Hi everyone, you've probably seen some of these before over in the RHW thread, but I just thought I'd share the progress I've made in the past couple of days.
TBH I haven't got a clue on how much work is involved converting these into FLUP transitions, and whether or not they will all be used, but I just thought whilst I was on a roll, I'd might as well make a full set ;D. With a lot of trial and error, I think I've more or less got a decent match between the model's and draggable's textures, although I can't be completely sure with the RHW ramps until version 5.0 is released.
Anyway, pictures speak louder than words...
RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F3438%2Frhw4a.jpg&hash=9927ee218a8ab72dd0bc47adcff2a47e4c08f6a2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F9350%2Frhw6ca.jpg&hash=14950bd6009ece952200f9f12d197f3d4730e540)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7350%2Frhw6sa.jpg&hash=cb2ae086f3537f1ce8b9db9d8bde65208be3372f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F1145%2Frhw8a.jpg&hash=3bf299d6182fc79b3d6664158be90f35f3726a40)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F8683%2Frhw8ca.jpg&hash=ae9ce4216ce3750add0382ca1c1a305a4cf8d17f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F7968%2Frhw10a.jpg&hash=caa5b1753d006858d2033bbf501c6ca5624fd01e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F4036%2Fmisad.jpg&hash=1c328a2d3d7d07bf3d4951c6977b1ac71f2e58c6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F632%2Framp3.jpg&hash=44f391d6c10096208909f21648fe7dcf849841ab)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F2105%2Framp4.jpg&hash=fc25a45f34d60024b4a80b77b357f0a1f8341bbe)
These are all 5 tiles long apart from the MIS ramp which is only 3.
NWM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F7729%2Fmave6a.jpg&hash=b063bec6578277333a85a4a308c908e5a0b3a7b2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F9777%2Fmave4a.jpg&hash=7befaaa380cffb6bf0fe41b1993907bf681ed4e2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F151%2Fmave3a.jpg&hash=adf4eeaa51fed337ea9f5697dcf3c3674c8b2ddf)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F7324%2Ftla3a.jpg&hash=7a92123964fa8718283f16065cd981e33ad9dcce)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F8810%2Fnmave4a.jpg&hash=3b0a8f3cad7a9b980c80e50ffdd88273af6d5404)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F1434%2Fowr5b.jpg&hash=a08075a486e5b29f362bc4001c5166af85d5bb0e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F1566%2Fowr4b.jpg&hash=c4386b2d4ab73ba68e74a394d3675ef852210136)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5379%2Fowr1b.jpg&hash=0da9cb71235c39c231d2f0f206a5d495d663189d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F2944%2Fowr3a.jpg&hash=0aec97a51a6e38a09bbff3fa82375c5efb20ddfd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F1989%2Ftla5.jpg&hash=0cbfbea41fa1c0e653de659cac47567d663bff31)
Maxis Networks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F6008%2Froadau.jpg&hash=94de6ac30985a375b2c111fc9131635d128e35a6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F6158%2Fowr2a.jpg&hash=61d6195a5ebd936a30218f344db286ed3d6a51a6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F9610%2Fave4.jpg&hash=a6a340e1ff0e591a00d20ce7030e306529ff2d2a)
On-Slope
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F6890%2Fmave6os.jpg&hash=21190fc57abad0f50fd1b7b351d50d60a1e26de0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F5303%2Fmave4os.jpg&hash=a365b89a7a394bd206ea502e980955d488732d58)
Edit: Added; Maxis Road, OWR-2, OWR-3, TLA-5 & RHW-6C & 8C Models
Edit 2: Added; Maxis Ave-4, RHW-10 + a few others
If anyone has any more suggestions, feel free to post them here and I'll see what I can do ;)
-Matt
Nicccceeeee. Although I have to say that the one you marked as MAVE-3 is actually an ARD-3 , I think.
But keep up the good work. :thumbsup:
Dexter you are my new favorite and hero. Your models look great and if put into operation will be amazing. Really I do not know if anyone else can do better than you. I was pleasantly surprised when I saw models RHW-6S and RHW-8, but when they pulled down marker milked and looked NWM models, I swallowed my tongue. God they are divine. You should try to make such tunnels RHW-6C and 8C because they occupy only 3 tiles. I would also love to see how RHW-10 Entry underground. I hope some of the NAM team and in particular those dealing with FLUP's to have connected with you now.
Cheers Mate,
- Ivo
These models look really nice :thumbsup: I just have a few questions and suggestions:
- I guess a lot of people would like to see the RHW-6C, 8C and 10S variants of your tunnel models. As I use the RHW-6C more often lately, I would really like to have some FLUPs for that. Also, one-way RHW-4, 6S, 8S and 10S FLUPs would also be nice
- Maybe redone versions of the OWR-2, Road, RHW-2 and AVE-4 FLUPs aren't a bad idea. This would give a more uniform set of models.
- Regarding the NWM FLUPs, how about an AVE-2, OWR-3, TLA-5, NMAVE-4 AVE-6 and TLA-7 tunnel?
- I really like your streetlights at the tunnel entrances :)
- Will there be on-slope entrances for all these variants?
- Would you also like to do an Euro version when it's there?
About converting them to FLUPs, you just have to follow my Puzzle Piece Creation Tutorial (http://sc4devotion.com/forums/index.php?topic=11023). The models themselves would be T21'd onto the puzzle piece.
Best,
Maarten
Excellent models. :thumbsup: I agree with Maarten, making models for existing networks like road and OWR-2 is a good idea, that way if your models are used in the next NAM, users will have a full set. ;)
Just added models for Maxis Road, OWR-2, OWR-3, TLA-5 & RHW-6C :)
Bravo, Bravo, Bravissimo Matt. Amaze me how much faster you can do these beautiful and complex 3d models. But I must tell you that the RHW-6C looks much better and more functional than RHW-6S. Now you just stay 8C and RHW-10
Boundless respect
- Ivo
These are beautiful, Matt, and there are so many of them. I'll be sure to use them when they're available.
&apls
@Ivo
;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F8683%2Frhw8ca.jpg&hash=ae9ce4216ce3750add0382ca1c1a305a4cf8d17f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F3193%2Frhw8cad.jpg&hash=ef55149a3bf9e3bf233cbd6c65438de295553b23)
I suppose I'd better get some sleep now :D
Don't forget to make single versions of the RHW-4, 6S, 8, and 10. :thumbsup:
Also, do you have on-slope versions planned?
Jayster
What little I could hardly sleep, although I'd like but now I'm at work and night shift. Perhaps the morning after 8:00 AM. There is already 11 and I want to express my deep condolences to all victims of terrorist attacks. Let all Americans know and remember that they are not alone in pain, suffering and struggle against terror. Let's make it that day and like it, do not repeat again. Hats down in memory of the dead!
- Ivo
Quote from: Jayster on September 10, 2011, 05:58:44 PM
Don't forget to make single versions of the RHW-4, 6S, 8, and 10. :thumbsup:
(...)
i'd second this suggestion.
great work dexter :thumbsup:
mauricio.
Maybe after NWM the next edition, you should add some new NWM roads too.
Don't forget AVE-2 and Maxis Avenue.
Considering the current AVE-4 and MAVE-2 (Road) FLUPs are more RHD-oriented, I like the idea of redoing those "portals" so that they're RHD-LHD neutral. That just leaves one more portal: The AVE-4 portal, but clearly, the fellow NAMites have pointed that out.
Besides, the current OWR-2 FLUP's arrows were far too big. Yours fit a lot better, though for the OWR-4/5 portals, I'd consider making a second copy of them but with reversed arrows to signify that it's an exit piece.
I also can't help but notice that the shoulders on some of the RHW pieces are a bit too wide. Still a nice first batch. :thumbsup:
Quote from: mrtnrln on September 10, 2011, 03:31:12 PM
- Maybe redone versions of the OWR-2, Road, RHW-2 and AVE-4 FLUPs aren't a bad idea. This would give a more uniform set of models.
- Regarding the NWM FLUPs, how about an AVE-2, OWR-3, TLA-5, NMAVE-4 AVE-6 and TLA-7 tunnel?
1. And in light of what I said as well, I agree.
2. I don't think he has a copy of the new network textures. :P (At least not yet..)
One thing that jumps out at me is that there really isn't a need for separate TLA-3 and AVE-2 or TLA-5 and AVE-4 models since you can't turn inside a tunnel anyway. The puzzle pieces will need to be slightly different within RUL0 to generate the proper stubs, but even then they can share the same IIDs. I had to do that with the AVE-4/TLA-5 x Rail TuLEP. Same IIDs for the model and exemplar, but one was checktyped for AVExRail and the other for RoadxRail.
The models themselves are looking fantastic and I look forward to seeing them in game! :thumbsup:
Quote from: jondor on September 10, 2011, 08:37:45 PM
One thing that jumps out at me is that there really isn't a need for separate TLA-3 and AVE-2 or TLA-5 and AVE-4 models since you can't turn inside a tunnel anyway.
True, but I was thinking about the difference between a painted buffer zone and a raised concrete median, and chances are, others might think the same...
There is a big difference. One you can drive over easily and the other causes significant damage to your suspension and the lower body of the car if you try to.
Not to mention that a surface-level median in a tunnel is sub-standard in many parts of the world.
And the big dig project has offically become obsolete.
Quote from: jdenm8 on September 10, 2011, 09:07:34 PM
There is a big difference. One you can drive over easily and the other causes significant damage to your suspension and the lower body of the car if you try to.
Not to mention that a surface-level median in a tunnel is sub-standard in many parts of the world.
Perhaps I should amend my statement by clarifying that the version with a raised median would be more prototypical and would generally be used by both networks in the real world to separate the traffic and provide a place for a center support on wider roads.
Dexter, those look amazing! As others have said, on-slopes are definitely needed!
Quote from: Fresh Prince of SC4D on September 10, 2011, 09:31:02 PM
And the big dig project has offically become obsolete.
Well, less flexible, but more functional to be sure, and better looking to boot.
Dexter,
these are perfect additions to the NAM/NWM ... great work .. can't wait to have them in my cities!
Bravo! The new set of tunnels are looking great too!
Wow, the tunnels look very good! But I think it useful to also create tunnels that you must connect the subwaylines. In complex junctions, it is usually impossible to work with Flup's.
Again great job, I hope we do not have to wait for NAM 31 to use the tunnels ;)
excellent models there, good work! :)
Dexter, your skill and speed of production of these models are very impressive. Is there any chance that once these are made into working pieces and you have had plenty of rest, that you might consider producing diagonal (or even FAR) FLUP ramp pieces? The present FLUP connecting pieces allow for a lot of flexibility in direction between the ramps, as does RHW leading up to them but we have to wrench a turn to use the present orthogonal ramps.
I certainly look forward to using the pieces you have already produced, and I will be very grateful for them, but I can still dream.
Thanks for the feedback everyone, I'll probably release these as road-to-subway coversion lots, (like the old Big Dig lots by Blahdy) before thinking about getting them working as FLUPs.
_ _ _ _ _ _ _ _ _ _ _ _ _ _
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F8810%2Fnmave4a.jpg&hash=3b0a8f3cad7a9b980c80e50ffdd88273af6d5404)
Not to sure on this, looks like a bit of a liability IMO with the extremely narrow lanes, considering even the 3 lane ARD ramp has barely enough clearance.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F6890%2Fmave6os.jpg&hash=21190fc57abad0f50fd1b7b351d50d60a1e26de0) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F5303%2Fmave4os.jpg&hash=a365b89a7a394bd206ea502e980955d488732d58)
...and a couple of on-slope pieces, however I'm not sure I should keep the 15m depth, or change them for use with a 10m slope to match all the other FLUP ramps so they can be used together?
Plus these two as requested:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F9610%2Fave4.jpg&hash=a6a340e1ff0e591a00d20ce7030e306529ff2d2a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F7968%2Frhw10a.jpg&hash=caa5b1753d006858d2033bbf501c6ca5624fd01e)
Dexter, you're now officially awesome ;)
Quote...and a couple of on-slope pieces, however I'm not sure I should keep the 15m depth, or change them for use with a 10m slope to match all the other FLUP ramps so they can be used together?
I would go for 10m. The new RHW-10 tunnel is really cool! Good work!
Here's how it looks in-game:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F1804%2Fmave6upass.jpg&hash=52bb6629c074a6ca3770b55b953939e8d3ced611)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F555%2Fmave6upass2.jpg&hash=0b74c4f87f7966ac9510a17e339e010dd8e8cbfa)
For some reason though, zooming out produces this horrible mis-alignment, not sure how to fix that ()what()
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F4047%2Fmave6upassbug.jpg&hash=c88b2b215b3d93c5cc2efcc6ae1d31c4d3dd95d4)
-Matt
* drools * :o
Wow! That looks great!
Indeed, looks really good &apls &apls
Do you plan to do more with european textures?
Being from the UK myself, I do intend to make EURO versions of everything, but TBH I'm not sure what the future plans are regarding euro textures with the RHW/NAM.
I did start "eurofying" the new NAM cosmetic textures a while ago, but I think I underestermated just how many textures there are :o. I don't currently have any plans to continue it though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F6752%2Feuro1bg.th.jpg&hash=a167b4892ff1850f59bd73f22ad58a9882693143) (http://imageshack.us/photo/my-images/233/euro1bg.jpg/)
Ideally for the RHW, I'd personally like to see version of the 5.0 spec textures simply with the yellow inner-shoulder line replaced with a white one.
-Matt
Quote from: Dexter on September 11, 2011, 07:21:17 AM
...and a couple of on-slope pieces, however I'm not sure I should keep the 15m depth, or change them for use with a 10m slope to match all the other FLUP ramps so they can be used together?
I would keep the 15 m on-slopes because those are the most common height for sunken overpasses or embankments.
Wow, you're really on a roll with these! All of them are looking just great &apls
QuoteThanks for the feedback everyone, I'll probably release these as road-to-subway coversion lots, (like the old Big Dig lots by Blahdy) before thinking about getting them working as FLUPs.
That's probably not a bad idea as it's much easier, doesn't require a new NAM update to be released, and allows extra flexibility for situations when FLUP placement isn't possible. However, I hope you'll pursue a true FLUP version eventually.
Quote...and a couple of on-slope pieces, however I'm not sure I should keep the 15m depth, or change them for use with a 10m slope to match all the other FLUP ramps so they can be used together?
10 meters would be great :thumbsup:
Keep up great work!
Very, very nice work! I would love to see these eventually made into real pieces.
I would love to see some RHW on-slope pieces as well ;D
Jayster
That are excellent tunnels! :thumbsup:
Matt you never cease to enjoy me and amazed me how well it may seem. Where have you been up to now the main issue? Too bad I do not have such rights they would otherwise directly made a member of the NAM team and Head of Department FLUP's.
I saw everything I need and my only thing left is to appear in the tunnels LEX or STEX. Too bad that can not be added to the upcoming release cycle. Oh that's not wait too long to obtain all of us with these tunnels and they function normally. Otherwise they would be advised to turn Maarten Euro textures, mainly because it deals with them and can help you with what you need. He would not refuse you - He is very responsive, and I see that he is your fan.
Cheers Mate
- Ivo
Quote from: noahclem on September 11, 2011, 09:52:51 AM
Wow, you're really on a roll with these! All of them are looking just great &apls
QuoteThanks for the feedback everyone, I'll probably release these as road-to-subway coversion lots, (like the old Big Dig lots by Blahdy) before thinking about getting them working as FLUPs.
That's probably not a bad idea as it's much easier, doesn't require a new NAM update to be released, and allows extra flexibility for situations when FLUP placement isn't possible. However, I hope you'll pursue a true FLUP version eventually.
Quote...and a couple of on-slope pieces, however I'm not sure I should keep the 15m depth, or change them for use with a 10m slope to match all the other FLUP ramps so they can be used together?
10 meters would be great :thumbsup:
Keep up great work!
I imagine the road / owr / rhw-2 won't be that hard because all you would have to do is replace the model. The new models would require new coding, but again, I wonder how much is simple copy-paste and modify a value or two.
amazing models, that RHW-10 tunnel is my favourite so far. ;D Unfortunately, I think it might be too late to include these in NAM v30 due to its "imminent" release, but these tunnels definately have to be added into the NAM as soon as possible. ;D
You have a lot of talent when it comes to tunnel modelling, you should try and join the NAM team. :thumbsup:
As the teacher would say, Qui-Gon Jinn "power springs directly from it" by that I mean the talent in the modeling of Dexter. We all, and NAM - the team we can not afford to lose such a talent. I still suffer greatly for Twyla which was also amazing, but Matt came in me hope. It should be supported and encouraged in what he does.
Otherwise there is no really how these tunnels can be added to the 30th NAM as sad as that is. Pray, Alex (Tarkus) to devise a way to place FLUP's 2.0 without it needs NAM 31. Otherwise you will wait too long.
- Ivo
Pretty awesome. :) I would go for 10 meters, since that is the hight of the NAM's FLUP's.
Quote from: Dexter on September 11, 2011, 09:10:20 AM
I did start "eurofying" the new NAM cosmetic textures a while ago, but I think I underestermated just how many textures there are :o. I don't currently have any plans to continue it though.
Maarten did actually put together a Euro version of the NAM cosmetic textures, but it hasn't been packaged up for release yet mainly because the replacement textures for the Road Turning Lanes still need to be ported over for LHD.
I'm also in support of 10m . . . as
ps2owner and several others have mentioned, it matches the FLUPs, and SA's hole digging lots have 10m lowering/raising lots.
-Alex
Wow not one not two not even 3, but so many new FLUP models! Not just new but replacements too. I have to applaud for the chunk of real time that took to do! &apls
Seeing that you're so good at this tunneling thing, maybe you could make the same sortof thing, except with rail, and with caternaries!
Looks awesome! I'm also for 10-metre ramps and on-slope pieces though :)
Keep up with the great work! &apls
Who's awesome? YOU are awesome! :) Also for the 10meters ramps!
Lovely models. :)
wow, that's very great, i love it :thumbsup:
Well now then all these models become unusable so I understand? So much work goes in vain because it is made for 15 and not 10 meters. My opinion is that it will be easier to have a brand new FLUP's to dive 15 meters deep, than having to make new models. Matt showed how these passages appear in the game and no one who has not liked them. Please help him, instead of trying to kill his desire.
Lol Ivo don't worry, all of the sloped transitions are already at 10m depth, the only ones I had done at 15 were the On-slope pieces, which I have now changed to 10m so everything matches up :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F5161%2Ftla5os.jpg&hash=7ea56ff4cc43d9649fe148da4d9d4b78e8239f2e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6890%2Fmave6os.jpg&hash=17043feaca962f1ba669485bb4ed69775f8a0dd5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F4719%2Fmave5os.jpg&hash=e4ab524885b4302527f5d0a25e5349948d36e27a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F309%2Ftla3os.jpg&hash=3944ef6a2b7c862c6cf3796f56e51d0d5caf6772)
Here's how the ARD-3 looks in game:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F7741%2F111315777353.jpg&hash=c8077b3e9f4e53fe48db330232fbcf4813bf3761)
There still seems to be an alignment problem which disappears and reappears at certain angles and zooms, I don't know if this has something to do with placing them as props rather than buildings?
-Matt
Thank you Matt for having me calm and everything you do - you are amazing and I am glad that you came. Did you make these models in the puzzle pieces into place or you have not tried?
No they're just lots at the moment.
I hope soon to succeed and turn them into puzzle pieces to be functional. Incidentally one of the NAM are already linked up with you to assist you in this project. Maatren a very nice tutorial for making puzzle pieces, but you should definitely Tarkus or Chrisim to decide how they will be included in the NAM and when it may eventually be released.
- Ivo
the one thing about making them subway compatible is that flups can still integrate with them, as seen with buddybuds onslope pieces.
The FLUP puzzle pieces are fairly easy to create - the most difficult part of the process is putting the models onto the puzzle pieces... that should say how not-difficult it is to add :P
Unfortunately, since we've undergone a feature freeze (this is public knowledge, by the way), stuff like this won't be around until NAM 31 (which means plenty of time to work on these FLUP models...but 31 will arrive sooner rather than later because there are other NAM components that aren't part of 30 that are in the process of being updated).
Matt, just PM any of us and we can help you out with those FLUP puzzle pieces. Alternatively, take a look at the existing ones in RUL0, and you can see how they're done.
I love those sloped transitions
Getron
Those sloped transition are looking really nice, Matt!
As others have been saying, 10m depth sounds about right. 7.5m is the lowest height that'll be used for elevated sections of RHW in the future, and 10m allows 2.5m for roof structure (visually this is about the lowest height where vehicles won't cut through structures visually with a plausible amount of clearance room.
Have to add my kudos too - these are *fantastic* models, and they remind me somewhat of tunnel portals (and in some cases, cuttings) and such that I've actually seen here in Sydney.
Hi everyone, just though I'd share a quick update:
I think I've more or less got the RHW texture nailed, there is a slight colour difference which is more noticable on further zooms, but I think it's the closest as it'll ever be.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F1719%2Frhw6a3.th.jpg&hash=14aa90fdc0ad9a2a1a119d67649478ced5009f4e) (http://imageshack.us/photo/my-images/11/rhw6a3.jpg/) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F6874%2Frhw6a2.th.jpg&hash=c1f2c580d0e1e43dfe3088d7d690e3913bf6f555) (http://imageshack.us/photo/my-images/195/rhw6a2.jpg/) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F6380%2Frhw6a1.th.jpg&hash=fcf0bf6adfba9dd19a15d42c23b2c6c8bb64c517) (http://imageshack.us/photo/my-images/38/rhw6a1.jpg/)
The RHW-4 Gmax file is corrupt, so that one will probably not be seen for a while &ops
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F4240%2Fmave4a1.th.jpg&hash=22b20cea3f1fcc46bcdaf262a6b2c6f597de0f32) (http://imageshack.us/photo/my-images/198/mave4a1.jpg/)
For some reason, the MAVE-4 ramp appears to be raised slightly and shows those horrible white lines, not sure how to fix that?
Amazing. Simply amazing. It looks tremendous, shame about the corrupt Gmax file :(
Thanks for the effort you're putting in, it's really appreciated by the whole community. &apls
Amazing work, Dexter! :)
Indeed really good job Dexter.
I have a quick question regarding grass texture.
In this pic, grass texture in red square is a little bit different than "exterior"one. Is it possible to match them?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F6c047db7a6d03a402da08640974b9111.jpg&hash=1c574b0b427da3919cb3eb27776141863d18bb75)
@Girafe I quickly grabbed that texture just do I could see what everything looked like in-game, but I hope to get that sorted before release :)
Regarding the 6S ramp, I'm thinking that now the network has been reduced to 1 tile + overhang, would it be preferable cut the width of the tunnel down so each direction fits onto one tile? The downside to this would be no shoulder, but it means a MIS slip could fit parralell each side.
Anyway Here's what the 6C ramp looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F9350%2Frhw6ca.th.jpg&hash=fae3e3fec75626c52542a182432df57fdced271d) (http://imageshack.us/photo/my-images/7/rhw6ca.jpg/)
I'm still unsure on how to transit enable for RHW so if anyone has any tips on that front it would be a great help ()what()
Quote from: Dexter on September 17, 2011, 09:23:52 AM
I'm still unsure on how to transit enable for RHW so if anyone has any tips on that front it would be a great help ()what()
We can take care of that end--and in fact, we can make them into true FLUPs rather than TE Lots.
-Alex
That AVE-6 one looks promising, but it will probably need NWM 2.1 for FLUP compatibility.
Quote from: Dexter on September 17, 2011, 09:23:52 AM
Regarding the 6S ramp, I'm thinking that now the network has been reduced to 1 tile + overhang, would it be preferable cut the width of the tunnel down so each direction fits onto one tile? The downside to this would be no shoulder, but it means a MIS slip could fit parralell each side.
I think the 6S FLUP entrance should have the two-tile width. Even though the 6S now overhangs its shoulder, there's still a puzzle piece (Viaduct Rail over 6S) that's still two tiles in width, so it probably would be no different.
Plus, we still have the old 6S A Ramp; We just renamed it as the 6S A1 Wide ramp.
Quote from: Tracker on September 17, 2011, 12:27:31 PM
That AVE-6 one looks promising, but it will probably need NWM 2.1 for FLUP compatibility.
I don't think he made an AVE-6 FLUP yet; He probably didn't have the network textures at the time...
What's also needed are FLUP under NWM pieces, but those are much easier since they're just flat-model puzzle pieces.
Quote from: GDO29Anagram on September 17, 2011, 12:45:09 PM
Quote from: Dexter on September 17, 2011, 09:23:52 AM
Regarding the 6S ramp, I'm thinking that now the network has been reduced to 1 tile + overhang, would it be preferable cut the width of the tunnel down so each direction fits onto one tile? The downside to this would be no shoulder, but it means a MIS slip could fit parralell each side.
I think the 6S FLUP entrance should have the two-tile width. Even though the 6S now overhangs its shoulder, there's still a puzzle piece (Viaduct Rail over 6S) that's still two tiles in width, so it probably would be no different.
Plus, we still have the old 6S A Ramp; We just renamed it as the 6S A1 Wide ramp.
Quote from: Tracker on September 17, 2011, 12:27:31 PM
That AVE-6 one looks promising, but it will probably need NWM 2.1 for FLUP compatibility.
I don't think he made an AVE-6 FLUP yet; He probably didn't have the network textures at the time...
What's also needed are FLUP under NWM pieces, but those are much easier since they're just flat-model puzzle pieces.
I meant putting FLUPs under an AVE-6 or TLA-7.
Quote from: Dexter on September 17, 2011, 09:23:52 AM
Regarding the 6S ramp, I'm thinking that now the network has been reduced to 1 tile + overhang, would it be preferable cut the width of the tunnel down so each direction fits onto one tile? The downside to this would be no shoulder, but it means a MIS slip could fit parralell each side.
If you implement the model for the RHW6S-ramp as a
prop on a Lot or via T21 on a FLUP puzzle piece, it could have the same overhang as the network itself... :-\
When it comes to TE-Lot-modding I think you should go for a simple car to subway transit switch. If you try to make an TE-Lot compatible with FLUPs this will happen:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F32d7abb28f88d0e59b4bc074cabdd0bf.jpg&hash=7fcf78afa256fc1795ad1a88db111d954267f144) (http://www.ld-host.de/uploads/images/32d7abb28f88d0e59b4bc074cabdd0bf.jpg)
As you can see on the left side of the image cars will jump from the TE-Lot on the overpassing network. The only solution would be to put another FLUP between the ramp and the overpassing network (see right side of the image).
@toja: Are you the toja from Simforum? If so what happened to your rail FLUPs you showed there quite some time ago? Do you still plan to release them? They, together with Dexter's FLUPS, would be sooooooo cool to have. ;)
@Mr.Sixty: I can't promise, but if RL allows it they'll be included in the next NAM.
Rail FLUPs? What do they look like/ are?
Matt very good job, now it remains to be recreated in the puzzle pieces and put shortly, if some intermediate version of the NAM to be attached to FLUP menu. Really done well with the models, request assistance from NAM members to succeed to reproduce them as FLUPs pieces.
Great designer.
Those FLUPs look really great. Awesome job Matt! But I have one major request.
I'm planning a sunken highway in my city. I prefer to use RHW (6S/C) or 8S/C), but because I want to make a tunnel through a CBD I'm forced to use the Maxis highway.
So could you please, please make on-slope RHW transitions? That would be really great.
Hi everyone, just though I'd let you know that I haven't forgotten about this project, but there seems to be a bug in gmax that screws up the textures on any object that's mirrored so I'm unable to make the oppisite ramp, so until I find a solution to this the projects on hold.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F507%2Fcraptexture.jpg&hash=21745f903da5105a81af93b65131684e50d96a0a)
I would try them in 3dsmax, but I can't seem to find a way of importing the gmax models into it.
Quote from: Dexter on September 29, 2011, 08:26:39 AM
Hi everyone, just though I'd let you know that I haven't forgotten about this project, but there seems to be a bug in gmax that screws up the textures on any object that's mirrored so I'm unable to make the oppisite ramp, so until I find a solution to this the projects on hold.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F507%2Fcraptexture.jpg&hash=21745f903da5105a81af93b65131684e50d96a0a)
I would try them in 3dsmax, but I can't seem to find a way of importing the gmax models into it.
Unless I'm missing something, I don't see why you would need to mirror the entire model, it's already symmetrical, mirroring just the road texture (and even then only for asymmetrical networks) should suffice.
seems you have too to rotate 90° your textures ;)
I already tried that but it just borks the texture even more, although strangely it appears fine in the viewpoints.
gMax and 3dStudio Max give some weird glitches when it comes to mirroring (and the trick of scaling things -100% gives the same bad result), so try to avoid that. However, if you simply flip one axis of the UV-co-ordinates of the road texture in the unmirrored model, the texture itself appears mirrored with a clean result.
You have no idea how sexy the RHW-6C ramp looks to me.
How's this project getting along? Are you going to release these separately or as part of the next NAM?
Only LOT-based ramps (not FLUPs) can be released without updating the NAM Controller and other NAM files.
Dexter, you are amazing, :thumbsup: I'm drooling and my jaws are on the floor. &apls
I've only a little request/suggestion: Can you make the width of MIS ramp the same of the other RHW?
I have already rendered the conbined versions of the RHW ramps, but there may be a few problems with the LODs, so I have held off from rendering the single ramps at the moment. In regards to a seperate release, I could package them up as transit switch lots, similar to the old Big Dig projects if there's enough demand for it.
@vinlabsc3k: I take it when you say the same width you mean 5 tiles long as opposed to 3? The reason I designed the MIS ramp to be shorter was to make it more versitile, although if many would prefer a 5 tile version instead, that shouldn't be a problem.
Best,
-Matt
Believe me, there's enough demand for LOT-based RHW tunnels! ;)
Of cores there is demand for LOT-based tunnel! I use now Buddy-overpass tunnels this are also LOT-based tunnels.
http://img401.imageshack.us/img401/1100/55441927.jpg
It will be nice if i can make here a RHW tunnel whit 2 or more lanes! ;)
@Dexter: Yes, It's what I meant, It's too step for an highway network.
Matt, I dream to work with your models for tunnels especially with regard to those of wider networks. Only my humble opinion is the more appropriate would be if these models are included in the system FLUPs like puzzle pieces, and not be based LOT tunnels.
However, I recommend to create a LOT-tunnels, the first time and not a later stage to be added to the draft FLUPs. This is what I like to share post for now.
Good luck Matt,
- Ivo
^^ I think he's planning to release the LOT version of the tunnels and after that, they can be turned into FLUPs, so you can have both versions (both with their pro's and cons)
^^Great clarification Maarten and I thank you for the information. Can I ask you something, although not the place here but I know that you are dealing with the Euro version of RHW and I wondered if anyone works for Euro textures NWM?
Not that I know of. Maybe some guys over at SFBT do some stuff. I may have to deal with that later when I finished the Euro RHW textures...
Hi Matt! Has there been any progress on these lately? And should we expect the lot versions to be released anytime soon?
^^^ Oh Ioan this is a very clever question from you and I join him. I would be interesting to know to what stage Lot's reached at that time, how much more work remains, and if somewhere obstacles what are they?
Greetings to Matt,
- Ivo
Amazing! &apls can't wait to put that in my cities.
greets :)
Stunning work here! &apls
Any chance to get a curved ramp like the 2x2 NAM curve as well?
Any news about your awesome work Dexter? :)
I'm afraid to say I haven't made much progress with this as I have been busy with RL and other SC4 projects like the EURO RHW and UK stuff.
With a bit of luch, hopefully I can make more progress with these soon.
Best,
-Matt
Quote from: Dexter on November 18, 2011, 01:08:47 PM
I'm afraid to say I haven't made much progress with this as I have been busy with RL and other SC4 projects like the EURO RHW and UK stuff.
With a bit of luch, hopefully I can make more progress with these soon.
Best,
-Matt
Oh this is so sad my friend, but do not worry you have my full support. I really like that your project and I think this is one of the fundamental discoveries about Sim City 4. Of course there is nothing more important than the RL and I pray that when you have more free time to show us some progress.You have great talent and will be wasteful if you do not use it - a little like you have talents in our society.
Cheers mate
- Ivo
GREAT looking models, really grade A. If this is also not too much to ask, as i really don't know were else i would post this, could you make a tram in road piece that would go above it so i can connect my tram systems, and of cousre making it a connector as well, to you know, activate the flups . thanks man, i don't know who else i would write this to other than the creator, which of course is you .
If Possible would someone please share these FLUPS. very very nice and will like to use in my game. or simply show a link to them so can download. Thank you kindly.
@ MOREOPTIONS: These FLUPs haven't been released yet. Also, the last post was 10 months ago which implies that development for this is on hiatus.
I can give you this information:
As of a few months ago, the NAM Team has now been given access to Matt's FLUP models.
The reason as to why there has not been any additional work is that there is a new implementation for FLUPs planned for them that would make any additional work now become useless in the end. Additionally, said development is slated for NAM 32.
This is an insane policy on your part, because no one waiting over 24 months for something that is 90% complete. And I do not belief that the NAM 32 will emerge that Scott. However, it would be nice to think what incentive is given to other designers like Matt to model what they can. Hardly in the future there will be someone to bite wasting your time and nerves to tell him then - your work will be discussed once, but not now. However, these models need is now, not after 2 or 3 years when child that this game will be at the level of Sim City 3000.
I pray Matt to put these models аs TE-Lot to be able to use right now, not when they are already useless.
I think your energy would be better directed as the SC2013 people from the sound of it. That'll be out before these FlUPs/TEs and in that case you would be paying money for something someone else is doing for money instead of just complaining to people that are doing stuff for free in their spare time that benefits you.
It's hard for me to understand why you would choose to yell at somepony for explaining the circumstances instead of actually asking the creator about it (pretty much same answer, by the way).
Did someone say ponies?
Let's put it this way:
The traditional implementation of FLUPs would require a set of underground network pieces, plus the necessary entrance pieces, and everything would connect like the GLR puzzle pieces. The new implementation, which was hinted at several times before, would simplify that process, and make the old implementation obsolete, or at least substandard.
Remember the FlexCurve and the diagonal 6C B1 Ramp? Those were set aside because of P57, because if it were to be continued now, it would not be compatible with the new scheme.
Let's try an analogy: You put up new wallpaper on a wall right when it was decided to paint the wall instead. Congratulations, you just made things harder for the painters.
Noah Ganaram, lads, I am far from thinking you scream or complain to you or anyone else. Just share my thoughts - if possible of course. I will not hide how much I admire you both, and Alex, Matt and Maarten. We're here as a family and it is nice to talk about money and payment.
However, some do a lot more work than others here, but that does not mean that those who do not like the game less. We are neither a bank nor a corporation to intervene any commercial relationship between us. And let us not be so sensitive to criticism, however, think about whether you want to read just the same words, "you're awesome". If so, what is the point of discussion?
I'll step in here.
First off, Ivo, and everyone else eagerly anticipating the new FLUPs portals, I understand your feelings of frustration, that these otherwise complete models appear to be languishing due to some perception that we're prioritizing the wrong things developmentally, and I can understand how it might seem odd.
However, that said, part of the reason for the delayed addition has to do with the fact that we have an opportunity to potentially do something very revolutionary with their implementation. Matt, as a full NAM Team member, has seen what we have planned.
The "revolutionary" implementation, however, is still in an experimental state. It's really going to be worth it, but it's unlike anything we've done so far, and we want to make sure it's done right. P57 is a very exhaustive project, and that's why our focus is there.
-Alex
I don't mind waiting, I understand and agree fully why things get put on hold. I am just grateful that there are people who are willing to put time and effort into making things still for a game that technically is obsolete for the most part. Even the game creators do not care about the game anymore.
Quote from: mike3775 on September 20, 2012, 04:36:36 PM
I am just grateful that there are people who are willing to put time and effort into making things still for a game that technically is obsolete for the most part.
I'd say it's those people who have KEPT the game from becoming obsolete.
Quote from: kassarc16 on September 20, 2012, 05:28:56 PM
Quote from: mike3775 on September 20, 2012, 04:36:36 PM
I am just grateful that there are people who are willing to put time and effort into making things still for a game that technically is obsolete for the most part.
I'd say it's those people who have KEPT the game from becoming obsolete.
Thats why I said technically. To most involved with the game, it is obsolete, but to a core group of dedicated players, the game isn't, but as far as Maxis and EA goes, it is.
Quote from: samerton on September 20, 2012, 10:05:12 AM
@ MOREOPTIONS: These FLUPs haven't been released yet. Also, the last post was 10 months ago which implies that development for this is on hiatus.
Thank you kindly, I have been out of the loop some time. and as old I see the samples. made me think there out. I can only eagerly wait than. I think perhaps if the NAM is going to be in SC5. Perhaps this may be part of the delay. I can only think tho I know should not.. HMMMM...
Quote from: MOREOPTIONS on September 20, 2012, 07:31:39 PM
Quote from: samerton on September 20, 2012, 10:05:12 AM
@ MOREOPTIONS: These FLUPs haven't been released yet. Also, the last post was 10 months ago which implies that development for this is on hiatus.
Thank you kindly, I have been out of the loop some time. and as old I see the samples. made me think there out. I can only eagerly wait than. I think perhaps if the NAM is going to be in SC5. Perhaps this may be part of the delay. I can only think tho I know should not.. HMMMM...
Simcity (5) is an almost complete reboot of the game with far, far less in the way of network options at release. They are not including draggable highways at all in any capacity.
(Also, would you might not using giant purple text? It's a bit intrusive.)
Quote from: kassarc16 on September 20, 2012, 05:28:56 PM
Quote from: mike3775 on September 20, 2012, 04:36:36 PM
I am just grateful that there are people who are willing to put time and effort into making things still for a game that technically is obsolete for the most part.
I'd say it's those people who have KEPT the game from becoming obsolete.
These two quotes summarize quite perfectly what I think about you guys here.
I admire your work and am willing to wait until the end of my days.... well not all of them (please?) ..... until a project is finished.
In the meantime I still wonder what game the MAXIS people had in mind in the first place. There are sooo endless options, possibilities, unfinished ends, unused and neglected possible additions..... We (well you mostly :D ) are still exploring and exploting a game that has been released so long ago!
A happy cheer to those who spend their time on this! &apls
I love this pack so much! Even though all of the focus is on P57, and these FLUPs are as what Tarkus said "experimental state". Any chance that these FLUPs will be released later after P57's release as a seperate NAM-addon? Such as the RHW Euro-texture addon, TuLEP eyecandy pieces, etc.
As they're going to be controller-integrated, I'd say a separate release would be unlikely.
-Alex
Well... how about releasing those as transit-enabled lots which convert road traffic to subways (just like the Big Dig lots) as a NAM certified package? I doubt it would require a lot of work but they'll be a nice placeholder until we get the fully funcional FLUP versions in NAM 32.
Quote from: io_bg on September 27, 2012, 12:29:59 AM
Well... how about releasing those as transit-enabled lots which convert road traffic to subways (just like the Big Dig lots) as a NAM certified package? I doubt it would require a lot of work but they'll be a nice placeholder until we get the fully funcional FLUP versions in NAM 32.
It'd require just as much work as implementing them as fully-functional versions. Matt's also said that some of them are in need of re-rendering. It's possible they might get a little action earlier than initially anticipated, but it's hard to tell right now.
-Alex
I'd just like to say thanks to everyone in the NAM fro even just thinking of these idea's. I share everyone's frustration of not having what we want when we want it. I myself really want to get stuck in with the new RHW heights but I don't spam the NAM Team or its members with things like "When is NAM 31 coming out". What I'm trying to say here is you can't have what you want when you want it. Now back on topic with those models will they become available before NAM 32 or is that confirmed as a feature of the 32nd NAM?
Hi,
I'd like to ask, what is the current status for this project, or the new FLUP Project? I read in this topic, the new implementation (new kind of FLUP system) will release with the NAM 32, but I haven't met new FLUPs in NAM 32.
:)
So any progress, or plans?
Thanks,
Tyberius
I think it's been put on the back burner. The new implementation required a lot of work, and currently the Team is in the midst of a lot of RL stuff. There's also been a lot of work focused on other areas and improving stability in non-Puzzle piece FLEX networks (i.e. not FLUPs) so that menus can be cleaned up and bug fixing can be relegated to solving questions with the new standard, rather than having people not finding things in the puzzle-piece tab ring, and thinking that it's not possible in-game, even though it is, and all they had to do was try to make it normally (i.e. dragged w/o puzzle pieces).
It takes a lot of timeout to answer questions/requests regarding already existing capabilities so the goal is to completely remove the puzzle pieces from the menus to remove confusion (legacy support is always included). A lot of work (afaik) has been made towards stability, so most of it can't be seen, but it can be felt.
As a consolation there has been a lot of work done on the new FLEX-Fly standard, so you will (probably) have that to look forward to in the next release.