiles or where it's simply not possible, we can just work around the issue with a flex piece.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Seaman on October 19, 2017, 10:04:16 AM
Quote from: Tarkus on October 19, 2017, 02:53:37 AM
With the dashed lines, I looked to see if I could find a good way of marking it . . . didn't find anything conclusive (usually, the mid-intersection dashed markings show up when there's multiple lanes turning, not for a through motion, as in this case).  The closest I could really find was with slight offsets involving bicycle lanes.  In any case, this is my attempt at adding a marking to help the jog with dashed markings.

I've just realized that the US isn't very much into dashed line markings. I troubled to find serious markings in some random big US cities on google maps. Although I would love to see the markings on the FTL intersections, it just seems that they don't quite fit the US scheme  &mmm. Anyone for some help here?

just look at this random intersection in Detroit (https://www.google.de/maps/@42.3384169,-83.0427922,149m/data=!3m1!1e3)
compared to this random intersection in Berlin (https://www.google.de/maps/@52.5220611,13.4165108,61m/data=!3m1!1e3) (actually, I get lost on these intersections quite frequently since it's hard to see which lines you should follow)
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: APSMS on October 19, 2017, 11:06:25 AM
I would prefer to not have the dashed lines.

If there were precedent for this, like how RL turn lane paths are usually marked with a solid white line in larger intersections (at least here in So. Cal) then I would understand the need to illustrate the realignment of the road but none of those kinds of road markings appear on SC4 textures for what I understand are primarily simplicity reasons (the lack of markings makes it easier to reuse tiles in intersections via mirroring).

However, having set the style, much like the unusually dark asphalt following adoption of the game's texture palette, I would ask that it be continued, since, as Seaman noted, the US doesn't really do very many dashed line markings.

I do like the actual intersection textures and the possibility of single-tile asymmetrical intersections, though.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tyberius06 on October 19, 2017, 01:41:54 PM
As I remember in Hungary (specially in Budapest) there are many kind of dashed or not-dashed marking lines to show the way to the drivers, but I don't remember similiar solution either. I found example for a similiar situation:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkephost.com%2Fimages%2F2017%2F10%2F19%2FIntersection2.jpg&hash=e014b33162d3542714892233bab05b973a5baf38)

Google link (https://www.google.co.uk/maps/@47.5091429,19.1808016,78a,35y,270h,45.03t/data=!3m1!1e3?hl=hu)

In both directions there are no right to turn left, the right lane turning only right with a guiding marking as Alex's example shows (on the attached picture from the top to the bottom), and the inner lane is going ahead.

The markings are very old and not well maintananced, but still viewable a similiar set up, what Alex showed us. I admit that one is kind of not usual in the US, but the world is bigger than the US... I visited many cities in different countries during the years and there are very strange solutions for traffic situations anywhere.

And also there are things like this on the second picture. (here is the google maps link (https://www.google.co.uk/maps/@47.5061575,19.1607074,67a,35y,218.51h,45.03t/data=!3m1!1e3?hl=hu) for that intersection)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkephost.com%2Fimages%2F2017%2F10%2F19%2FIntersection1.jpg&hash=4e4e75634316c0a04a425d78400df96ddcb16da5)

This one is a bit more compicated, this road is rather ARD-3 if I'm correct, where the right lane is a dedicated BUS lane. In this intersection for the right turn you have the right to cross the bus lane and turn right from a lane which were made for this reason. The bus lane and the most inner lane going straight ahead, but the bus lane will end actually into a Bus Stop (on the picture you can see the blue bus into the stop) after the intersection, and only one lane going further with a share use for cars and buses.

So I can imagine the situation with the marking what Alex showed.

- Tyberius
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Seaman on October 19, 2017, 03:36:25 PM
Quote from: Tyberius06 on October 19, 2017, 01:41:54 PM
I admit that one is kind of not usual in the US, but the world is bigger than the US... I visited many cities in different countries during the years and there are very strange solutions for traffic situations anywhere.

Of course the world is bigger than the US. That's why the NAM has several road texture options. But since the default option, the NAM teams seems to focus on, is the US road texture...

by the way: which road textures actually do support the FTL? I've never checked any other than the default one.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on October 19, 2017, 05:45:29 PM
Thank you, everyone, for the feedback on the intersection. Right now, I'm leaning away from the dashed lines for the cited consistency reasons.  Besides these particular configurations, there's one other type under consideration for the Road network and related overrides--the Type 011.  The present prototype, which has kind existed in some form for awhile now, basically occupies a footprint that is a hybrid between that of the Road and NRD-4.

(https://simtarkus.files.wordpress.com/2017/10/0x5b201204.png)

Quote from: Seaman on October 19, 2017, 03:36:25 PM
by the way: which road textures actually do support the FTL? I've never checked any other than the default one.

There is a single complete Euro setup for the FTLs available, which should be installed if one selects any of the Euro options.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Kitsune on October 19, 2017, 07:29:16 PM
The 011 reminds of a ARD-3 footprint.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: druidlove on October 26, 2017, 12:26:16 AM
Hi, I'm a bit late in replying, due to me finishing school in a couple weeks. However, as far as the dashed lines go, it depends on where and why the lines are dashed. More often than not, I've seen the left turn lane dashed, particularly if there are more than one turn lane. The dashes are used as a guidance for through lanes. Here's an example from my hometown in Fort Collins, CO where some of the lanes are dashed due to a shift in lane through the intersection:
https://www.google.com/maps/place/100+W+Drake+Rd,+Fort+Collins,+CO+80525/@40.552638,-105.0770464,89m/data=!3m1!1e3!4m5!3m4!1s0x87694b098c6088b1:0x713376b9ca0c9b17!8m2!3d40.5526462!4d-105.0772115 (https://www.google.com/maps/place/100+W+Drake+Rd,+Fort+Collins,+CO+80525/@40.552638,-105.0770464,89m/data=!3m1!1e3!4m5!3m4!1s0x87694b098c6088b1:0x713376b9ca0c9b17!8m2!3d40.5526462!4d-105.0772115).
Granted, I've seen Colorado is more likely to use dash to accentuate lanes even through intersections than other states. But it is worth a note. Personally, I'd rather not see dashes in game.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: ChiefZDN on October 28, 2017, 03:48:17 AM
Quote from: Tyberius06 on October 19, 2017, 01:41:54 PM
As I remember in Hungary (specially in Budapest) there are many kind of dashed or not-dashed marking lines to show the way to the drivers, but I don't remember similiar solution either. I found example for a similiar situation:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkephost.com%2Fimages%2F2017%2F10%2F19%2FIntersection2.jpg&hash=e014b33162d3542714892233bab05b973a5baf38)

Google link (https://www.google.co.uk/maps/@47.5091429,19.1808016,78a,35y,270h,45.03t/data=!3m1!1e3?hl=hu)

In both directions there are no right to turn left, the right lane turning only right with a guiding marking as Alex's example shows (on the attached picture from the top to the bottom), and the inner lane is going ahead.

The markings are very old and not well maintananced, but still viewable a similiar set up, what Alex showed us. I admit that one is kind of not usual in the US, but the world is bigger than the US... I visited many cities in different countries during the years and there are very strange solutions for traffic situations anywhere.

And also there are things like this on the second picture. (here is the google maps link (https://www.google.co.uk/maps/@47.5061575,19.1607074,67a,35y,218.51h,45.03t/data=!3m1!1e3?hl=hu) for that intersection)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkephost.com%2Fimages%2F2017%2F10%2F19%2FIntersection1.jpg&hash=4e4e75634316c0a04a425d78400df96ddcb16da5)

This one is a bit more compicated, this road is rather ARD-3 if I'm correct, where the right lane is a dedicated BUS lane. In this intersection for the right turn you have the right to cross the bus lane and turn right from a lane which were made for this reason. The bus lane and the most inner lane going straight ahead, but the bus lane will end actually into a Bus Stop (on the picture you can see the blue bus into the stop) after the intersection, and only one lane going further with a share use for cars and buses.

So I can imagine the situation with the marking what Alex showed.

- Tyberius

In Jabodetabek (includes the capital Jakarta), a lot of turnings are indicated by signs (for instance left and right turn signs). But, the turns aren't guiding lines (maybe the climate?).

https://www.google.co.id/maps/@-6.1943986,106.8209793,3a,60y,267.01h,85.92t/data=!3m6!1e1!3m4!1sHp4jjg7tTbJ0WXhM6zkAXg!2e0!7i13312!8i6656?hl=id
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: roadgeek on November 01, 2017, 12:21:18 PM
Will we ever see Ave-6 with two left turn lanes?
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on November 01, 2017, 02:23:13 PM
Quote from: roadgeek on November 01, 2017, 12:21:18 PM
Will we ever see Ave-6 with two left turn lanes?

Yes, that's Type 230.  Here (http://sc4devotion.com/forums/index.php?topic=8460.msg516023#msg516023) is a proof-of-concept of that setup from February.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on November 02, 2017, 06:17:26 PM
Follow up . . . still stabilizing this, but it's progress.

(https://simtarkus.files.wordpress.com/2017/11/ftl-11022017-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: metarvo on November 02, 2017, 07:58:47 PM
Eight lanes total.  Wow!  I'm guessing that might use five signal heads per approach (two lefts plus three straight-through lanes).  ;D  Nice.  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Kitsune on November 02, 2017, 09:43:31 PM
Quote from: metarvo on November 02, 2017, 07:58:47 PM
Eight lanes total.  Wow!  I'm guessing that might use five signal heads per approach (two lefts plus three straight-through lanes).  ;D  Nice.  :thumbsup:

Really ? in Canada - it would be somewhere between 3 to 4 - 2 for the through lanes and 1 in some locales, 2 in others for the turn singles.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Ramona Brie on November 02, 2017, 10:05:47 PM
Here are some 230 examples from the Phoenix area:

https://www.google.com/maps/@33.3199913,-111.9755371,3a,58.2y,255.66h,90.32t/data=!3m6!1e1!3m4!1sedQtf-NtIKESfYNqN7HCaA!2e0!7i13312!8i6656 (Ray Road x 50th St - 230 x 120)

https://www.google.com/maps/@33.6382812,-112.2198567,3a,81.7y,269.96h,87.56t/data=!3m6!1e1!3m4!1st-AjhhrESDtkZ1JNu0r3pw!2e0!7i13312!8i6656 (Bell Road x 75th Avenue - 230 x 230, 75th Avenue has some oddities here too)

Five or six signal heads.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Ryan B. on November 07, 2017, 09:48:00 AM
Quote from: Tarkus on November 02, 2017, 06:17:26 PM
Follow up . . . still stabilizing this, but it's progress.

(https://simtarkus.files.wordpress.com/2017/11/ftl-11022017-1.jpg)

-Alex

[insert dumbfounded emoji here]

Alex, if you need a longer mast arm, send me those textures.  I'll get it done for you - complete with signage.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: j-dub on November 12, 2017, 07:44:06 AM
Personally I don't see why we can't have the lights on all sides of the intersection instead of making a longer mast arm. Since the stop points would be in every lane across the junction. It may even work and might be faster than doing a new mast arm. You could just use the shorter mast that already exists, just flipped the other way over the opposing lanes, and put one or two signals on that side, overhanging the wrong direction while keeping the 3 signals straight across on the existing extended mast arm. If you don't get what I'm saying I could always later make an example.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on November 20, 2017, 11:54:51 PM
Thanks for all the kind words and feedback/examples on the Type 230! :thumbsup:

Now, onto the signal prop question, one of the big issues is that we're still relying on the rather unflexible Maxis props for signals and mast arms, and trying to produce a suitably long mast arm by stretching the longest Maxis mast arm would be . . . rather dodgy.  The mirrored version I cobbled together for FTL LHD support also has some weird artifacting. 

I did, however, do some measurements on the Maxis mast arm props, and happening to have some of Ryan B.'s prototypes sitting around, after some adjustments, I made a relatively seamless replacement for the existing "long" arm.  The benefit of doing it this way meant that there was no need to alter the T21s at all.

(https://simtarkus.files.wordpress.com/2017/11/ftl-11202017-1.jpg)

This is probably the style I'd go for with the "extra long arm" for the triple-tile setups.  Recent installs here in my neck of the woods for Type 230 setups look something like the wrapped-up one here (https://www.google.com/maps/place/NE+Cornelius+Pass+Rd+%26+NW+Evergreen+Pkwy,+Hillsboro,+OR+97124/@45.5463269,-122.9000027,3a,75y,7.11h,77.82t/data=!3m7!1e1!3m5!1sPUJp1lpRIF3ITwmTDFY5RA!2e0!6s%2F%2Fgeo2.ggpht.com%2Fcbk%3Fpanoid%3DPUJp1lpRIF3ITwmTDFY5RA%26output%3Dthumbnail%26cb_client%3Dsearch.TACTILE.gps%26thumb%3D2%26w%3D86%26h%3D86%26yaw%3D85.020164%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656!4m5!3m4!1s0x54950585f6018053:0xc18a979d6065d3cd!8m2!3d45.5463169!4d-122.9000188).

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on November 22, 2017, 01:01:59 AM
Speaking of the Type 230, go big or go home . . .

(https://simtarkus.files.wordpress.com/2017/11/ftl-11222017-1.jpg)

Adding the T21 prototypes on actually helped me diagnose a particularly annoying "gator wrestling" situation with the RUL2 code as well, so the overrides are quite stable now.

And once again, credits to Ryan B. for the mast arm model (which I tweaked to make the "extra long" version). Signals are all green right now, as I haven't pathed it yet.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: AsimPika3172 on November 22, 2017, 05:06:28 AM
Best longest traffic lights ever!!!  &apls &apls &apls &apls :thumbsup:  :bnn:
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: noahclem on November 22, 2017, 12:51:30 PM
Great work  &apls The "gator wrestling" sounds quite familiar in the form of making weird network possibilities that aren't intended or barely intended (for example, getting the new diagonal on-slope RHW to work directly adjacent to more RHW) :D Can only imagine the wrestling you're doing and very nice that it benefits everybody, compared to mine that pretty much only benefits me. Before you figured out the solution of tweaking the new props by Ryan B I was going to suggest the possibility of including models from Mandelsoft if he gave permission. Textures look like they took quite a bit of wrestling as well :)
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Seaman on November 23, 2017, 11:15:48 AM
Quote from: Tarkus on November 22, 2017, 01:01:59 AM
Signals are all green right now, as I haven't pathed it yet.

ahh... you can leave the signals like that. I'm sure the Sims figure out a way to drive through this intersection in the evening rush hour without them... :P
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: brick_mortimer on November 23, 2017, 02:14:29 PM
Quote from: Seaman on November 23, 2017, 11:15:48 AM
Quote from: Tarkus on November 22, 2017, 01:01:59 AM
Signals are all green right now, as I haven't pathed it yet.

ahh... you can leave the signals like that. I'm sure the Sims figure out a way to drive through this intersection in the evening rush hour without them... :P

Yep, and even with *working* signals they'll manage to crash.

So... basically you wasted your time "gator wrestling" with long mast arms :D
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on November 25, 2017, 04:13:03 AM
Quote from: brick_mortimer on November 23, 2017, 02:14:29 PM
Yep, and even with *working* signals they'll manage to crash.

Well, we can test that now. :D  Pathing operations are complete.  Took about a half hour for this beast.

(https://simtarkus.files.wordpress.com/2017/11/ftl-11252017-1.jpg)

And here's a peek at how the new, modified Ryan B. mast arms look on one of the base Type 130 intersections:

(https://simtarkus.files.wordpress.com/2017/11/ftl-11252017-2.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on November 28, 2017, 01:23:06 AM
"T" time . . .

(https://simtarkus.files.wordpress.com/2017/11/ftl-11282017-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: AsimPika3172 on November 28, 2017, 04:32:42 PM
Oh yeah!  &apls :thumbsup: :popcorn:
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: metarvo on December 02, 2017, 06:33:25 AM
(https://i.imgur.com/Ot91TDg.jpg)

Welp, I guess this one's not supported, unfortunately, unless I'm just doing something wrong here.  %wrd




I don't mean to rain on your parade, though, Alex.  This is some sweet "T" that could compete with the southern sweet tea that I enjoy.  Let me take a stab at this one, would it be called a 202, 303, or neither?  $%Grinno$%
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Kitsune on December 02, 2017, 09:54:12 AM
metvaro .... ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fftlave42.jpg&hash=a02c336cbdd2e7a34e4cf63ef1fe393a89bbe66c)

I havent tested with traffic yet though with this idea. What I did is a put a TLA-5 starter three tiles from the intersection on both sides. I then draw out the intersection, and use the RHW disconnect tool to destroy the TLA-5 - except the starter as it doesnt work on that. I bull doze the starters, then place the FTL transition. The trick is not to drag through the intersection - stop just before. If only the RHW disconnect supported NWM starters, would make this trick a lot easier and quicker. :)
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: metarvo on December 02, 2017, 12:05:52 PM
Thanks, Kitsune!  :thumbsup:  Nice find.  That disconnect is a nifty little tool, isn't it?
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Kitsune on December 02, 2017, 12:07:11 PM
Quote from: metarvo on December 02, 2017, 12:05:52 PM
Thanks, Kitsune!  :thumbsup:  Nice find.  That disconnect is a nifty little tool, isn't it?

Yeah - I couldnt live life without it !  :D
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on December 05, 2017, 12:30:02 AM
The TLA-3 and AVE-2 weren't planned to get direct FTL crossings, as the thought was that since both networks support Type 110 FTLs, and share the exact same footprint, that users would simply convert from NWM to FTL before reaching the intersection.  Crossings between FTLs and base NWM OWRs base RD-type NWM networks (ARD-3, NRD-4, RD-4, and RD-6) and GLR/ELR Dual-Networks are in the plans, however.  Disconnector expansion is as well.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Seaman on January 07, 2018, 01:04:51 PM
Quote from: Seaman on September 30, 2017, 01:33:16 AM
Quote from: Tarkus on September 29, 2017, 06:33:37 PM
The RD-4-to-Type 120 transition was indeed something that was planned.  There was going to even be a FLEX piece under the FTL menu for it, but I couldn't get the overrides quite where I wanted them.  The FLEX piece was disabled, but what had been done on the overrides was left in place as an unadvertised as-is feature.  I believe Brian did actually manage to get it working during testing, so it can be done, but it's not the most stable thing by any means.

Ah, thank you for this info. After your hint, I've tried to get the RD-4 starter (yellow) closer to the FTL transition (blue). It seems to work if you have just 1 tile inbetween.
(https://i.imgur.com/h7rvrdR.jpg)

This has actually quite an impact for me since I was sort of neglecting the RD-4 because of the missing turning lane features and the space consuming workaround by converting it to AVE-4.
Now, you may consider me an even more happy FTL user. I'm starting to run out of wishes here  ;D

And I thought I had it, but I should have checked the pathing:
(https://i.imgur.com/aiW0a4U.jpg)

(https://i.imgur.com/ycvVtuS.jpg)

oh.. well then, I can wait for some more iterations... :P
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tyberius06 on January 09, 2018, 12:31:40 PM
Hi!

Is there any chance to make (in a future development) such intersections (with FTLs), where 2 different directional OWRs are intersecting with an AVEnue or road. From the OWRs one could turn left and right. See the attached picture. Of course on the picture I could do only this "version, where the two OWRs are intersecting with the AVE next to each other, but what I'm talking about, they would be in one line.

I'm just wondering if it's pissible...

- Tyberius
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: matias93 on January 09, 2018, 01:46:44 PM
You can always make the 4 tiles across the crossing with the road tool and it will work as you intended. I'm not sure about the look of it, but in terms of the traffic simulation, it is almost the same (discounting the loss of capacity)
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tyberius06 on January 09, 2018, 02:07:09 PM
Thanks Matias!

I tried, and yepp if I draw the road (like a zebracrossing) through the AVE than draw the OWRs towards the AVE/Road crossing I can get the intersection, but the paths are kind of messy... (picture) and OK, it's just cosmetic thingy and not that important, but the it would be nice to see the arrows...
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: mgb204 on January 09, 2018, 04:30:22 PM
Paths are fine, they need to be bi-directional around the intersection because sometimes you can't control the "tidal flow" system for OWRs. I.e. the code that switches the direction of OWR when dragged in different directions. However, bi-directional paths on OWR will work in either direction just fine, it just looks out of place.

However, you want a OWR SITAP connection here, that will restore the OWR arrows and is a precursor to the FTL system. See around 3:20 in this video tutorial (https://www.youtube.com/watch?v=5mQZBMUOuXE), although you might want to see the entire OWR Signalisation Section for usage with other networks.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on January 12, 2018, 12:59:11 AM
It was recently discovered that there was a pathing issue with the Type 120 FTL intersections with the Street network (thanks yddot at Simtropolis).  This issue has now been fixed on our end, and a patch can be downloaded below.  Simply place the .dat file contained in the .zip into your My Documents\SimCity 4\Plugins\z___NAM folder, thereby ensuring it loads after the base FTL file.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on August 27, 2018, 01:38:46 AM
So, this happened . . .

(https://simtarkus.files.wordpress.com/2018/08/ftl-08272018-1.jpg)

No idea when it'll be released, but it's by-and-large operational at this point.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Seaman on August 27, 2018, 01:45:55 AM
(https://memegenerator.net/img/instances/69349522/no-way-no-wayyyyyyyyyyyy.jpg)
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tyberius06 on August 27, 2018, 03:28:55 AM
Wow, it's pretty neat, Alex! :)
Am I correct that the SC4 will get Flex CFI options (https://www.youtube.com/watch?v=_dB25GPPdeU)?

Really niiiice! :)

- Tyberius
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Wiimeiser on August 27, 2018, 03:52:45 AM
Here's hoping we can mix & match with ARD-3, eventually. That would be nice...
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: AsimPika3172 on August 27, 2018, 04:36:14 AM
Wow!!!....  ()what() Another craziest FTL ever!  :P Well done!  :thumbsup:
Please make many more special FTL for more fun!  :D :bnn:
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Terring7 on August 27, 2018, 06:37:29 AM
That's the craziest FTL I've ever seen ???

I love it! &dance
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: j-dub on August 28, 2018, 10:55:14 AM
but what's the point of having to wait to cross, then having to wait to go again  ()what() waste of gas and time that i would not be too happy about in reality, but interesting function in-game though
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: druidlove on August 28, 2018, 12:42:51 PM
I thought that too originally until I drove through the one at Loveland, CO: https://web.archive.org/web/20100912145935/http://www.ci.loveland.co.us/publicworks/Streets/CapProjSupport/NewMadisonEisenhower.htm (https://web.archive.org/web/20100912145935/http://www.ci.loveland.co.us/publicworks/Streets/CapProjSupport/NewMadisonEisenhower.htm)

The purpose of a CFI is to eliminate the problem of left turns in the intersection, as well as the risk of accidents. In many cases, there are problems with land that could skew the intersection, or the nearby businesses that getting in or out impossible with traffic timing. While there are 2 lights for a left turn, you would only stop at one of the lights, usually the back light.

Wikipedia has some good illustrations on CFIs: https://en.wikipedia.org/wiki/Continuous-flow_intersection (https://en.wikipedia.org/wiki/Continuous-flow_intersection)
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Akallan on August 28, 2018, 12:58:42 PM
Well, I think you all went crazy on the NAM team! :popcorn: I can watch this intersection for hours, so much so that it is impressive!
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Wiimeiser on August 28, 2018, 04:54:47 PM
So that's a continuous flow? I heard there were plans to build something like that here (https://www.google.com.au/maps/@-37.8241316,144.9891778,18.33z?hl=en) at one stage, but I can't seem to find them...
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Durfsurn on August 28, 2018, 07:08:52 PM
https://www.youtube.com/watch?v=yIREzujqOUg ;)

-Billy

PS: Cool stuff Alex!
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Seaman on August 29, 2018, 11:29:09 AM
Quote from: j-dub on August 28, 2018, 10:55:14 AM
but what's the point of having to wait to cross, then having to wait to go again  ()what() waste of gas and time that i would not be too happy about in reality, but interesting function in-game though

As far as I can remember, the setup is actually quicker for going straight or turn right (when right hand driving) because you eleminate a complete signal phase at the main intersection.
My guess is, that the left hand turners actually do not loose mutch of their time (if any), because the 2 signals for them have only two signal phases which can be managed pretty efficiently.

From an engineers point of view and looking at the simulation results, this intersections is more efficient than a normal setup. It's not very common in most parts of the world because of increased consumption of space, higher cost of construction and possible confusion of drivers unfamiliar with this type of intersections (what might actually be a very good point).
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on September 16, 2018, 12:44:43 AM
Another little something here . . . implementation-wise, this is right now set to spring forth if one immediately transitions from Avenue to Road (over two tiles) after the intersection.

(https://simtarkus.files.wordpress.com/2018/09/ftl-09072018-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Andreas on September 16, 2018, 01:07:40 AM
Interesting design, I always wanted to have some "better" method for attaching a road at such an avenue T intersection. However, what would happen if the straight part of the road was approaching the intersection on the left tile instead of the right one?
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Wiimeiser on December 25, 2018, 11:21:03 PM
Found another issue:
(https://i.imgur.com/LXxOFB4.png)
No paths in LHD (don't know about RHD) and the intersection is breaking
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: dyoungyn on November 08, 2019, 02:41:00 PM
Could this finally be flex curves for AVE 4.  Looks amazing.

Quote from: Tarkus on September 16, 2018, 12:44:43 AM
Another little something here . . . implementation-wise, this is right now set to spring forth if one immediately transitions from Avenue to Road (over two tiles) after the intersection.

(https://simtarkus.files.wordpress.com/2018/09/ftl-09072018-1.jpg)

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: mgb204 on November 08, 2019, 03:03:23 PM
Quote from: dyoungyn on November 08, 2019, 02:41:00 PM
Could this finally be flex curves for AVE 4.

I don't know of any new developments flex-wise regarding the Avenue WRCs, but this is an existing piece, find it in the Road / Curves menu. Avenue pieces are towards the end of the Tab-Ring, so using Shift + Tab to scroll in reverse order makes finding them quickest. Both 45° and 90° curves exist for Avenue. Likewise FA-AVE (Fractionally Angled) pieces exist in the appropriate menu also.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Tarkus on November 08, 2019, 07:30:41 PM
Indeed, the 45° WRC has had a FLEX version (developed by memo) for several years now.

-Alex
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: flann on December 26, 2020, 10:04:11 PM
Thought this thread deserved a bump

(https://i.imgur.com/6PgKdAT.jpg)
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Wiimeiser on December 27, 2020, 03:13:19 AM
Nice. Though how will they work?
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: flann on December 27, 2020, 01:05:03 PM
Quote from: Wiimeiser on December 27, 2020, 03:13:19 AM
Nice. Though how will they work?

They will work by dragging OWR.  Essentially they replace the two-lane OWR connections in these particular scenarios.  If you draw OWR all the way through the intersection, it will revert to regular OWR however.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: noahclem on December 27, 2020, 01:59:34 PM
That's really some great work you're getting done here  &apls  Very nice to see this area getting some attention and also to see a new, motivated, and talented creator cutting his teeth on the NAM!

+1  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: gn_leugim on December 28, 2020, 05:01:01 AM
simple and effective, love it!  :thumbsup:
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: matias93 on December 28, 2020, 05:41:17 AM
This was so sorely needed!  &apls &apls &apls
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Terring7 on December 28, 2020, 06:38:38 AM
This is something I always wanted and one of those things that I feel that the game should have already had them. If SimCity 3000 had those slip lanes...

(https://www.simtropolis.com/objects/attachments/monthly_2019_07/roads_kdj_08.jpg.b5407f12718d92602ce5d236f83b830d.jpg)

...why not SimCity 4 too?

Keep up the good work, folks  &dance
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Wiimeiser on December 28, 2020, 03:38:45 PM
Wait, how did SC3K make them? Just drag the road?
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: Terring7 on December 29, 2020, 01:12:16 AM
Yes, all automatically.
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: roadgeek on July 28, 2021, 10:15:31 AM
Quote from: flann on December 26, 2020, 10:04:11 PM
Thought this thread deserved a bump

(https://i.imgur.com/6PgKdAT.jpg)

That is beautiful!!!! I have been playing around with FTLs on the REW thread, where the slip lane turns into a OWR-1, useful for turnarounds, and I noted that the diags were not functional. I can hardly wait to get a hold of these and play with them, and see what happens!
Title: Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
Post by: CasperVg on July 30, 2021, 02:56:11 AM
Quote from: flann on December 26, 2020, 10:04:11 PM
Thought this thread deserved a bump

(https://i.imgur.com/6PgKdAT.jpg)

I wonder if it would be possible to have the sliplane use street-coloured concrete in the case of diag street to ortho street? Now it stands out a little a bit because it uses the road/ave/owr asphalt texture :P