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(http://i293.photobucket.com/albums/mm50/bighead99999/nwmlogo.png)
Download Links and Installation Instructions (#post_DownloadLinks) | Optional Addons (#post_OptionalAddons) | Tutorials and Guides (#post_Tutorials) | Frequently Asked Questions (#post_FAQ) | Patches/Fixes (#post_Fixes)
The Network Widening Mod is now included in the NAM itself, as an option. There is no separate NWM download any longer.
OVERVIEW
The Network Widening Mod (abbreviated NWM) is a mod which extends the game's Road and One-Way Road networks through override network technology to create a system of variable width surface streets. In effect, it is the surface street equivalent of the RealHighway (RHW) mod.
The project's first release was the result of over 3 years of effort, which required overcoming a number of technical difficulties and conundrums, including the creation of new Traffic Simulator Plugins to properly handle the NWM, and difficulties with the existing Road Turning Lane plugin. It is now included in the NAM installer as an option.
This Overview Post Last Updated 6/6/2013--Note that it is currently under construction, and the FAQ is outdated and not a reliable source of current information.
CURRENT PROJECT STATUS
NWM development will be resuming as part of the NAM 32 release cycle.
DOWNLOADS
PLEASE NOTE: In order for the actual "Click here to download" button to appear, you must be registered for and logged into the LEX (http://sc4devotion.com/csxlex/Default.htm). LEX registration is separate from Forum registration.
Core File
NEW!!!Network Addon Mod--Version 31.2 Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)|MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852)--Updated June 4, 2013
INSTALLATION NOTES
OPTIONAL ADDONS
[tabular type=4]
[row] [head]Name[/head] [head]Author[/head] [head]Release Date (M/D/Y)[/head] [head]Description[/head][/row]
[row] [data]SFBT Euro Road Textures Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302)[/data][data]SFBT/NAM[/data][data]09/30/2010[/data][data]mrntrln and riiga's NWM and TuLEPs textures are now included in the main SFBT Euro texture package.[/data][/row]
[row] [data]NWM TollBooth Pack (http://www.simtropolis.com/stex/details.cfm?id=24388)[/data][data]twinsfan14[/data][data]08/16/2010 [/data][data]Toll booths for several NWM networks. Requires MrSnoopy's Toll Booth Models (http://www.simtropolis.com/stex/details.cfm?id=4003) as a dependency.[/data][/row]
[row] [data]Median for AVE-2 (http://www.simtropolis.com/stex/details.cfm?id=24822)[/data][data]jackxu[/data][data]09/10/2010[/data][data]Median trees and planters for orthogonal AVE-2. See description for dependencies.[/data][/row]
[row] [data]NEW! Street Side MOD for MAVE-4 (http://www.simtropolis.com/stex/details.cfm?id=25797)[/data][data]jackxu[/data][data]01/29/2010[/data][data]Provides streetscaping for MAVE-4 network, including lights, trees, benches, and planters. See item description for dependency list.[/data][/row]
[row] [data]NEW! MAVE-4 & MAVE-6 No Grass (http://www.simtropolis.com/stex/details.cfm?id=25796)[/data][data]jackxu[/data][data]01/29/2010[/data][data]Gives MAVE-4 and MAVE-6 a "unidensity" sidewalk setup, without grass.[/data][/row]
[/tabular]
TUTORIALS AND GUIDES
NWM 2.0 Secret Weapon Revealed--Draggable Transitions by Tarkus
Demonstrates the Draggable Transition technique
http://www.youtube.com/v/eZhlw4Vk-a8
Sim City 4 Tutorial: How to use the Network Widening Mod (NWM) by ErwinNegentig
http://www.youtube.com/v/yPBmx0RL7ts
Tuto NWM [HD] by Uzilpolis
Please note . . . this is in French.
http://www.youtube.com/v/tBafKVX362M
Can't view it on YouTube? Alternate link on DailyMotion (http://www.dailymotion.com/video/xhpkqe_sim-city-4-tuto-nwm-hd_videogames)
FAQ
1. I can't place the NWM puzzle pieces, and I'm getting a gray mouse cursor or red arrow. What's wrong? (#post_Q1)
2. I'm getting an "##Intersection Placement String Missing##" message when trying to plop NWM pieces. What's wrong? (#post_Q2)
3. When is the next release coming? (#post_Q3)
4. What networks are included? (#post_Q4)
5. Why are you using Roads instead of Avenues for the multi-tile two-way networks? (#post_Q5)
6. Do these networks allow for full RCI zone access? (#post_Q6)
7. Will these networks show up on the Region Transport View? (#post_Q7)
8. What about neighbor connections? (#post_Q8)
9. What is planned for Euro textures? (#post_Q9)
10. Are these networks be able to interface with the RealHighway mod in the first release? (#post_Q10)
11. Is this mod compatible with the existing Road Turning Lane (RTL) Plugin? (#post_Q11)
12. How are turn lanes implemented? (#post_Q12)
13. What are you planning to do with streetlights, traffic signals, and rail crossing gates? (#post_Q13)
14. What Traffic Simulator Plugin options are required for the NWM? (#post_Q14)
15. What are you doing regarding T-RAM integration? (#post_Q15)
16. I am having difficulty using U-Drive-It (UDI) on the TLA networks. What should I do? (#post_Q16)
17. Will these networks actually improve capacity or are they just eyecandy? (#post_Q17)
18. I've heard rumors of the OWR-1 being switched over to a Street-based OWS-1--what is the current plan on this? Are you getting rid of the OWR-1? (#post_Q18)
19. How come cars on TLA-3/5 networks are making left turns and disappearing and cars on OWR-4/5 are going in circles in the middle of the road? (#post_Q19)
20. I am getting grass textures colliding into my NWM transitions, creating a weird transition. What is going on here? Have you guys found a fix for this? (#post_Q20)
21. If you've managed to increase the capacity on some networks, why is there still no difference between the OWR-4 and OWR-5, the OWR-1 and default OWR-2, and the ARD-3 and NMAVE-4? (#post_Q21)
22. What is the importance of equalizing default Road and Avenue capacities with the NAM Traffic Simulator and how does this tie in with the NWM? (#post_Q22)
1. I can't place the NWM puzzle pieces, and I'm getting a gray mouse cursor or red arrow. What's wrong?
With the improvements to the installer package in the NAM 31.x releases, this once-ubiquitous issue should be virtually non-existent.
2. I'm getting an "##Intersection Placement String Missing##" message when trying to plop NWM pieces. What's wrong?
Again, with the improvements to the installer package in the NAM 31.x releases, this once-ubiquitous issue should be virtually non-existent.
3. When is the next release coming?
We have no idea. This stuff takes time, and besides, don't you enjoy surprises?
4. What networks are included?
There are 13 networks included in the current version of the NWM, including 6 single-tile networks, 5 dual-tile networks, and 3 triple-tile networks.
The 10 "charter" networks are as follows:
[tabular type=4 caption="NWM Types"]
[row] [head]Network[/head] [head]Network Full Name[/head] [head]Tile Width[/head] [head]Base Network[/head] [/row]
[row] [data]TLA-3[/data] [data]Turning Lane Avenue, 3 lanes[/data] [data]Single-Tile[/data] [data]Road[/data][/row]
[row] [data]AVE-2[/data] [data]Avenue, 2 lanes[/data] [data]Single-Tile[/data] [data]Road[/data] [/row]
[row] [data]ARD-3[/data] [data]Asymmetrical Road, 3 lanes[/data] [data]Single-Tile[/data] [data]Road[/data][/row]
[row] [data]RD-3[/data] [data]Asymmetrical Road, 3 lanes[/data] [data]Single-Tile[/data] [data]Road[/data][/row]
[row] [data]NRD-4[/data] [data]Narrow Road, 4 lanes[/data] [data]Single-Tile[/data] [data]Road[/data][/row]
[row] [data]OWR-1[/data] [data]One-Way Road, 1 lane[/data] [data]Single-Tile[/data] [data]One-Way Road[/data][/row]
[row] [data]OWR-3[/data] [data]One-Way Road, 3 lanes[/data] [data]Single-Tile[/data] [data]One-Way Road[/data][/row]
[row] [data]OWR-4[/data] [data]One-Way Road, 4 lanes[/data] [data]Dual-Tile[/data] [data]One-Way Road[/data][/row]
[row] [data]OWR-5[/data] [data]One-Way Road, 5 lanes[/data] [data]Dual-Tile[/data] [data]One-Way Road[/data][/row]
[row] [data]TLA-5[/data] [data]Turning Lane Avenue, 5 lanes[/data] [data]Dual-Tile[/data] [data]Road[/data][/row]
[row] [data]RD-4[/data] [data]Road, 4 lanes[/data] [data]Dual-Tile[/data] [data]Road[/data][/row]
[row] [data]RD-6[/data] [data]Road, 6 lanes[/data] [data]Dual-Tile[/data] [data]Road[/data][/row]
[/tabular]
Here are their capacities after the improvements made in Version 1.1 with the five capacity levels of the NAM Unified Traffic Simulator. These capacities are listed for the full width of the given network, rather than on a per-tile basis. To calculate the per-tile capacity, divide the capacity by the number of tiles.
[tabular type=4]
[row][head] Network Type [/head] [head] Network Width (in tiles)[/head] [head]Classic[/head] [head]Low[/head] [head]Medium[/head] [head]High[/head] [head]Ultra[/head][/row]
[row][data] TLA-3 [/data] [data]1[/data] [data]1500[/data] [data]3000[/data] [data]5000[/data] [data]7500[/data] [data]15,000[/data][/row]
[row][data] AVE-2 [/data] [data]1[/data] [data]1200[/data] [data]2400[/data] [data]4000[/data] [data]6000[/data] [data]12,000[/data][/row]
[row][data] ARD-3 [/data] [data]1[/data] [data]1500[/data] [data]3000[/data] [data]5000[/data] [data]7500[/data] [data]15,000[/data][/row]
[row][data] OWR-1 [/data] [data]1[/data] [data]1800[/data] [data]3600[/data] [data]6000[/data] [data]9000[/data] [data]18,000[/data][/row]
[row][data] OWR-3 [/data] [data]1[/data] [data]2250[/data] [data]4500[/data] [data]7500[/data] [data]11,250[/data] [data]22,500[/data][/row]
[row][data] TLA-5 [/data] [data]2[/data] [data]3000[/data] [data]6000[/data] [data]10,000[/data] [data]15,000[/data] [data]30,000[/data][/row]
[row][data] RD-4 [/data] [data]2[/data] [data]2400[/data] [data]4800[/data] [data]8000[/data] [data]12,000[/data] [data]24,000[/data][/row]
[row][data] RD-6 [/data] [data]2[/data] [data]3000[/data] [data]6000[/data] [data]10,000[/data] [data]15,000[/data] [data]30,000[/data][/row]
[row][data] OWR-4 [/data] [data]2[/data] [data]4500[/data] [data]9000[/data] [data]15,000[/data] [data]22,500[/data] [data]45,000[/data][/row]
[row][data] OWR-5 [/data] [data]2[/data] [data]4500[/data] [data]9000[/data] [data]15,000[/data] [data]22,500[/data] [data]45,000[/data][/row]
[/tabular]
If you have modified your simulator using the Traffic Simulator Configuration Tool (TSCT), multiply the appropriate "base" values by the Network Capacity Multiplier.
3 additional networks will be added in NWM Version 2.0:
[tabular type=4 caption="NWM 2.0 Types"]
[row] [head]Network[/head] [head]Network Full Name[/head] [head]Tile Width[/head] [head]Base Network[/head] [/row]
[row] [data]NMAVE-4[/data] [data]Narrow Medianless Avenue, 4 lanes[/data] [data]Single-Tile[/data] [data]Road[/data][/row]
[row] [data]TLA-7[/data] [data]Turning Lane Avenue, 7 lanes[/data] [data]Triple-Tile[/data] [data]Road[/data][/row]
[row] [data]AVE-6[/data] [data]Avenue, 6 lanes[/data] [data]Triple-Tile[/data] [data]Road[/data][/row]
[/tabular]
And their capacities:
[tabular type=4]
[row][head] Network Type [/head] [head] Network Width (in tiles)[/head] [head]Classic[/head] [head]Low[/head] [head]Medium[/head] [head]High[/head] [head]Ultra[/head][/row]
[row][data] NMAVE-4 [/data] [data]1[/data] [data]1500[/data] [data]3000[/data] [data]5000[/data] [data]7500[/data] [data]15,000[/data][/row]
[row][data] TLA-7 [/data] [data]3[/data] [data]4500[/data] [data]9000[/data] [data]15,000[/data] [data]22,500[/data] [data]45,000[/data][/row]
[row][data] AVE-6 [/data] [data]3[/data] [data]4500[/data] [data]9000[/data] [data]15,000[/data] [data]22,500[/data] [data]45,000[/data][/row]
[/tabular]
5. Why are you using Roads instead of Avenues for the multi-tile two-way networks?
Dual-tile networks like the Avenue network are not particularly conducive to the puzzle-drag override technology that this project requires. The Road and One-Way Road networks, being single-tile networks, are more modular and flexible in making overrides. In addition, the Avenue diagonals are rather narrow and cause "shared tile" congestion issues, which would not be desirable in the diagonal implementation of some of the wider multi-tile networks.
6. Do these networks allow for full RCI zone access?
Yes, as they are built on base networks that allow full RCI zone access. The Turning Lane Avenue-type networks will even allow for zone access across multiple tiles, much as real center left-turn lanes do in real life.
7. Will these networks show up on the Region Transport View?
Yes, as they are built on base networks that show up on the Region Transport View.
8. What about neighbor connections?
The single-tile Road-based networks will allow for neighbor connectivity just as the base Road network does. The dual-tile Road-based networks act in much the same way as the RHW-4 in the RealHighway mod and full function can be obtained through special "neighbor connector" puzzle pieces.
One-Way Road-based networks, in much the same way as their base network, cannot naturally make neighbor connections.
9. What is planned for Euro textures?
mrtnrln and riiga released their Euro TRM (Texture Replacement Mod) for the NWM and TuLEPs on August 15, 2010. You can pick it up on the STEX at Simtropolis (http://www.simtropolis.com/stex/details.cfm?id=24632).
10. Are these networks be able to interface with the RealHighway mod in the first release?
Yes. All NWM networks are able to intersect MIS Ramps and RHW-2s, and be able to go underneath Elevated RHWs. Transitions between NWM and RHW networks are not possible at this time, however, and are planned for future updates.
11. Is this mod compatible with the existing Road Turning Lane (RTL) Plugin?
Yes. While we long thought it would not be possible to make the NWM play nice with the RTL, and many previous attempts failed, developments occurring before the initial release in May 2010 changed that.
12. How are turn lanes implemented?
With the TuLEP (http://sc4devotion.com/forums/index.php?topic=8460.0) system that was released as part of the May 2010 NAM. This new system will allow for more flexible turn lane setups that can be more readily controlled by the end user, and avoid any "RUL code bloat" that might destabilize the rather sensitive NWM networks' RUL overrides.
13. What are you planning to do with streetlights, traffic signals, and rail crossing gates?
NWM Version 1.0 includes streetlights, signals and rail crossing gates on all 10 included networks as applicable. The One-Way Road-based networks (OWR-1, OWR-3, OWR-4 and OWR-5) do not include signals on their approaches to intersections due to game limitations. However, TuLEP intersection puzzle pieces are planned that will allow for proper signal functionality.
14. What Traffic Simulator Plugin options are required for the NWM?
The NWM will work out of the box with the new "NAM Unified Traffic Simulator", as well as any simulator produced through the new Traffic Simulator Configuration Tool (TSCT). It also works to an extent with Simulators A and B in the Previous NAM Traffic Simulators package, though these simulators are not quite fully optimized for the NWM.
It is incompatible with the following:
- the old NAM "Standard/Better Pathfinding/Perfect Pathfinding" simulators
- hailman's Variable Route Buses plugin
- The Traffic Simulator file contained in the PEG-SPAM Traffic Plugin
15. What are you doing regarding T-RAM integration?
There are no plans at this point, though it's being looked at for the future.
16. I am having difficulty using U-Drive-It (UDI) on the TLA networks. What should I do?
UDI difficulties are a side-effect of the crossover paths on the TLA networks, which pops up from time-to-time. They have largely been mitigated with the release of NWM Version 1.1.1, however.
17. Will these networks actually improve capacity or are they just eyecandy?
Generally speaking, the game calculates the capacity of traffic networks on a per-tile rather than a per-lane basis.
However, beginning with Version 1.1, the TLA-3, ARD-3, OWR-3, OWR-4/5 and MAVE-6 have all had their capacities increased, as a result of a pathing trick coupled with a slight modification to the NAM Unified Traffic Simulator. This increases the catalog capacity of each of these networks by 25% over their respective base networks. This value was chosen so as to minimize overinflation of capacity on networks with crossover paths, particularly the 3 and 4-tile RHW networks (RHW-6C, RHW-8S, etc.) For more details on the capabilities and limitations of this technology, please see FAQ Item #21 (#post_Q21) for more details.
18. I've heard rumors of the OWR-1 being switched over to a Street-based OWS-1--what is the current plan on this? Are you getting rid of the OWR-1?
The OWS-1 network is indeed planned for a future NWM release. It is being designed for two main reasons: 1) there have been somewhat regular requests for distinct One-Way Streets over the years, and 2) to differentiate the single-lane one-way network from a functional standpoint from the game's default OWR-2 and the NWM's OWR-3, all of which had the same capacity in the initial NWM release. It will have diagonal functionality through overrides of the NAM's Diagonal Streets Plugin, including the zigzag/stairstep draggable method and the helper puzzle pieces.
The future of the OneWayRoad-based OWR-1 is uncertain. It will remain in the NWM, but there is a good possibility that it will be left "as-is", with no new features being added to it in future NWM releases.
19. How come cars on TLA-3/5 networks are making left turns and disappearing and cars on OWR-4/5 are going in circles in the middle of the road?
In the case of the TLA networks, that's how the paths are designed. For two-tile OWR networks, there are crossover paths, similar to those on RHW networks, which may result in cars doing donuts in the middle of two tile OWR networks. Due to some oddities with the default OWR network's "tidal flow system" (the system allowing simple drag conversions to flip the direction of an OWR), the crossover paths end up being bidirectional, and there appears to be no viable way to fix this at this time.
20. I am getting grass textures colliding into my NWM transitions, creating a weird transition. What is going on here? Have you guys found a fix for this?
It is the result of the z-fighting settings with your graphics card, and it tends to occur more often with nVidia cards than ATI. The grass wealth textures under these transitions are colliding with the transition itself as a result. Unfortunately, the only reliable fix we've found is to remove the wealthification textures altogether.
21. If you've managed to increase the capacity on some networks, why is there still no difference between the OWR-4 and OWR-5, the OWR-1 and default OWR-2, and the ARD-3 and NMAVE-4?
There are limitations to the technique that allowed us to increase capacities on certain networks. Essentially, it involves exploiting a feature in the NAM Traffic Simulator, in which the first value of the Intersection & Turn Capacity Effect value is set to 125%. The capacity of any tile that the game considers an intersection gets multiplied by this value. I was able to ascertain what modifications were necessary to the path files to make a non-intersection tile be seen as an intersection and gain a capacity increase as a result.
The technique does not work in reverse, which is why the OWR-1 cannot be affected--there had been talk at one point of switching it from a OneWayRoad-based network to a Street-based network to provide a better functional justification for the network. If we applied it to the default OWR-2, it would then be indistinguishable from the OWR-3 capacity-wise.
With regards to the OWR-4 and 5, those two networks have a series of "crossover paths" to allow switching between the two tiles, allowing the full width of the network to be used. The crossover paths are already considered intersections by the traffic simulator. The intersection effect cannot be "doubled up", meaning the capacity-increasing trick would be useless in increasing the capacity of the OWR-5.
22. What is the importance of equalizing default Road and Avenue capacities with the NAM Traffic Simulator and how does this tie in with the NWM?
In the original, default settings of the Traffic Simulator that shipped with the game, the Road capacity was set to 1000, while Avenue capacity was set to 2500. As these capacities are on a per-tile basis rather than the full-width, this means that the capacity for a full 2-tile span of Avenue is 5000, 5 times that of the Road network. Not only is this not particularly realistic (adding 2 lanes to a network should, in theory, double its capacity rather than quintuple it), as the multi-tile two-way NWM networks are generally Road-based, this gives the default Avenue an significant advantage over NWM networks of equal width. A TLA-5, with the capacity increase generated with the "intersection pathing trick", would only have a full-span capacity of 2500 (per-tile capacity of 1250), half that of an Avenue. The triple-tile networks would even have less capacity than default Avenues--3750 for the full-span.
Equalizing the Avenue capacity with that of Road was necessary to make the NWM work properly, and to better represent reality.
Fixes
NWM 2.0.4 Patch, 2/9/2011
Fixes TLA-3-to-Road Draggable Transition wealth texture issues, pathing issues with triple-tile networks, including OWR-3/AVE-6 intersection, plus NMAVE-4-ending-at-MAVE-6 T-intersection, and left-turn issues with intersections adjacent to TLA-7 underpasses (e.g. TLA-7-under-ERHW, El-Rail, etc.).
Attached below. Simply drop in your Plugins\Network Addon Mod\Network Widening Mod folder.
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Yay! I can't wait for this to be released.
I was wondering about a few things... What would the intersections look like? I'm mainly thinking about the street intersections, since those don't use traffic lights, and I was hoping the little gray strip in the middle would be replaced by the TLA or whatnot.
I'm also glad that this is separate from the avenue network so we can have both types of avenues (as I've seen both in use).
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You are a transportation genius, Alex! I have to hand it to you, my friend. This is another in a series of phenomenal additions to the game. I can't wait to see more development!
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DFire870 and Dustin, thanks for the kind words! :)
Since you asked, here's a pic of how the 2-tile 5-lane version (the TLA-5) looks when intersecting with a street at the moment. I still need to add the stop signs in (via Type-21 exemplar) and some pathing. The wealth-level based textures aren't entirely finished.
(http://img149.imageshack.us/img149/5224/tlastreetintersectionya7.jpg)
And here's another couple pics of the TLA-7 in action:
(http://img149.imageshack.us/img149/5202/tla7inactionsw5.jpg)
(http://img100.imageshack.us/img100/2879/tla7inaction2dm3.jpg)
-Alex
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Ah, I was wondering, can we have an ordinary avenue too? :P
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Alex,
This is great stuff! I like what's been done so far.
I have a question, is this network the same speed as avenues?
Cheers,
Kevin
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Shadow Assassin: An ordinary 6-lane Avenue? That's certainly possible, provided I can find an override that will provide good functionality for that.
Kevin: Thanks! Well, right now, the way it's set up, theoretically, it basically has the same capacity/speed as a Road x2 or x3 (2000 for the TLA-5, 3000 for the TLA-7), which isn't ideal, considering the OWR has a capacity of 2000, and the Avenue 5000. That's easy to fix, though, by changing some values in the Traffic Simulator Exemplar, which is one idea I've been toying around with. I'm still trying to come up with some ideal values for it which would "optimize" TLA performance, which would likely involve eliminating the speed differential between Avenues and Roads/One-Way Roads, and matching their capacity up a little better (which would actually add some realism--the advantages given to OWRs and Avenues is unrealistic in my opinion). The other option would be to do some sort of puzzle drag setup, but the main advantage to this setup I'm currently using is that one can simply widen their Roads to 5 lanes and then 7 by just dragging another Road or two along side it. Hope that answers your question. ;)
-Alex
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Good stuff Tarkus ... we appreciate the energy and effort you are putting into this. :thumbsup:
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Those intersections look great, Alex! They made me think of something that I'm not sure you've talked about yet, though: How will the other forms of transportation (rails, monorail, etc.) work crossing these? Is that going to create a problem?
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Well, if just dragging elevated networks over it would mess up the overrides, it could be done with a puzzle piece.
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Colyn and Dustin, thanks for the compliments!
To answer your question, Dustin and bwatterud, it is possible to have the elevated networks cross the TLAs without messing up the override--the RHW has no problem. There's a couple extra lines of RUL coding I'd have to add in to make it foolproof, though. ;) It's pretty much the same deal with any sort of intersection. As far as the TLA-5/TLA-5 intersection, the coding will have to be a little bit different with it.
I should have a little more progress to show a little later . . .
-Alex
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Can't wait until these are a reality. There are a lot of areas in my current region that could be made far more realistic if there were a good, realistic 6-lane highway. The screenshots of the road in action look very promising!
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Colyn and Dustin, thanks for the compliments!
To answer your question, Dustin and bwatterud, it is possible to have the elevated networks cross the TLAs without messing up the override--the RHW has no problem. There's a couple extra lines of RUL coding I'd have to add in to make it foolproof, though. ;) It's pretty much the same deal with any sort of intersection. As far as the TLA-5/TLA-5 intersection, the coding will have to be a little bit different with it.
I should have a little more progress to show a little later . . .
-Alex
I figured that you had it covered, I just thought of it so I decided to ask. Can't wait to see more development!
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Maybe yo should add parking on the sides. Can you also do this for street, one ways, and roads? It would be a great addition to the transportation usage in the game. &idea
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Well, I figured I'd share another few development screenies now. Since a wider Avenue without the turning lane has been suggested, I figured I'd give it a go. Introducing the AVE-6:
(http://img522.imageshack.us/img522/1306/ave61stlook05072007td6.jpg)
Right now, I'm producing it through an override which involves placing an OWR next to a TLA-5, so it doesn't prevent the TLA-7 from being built:
(http://img261.imageshack.us/img261/8973/ave6tla7comparisonde7.jpg)
As far as capacity goes, I'm using my own significantly altered traffic mod that equalizes capacity/speed for Roads, OWRs and Avenues, so it has the same theoretical capacity as a TLA-7.
The one issue with the AVE-6 is that actually putting props in the median like the normal Avenues will be extremely difficult. It's a 3-tile setup like the TLA-7, and the median is on the center tile, which means that it cannot touch any zones to activate any sort of zoning or wealth-level effect. It's essentially "roadlocked".
Another couple screens I thought I'd share involve the TLA-5, showing various features of its functionality:
Transit Query showing Freight Truck traffic being able to make a left turn onto the TLA-5 from a farm:
(http://img296.imageshack.us/img296/7203/tla5inactionfx7.jpg)
Proof that neighbor connections work:
(http://img522.imageshack.us/img522/1518/tla5neighborbw6.jpg)
And to answer your question godjcjk12, adding parking to the sides wouldn't really work that well. With this modification, one could do a texture mod that draws parking spaces to the side in certain situations, but it would merely be eyecandy. It would be impossible to make it an actual part of the network functionality.
It would, however, be possible to do that sort of thing with a Transit-Enabled Lot, but it would be much farther down the road (no pun intended) before that could be done. It would indeed be possible to transit-enable a lot for the TLAs, but it would be a complicated affair involving a bunch of custom paths.
For those other "standard" networks you're talking about, it already has been done to some degree--there's numerous TE Lots available for download for Streets in particular. Hope that answers your question.
-Alex
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Some more fascinating stuff, Alex. The TLA's will be great to use in urban areas, and the Ave-6 will be a good fit for more rural
areas where a center turning lane isn't necessary.
Right now, I'm producing it through an override which involves placing an OWR next to a TLA-5, so it doesn't prevent the TLA-7 from being built:
Do you mean, you're literally making an override out of another override? Don't know how you manage to figure all of it out, Alex. Just amazing...
Oh, another thing, I haven't heard anything about the TLR-3 for a while, do I recollect you saying you ran into trouble with it?
Anyway, keep up the excellent progress! :thumbsup:
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Proof that neighbor connections work:
(http://img522.imageshack.us/img522/1518/tla5neighborbw6.jpg)
If you can post an image showing that car traffic is willing to use it, I'll be sold. ;) Remember that problem I had with the RHW with the traffic all of a sudden stopping when it was built in-place of a GHW Tarkus? ;)
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Looking good, Alex! Every time you post new pictures, I have to pick my jaw up from the floor!
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Just dropped by to respond to a few comments.
Travis: Thanks! And yes, that is an override of an override used in producing the AVE-6. In fact, the TLA-7 is also produced through an override of an override. And if I wanted to, I could override the overrides of an override and produce a TLA-9 or an AVE-8. The process can be continued indefinitely. It's theoretically possible to produce roadways with hundreds of lanes this way, though I doubt anyone has that big of a problem with traffic congestion. :D
And as far as the TLR-3 goes, it looks like it will have to be implemented through a Draggable Puzzle Piece setup, similar to the Draggable GLR that will be in the next NAM, so it's a little bit more complicated. Of course, there's some other avenues (no pun intended) that I'm looking at pursuing for it, but it wouldn't be as independent those ways, and would just be a texture replacement on Roads in certain zones/wealth-types.
James (rickmastfan67): You're on. :D I should be able to show some evidence soon. ;)
Dustin (thundercrack83): Thanks! And prepare for some more jaw-dropping, as I've included another pic of the TLA-7:
(http://img91.imageshack.us/img91/9743/tla7inaction3wq0.jpg)
-Alex
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Tarkus like your work but when you have some time on your hands can you update your fans at simtropolis so can see the work you have done.
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Alex,
I hereby proclaim that for you to have a MD OR enter the Picture Contest would be considered cheating, simply because the "look" you are able to produce blows everyone else's away.
Oh, and add me to the list of people who are very, very excited about TLA's.
Cheers,
Kevin
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Dustin (thundercrack83): Thanks! And prepare for some more jaw-dropping, as I've included another pic of the TLA-7:
I'm speechless. That Campus Boulevard picture is outstanding. Every college town in America looks exactly like that! The TLA is absolutely amazing, Alex!
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Yep, I gotta agree. Those shots are beautiful. Great work!
Looking at the road markings; are the 6 lane versions meant to be euro style or standard maxis style?
I'm good either way, but kinda hoping standard.
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Thanks for the compliments, everyone! Kevin (BigSlark), that's just too funny. I'm actually a little afraid I'll get banned now if I update Argentum. :D
And Dustin, the college town I'm living in has one of those too, though it actually looks a little bit more like the AVE-6 in most spots. I'm glad to hear you like it.
Phil (pvarcoe), thanks! It may be a little hard to tell, but there is a yellow line on the inside, so it's actually more "US style" than Maxis or Euro style. It's a little too hard to see since it's right next to the median.
And another little development I should also show--some of you may have seen this before. It's the Turning Lane Road, or TLR-3. Basically, the TLR-3 is a 2-lane Road with a consistent center-turn lane. This pic was taken quite awhile ago, and it was produced by simply bulldozing the sides of a TLA-7. I'd like to implement it through some sort of puzzle drag method, though, similar to Draggable GLR, though my earlier attempts to do it failed because I chose the wrong "starting point" for the overrides.
(http://img220.imageshack.us/img220/7861/tlr3onslopesd8.jpg)
-Alex
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Sorry for the double post, but I felt this was worth it.
I'll let the pictures do the talking :D ;):
(http://img237.imageshack.us/img237/6783/tlr3draggingxy5.jpg)
(http://img515.imageshack.us/img515/5200/tlr3inactionzv4.jpg)
-Alex
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thats just downright wrong takus u posted that! :P im curious as to how the traffic lights will look like perhaps if its possible to make a model for the traffic lights to be horizontal like they have it in some cities or on powerlines....that would really add some realism in our cities!
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We're getting closer and closer! Looks great, Alex! I can't wait to see more development!
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So, first you astound us with the center turning lanes, and now you get them to be 1 tile wide? It looks great though the lack of a sidewalk will somewhat limit its applicability in some circumstances (though places that would have those lanes wouldn't be the most ideal for sidewalks anyway). I am curious to know however, will this be in addition to regular roads, or will this replace them (and if so, what tool did you use to drag the road)? Second, did I notice you mention something about draggable glr? Does that exist (or were those the earlier attempts you were referring to? Whatever the answers to those questions, well done.
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already said it on ST, but that is sooo cool
okay, i know you have a million zillion mod projects underway, but im just throwing this out:
can this be done with streets?
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Thanks for the compliments, guys! To answer a couple of questions, Filasimo, well, that could be done, but apparently the traffic signals are very finicky beasts. I've talked with Jan (Swamper77) about it, and he may be helping out.
And Matt (threestooges), to answer your questions, I am planning on squeezing down the center lane a little bit and adding a narrow sidewalk to the edges. Right now that texture is basically lifted directly from the center tile of the TLA-7. The TLR-3 is indeed an addition to the Roads, and does not replace them. Basically, the way the TLR-3 works is that you place a "starter" puzzle piece, and drag a normal Road out of it. Due to some additional coding added into the puzzle piece, it actually converts the Road being drawn out of it into the TLR-3.
That's the same principle used for the Draggable GLR (starter puzzle piece -> drag Elevated Light Rail out of it), which does indeed exist and will be released as part of the next NAM, which is coming out very soon. ;) Basically, with that technology and the override technology used for the RHW, OWR-5 and the other TLAs, it's possible to extend the existing networks almost infinitely, such that you can get them to act as if they are completely new networks.
And yes, Steve (Zaphod), it can be done with pretty much whatever network. ;)
Hope that answers your questions. Thanks again for the feedback--I really appreciate it, and I'll be back with more soon. ;)
-Alex
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Wow, Alex, my heart stopped beating for a moment looking at those roads, they're just soooo realistic. :shocked2: Nifty way of implementing it too. :)
Does that mean you could use the same method for any kind of network? Hmm, I always wanted 4-lane roads without a median. ;)
One thing that bugs me though; wherever I've seen TLA's before in RL, they've always had the left turn arrows in the middle.
It might look too close together if you were to add it in to the texture though, the other way is to add it in as a T21 exemplar, and I hear those are difficult. Anyway, just thought I'd throw that suggestion out there. :thumbsup: Keep up the good work. :)
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ok i see it all coming together now which gives me a cooky idea if this can be possible....Tarkus since you were able to make the road variations such as the TLA-3 is it now possible to make draggable pedmall tiles which ultimately opens the possibility for a pedestrian bridge? I know some major cities have one and my city of Nashville, TN has a great one that they converted a TLA-3 into a pedestrian bridge that spans over the river see link:
http://www.civicdesigncenter.org/announcements-Shelby.html
Also leads to asking if anyone is working on bridges for the TLA project?
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I really like that road... just one question, that will replace the original maxis road? better if thats releases separate could be better. ;)
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So, one last question if I may, regarding the puzzle piece that you drag from: will you have to plop a new piece to change the direction or will you just start where the previous part ended?
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Filasimo: Thanks for the compliments! Draggable Pedestrian Mall tiles is something that can definitely be done. As far as bridges go, there's probably some logistics to work out, but I'm optimistic it can be done. ;)
HabLeUrG: Thanks! And no, it won't replace the original Maxis Road. :)
threestooges: As far as changing the direction, you'll only have to plop the piece down once to allow the override. You can actually then demolish the piece, and continue dragging Roads out of the stubs from the TLR-3 sections and they'll still convert. ;)
-Alex
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I've been just lurking around this topic, but following it with great interest. Now you can imagine my faces when looking at your pictures and reading your notes and descriptions ??? :o ??? %confuso &Thk/( :shocked2: :satisfied: %BUd% &dance &apls :thumbsup:
I think this speaks for itself :P :thumbsup:
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Alex,
Any TLA news? Curious minds want to know...even if they are in Central America.
Cheers,
Kevin
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Hey BigSlark... I have a feeling it is being held for a undetermined amount of time since the NAM team have given us some teasers about a new release. Maybe Tarkus since hes part of the NAM team is helping out on the ()stsfd() That would definately be awesome if we could get a new NAM soon, think about Draggable puzzle piece networks!!
Draggable puzzle pieces will be transferable to NWN and make it much, much easier to implement the TLAs publically. I predict that this project will pick up steam when the new NAM is released... Whenever that may be.
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Silvio: Thanks for the compliments! That really means a lot to me to see people talking about the project with a plethora of smileys. :D ;)
Kevin: Well, it's been slow-going lately, but there's some interesting things in the works. See my post in the RHW thread [linkie] (http://sc4devotion.com/forums/index.php?topic=990.80) for a rather big announcement.
And if anyone is wondering what jplumbley is talking about by the NWN (actually, NWM ;)), he's referring to the new Network Widening Mod, of which the TLAs will be a major component. ;) And the next NAM is very, very close--can't give a release date, though. ;)
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That is looking beautiful, Tarkus! Looking forward to more! :thumbsup:
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...And the next NAM is very, very close--can't give a release date, though. ;)
Oh, Alex! How you tease us so! I'll be waiting patiently...but not too patiently!
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Oh, Alex! How you tease us so! I'll be waiting patiently...but not too patiently!
Well, you won't have to be too patient, fortunately. If that gives you any idea . . . ;)
-Alex
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Well, you won't have to be too patient, fortunately. If that gives you any idea . . . ;)
-Alex
Let me guess, it's going to be released on Memorial Day (tomorrow). Am I right? LOL. $%Grinno$%
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Let me guess, it's going to be released on Memorial Day (tomorrow). Am I right? LOL. $%Grinno$%
Almost . . . almost. I can tell you the NAM is not coming out tomorrow. I can also tell you it won't be Tuesday either. :D ;)
-Alex
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Almost . . . almost. I can tell you the NAM is not coming out tomorrow. I can also tell you it won't be Tuesday either. :D ;)
It's got to be Wednesday. ;D
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if no fireworks tomorrow i would say no later than june 1 which sucks bc if it does launch june 1 ill only have 4 days to mess with it bc ill be in seattle for a week starting june 5 :'(
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Not necessarily. $%Grinno$% I haven't given anything away.
-Alex
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Looking at that seven lane road made me think of a fake Aston Expressway - a unique stretch of motorway in the UK as it spends a couple of miles as a seven lane single carriageway.
Of course, in the real version, the configuration is usually 3+1+3 (with the centre lane restricted to all traffic, thus the road behaves like a six lane dual carriageway), but during mornings and evenings, tidal flow sets in, whereby overhead gantries change the arrangement to 4+1+2 or 2+1+4.
Somehow, I doubt that would be possible in SC4 without a major rewrite of the traffic simulator (a coding nightmare!) and probably several hundred lines of EXE code as well - so beyond the scope of even the most dedicated BATters.
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Alex,
You're frustrating. The Other NAM'ers just lounge around laughing at the peons while you taunt us! No more, no less, despite the fact your modding skillz amaze me.
Cheers,
Kevin
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Hey Kevin-
I am indeed frustrating. :D ;) People accused me of taunting quite awhile ago with RHW Development, so I just kind of got in the habit of it. It's all meant in jest, of course. To quote sportscaster Chris Myers [linkage] (http://en.wikipedia.org/wiki/Chris_Myers), "I kid because I care." In truth, I'm probably just as excited about these mods as you guys are.
And to tease again (I can't help it :D), you really don't have long to wait until certain things happen. It's "Down at the edge, round by the corner", so to speak [linkage] (http://www.yesworld.com/lyrics/CloseToTheEdge.html). :D
And just to take the edge off the teasing, here's a somewhat old pic, which hints at some future developments:
(http://img149.imageshack.us/img149/1206/tla7overrhwpzfd1.jpg)
-Alex
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And to tease again (I can't help it :D), you really don't have long to wait until certain things happen. It's "Down at the edge, round by the corner", so to speak [linkage] (http://www.yesworld.com/lyrics/CloseToTheEdge.html). :D
Darn you, Tarkus $%Grinno$%!!!
And just to take the edge off the teasing, here's a somewhat old pic, which hints at some future developments:
(http://img149.imageshack.us/img149/1206/tla7overrhwpzfd1.jpg)
-Alex
Bless you, Tarkus ;D!!!
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You rock Tarkus. Hit me up on MSN tonight if you can. ;)
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Well, this is quite interesting! I can't wait to see where this is heading. Great work, Alex, as always!
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:cross fingers: please make ramps for those pieces please plase plase!!! :D
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:cross fingers: please make ramps for those pieces please plase plase!!! :D
I have this very strange feeling you're going to get your wish. I don't know anything for sure (Tarkus doesn't let on much :P), but I have a feeling it's gonna be possible.
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Darn you, Tarkus $%Grinno$%!!!
Bless you, Tarkus ;D!!!
Indeed.
So, when are RHW traffic circles/roundabouts coming? ;D
Cheers,
Kevin
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This thread hasn't seen an update in a little bit . . . so here's a sneek peek at some of the textures that may make it into the TLA:
(http://img225.imageshack.us/img225/460/tla5withdoublearrowsvk5.png)
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Excellent work! Can't wait to see what's next.
A quick question...are there going to be any reflectors with TLA?
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Sweeeeeeeet so is TLA close or still far off from a beta?
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This thread hasn't seen an update in a little bit . . . so here's a sneek peek at some of the textures that may make it into the TLA:
(http://img225.imageshack.us/img225/460/tla5withdoublearrowsvk5.png)
Very nice!! But I would suggest first fixing the street intersection. ;)
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Ryan (burgsabre87): Those textures are looking awesome as always! There's only one thing I might change with the diagonals with the yellow striping in the center. I'd maybe consider doing a dual-solid line or a left turn lane (where applicable) at the diagonal intersections. Otherwise, they are truly fantastic.
Kevin (BigSlark): That's an interesting idea--something we haven't really talked about, but it could make a nice addition.
Pat (patfirefghtr): Well, we still have a fairly long way to go with the TLA. It's still quite far from Beta status. I should be able to pick up the pace when RL calms down.
I did, however, manage to finally get this TLR-3 texture I've had sitting around for the past 2 months into the game. It's suffering from a bit of a tiling issue at the moment, but this should give you a better idea.
(http://img227.imageshack.us/img227/8613/tlr307012007zb6.jpg)
-Alex
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Kevin (BigSlark): That's an interesting idea--something we haven't really talked about, but it could make a nice addition.
I could supply the one I'm using for my RHW pieces with tweaked colors. ;)
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Alex and Ryan,
Last night my roommates and I were up to no good (which means we had a craving for Taco Bell at 3 a.m.), and we did a few miles on the TLA's on Jackson, MS. What I noticed is that state-maintained TLA's have reflectors whereas city and county maintained ones do not. I think a survey would be in order from other NWM fans to see what's common in their neck of the woods in order to figure out if reflectors are the norm or an exception with TLA's.
Just my two cents.
Cheers,
Kevin
PS-Damn, I'm good at this in the morning!
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hey BS: im thinking that reflectors are found in random cities....where i lived in houston for 3 years their streets had reflectors and even the striping were made with nothing but reflectors....in nashville where i live now only the interstates only have them, when i was in seattle for a week last month they have it everywhere....so im guess its just a matter of where u live that has them on the roads.
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burgsabre87: Those textures are fantastic, my friend! Great job!
Alex (Tarkus): The TLA-3s are looking good! I don't see any "tiling issues," but I won't lie to you--I wouldn't know a tiling issue if it slapped me in the face. Great work, as always!
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cor that tiling issues is minute... i had to squint to make sure it wasn't my imagination lol
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From what I've seen, the NYS DOT doesn't do reflectors on our TLA's.
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Alex,
I had to inspect that photo in photoshop to find the tiling!
Keep up the good work!
Cheers,
Kevin
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The TLR-3 is wonderful, Tarkus.
Not sure which I'm looking forward to most: the next RHW, or this...
-ACE
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Patiently Waiting
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Oh cool! More important (to me) than the RHW (until the RHW has smooth curves(
This will look great in the industry based city i plan!
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Hi Tarkus! I moved here from ST (User: JCarter) because I just couldnt wait to see what you were going to pull of next! Man, you pull so much from the game that its practically a new game...thanks!!!!!! :thumbsup:
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Tarkus/Alex:I ;DLOVE your TLA-3 Design. ;D
Here are some Ideas for the TLA-3/5/7/AVE-6:
1 Ramps from SC4 and RHW Freeway
2.You're probaly going to do this. but in case you aren't i'll post it.Transitions from TLA to TLA and TLA to AVE-6
Thanks,
;D SC4luv2 ;D
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this is amazing! i can harldy wait. im goign to be stuck to y computer screen when this comes out.
and speaking of rhw are all of these pieces going to be interchangeable with rhw?
and are we still going to have avenue?
and a request to your intersections: since oyu have enough space do you think you could put 2 left turn lanes and a right turn lane in for tl7 and 6?
ps did anyone notice the campus ( spelling boulevarde?) has more lanes than the highwya :p
i think it would be the only thing that has to decrease its size to become a higway :)
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This looks absoulutely amazing, I really appreciate the work you guys do! Can't wait for it!
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Cool, will be looking forward to seeing them. Keep Up the Great Work &apls.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation)
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To all of those looking for an update of the TLA project please refer to my post in the RHW Thread.
http://sc4devotion.com/forums/index.php?topic=990.480 (http://sc4devotion.com/forums/index.php?topic=990.480)
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Well, I've been a little quiet on this front, but there's been a lot of "behind-the-scenes" work. I haven't had much to show, but I should have plenty of interesting development soon.
In the meanwhile, here's a look at a narrower Avenue. An AVE-2, to be precise. Of course, even beyond the fact that it's actually built off of a Road puzzle drag, there's more than meets the eye . . . or at least, there will be. ;)
(http://img400.imageshack.us/img400/1803/avenue208202007pd0.jpg)
-Alex (Tarkus)
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Amazing work Alex. Makes me wonder, how many more new networks have you made that you've neglected to tell us about? :D
I'll be looking forward to more. :thumbsup:
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awesomness! &apls :thumbsup:
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Just 1 suggestion on the turnlane when it meets and avenue, try curving the yellow line like the center divider on the curretn NAM
Keep it up!
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Hello, there, Alex! That AVE-2 looks amazing! Absolutely amazing! I'll be looking forward to seeing more!
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That is looking fantastic, Tarkus! :thumbsup:
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Another example of the infinite win your mind contains, Tarkus. I was hoping for something like this, and with a tree-lined grass median, it would work perfectly for entrances into parks, fancy neighborhoods and the like.
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Ave-2 is great. Nice Job again Tarkus. Seeing this makes me impatient for the release of the NWM. :-\
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Looking great, Alex.
Tarkus is so awesome he writes RULs and posts project updates on SC4D in his sleep. :D
Cheers,
Kevin
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ave-2 GLR i see it coming....
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It'd be useful for a Super-2 expressway setup (divided single carriageway). Looks good. :P
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&apls Great job!!! Some of you may remeber me from ST (Tommy7777) and I was woundering if there any estimated date when you think the TLA mod will be out. Thanks
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as echoed in what jplumbey said in the other transit development thread:
There are multiple projects of the same type that are ongoing and will be released simultaneously. Keep up on SAM, RHW and TLA to find any progress on these projects and when a release will come.
Stay Tuned!
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This is awesome! But I'm one of the most impatient people in the world lol, so hurry up :P
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AWESOME!!!!
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Hi everyone-
Thanks for the compliments and support. :)
I've been working some on the TLA-5, particularly with getting the intersections working. I do have some initial pathing done on them, enough to make them function. They'll still need some stuff added to them.
Here's a TLA-5/Street T-Intersection
(http://img463.imageshack.us/img463/9397/tla5082520071xd9.jpg)
And here's progress on the TLA-5/Road Intersection.
(http://img297.imageshack.us/img297/418/tla5082520072gm0.jpg)
As you can see, it is still definitely a work in progress. The NAM Road Turning Lanes plugin has caused a few complications, but I should be able to get around that. Fortunately, it allowed turn lanes off of the Road onto the TLA, which was a nice bonus. Eventually, my plan is to have the TLA-5 have a left turn lane setup similar to that employed by the NAM Avenue Turn Lanes. The traffic lights and whatnot haven't been added in yet--that will come once I have the rest of the modding stabilized.
I'll be back with more soon. ;)
-Alex (Tarkus)
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That is looking beautiful, Tarkus! Great work! :thumbsup:
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Can you make a TLA-3 anytime soon? I think that was the coolest thing ever.
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I think you should leave the dotted-dashed yellow lines on street intersections, that's how they always are where I live.
If the gap in the lines is still there, 9/10. With no gap, this whole thing apart from tht road intersection in the last pic is 10/10
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Tarkus, Your really doing a great job on the TLA Project, Looking forward to seeing the final product. Just Keep Up The Great Work! :thumbsup:.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!) :)
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Can you make a TLA-3 anytime soon? I think that was the coolest thing ever.
Can you actually read rather than ask silly questions?
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I think Tarkus has already mentioned that. Read a few pages back for your answers.
And yeah... read all of the posts in this thread before asking questions.
- Allan Kuan
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Super awesome work! :thumbsup: I really like the narrow avenue, I was going to request in the NAM thread but there's no need for that now!
-Yoshiisland
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The intersections look fantastic, Alex! Excellent work!
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Lookin' better and better every time I see progress, Alex! If you need any more help with textures, let me know, eh?
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As i said before, those wider avenues will be an excellent idea for my overcrowed avenues I currently have in Steven's Point ;D.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
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I personally am following this project with great interest and anticipation. A wider variety of transit networks is something that this game has needed for quite some time. I only wish that I posessed the modding skills to help. Unfortunatly, I'm still a ways from even mastering the game playing aspect, so I must rely on others, such as yourselves, to improve the game for me/us. You must know that this is said with great appreciation. Looking forward to further development.
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Well first of all....this is my very first reply on this forum.
And now: straight to the point
Bare awesomeness.....
I can't wait to see this roads in my City...
So my question is...will there be a release in any form in the near future?
This doesn't mean you should hurry .... just do the thing right and not half assed.
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So my question is...will there be a release in any form in the near future?
This doesn't mean you should hurry .... just do the thing right and not half assed.
Well, with RL, we never know when we can get stuff done for this. So, as standard NAM Policy response:
It will be released when it's released. $%Grinno$%
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Ok thanks and I really like those Intersections, they are cool.
&hlp Tommy7777 &hlp
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Great work Tarkus &apls That looking beautiful !
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Well, with RL, we never know when we can get stuff done for this. So, as standard NAM Policy response:
It will be released when it's released. $%Grinno$%
Rick i thought that was any teams or individule's response to when is it released lol....
Alex that is looking wonderful and if you need a outside beta tester im willing :D
OK so that is my sneaky way of saying i really want TLA lol..... Either way :thumbsup: :thumbsup:
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Something I am waiting for. Seems lots of revolutionary mods are just a couple months away....
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Rick i thought that was any teams or individule's response to when is it released lol....
Well, I could have said the most hated word in the NR2003 community of "Soon". LOL.
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Well, I could have said the most hated word in the NR2003 community of "Soon". LOL.
OT: NR2003? I'm still on N4 over here, and still painting cars! &apls
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LoL Rick that is soo true :D
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OT: NR2003? I'm still on N4 over here, and still painting cars! &apls
OT: Ever look at my sig? lol. ;)
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Been awhile since I've had anything to report here, but I'm still plugging away on the TLAs. To answer everyone's question about the diagonals on the TLA-3, here's a sample texture. (The compression from the JPEG seems to have degraded the quality some.)
(http://img461.imageshack.us/img461/3092/tla3diagonal1kl5.jpg)
-Alex (Tarkus)
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very nice but similar to RHW ones. i think it would look better it it was unique.
nice work. keep it up.
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Madeira,
The RHW and TLA look the same as all highway striping is very similar in the USA as it based on the United States Federal Highway Administartion's publication theManual on Uniform Traffic Control Devices (http://mutcd.fhwa.dot.gov/index.htm).
All roads that are funded with Federal monies are required to follow this standard and most non-Federal roads are striped to the same specifications to simplify the striping diagrams and other assorted materials used by departments of transportation.
As for the color of the asphalt (or bitumen, as you're from the UK), well, that's an entirely different discussion. It has been decided as the closest representation of coloration and wear for North America.
In my area, older (20+ year) asphalt roads have a reddish-brown tinge to them as its very sunny here and the composition of the asphalt is a very regional mix.
I hope this answers your questions.
Cheers,
Kevin
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Ooh, diagonals! Looks great, Alex! Keep up the fine work, my friend!
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Oh boy, this is just amazing! More realism and variety in our road networks!
Just a question though Tarkus, if you are doing an 6-lane avenue, is it possible to just have it with just a yellow line as the divider, instead of a gap? And by that extension, is there a chance to see a 4-lane avenue without the divider? (Maxis ones feel too fancy with the divider and having all those props, e.g. trees, streetlights inbetween dividing the lanes)
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Sober, to answer your question, there are plans for there to eventually be "medianless" Avenues in both 4 and 6-lane configurations as part of the NWM. :) With the code we're developing, it should be fairly easy to port the RULs over to the new mod. Texturing would probably be the only thing that would really need to be done on that end to make it happen.
-Alex (Tarkus)
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A Question to ask. When we are finally able to use this new Modd, will we be able to create bridges? I know probably a silly ? but thought I ask ok.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
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i hoe we can but if we cant whast the difference between a center turn alne or not on a bridge???
btu tl7 i can understand... mabye it is possible to make a puzzle piece that will change what bridge is mad eor somehtign but this project is good enoguh wihtout it. nice work
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There is no point in using a turning lane avenue with a bridge...juse seems like a really dumb thing to do. It is always transitioned into either a divided avenue or a four lane road with opposing directions right next to each other, just separated by a double yellow line (or whatever it is in your country)
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except for a tl7? you cant jsut take two lanes away... mabye we can make it use all of the highway bridges and make them look slightly differnt for tl7? after all they are 6 lanes and tl7-1 is 6 :P
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A four-lane bridge would be used for TLA-5, and a 6 lane bridge would be used for TLA-7. And they'll probably use the current avenue bridges as those would be easier to convert (I think).
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Bridges will be interesting! That is for darn sure.. In fact they may not even be possible, so dont expect bridges for these for a long time.
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"Campus Blvd. " looking fantastic! Keep it up.
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Bridges are possible. It means cheating a little to get them to do what you want. A TLA-7 should be able to squeeze into 2 tiles, since 1 tile can fit in three lanes. However, there may be slight problems with space for people to walk on the bridge...
JPlumbley, if we can convert a TLA-7 into say, a special avenue bridge with 3 lanes of traffic both ways (maybe we might have to add a new set of bridges, though). For the TLA-5, we can just convert into avenues. TLA-6 would use the same bridge as TLA7 does, since the textures would both be the same.
Is it possible to trigger certain bridges by using puzzle pieces or whatnot?
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Can't bridges be made to be selctable in the bridge select menu, like the custom bridges on the LEX.
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english by babelfish:
is there already a test version to download?
german:
gibt es derzeit schon eine Version zum testen als download?
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Flo8472: Sorry, not yet. The project is still in development. Keep watching this thread for further updates, though.
German with some assistance from Babelfish:
Traurig, nicht schon. Das Projekt ist noch in Entwicklung. Halten Sie, dieses Gewinde für weitere Fortschritten aufzupassen, zwar. ;)
Regarding the bridges: The way the bridge system in SC4 is setup, it would be impossible to make a 3-tile-wide bridge, which the TLA-7 and AVE-6 would need. The limiting factor is the game's inability to draw two bridges, side-by-side on adjacent tiles (there must be at least one space between them). If that limiting factor wasn't there, it would be possible, as there could be some workarounds to allow a proper bridge.
So the only solutions that are possible are the ones Shadow Assassin suggested, with a special Avenue bridge with 3-lanes-per-direction. The other option would be to convert to one of the wider, separable RHWs (8S or 10) for the crossing, as there is a workaround to allow bridges for those networks.
Hope that answers some questions.
-Alex
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how abouot transfering the tl7-6 into a highway first then drawing the bridge over? since tl7 doesnt need a center turning lane on a bridge :P this owuld be only 2 tiles and your isms would gety there a bit faster :P. wait do bridges count in commute time?
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ssc4k, not a bad point. It's possible to make a new bridge look like a 6-lane Avenue, but the capacity (and speed) would be higher. A puzzle piece at the ends could hide all the Highway stubs and make a smooth transition from the bridge to a TLA-7 or AVE-6. Nice thinking. :)
-Alex (Tarkus)
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German with some assistance from Babelfish:
Traurig, nicht schon. Das Projekt ist noch in Entwicklung. Halten Sie, dieses Gewinde für weitere Fortschritten aufzupassen, zwar. ;)
LOL, the English-to-German translation is much worse than the other way round. ;)
@Flo: Falls Du nicht verstanden hast, as Tarkus meinte: Die Sachen sind noch in Arbeit, aber Du sollst dieses Thema im Auge behalten. ;)
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LOL, the English-to-German translation is much worse than the other way round. ;)
Somehow that doesn't surprise me. :D Thanks for the better translation, Andreas. :)
And sorry for the bad translation, Flo. :-[
-Alex
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Flo8472: Sorry, not yet. The project is still in development. Keep watching this thread for further updates, though.
Yes i know, but i have seen this in some city journals.
And I thought it's a unofficial download available ^^
......
:)
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Flo, what you've most likely seen is a texture mod by ryanb_sc4 (now burgsabre87), which replaces the Avenue textures with the exact textures used by the TLA. That mod has been released (link (http://www.simtropolis.com/stex/index.cfm?id=13923)), and there are quite a number of people using it. Since it is just a texture replacement mod, the center turn lanes are not functional. That's what the TLA project here is intended to fix.
Hope that answers your question. :)
-Alex (Tarkus)
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Whoa! I didn't know the textures were released! Thanks for pointing that out, Alex! Now, if you'll excuse me, I must go download them...
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@Tarkus
thx
^^ i understand. Yes, its really better with function.
;D I'm wait to the first Beta of TLA
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Whoa! I didn't know the textures were released! Thanks for pointing that out, Alex! Now, if you'll excuse me, I must go download them...
I'd like to point out at this time that the textures I made (that are released) do NOT have the following:
Diagonals, avenue x road / street / one-way road / transition textures. Those will be coming with the TLAs. :)
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Okay, we've got the TLA-7. That's three tiles wide. If we eliminate the middle tile (it'd still allow 3 lanes in both directions) by means of a puzzle piece, we could just use two parallel one-way roads with the 3 laned road marking on the bridge. It'd mean making totally new bridges, but would allow OWR-3 (if ever such a mod was released) compatibility.
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Okay, we've got the TLA-7. That's three tiles wide. If we eliminate the middle tile (it'd still allow 3 lanes in both directions) by means of a puzzle piece, we could just use two parallel one-way roads with the 3 laned road marking on the bridge. It'd mean making totally new bridges, but would allow OWR-3 (if ever such a mod was released) compatibility.
Why not just use the puzzle piece to turn it into a Maxis 3-lane highway? Then it could just use the standard highway bridges.
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Why not just use the puzzle piece to turn it into a Maxis 3-lane highway? Then it could just use the standard highway bridges.
Why not do that in addition to making the piece he mentioned? They are going for a holistic approach here after all, with the NWM and MIS. I believe there is an intention to eventually replace (or at least match in function) the Maxis highways with a similar modular system... I mean basically, if you think about it, the RHW combined with NWM capabilities (RHW-6, 8, etc) is a Maxis GHW replacement, if there's some kind of modularity added where you can have barriers and stuff for your urban areas. Maybe make it a separate network, inefficient as that sounds. Might be the only user friendly way though, for getting what you really want. Anyway, the elevated RHW is already being developed, and you combine that with network widening and MIS and BAM! All new elevated highway system. Except modular elevated interchanges sounds impossible so we'd be stuck with big plops, and the current NAM ones would be rendered useless. But I mean, maybe modular's not impossible; you can cross other networks with draggable networks, save that the network you're replacing can cross it, and the ramps don't necessarily have to be pathed as one-way when there's only access to one direction. So that opens up some options. But assuming the ERHW is based off the ANT as well you're gonna have problems from that since you can't control that intersection. Right? Cause it's still just an RHW/OWR (for example) intersection at its core so you'll have cars jumping off the edge of the ramp onto the highway :D So maybe if you did some Big Dig style magic and change the elevated ramp traffic to El-Rail so you could cross it with controlled pathing. You'd have to revert to GRHW, which would slightly limit your options on the ground around it, but no biggie... anyway wow, what was I talking about? :D
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delta9, you raise some good questions I can answer. The way the entire transit modding field has gone is toward modularity and draggable extensions through the various RUL Override technologies, so you're right on the money about that. However, there will in fact be elevated modular interchange capabilities, and to complement the draggable ground-level MIS ramps and the draggable ERHW, there will also be draggable EMIS. While the ERHW is based off of the ANT, a grade-separated crossing with the ground RHW will not have any issues with stop paths, since the traffic can't directly cross--the system functions just like any of the in-game elevated networks (El-Rail, Monorail, Maxis El-Highway) in that regard. I'm also planning on doing some RUL rewrites which prevent intersections in which the lack of stop paths on the RHW/ANT would cause problems (mainly some at-grade stuff).
As far as SA's idea of using OWR-3 bridges for the TLA-7/AVE-6, that's a viable possibility--though there will likely be some sort of "totally tweaked out" Maxis Highway bridge which looks nothing like a Maxis Highway bridge.
Hope that makes sense.
-Alex (Tarkus)
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Just as long as there's a three-lane-per-tile urban highway with tight lanes and suicide walls so I won't feel too far from LA...
^-^
-Crissa
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I don't undersatnd why it isn't possible to make a modified avenue bridge which you can select to build from the bridge select menu?
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im not an expert or antything but my instinct tells me that its because that bridge would have to be 3 tiles wide and the widest networks are only 2.. something i think i read from rhw. my guess probably off a little though...
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I don't undersatnd why it isn't possible to make a modified avenue bridge which you can select to build from the bridge select menu?
Well, let me try to answer your question as best as possible here.
There may be a way to do this for 2-tile networks... For TLA-5, I think it is possible to make a bridge with TLA-5 on it, but really what is the purpose? Noone is going to turn left off of the bridge anyways.... It would simply just have to be rendered with the TLA-5 texture on the top rather than the Avenue texture on top.
Now, for TLA-7 or ANY of the RHW bridges, it may be possibe.... These bridges would have to be made separately as a single tile width bridge and rendered in such a way that each portion is a new bridge. This is ALOT of work as for TLA-7 one bridge would in essence be 3 bridges. Then for RHW-4 there would need to be 2 bridges one for the textures going left and the other for the textures going right.
I dont know if this is 100% feasible, but it may be possible. But, lets just say it will be the last thing to be worked on and experimented with, there are many more important things to deal with first. Any bridge modder who wants to take up the challenge, by all means, go right ahead. Just be forewarned it is a shot in the dark to try this.
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This is ALOT of work as for TLA-7 one bridge would in essence be 3 bridges.
Actually, the main difficulty there is that it's impossible to have a setup with three bridges in a three-tile span, and it appears there isn't a way around it.
-Alex (Tarkus)
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Actually, the main difficulty there is that it's impossible to have a setup with three bridges in a three-tile span, and it appears there isn't a way around it.
-Alex (Tarkus)
I dont believe you! ::)
I have SEEN with my own two eyes someone drawing a rail bridge in between 2 road bridges.... I need to find that CJ or Tutorial or whatever and wherever it was now... grrr at the search engines!
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I dont believe you! ::)
I have SEEN with my own two eyes someone drawing a rail bridge in between 2 road bridges.... I need to find that CJ or Tutorial or whatever and wherever it was now... grrr at the search engines!
I think that they used a plopable bridge that had to be made to a specific length to get it to work.
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OK now I am disgruntled with this game. %bur2$ I hope your happy Alex! I quit for tonight otherwise I might go $%#Ninj2 and pull out the ?$%kar&%h on this computer. I did my test but I dont have the level bridge mod or anything like that installed, so... its not a you have be proven right... just yet. $%Grinno$%
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I do have the slope/bridge mod installed, and I just tested it as well, to no avail. ;)
-Alex (Tarkus)
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well if nones going to use the turn lan on the bridge, which is obvious..., why not just use some highway bridges and make some changes so you can select it in the bridge menu and it has 6 lanes in a differnt texture or somehting like this. after all highway=6 lanes :P
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Ahh, yes, I suppose someone could do the hard work to give us three-tile-wide bridges or a way to draw two bridges side-by side...
-Crissa
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My guess is that this behaviour is hardcoded into the EXE file.
This limitation is probably because of the 2 tile networks.
As for the TLA-5, it really should be converted back to an avenue and allowed to proceed as a conventional avenue bridge. This would save quite a bit of work, because TLAs are really not necessary on the bridge.
Then for RHW-4 there would need to be 2 bridges one for the textures going left and the other for the textures going right.
Not necessarily. :P If we use True3D bridges, we really only need one, as they will be drawn in opposite directions. But the key is ensuring that the bridges can react to the overrides and use the appropriate model/texture.
EDIT: Looks like we do indeed need two bridges with different textures. It seems the texture remains the same on both northbound and southbound bridges. If those bridges can be given a RUL override (two identical bridges, but with different texture IDs), only one icon might be needed.
EDIT2: For the modelled bridges, it seems that the model rotates when needed, so maybe for the conventionally modeled bridge, we really only need one?
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I know, there are alot of people out there who wonder, why does JPlumbley always say when 'we' (as in Tarkus and I) get our work done on the NWM.... Well now, I finally have proof that I have done something towards the NWM since Alex has been hogging all the showcase time on this. Today and yesturday I worked VERY diligently to get some work done towards the TLA-5 Intersections. Id say I have done pretty darn good!!
Now, what I am about to show you does not have the Road Turning Lanes installed.... This was easier to do without the RTL mod in NAM. I will have to work on that one a little bit longer as there are a bunch more RULs I must write to finish it to be compatible with RTL.
What have I got shown working in this following picture?
1. Both Street 4way and T-Intersection works. (Since this works once I get OWR textures they will work too.)
2. TLA-5 4way and T-Intersection works.
3. Road 4way and T-Intersection works.
4. It is 95% stable, there is one texture that reverts every once in a while... why? I still have to determine that.
(http://img206.imageshack.us/img206/8906/tla5test1dl1.jpg)
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Wow! Nice progress here! &apls
Its great to see the TLA up and running! I guess its no longer a texture anymore but rather a fully functional network! Keep it up :thumbsup:
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OMG Jp that is stunning work and for once i think you are stealing the lime light lol
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OMG Jp that is stunning work and for once i think you are stealing the lime light lol
Very deservedly so. :) That's some awesome work there, JP. I wouldn't expect any less. :thumbsup: Now we just need to decipher the RTL plugin . . . ;)
-Alex (Tarkus)
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Great work! I'm really glad to see that the TLA part of the NWM is coming into focus.
I have a question and a comment:
Are there plans to implement turning lanes on TLA-TLA and TLA-AVE intersections? Also, what happened the to the road turning lanes that Alex once showed in a TLA-Road intersection.
Also, in my part of the world, short TLA bridges often still have the turning lane width. Some are striped for the turning lane and others have the diagonal yellow stripes to divide the roadway. Just something to think about someday.
Cheers,
Kevin
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yes great progress there! :thumbsup:
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Just a quick question, but will the TLA-7 take up two or three tiles?
-yoshiisland2
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Okay, we've got the TLA-7. That's three tiles wide.
always look back into the topic :P
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I love that latest update with TL5 project.
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Hmm...*squints eyes* from this angle it seems like 3 tiles, maybe I'll go and check back on ST since that's where the project really started.
-yoshiisland2
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if SA sed its three tiles its three tiles its not that hard..........
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Hmm...*squints eyes* from this angle it seems like 3 tiles, maybe I'll go and check back on ST since that's where the project really started.
-yoshiisland2
Hey yoshi, if SA was wrong I would have corrected him. But as it turns out he was right so I dont have to correct him.
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With these turning lanes projects. How many lanes will there be? Just curious?
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There are 3 versions:
TLA-3 (3 Lanes) one tile wide. This will be a SAM-like override using a Starter Puzzle Piece for the Road Network. This has had some good progress for the RULs and should be part of the first BETA of TLA.
TLA-5 (5 Lanes) two tiles wide. This will be activated by drawing side-by-side Roads. This you have seen the progress in my previous post, I now have taken on the task of re-writing the RTL (Road Turning Lanes) so that it doesnt interfere with the RULs for and of the TLA networks. So the new RTL Plugin has priority over the rest of this mod. TLA-5 should be released as part of the first BETA with TLA-3.
TLA-7 (7 Lanes) 3 tiles wide. This will be activated by drawing a 3rd tile width of the Road Network next to a TLA-5. TLA-7 will not be part of the first BETA release, the RULs for this are quite complicated and will require TLA-5 to be much further into developement.
I hope this has answered all your questions. This is about what I have for an explaination right now.
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Mainly this brings up one question.
I know that this roads will be functional....but will they have realistic compacities compared to the other Road's in the game and to each other?
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Thanks jplumbley, I'll be looking forward to using the Beta Release when it becomes available. I'll give me some new ideas in starting my city.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
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Mainly this brings up one question.
I know that this roads will be functional....but will they have realistic compacities compared to the other Road's in the game and to each other?
]
Well of course, it wouldn't make sense if the capacities matched the capacity of roads and regular avenues... Although the TLA-5 and TLA-3 will probably only have slightly increased capacities compared to their counterparts (regular avenue and road respectively), since the additional lane is only a turn lane.
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Well of course, it wouldn't make sense if the capacities matched the capacity of roads and regular avenues... Although the TLA-5 and TLA-3 will probably only have slightly increased capacities compared to their counterparts (regular avenue and road respectively), since the additional lane is only a turn lane.
To answer the question of capacity and speed.
The limitation of the game is that we cannot "add" multiple capacities or speed to a network. Each 'base' network has a defined capacity and speed. Now, due to the implementation of the TLA-5 it is going to have the same speed and capacity of the Road network, which in both areas are lower than the Avenue network. Alex has come up with a work around for this to an extent, but it will mean that Roads, OWRs and Avenues will ALL essentially be the same. They will all have the same capacity and speed which makes them essentially the same. They will all look different obviously, but it will allow us to implement new texture variations like TLA-3, TLA-5, TLA-7, AVE-2, AVE-6, Medianless AVE-4 and Medianless AVE-6, much much easier because all the networks will act the same way.
Another advantage will be that we can use the Street network to a fuller extent in our game play. If we up the network Capacity of the Street network it will allow for the streets used in the SAM to be used in a more versitile fashion.
Not to worry guys, Alex and I have been throwing these ideas around for months and have a good plan to work on, it just takes a while to implement everything. You guys are in good hands.
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I thought that the commute engine calculates road usage on a per-tile basis. For example, note that on a diagonal avenue, all traffic going both directions gets funneled through the tiles that are completely covered by avenue (the tiles in the middle). If you query a diagonal avenue, the "center" tiles will report all the traffic going in both directions, while the "edge" tiles only show the amount of traffic traveling in their direction. I always thought this was why the centers of diagonal avenues "light up" with congestion on the traffic map well before the orthoganal avenues do?
That being the case, if a TLA-5 is an override of two parallel roads, the commute engine should see two parallel road tiles, and the capacity should exactly double compared to a regular road. A TLA-7, being three tiles wide, should have triple the capacity of a Maxis road. And so on. Unless the process of melding two parallel roads into a TLA-5 makes the game see the two-tile wide network as being only a single tile wide somehow?
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I thought that the commute engine calculates road usage on a per-tile basis. For example, note that on a diagonal avenue, all traffic going both directions gets funneled through the tiles that are completely covered by avenue (the tiles in the middle). If you query a diagonal avenue, the "center" tiles will report all the traffic going in both directions, while the "edge" tiles only show the amount of traffic traveling in their direction. I always thought this was why the centers of diagonal avenues "light up" with congestion on the traffic map well before the orthoganal avenues do?
That being the case, if a TLA-5 is an override of two parallel roads, the commute engine should see two parallel road tiles, and the capacity should exactly double compared to a regular road. A TLA-7, being three tiles wide, should have triple the capacity of a Maxis road. And so on. Unless the process of melding two parallel roads into a TLA-5 makes the game see the two-tile wide network as being only a single tile wide somehow?
You are exactly right! What I mean by speed and capacity is on a per tile basis. So, you will have for example 5000 cars per tile no matter what. If it is a 2 tile wide TLA-5 then you will have 5000 cars per direction meaning a total capacity of 10000 cars for the "entire" network.
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If TLA is being built as parallel roads like RHW, does that mean we can have a Turning Lane Road as well?
Or do I need to make some textures?
-Crissa
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what like TLA-3 is Crissa?
TLA-3 (3 Lanes) one tile wide. This will be a SAM-like override using a Starter Puzzle Piece for the Road Network. This has had some good progress for the RULs and should be part of the first BETA of TLA.
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If I understand correctly, The TLA-7 means that you'll have 3 Lanes in both directions with a "Center" Lane for turning making it TLA-7 right?
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation)
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correct.
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yep every number is equivalent to the total number after tla. so tl6 is no ctl tl7 does etc.
though ti would be nice if we could have a tl7b 8 lanes 2 being ctl. you can see 2 ctl on a 2 lane each direction road and if there are 3 lanes on each side having one ctl is making it quite crowded...
really i just want bigger roads lol :P
10th page!!! &apls
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Well, has my brother would use to say, in this case talking about TLA, The More, The Merrier! I have to say something about these sims though. :)
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actually that reminds me will tl7 have 2 lanes per on off ramp when connecting to a highway? though i do wonder how it will look going straight into a two tile highway... and rhw because its so small :p oh just as a joke you should make an end conversion on a street piece so we can have some nice traffic jams. i just realized something very important, instead of being like the other avenue roundabout can these roundabouts have 4 lanes in the circle part? actually ive never heard a mention of roundabout :) also when an intersection comes when there is a left turn lane needed can we have 2 left turn lanes? if a road uses one i think something with 3 times the lanes should at least have 2 lol :P will tl5 be out in time to be updated with the mis before it comes out? is there a rough idea of what the capacity of roads sections of tl5 and tl7 will be and there speed? i hope the big dig makes an update a month or so after tl7 comes out so we can make underground tunnels. of course we wouldn't need a tl5 entrance unless someone was picky about sims not being able to use the center turning lane for 2 tiles lol. are sims smart enough to tell that someones already in the center turn lane were they want to go or will we get a lot of crashes, i really dont care what the answer is on that one :D.
wow i typed a lot... well at least my mind will be quite for a while
ssc4k
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Glad to see this topic has reached it's 10th page! Keep Up with the great work on the TLA Project! And all other Projects such TLA, NWM, SAM and etc.... &apls.
Your Friend;
Mayor Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
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Wow, wonderful work with this project! I am really excited for the TLA-5!
I just had one question about the pavement markings. Like the RHW, different pavement markings exist in different regions around the world, and I was wondering if different textures could be made to give this network a more international look.
Heres an example from Canada (probably the easiest one to do, just switch the broken yellow line from the outside to the inside!)
(http://www.mto.gov.on.ca/english/dandv/driver/handbook/image/2b5_7a.jpg)(http://www.onthighways.com/hwy_10-19_images/10_cl_44_north.jpg)
Heres one from the UK
(http://www.lmars.co.uk/images/orbital/orbital2003/orbital12.jpg)
New Zealand (its narrower than a standard lane, but still could be textured)
(http://www.arizonaroads.com/nz/big/P1001070.jpg)
Anyways, those are just some examples. If this could be done, the network would have a better international feel.
Best of luck with this project!
-Haljackey
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well why dont we wait until after the projects done and create a bunch of textures for it afterwards so we get it sooner :p that way everyone gets there texture but they tl5 and eventually tl7 first :P reallly if your waiting for tl5 and most importantly tl7 just for the texture....
so anyone who can make nice textures could start on there own texture for it :D and when it comes out upload it to lex :P
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New Zealand (its narrower than a standard lane, but still could be textured)
That is not a turning lane. It's basically a painted median strip - meaning that you can't use it to turn onto properties and the like (though people still do it). The middle lane is usually marked with a longer and thicker dashed white line - which is most common on tidal flow systems, but can probably be used for turning lanes.
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Ok, I'm sorry if this is the wrong question, but from what I understand the concept here, and what it looks like in the pics, has anyone tried the U drive it mode with this, and can tell me if cars and/or trucks crash into them with out stopping when they cross your line of travel to go to some buildings?
Obviously thats something that can be answered, unless your a developer (lol) but would that crash?
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I'm anxiously waiting the release of the TLA, so I can update my roads and avenues $%Grinno$%.
You Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
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Wow, wonderful work with this project! I am really excited for the TLA-5!
I just had one question about the pavement markings. Like the RHW, different pavement markings exist in different regions around the world, and I was wondering if different textures could be made to give this network a more international look.
Heres an example from Canada (probably the easiest one to do, just switch the broken yellow line from the outside to the inside!)
New Zealand (its narrower than a standard lane, but still could be textured)
(http://www.arizonaroads.com/nz/big/P1001070.jpg)
Anyways, those are just some examples. If this could be done, the network would have a better international feel.
Best of luck with this project!
-Haljackey
Quote
New Zealand (its narrower than a standard lane, but still could be textured)
That is not a turning lane. It's basically a painted median strip - meaning that you can't use it to turn onto properties and the like (though people still do it). The middle lane is usually marked with a longer and thicker dashed white line - which is most common on tidal flow systems, but can probably be used for turning lanes.
What Haljacky Showed (of Tamaki Drive heading to Bastion Point and Mission Bay from Downtown Auckland is what New Zealand calls a Flush Median, they can range in Width from that size for 2 laners to as wide as that american shot for Four Lane Roads. Unlike the Australians Flush Medians are used for cars to enter into safe "zone" if turning into a property or coming from a property and merging back into the main road. However you can NOT over take on Flush Medians
Road Code aside Haljacky feel free to give it a shot as I will very much use it.
Oh back to the Queensland, if I remember right they use flush medians like we do, but there are 2 classes, a single outline like NZ means you can enter it for turning, a double outline means no turning. :o
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With flush medians, they use that here in Australia, but they're very rare. They don't have the cross hatching, but I suppose they'd be good as TLs.
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With flush medians, they use that here in Australia, but they're very rare. They don't have the cross hatching, but I suppose they'd be good as TLs.
And you wunder why Kiwis and Aussies get confused on each others roads :D ()testing() :discuss:
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Well, yeah.
Come on, join Australia as a state! :P
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Well, yeah.
Come on, join Australia as a state! :P
How about you joining as the 4th Island? ?=mad)=
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LOL
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How about you joining as the 4th Island?
You're after the sheep, aren't you? :P
Maybe we should stop spamming, though.
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You're after the sheep, aren't you? :P
Maybe we should stop spamming, though.
Yeah, you should stop spamming, because if you don't, we here in the USA will annex ya both as the 51st and 52nd states. :P :D $%Grinno$%
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LoL Rick that should be the greatest of greatest threats ever issued to a country...... Stop it or be assimilated
(http://www.freesmileys.org/emo/alien003.gif)Resistance is Futile!!!!!(http://www.freesmileys.org/emo/alien003.gif)
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Yeah, you should stop spamming, because if you don't, we here in the USA will annex ya both as the 51st and 52nd states. :P :D $%Grinno$%
Rick, dont ya mean 52nd and 53rd.... Puerto Rico...
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Suicide Lanes!! So true!! My neighbourhood has many seniors and (bless their souls) the seniors tend to drive a little further along the center turn lane than is safe, probably because they can't see the entrance to the business/strip mall that they are trying to get to very well.
vistla Reply #104 I personally am following this project with great interest and anticipation. A wider variety of transit networks is something that this game has needed for quite some time. I only wish that I posessed the modding skills to help. Unfortunatly, I'm still a ways from even mastering the game playing aspect, so I must rely on others, such as yourselves, to improve the game for me/us. You must know that this is said with great appreciation. Looking forward to further development.
I'm with vistla. In addition I must admit I'm still figuring out this posting business. Second try with this post as the first one 'disappeared' before I hit the post button. (Isn't there a save message button somewhere around here?) I wonder how dedgren does his fabulous posts? He retrieves images and quotes from all over and carefully formats and organizes each and every post.
(http://www.fiftiesweb.com/tv/hogans-heroes-2.jpg)
I Know Nothing!
Travis Reply #79 Amazing work Alex. Makes me wonder, how many more new networks have you made ...
mightygoose Reply #87 ave-2 GLR i see it coming....
&mmm &Thk/( Let's see so far we have TLA, RHW, NWM, SAM, GLR and of course the grandaddy of them all NAM! (OK OK I'm showing off. I just figured out those acrynoms (where's the spellcheck?) about 5 mins ago. What the heck is BAM and MIS? Well I need to get to sleep. It's taken me forever to put together this post. This is why I lurk.
&apls &apls &apls
Fabulous effort and I know the results will just blow me away. When will that be BTW? The results, I mean, not the getting blown away part. :D
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the getting blown away part. :D
I can help you with that part. hehe.. he.. hehe...
OK then, well... ummm... You guys really wanna know? You really wanna know when the next NAM, SAM, TLA, RHW, etc will be ready for release?
Are you sure?... Well ummm... ok.. you asked for it...
The NAM will be released sometime in the future, it could be in the near future, it could be in the distant future. The fact still remains we dont know, there is no "official" due date. Of course we have an idea of when we'd like to bring everything together, at least once before the SC4D B-day Bash 2008. Once again, its best to surprise everyone, it wouldnt make ya's so ancy if you knew when it was coming out and then it wouldnt blow ya's away if we werent so "secretive" about it, but if you watch the threads close enough you will know whats coming, maybe not when though.
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You sly fox... :D
Cheers,
Kevin
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The NAM will be released sometime in the future, it could be in the near future, it could be in the distant future. The fact still remains we dont know, there is no "official" due date. Of course we have an idea of when we'd like to bring everything together, at least once before the SC4D B-day Bash 2008. Once again, its best to surprise everyone, it wouldnt make ya's so ancy if you knew when it was coming out and then it wouldnt blow ya's away if we werent so "secretive" about it, but if you watch the threads close enough you will know whats coming, maybe not when though.
What your basicaly saying there is...
It will be released when it is released
Joe
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What your basicaly saying there is...
It will be released when it is released
Joe
We like to surprise people . . .
-Alex (Tarkus)
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Let's just say sometime between now and 2010. That should help narrow it down some, I think. ;)
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Thanks for the time scale, *books everyday from now until 31/12/2010 off*
I keep forgetting, is this a new copy of the NAM or just some extra additions to the current one ()what()
Joe
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I keep forgetting, is this a new copy of the NAM or just some extra additions to the current one ()what()
The NAM won't be longer one single massive 10+ MB download, but it's using a modular approach. This means that the current NAM download will serve as a basic resource package, whereas new content will be uploaded as updates or plugins. The NAM Controller will also be updated during this process, so you might have to download more files than before, but it's not longer necessary to remove all old stuff that might cause problems manually.
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ahh ok, i was just wondering about the whole updates thing, i already knew about the modularity of it. Just confirming the whole whats actualy going to be released..
Im guessing thought that maybe in the near future you are going to recode the main NAM file... as of a certain member named Mott rejigging all that stuff.. lol and the RTL re code and all that jazz.
Joe
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Well, there isn't a "main NAM file" anymore - it has been broken down into several logical pieces. This makes updating a lot easier. I haven't checked which files exactly mott was changing, but I assume it's mainly the Traffic Controllers (Traffic Plugins) that are going to be modified. For the turning lane stuff, all that needs to be changed is the NAM Controller files, but the resource files can be left untouched.
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When I said main NAM file I meant main NAM download... lol cause its getting old...
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More NAM stuff is always good. The modularity is nice - I never use stuff like the GLR
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yeah, keep feeding us great transportation extensions!
We all know sc4 needs em'! ;)
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Let's just say sometime between now and 2010. That should help narrow it down some, I think. ;)
I thought we were releasing it sometime between now and 2014. :P
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I can help you with that part. hehe.. he.. hehe...
OK then, well... ummm... You guys really wanna know? You really wanna know when the next NAM, SAM, TLA, RHW, etc will be ready for release?
Are you sure?... Well ummm... ok.. you asked for it...
The NAM will be released sometime in the future, it could be in the near future, it could be in the distant future. The fact still remains we dont know, there is no "official" due date. Of course we have an idea of when we'd like to bring everything together, at least once before the SC4D B-day Bash 2008. Once again, its best to surprise everyone, it wouldnt make ya's so ancy if you knew when it was coming out and then it wouldnt blow ya's away if we werent so "secretive" about it, but if you watch the threads close enough you will know whats coming, maybe not when though.
Jp you are soooooooo mean lol :D :D
but alas i so love the words of the great and all mighty Ryan "Im working On it" or was it "Coming Soon" err nevermind either way im waiting - pat
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@ Pat my saying was "STAY TUNED!!!" :thumbsup:
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I haven't checked which files exactly mott was changing, but I assume it's mainly the Traffic Controllers (Traffic Plugins) that are going to be modified.
He's overhauling the traffic plugins, nothing else will be affected. However, this update will more or less phase out the old traffic plugins, meaning that the NAM team will recommend that the new traffic plugins replace the old traffic plugins. Mott has discovered that the current NAM plugins may actually be causing the game to not work properly in terms of pathfinding and development. This mod should at least reduce abandonment relative to the old plugins, as well as actually improving performance on older systems.
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I have been following this project for a while; I'm glad its coming along :thumbsup: :thumbsup:.
One question: are the AVE-6 and AVE-8 still being worked on, or have those been cancelled; I was wondering
Because I had not seen any photos of them in a while. If they are, I would be interested in attemping some
textures for them, although they may not develop for a while (due to RL, I can't visit here often e.g. not on
weekdays).
Thanks to all the modders undertaking this project &apls, and I can't wait to see it when it is completed ;D(although I'm paitent).
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RSC18, glad you've been enjoying the project, and to answer your question, the AVE-6 and AVE-8 are still in the works, however, there hasn't been any new development on them in some time. Our focus has been elsewhere, though--getting the MIS ready is my main priority. When that's ready, I can devote more time to this project again. ;)
Hope that answers your question. :)
-Alex (Tarkus)
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You guys love to put out major modds at the end of months. Is that not true? i.e. NAM, RHW... so I predict a release for Halloween. And this is for your hard work. &apls
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Never predict the release dates... LOL You will only ever be disappointed. I wish that was the case also ;D
But yes I also do appreciate your work greatly... it was the only thing that got me into playing SC4 again
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You guys love to put out major modds at the end of months. Is that not true? i.e. NAM, RHW... so I predict a release for Halloween. And this is for your hard work. &apls
I gaurentee a release before Halloween 2008.
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no plumbey youre keeping their hopes up you know its going to be 2010 to the earliest :thumbsup:
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Never predict the release dates... LOL You will only ever be disappointed. I wish that was the case also ;D
But yes I also do appreciate your work greatly... it was the only thing that got me into playing SC4 again
Tarkus said sooner than you think...so it'll be a great treat to put in your trick or treat bag if it comes out on Halloween...I'm patient enough to never get disappointed...the modds make SC4 even grander to play though.
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if thats the case Alex will release it 2009..... ;)
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Sooner than you think? I said that? ??? Oh wait, I did. :D Define "sooner". $%Grinno$%
Thanks for the compliments debutterfly, glad you're enjoying what you've seen here. Unfortunately, nothing on the RHW or TLA is far enough along for a Halloween 2007 release--RL's been beating up on me pretty badly the past week. It's not quite that soon. I was thinking 2011. $%Grinno$% Besides, I haven't even begun my usual teasing cycle. :P
-Alex (Tarkus)
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@Alex so i guess your term of sooner means later :D
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I guess it does, Ryan. I need time to properly "ramp up" my incessant teasing, if you know what I mean. ;)
The good news is, I'll back with some TLA development screenies later. And by later, I mean sooner than "sooner". In the next couple of days, depending on RL.
-Alex
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Sooner than you think? I said that? ??? Oh wait, I did. :D Define "sooner". $%Grinno$%
Thanks for the compliments debutterfly, glad you're enjoying what you've seen here. Unfortunately, nothing on the RHW or TLA is far enough along for a Halloween 2007 release--RL's been beating up on me pretty badly the past week. It's not quite that soon. I was thinking 2011. $%Grinno$% Besides, I haven't even begun my usual teasing cycle. :P
-Alex (Tarkus)
2011?? I think anything sooner than Halloween 2015 would be a pipedream with all the textures I still need to do for the RHW system. lol. :D :P
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Hmmm...
I dont know where people are thinking we will be releasing a new NAM on Halloween (Tomorrow), we havent even got the TLA fully working, RHW MIS is "almost" ready for pre-BETA, I havent even gotten to the SAM textures I have been given to add and... well, ArkenbergeJoe just made a poll yesturday saying which one would you like first? Then we still have to package and compile everything together. We cant do all that work in the next 24 hours.
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We can release a ghost of the NAM on Halloween. :P
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Hey now thats an idea... Trick or Treat NAM ghost. Almost like DTs April Fools Vault.
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Exactly WHAT would a NAM ghost be? Replacing the Euro interchange model with a skull?
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Exactly WHAT would a NAM ghost be? Replacing the Euro interchange model with a skull?
A joke. A release in which had nothing in it just to play a joke. hehehe...
People have been trying to predict a NAM on Halloween, but it just isnt happening. As I said the other day in the SAM thread, there is still work to be done and it will be a consolidated release of NAM/SAM/RHW, so you guys will be happy.
We would like to participate in the SC4D B-Day Bash... but that has yet to be determined, there is no release date.
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Well, whenever it comes, Christmas, New Years, next years New Years, I am sure we will all be happy about it :thumbsup:
Keep up the excellent work!
-Haljackey
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The one issue with the AVE-6 is that actually putting props in the median like the normal Avenues will be extremely difficult.
That's not a bug, it's a feature. :)
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That's not a bug, it's a feature.
Nicely said, mott. I couldn't agree more...
&apls &apls &apls
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Well, I may be able to work up some sort of new median setup for the AVE-6 and AVE-2, if people are interested. I'm thinking cycledogg trees . . .
-Alex (Tarkus)
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Why not use the default Maxis props? I quite like them, especially the medium wealth ones in residential areas. :P
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Well, I may be able to work up some sort of new median setup for the AVE-6 and AVE-2, if people are interested. I'm thinking cycledogg trees . . .
-Alex (Tarkus)
Hey Alex, I have made a prop family in the NHP Prop Pack Vol 1 for Cycledoggs, single trees. It might be useful for ya.
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Well, I may be able to work up some sort of new median setup for the AVE-6 and AVE-2, if people are interested. I'm thinking cycledogg trees . . .
Well, you could use the prop family that I created for the SFBT Street Tree Mod. This means you have one prop family, and you can decide which trees show up by installing one or more style plugins. It's basically the same technique that Pegasus used for the "One Flag, Many Nations" mod.
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WHOA Release Day Hype and Spam :o
Anycase by the sounds of it work is coming along fine here indeed
Any teaser pics for us to make us drool anymore?
[Gets drool buckets out and sells them for 50c each]
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Oh, come on, 50c?
You could make a killing if you gouged people for those buckets! :P
Say, sell them for $3 each, that's $2.52 profit for you!
Think of the business opportunities on the days leading up to the 5th of November...
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Wouldnt it be neat if these new modds come out on christmas :D. I'm not saying it wont. But it would make a nice christmas present if it did come out then LOL, But I can wait I have patience ()stsfd().
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!
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Merry christmas!
Pictures of all the most complicated stuff you can make with the TLA would be appreciated--pictures of all the curves, intersections, anything that won't show up as whatever network it's based on plz (like how RHW13b shows up as ant)
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youre time and patience and support and stopping by this thread for updates would be appreciated as in we will post updates when we post them so stay tuned! :thumbsup:
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Just looking forward to seeing all these new projects for solving our traffix problems. Sometimes I ask myself this ? concerning the sims anyways $%Grinno$% :D. Where do these sims get their driver's license from? a crackerjack box :D.
Your Friend;
Mayor Of Steven's Point and Maxiston
(Proud To Be Cities Of Sim Nation!)
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[Changes price tag]
I am now charging $5ea for Drool Buckets due to the introduction of the 150% Palpatine Gift Tax and 200% GivePalpatineAllYourMoneyKnow Tax - sorry gotta love the Tax Department
Now then I pass I motion of support and Thanks to the TLA Team for all their hardwork on this project
Can I have a Seconder Please
Further more I would like to pass a second motion for More Pics please
Can I have a seconder for that
After they have been seconded we will take a vote
Now then I wunder what TLA options we might have?
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youre time and patience and support and stopping by this thread for updates would be appreciated as in we will post updates when we post them so stay tuned! :thumbsup:
need i say more? ;)
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Nope, Filasmo...but...just wondering...but...is this still being worked on? It was doing good, but then there were no more updates in ages. Last update was on may 3 I believe...
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Actually, Godzillaman, the last update was about a month ago [link] (http://sc4devotion.com/forums/index.php?topic=1200.msg79113#msg79113). May 3rd is the day this thread started, and the original post is at the top of every page since the thread is stickied.
The TLA project has sort of gone on hiatus, because our priorities had shifted toward RHW v20 (with MIS :)) and we also needed to revamp the Road Turning Lanes plugin, since the existing one was making our work on the TLA project extremely difficult.
We haven't forgotten about the project though--jplumbley's got the new Road Turning Lane plugin in good shape at the moment, and as soon as things calm down a little on the RHW front, things will pick up quite a bit here.
Hope that answers your question.
-Alex (Tarkus)
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Also, did it include Turning-Lane-Road, or was that part of Surpassing-Lane-Road project?
-Crissa
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Actually, Godzillaman, the last update was about a month ago [link] (http://sc4devotion.com/forums/index.php?topic=1200.msg79113#msg79113). May 3rd is the day this thread started, and the original post is at the top of every page since the thread is stickied.
The TLA project has sort of gone on hiatus, because our priorities had shifted toward RHW v20 (with MIS :)) and we also needed to revamp the Road Turning Lanes plugin, since the existing one was making our work on the TLA project extremely difficult.
We haven't forgotten about the project though--jplumbley's got the new Road Turning Lane plugin in good shape at the moment, and as soon as things calm down a little on the RHW front, things will pick up quite a bit here.
Hope that answers your question.
-Alex (Tarkus)
Thanks for clearing things up! :)
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thanks man..... take your time so things get done perfectly....
by the way.... is there a review about the transportation systems in Sim City Societies?
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by the way.... is there a review about the transportation systems in Sim City Societies?
Not that I want to clog the thread, but you have dirt roads and four-laned city roads, and you can plop bus stations and subway stations. There are cars and buses driving around on your streets, and that was it. No traffic simulator, no pathfinding engine, nothing.
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WOW.... it really sucks.... but oh well..... no onto the TLA...
thanks man keep up the good work...
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I mean, why get SimCity Societies anyway if we have a talented NAM Team? ;D
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I agree with JGCarter. but we should keep on topic. i mean, this is DEVO, not simtropolis, since this is the 'headquarters' of the NAM team, we should refrain from talk of subjects other than the thread's topic.
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that's right... i'll take some pictures of real TLAs... here in my city (Monterrey, Mexico)
Were i work they kind of like the TLA's, they are actually more functional in commercial areas
In my next post i'll upload some pictures of the TLR-3, TLA5, and TLA7. And you'll see how they would look in SC4 in action.
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just edit your post then, no need to double post ;)
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In response to the simcity societies traffic question, there is the possibility of changing the roads by modding. Someone made a 6 lane, I believe, but also left a giant gap in between which looks like a car wide lane. I also have seen turn lanes, and regular 2 lanes, but cement, and a boulevard that looks like an avenue. In response, to TLA, how about pathing these?(http://thebestfilmakerever.googlepages.com/rightturnlane.JPG)
(http://thebestfilmakerever.googlepages.com/LeftStraightRight.JPG) ()what()
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@j-dub: Those look GREAT but I remember somebody posted something similar but there was a controversy about the "only" being under the arrows. Its like everybody wants the roads in SC4 to look just how their hometown looks. So if you like it, go ahead and path it but just thought I'd give you a heads up ;)
Personally, I'd use it too!
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In response to the simcity societies traffic question, there is the possibility of changing the roads by modding. Someone made a 6 lane, I believe, but also left a giant gap in between which looks like a car wide lane. I also have seen turn lanes, and regular 2 lanes, but cement, and a boulevard that looks like an avenue. In response, to TLA, how about pathing these? ()what()
I no nothing of SCS and will never know anything about it due to the fact I will never buy it.
As for your two images. I have written RULs for a Right Turn Lane for Avenues usings some old textures from Lakeyboy in ST. I have shown a few pictures a while back for this addition. I am planning to expand this to be part of the the RTL (Road Turning Lanes) that I am re-writing and have had some success with. I have been taking a break as of recent from modding because I am too busy elsewhere to get any good modding done. I have been around for advice and brainstorming for other things though.
The right turn lanes will be optional and I have written them only for the Avenue 4way Intersection. These are implemented by using a One Way Road and dragging it in a 90 Turn fashion in the corner of two Avenues. The new Turning Lanes plugin will be bigger and better, we just need time for it to be done. I dont see much modding time for me until Christmas time.
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I want this now! My first 1 000 000+ population city has congestion problems getting out of town, and the rest of the Camelot region does too. Could I be a beta tester? What would be the conditions of using it? (Can I use network puzzle pieces with this? This is needed in Camelot now!)
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Careful, buddy...we all gotta wait :D
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woah easy there boy have a banana while you wait itll calm your nerves :thumbsup:
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In order to bring a little realism to y'all's wait, imagine the following:
Your local department of transportation / city officials / etc. mulling over feasibility plans, economic and environmental studies, etc. :P
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In order to bring a little realism to y'all's wait, imagine the following:
Your local department of transportation / city officials / etc. mulling over feasibility plans, economic and environmental studies, etc. :P
QFT. :D
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I agree with the others, we all have to wait and be patience. Keep up the great work on this project!!! Looking forward to the final product.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
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The problem with pathing right turns for roads, I realize now, is no more pedestrian room on the right. The left straight and right, would require moving the left turn lane a little more to the left and basically modifying it, that the right lane doesn't touch the building. Either way, it may need two squares, the other issue, is the intersection's traffic signals, would need to be moved, but the intersections now wouldn't have room for crosswalks on 1 square. (http://thebestfilmakerever.googlepages.com/DownTownJoshLand-Feb.28311196446725.png)
(http://thebestfilmakerever.googlepages.com/DownTownJoshLand-Mar.19311196443859.jpg)
(http://thebestfilmakerever.googlepages.com/DownTownJoshLand-Feb.28311196446416.JPG)
So how about the same concept for one ways? It wouldn't need to be repathed, just retextured right before the corresponding intersection to the painted arrows on the black top. Or is this unrelevant to the tla and for a different thread?
(http://thebestfilmakerever.googlepages.com/OnewayLeft.JPG)
(http://thebestfilmakerever.googlepages.com/One-wayRoadTextureTurnOff.JPG)
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Patience. That's all I have to say. &mmm
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Please.. Relax.. As I stated before, I have been hit by RLS and have no time until xmas. Here are three pics of what you've essentialy requested J-dub, you must realize that this takes tome and it will be released when done right.
(http://img106.imageshack.us/img106/7862/sliplaneshc2.jpg)
(http://img411.imageshack.us/img411/8420/texturerequestsyz4.jpg)
(http://img481.imageshack.us/img481/2880/pathtest1cl7.jpg)
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thoes are fantastic JP, thankyou ever so much for sharing them with us... OMG there ace
now back to RLS, have a good time and don't rush it, whatever you are doing
Joe
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Nice jpulumbley. Would you be able to make those turn lanes with a diagonal AVE or diagonal road intersecting a straight road or AVE.
(Crude format) ==/== or ==//== or --//-- or --/-- like these intersections. First get those RLS taken care of. That's first on anyone's priority list.
Modder's/gamer's priorities:
1. RLS!!!! :angrymore: &cry2
2. Patience ()sad()
3. Perfection ;)
4. Realism :thumbsup:
5. Thankfulness for the NAM team &apls
6. Being SURPRISED about releases! ;D
7. WOWed by pictures! :o
8. Have fun!!!!!!!!! :P
Again. I applaude and thank you for all your hard work.
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I will have to emphasize the word "patience". A lot of people are taking as much of their spare time as possible to make these.
Speaking of the word "make", I realize that you are making transit-enabled lots to enable these new network functions that you wish to see in game. Please do not use those. It can screw up the game badly.
Aside from that, there are some good ideas here.
- Allan Kuan
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(http://img411.imageshack.us/img411/8420/texturerequestsyz4.jpg)
Looking good there Jason. :thumbsup: Now all we need is to have the traffic lights to show up on the other sides of the intersections like they do here in North America and the tweaks to the textures to eliminate the pavement textures that aren't needed anymore. LOL. ;)
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Jp that is wonderful stuff there... I apprecaite what you do &apls &apls
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thanks for the updates guys. those are awesome photos of the turning lanes &apls &apls &apls. Keep Up the Great Work.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
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Every time I look at what is going on with this and the RHW/MIS stuff...thanks for the HARD work! %BUd%
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jplumbley, those are lookin great, but how does it work? Do the cars pull in up to the crosswalk while the light is still red? And if so, wouldn't this require some sort of yield or stopsign, or maybe changing/adding more signals? You wouldn't be able to see the light after you pull to the crosswalk.
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jplumbley, those are lookin great, but how does it work? Do the cars pull in up to the crosswalk while the light is still red? And if so, wouldn't this require some sort of yield or stopsign, or maybe changing/adding more signals? You wouldn't be able to see the light after you pull to the crosswalk.
Here in Sweden, there's a yield sign in those intersections.
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jplumbley, those are lookin great, but how does it work? Do the cars pull in up to the crosswalk while the light is still red? And if so, wouldn't this require some sort of yield or stopsign, or maybe changing/adding more signals? You wouldn't be able to see the light after you pull to the crosswalk.
Functionality before cosmetics.
Some would say I am more of an engineer before artist and they would probably be right. My goal is to make sure something works and works properly before I put any effort into cosmetics. I took these textures from an existing lot created by Lakeyboy. He had issues quite a while ago with getting this to work properly. I took his textures and have made them work.
Functionality before cosmetics. If it doesnt work, no matter how good you make it look its still a piece of crap.
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Jason's right - he takes care of the engineering, and I take care of the cosmetics. I've volunteered to take on the responsibility of getting these right-turn lanes compliant with United States pavement marking standards, and to ensure they'll fit wherever they're used.
I'm going to be starting on the textures probably in the next week . . . . and after that, they're done when they're done.
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yes so relax, lurk the forums, have a soda, maybe grab a bite to eat everything is coming along nicely ;)
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Hey, if you merely need things rendered, remember that there are those of us that can do that, once you have some of the fidget stuff down.
Maya homework is eating my brain, trying to learn how to rig, but remember there's others about if you need help ^-^
-Crissa
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Same here in America: a red triangle with a white interior triangle and the word YIELD in the middle.
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so, referring to the first post on page eleven, you guys are going to attempt to have this out by SC4D's second birthday?
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so, referring to the first post on page eleven, you guys are going to attempt to have this out by SC4D's second birthday?
Nah, if everything goes as planned, we should have a release out on SC4D's 15th Birthday and no sooner. :P
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Nah, if everything goes as planned, we should have a release out on SC4D's 15th Birthday and no sooner. :P
November 2021. Sounds doable. ()stsfd()
-Alex (Tarkus)
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Let's not rush these guys with this project. I rather have it done right then yelling at my pc :D $%Grinno$%, because of it crashing during the game :D. Just Keep Up the Great Work Guys! I'm looking forward to the next
update.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities of Sim Nation!)
P.S. I love my new rank :thumbsup:. Councilman. Got that when I hit my 128th post.
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The NAM Team should have it's own motto. I like "It'll get done in time not on time." :D Also, how do you go about breaking your elbow Alex? Was it falling out of your chair because you stayed up too late playing SC4. ;) Btw great work and get well. "It'll get done in time not on time." :P
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@ Alex november 2021? now were getting too laxed :D i would say itll be released just in time for the next rapture ::)
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Let's all remember that this is, in fact, a roadway project. If it were done on time, I'd be very suspicious... ;)
Anyway, I'd suggest we start raising the few million dollars that this will run over budget. ;D
At least the NAM team will do it right, unlike most highway departments. &sly
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not rushing, just hoping....patiently.
verrrry patiently.
anyhow, as long as it gets done right, when it gets done doesn't matter.
and isn't the budget more like hundreds of hours? since this is being done for free.
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Well, I wouldn't mind earning a few bucks... ;)
/me hides in the corner and develops a budget plan
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Budget whats a budget
(Opens the Budget Window in Simcity 4)
:o
OMG!
That can't be right
[See's transit department making a 535% profit] :shocked2:
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There must be some kind of evil crime going on, Palp.
@Debutterfly: that sounds like a good idea (but who am I to say so, i'm not a member of the NAM team)
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Has anybody noticed this? (http://thebestfilmakerever.googlepages.com/whydoesthiswork.JPG)
(http://thebestfilmakerever.googlepages.com/whydoesthiswork2.JPG) It looks like this is the concept of TLA, we all have it, its just it doesn't go well, because of the visual, unless a parking lot appears in front of them. This is the result of a road puzzle piece, it adds turning lanes, they work, but they lead nowhere, and the traffic light, hmmm. Is that why theres this new project? Well could you guys make more things like these pieces, except with stopsigns? Will these still be in the next NAM? Maybe if some other people tried this with the June Nam, to see if I'm not the only one. Its a road on slope doing this, then I delete the slope, then turn lanes.
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Dude... I have started work on a new Turning Lanes Plugin, which is a separate project than this thread here. You should post your suggestions in that thread not here. This is the developement of the Turning Lane Avenues.
I have take a much different approach to making Optional left and right turn lanes to networks. It is a much more complicated way of inplementing it but it will avoid any issues with Puzzle Piece CTDs and this is why I have elected to make them an override in the fashion that I have. You will have to wait until I unviel to technique to draw them, but it is much easier than Puzzle Pieces and comes with less hazards.
I have an alpha somewhat ready. I need to do some upgrades on textures and then later for a beta I will need to implement all the extra small things such as variations, extra compatability with other networks. Lets just say... its getting there and will be ready in time you just need to be patient. If you have visited the SAM thread in the psat two days you will notice that some action has been stirred in that thread and things are moving in the right direction.
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@ jdub: let the madd modder do his work ;) til then please, sit back, relax, have a banana...or two.... everything is under control so hang tight!
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everything is under control so hang tight!
That it is. The TLA project has just kind of been on hiatus for awhile since everyone's been heavily entrenched in other projects (RHW v20 for me), and RL. Once I get v20 closer to primetime, the TLA thread will start to pick up again.
And j-dub, no, that's not what this project is about, and I don't know how you could be having that problem, unless you're using stuff in ways it's not supposed to be used, or don't have the NAM installed properly. You may want to reinstall and check the readme. ;)
-Alex (Tarkus)
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J-Dub are you using the t intersection on-slope puzzle piece and bulldozing the sloped piece?
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Good eye. I think that's exactly what he's doing.
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yeah :thumbsup:congratulations this roads looks like the roads in Los angeles !!!!! continue to improve the NAM $%Grinno$%
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Ok, I'm only saying this to answer the question. Thats the thing, it actually may be a good problem too. I have used the road slope and demolished it, and it can get overode with avenues too. An avenue road intersection will be made using the same method, the avenue can get drawn right over 2 road slope puzzle pieces connecting to each other. I'll have a picture or more later. It won't draw the turnlane with the avenue, but it redoes the intersection for the avenue. This method has given me more visual and functional te enabling-working entrances/turning lanes to non transit enabled areas. With that, this potentially opens up a new way to do things, because it works on mine, to me it prooves somehow a turning lane puzzle piece is possible.
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j-dub, not sure if you had noticed but we are trying to avoid using puzzle pieces where ever possible and impliment draggable networks like SAM and GLR. This minimises the risk of a desktop crash when hovering over TE pieces and also allows T21s providing more variety. As Jason is able to do this with draggable pieces, doing it with a puzzle piece would be unnecessary.
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Yes, with TLA for lots, and a center turn lane road for lots, what I have tried probably won't be done, and even i DON'T think you should make pieces for that, but thats if it wasn't for these projects going on already. I just liked to practice it to see non te driveways function to avenues with cars turning off the avenues, and cars use the left turn lanes on roads to commercial lots, but theres the TLA, so I'm just taking an alternate route, to feel the concept you guys are doing. Landmarks apparently also seem to work with it, odd considering theres no reason logically for cars to turn into them. Speaking of the crash, yes it can be irritating, until why you learn it is like that way. If the hard code was edited, all that does is allows it to freeze instead, for a while. Don't try it. When a game freezes, you have to restart.
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The reason why the game CTDs if you hover a puzzle piece over certain transit-enabled lots, is because when a puzzle piece is hovered over a TE piece, the game attempts to calculate the paths for the transit-enabled lot taking in account the puzzle pieces. Except, the game doesn't know which direction these pieces are facing until they are plopped... BAM, infinite loop. Game crashes. I've been lucky in the sense that my game doesn't always CTD when I accidentally do that.
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When mine does that, the music goes broken record, it either crashes or gets stuck for 10 minutes. As a matter of fact my game froze today. My problem isn't all transit related, there are times it is. SAM sometimes does, but this ain't about that. When I try to build anything, park or civic, and accidently click twice but while moving, it hates it, and leaves the game, clickingsomething right after when the changing from a close to far view, moving too abrubt, it hates. I can only build stuff in pause mode, it doesn't like it especially on tripple speed, or it kicks me out. I think that does have something to do with transit, because don't all buildings control the amount of traffic on the avenue/road ways, and have to react to time movement?
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Sounds to me you have an older computer or not enough RAM for your computer to handle the game with all your plugins. When you get a "broken record" that generally means your computer has hit a max out point and has overrun the buffer like on an MP3.
This is caused by a combination of many things. Yes, NAM Pathfinding Engines have an effect on preformance. this is due to the shear number of calculations it must due. Of course, the game is always running these calculations and if you have "Perfect" or "Better" Pathfinding installed your computer will use more processor time. Other things that add to this is the amount of plugins you have. Lets say you have 2 gb of plugins but only have 512 mb of RAM (for example). SC4 opens every single file you have in your plugins folder to find all you have in the game and stores it in you RAM and Virtual RAM. There are still other things running which use RAM aswell, Windows, other SC4 processes, etc. So, in reality you may have a total of 1 gb or more of plugins that are not completely loaded and the game has to search for them again. The game will remember where it is but will have to reference it, taking up more processor time. So, if you plop a civic building that is not currently "loaded" and you are already straining your computer to its limtis then you may run into the issues you have just described.
AS for your SAM CTD... Well, the SAM Starter Piece is a Puzzle Piece... Like the well documented Puzzle Piece/TE Lot CTD issue you must be careful not to cross paths. Luckily with SAM unlike the old GLR you only need to plop 1 puzzle piece to start the set and then it may be removed after the street has become stabilized. Hence, reducing the CTD issue to almost nil unless you are totally careless with plopping your puzzle piece. This issue cannot be fixed unless MAXIS fixes it and since I dont see them around anymore I wouldnt count on it. Be careful!
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Are overrides an issue? I also have been doing some of thisRoad/RHW/Avenue/OneWay all together intersection. The left turn lane appears in front of an avenue, kinda this way. I would not suggest any one else try, it actually is a little more complex. And no the thing across the intersection is not a TE lot, it just is a driveway. I also made this junction with an avenue and road, you all won't be able to, a NAM person might. pics removed for size reasons
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Explain... What did you do?? ???
That looks a little strange. You were saying something about a puzzle piece in an earlier post. Have you been playing with the textures in the Reader? Or how has this come to "work"? You've got me interested in what you have done.
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I have been overriding puzzle pieces. Well in a way, can a slope piece really be called a puzzle piece? Its a real drag. I mean, once you demolish the slope, it seems like it will do anything, go anywhere. The junction stays, but can be by itself, with nothing attached, then can be paved over, an avenue can go over it, but once gone over with a avenue it will still end up as a junction, even if it doesn't connect anywhere. I still like it like that way to have the option, but to be honest, the one picture with the avenue ending at roads, I don't like the turn to go straight, especially with trucks. I wouldn't have done it like that had the area got built up. Yes it looks like it, but I can't go to the left, with widening the avenue thanks to buildings not pictured a block further.
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Yes an onslope is a puzzle piece...
How do you think SAM was created ::)
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While that's up, is it possible for a end piece? I mean, where it won't transition anywhere past the point?
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Sure... The Puzzle Piece can act as an End Piece, but for what purpose? If you use the Puzzle Piece like is possible with SAM, you will be able to Drag a full new Texture Variant of any network.
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Off Topic for a quick sec. j-dub, using PNG format to save those pictures isn't a wise idea at all. They should have been saved as JPG format to keep the file size down. For instance, with this picture of yours (http://img211.imageshack.us/img211/9592/friendlyjul607119802387ng2.png) in PNG format, it's 446k. If you would have saved it in JPG format at level 1 compression, it would have only been 63.5k. Not only would you not lost any quality, but you would have saved a ton of space. Take a look at my sig for more info about JPG Compression and why it's your best friend online not only for you, but for others who aren't lucky enough yet to have anything faster than a dial-up connection to the Internet.
Also, here's that picture for you compressed at JPG Compression Level 4. Looks just like the level 1 pic as well as the PNG and is only 41.6k. ;)
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/friendlyjul607119802387ng2_4.jpg)
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@rickmastfan67-followed advice. On a different note, some people have left hand drive. So do they get full updates with this? Maybe if the signals/signage can be updated? I have no use messing around with those in my case, because I have right hand drive. But on the other hand, I tried this.(http://thebestfilmakerever.googlepages.com/JoshLand-Jul.7861198774753.JPG)
Good idea or not? Only did this to one of my avenue intersections, I kinda have a few intersections where I live that have no signal and stopsigns, but they can be a pain in the :o , driving sometimes with everone else there, it can get confussing. I also have seen these in reality where its an avenue cross like this but its just a 2 way, and the right lanes are designated for right turn only. That seems harder.
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I have seen an intersection like that here in henderson. It involves a six lane avenue and a four lane avenue, its the only intersection like that so no one knows how to drive it. :angrymore:
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Now that's just plain dangerous. If you're going to have a situation like you described, the sides where the traffic has to stop need a setup like this on both sides of the avenue:
(http://img241.imageshack.us/img241/9202/crosstrafficdoesnotstopdi9.png)
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Burgs I like that sign is there a chance we are going to be seeing that one out there??? or is it going to be a prop? cause i would love to get ahold of it... Hey question how would a sign like this work (http://www.imsasafety.org/journal/jf07/8.pdf) or would it???
(http://img241.imageshack.us/img241/107/stopsigngf7.jpg)
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As for the place I described, the area is now experiencing road work, so there is a light. There are actually mess of temporary lights now in the area. Whats not so funny is, they had put up a temporary traffic light, and as I went across, I don't know what happened but the lights' wire snapped off, and fell into traffic, and it was raining. I probably shouldn't show a picture of that. They still were working though. :angrymore: I mean I guess LED lights are nice and bright plus less power for traffic signals. @Pat, I don't think those can get replicated in game, at least not easily, because they are very tiny in reality, the concept of the stopsign for ingame doing that light effect would have to be above standard dimensions. I have seen stopsigns in reality that are 10x bigger than normal in the country that their as wide as the front of a standard car, wish I had some pictures for proof. I have also seen those tiny lights on curve signs as well. Other times, the flashing yellow light or red light may be above signs as well. I think its a lot harder drilling holes in the sign, and then seperate wiring the electricity through them for the tiny LEDs.
(http://thebestfilmakerever.googlepages.com/Cashville-Oct.1301198942142.JPG)
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Someone said something about new traffic signals?
(http://img267.imageshack.us/img267/226/frontagearterialsetupeh9.png)
(http://img168.imageshack.us/img168/5183/frontagearterialsignalnj8.png)
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Those signals remind of the style Calgary Uses - Two Sideways, and one vertically on the pole. I'm guessing its a just test setup as you ussually wouldnt find a traffic light in the middle of the centre lane....
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Not quite, Kitsune. Have a look at this link:
http://www.flickr.com/photos/darkhairedgirl/1357645526/
That's what I'm going after.
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@burgsabre87 Yeah Man! :thumbsup: You finally have it in game to show off! It looks awesome! Can't wait to see those on the yellow line more, so the car doesn't hit it. I'm sure some people will want these if you'll share, but are you going to remove the regular in game stoplights?
However, I h8 traffic cams! Ahhhhhhhhhhhhhhhhhhhhh! :angrymore: :o You may too, because they are growing more and more.
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Here's another picture of what I'm trying to emulate . . . . at least for the avenue / one way road intersections:
(http://www.houstonfreeways.com/modern/images/2006-11-25_houston/IMG_2451_90a_at_fb_tollway_ramp_2006-11-23.jpg)
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I think it looks dead on for what you are trying to do burgs...
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Well, the lowest one is a speed/red light cam (still pictures only), the higher white ones are intersection traffic flow watch cams (generally live feed to central location) and the tiny ones are traffic density/emergency signal sensors, which aren't really cameras, but sense light frequency/brightness/direction for controlling the lights at a further range than the ground sensors.
Whew, that's alot, though. Somewhere near there should also be a vertical cylindrical object, which would be the wLAN uplink to the microwave network that sends the pictures back home ^-^
Anyhow... Pretty awesome. I prefer the simpler non-truss lights, tho.
-Crissa
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I reall can't wait for this mod!!
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Proof the TLA Project is not dead . . . I know these textures look like something the cat drug in (they're a mish-mash of unmatched old early prototypes I had laying around), but I have proof the diagonals are working. :)
(http://img525.imageshack.us/img525/1382/tla3diagonalsworking010yk9.jpg)
This means that all of the RUL code I wrote for the MIS in RHW v20 can be re-used for the TLA-3. ;)
-Alex (Tarkus)
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Alex,
Great progress! I can only image the road widen that's going to go in SimSuburbia around the globe when this is released...
Cheers,
Kevin
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This means that all of the RUL code I wrote for the MIS in RHW v20 can be re-used for the TLA-3. Wink
Wonderful news, my friend! This should make your job much easier! I'll be looking forward to seeing more progress on this front!
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Well, Ryan, may I remind you that it's two red lights, not two green lights. The signals look great! :thumbsup:
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LoL Alex that is does look like something the cat drug in but dannnnnnng its good to know that codeing is going to rather simple then...
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Great idea with the new traffic lights!!
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Well, it's been awhile since I've had anything to report here--the RHW had been taking up my time, but I needed a little break from it, so I'm back working on the TLAs some more.
This isn't finished yet, but I'm working on getting the intersections RULed such that turn lanes (besides the center turn lane) will pop up at certain intersections:
(http://img153.imageshack.us/img153/4654/tla3012720081ii8.jpg)
More to come . . .
-Alex (Tarkus)
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thats NICE!!!!!!!!!!!!!!!!!!!!!! *salivates*
I might even use this after its finished, not a fan of centre turn lanes, I haven't seen them in England, but perfection such as this isn't not used
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Thanks, Joe. I'm glad you like it. :)
By the way, there's more now . . .
I made the diagonal prototype a bit less icky-looking (though stuff still isn't perfect by any means).
(http://img151.imageshack.us/img151/3514/tla3012720083rj2.jpg)
And I've also fixed the intersection I showed in my last development update 1.5 hours ago, and just for the heck of it, I copied a couple T21s over from the old NAM Road Turning Lanes (RTL) Plugin . . .
(don't mind the fact that the signals are stuck on green--that's because there aren't valid path files in yet for the intersection)
(http://img151.imageshack.us/img151/5936/tla3012720082ta8.jpg)
I also have the T-Intersection RULed. :D
(http://img151.imageshack.us/img151/615/tla3012720084na8.jpg)
Enjoy . . .
-Alex (Tarkus)
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Most likely, I won't use those "suicide lanes", but they look very nice so far! And the first pic of your last posting definitely needs a smooth curve puzzle piece (not sure if such a curve can be made draggable, but if, we should investigate how to do that). :)
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Awesome! So does it get easier for you from here ? :D
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Excellent work Alex!
Two small questions
-In which way will it be made draggable: via puzzle pieces or still by side by side overriding?
-Do you also plan to make a TLA-3(TLR) to Road intersection?
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Looks great! ;D This is going in my cities once it is complete. Particularly in one shopping area I'm making. ;) And these are centre turn lanes, not suicide lanes, Andreas. Maybe you should make a version of this but the centre turn lane is replaced with a divider. I could use a Super-Two in some of my cities. :thumbsup:
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Looks great! ;D This is going in my cities once it is complete. Particularly in one shopping area I'm making. ;) And these are centre turn lanes, not suicide lanes, Andreas. Maybe you should make a version of this but the centre turn lane is replaced with a divider. I could use a Super-Two in some of my cities. :thumbsup:
Well, the RHW-2 is considered a "Super-Two". ;)
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Does that mean the MIS is coming to the RHW-2?
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Does that mean the MIS is coming to the RHW-2?
http://sc4devotion.com/forums/index.php?topic=1138.msg112879#msg112879 ;)
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Most likely, I won't use those "suicide lanes", but they look very nice so far! And the first pic of your last posting definitely needs a smooth curve puzzle piece (not sure if such a curve can be made draggable, but if, we should investigate how to do that).
Suicide lanes?!
That's a rather strange description... *wikipedia.org*...
And quite inaccurate, I might add. :) A suicide lane is a lane that is controlled by overhanging lights during rush hour or other such times of convenience. These are turning lanes, in order to ensure that making a left hand turn doesn't stop traffic for half a mile. The so-called "suicide lanes" were so named because the people driving along them did not pay attention to the lights (and apparently couldn't merge back into the correct lane,) which resulted in head-on collisions. Fun!
From the wikipedia article (http://en.wikipedia.org/wiki/Reversible_lane): "Another type of center two-way lane is a center left-turn lane (for countries which drive on the right), center turn lane or median turn lane, a single lane in the center of the road into which traffic from both directions pulls to make a left turn. It is also used by drivers turning left onto the main road. While this is sometimes also called a "suicide lane", it is actually far safer, as car accidents occur at far lower speeds."
Turning lanes are quite popular in every single state I've been to in the U.S. What happens (mostly in rural areas) when there is no turn lane? Why, drive right over into the oncoming lane to make your left, as long as there is no oncoming traffic, of course! :satisfied:
The first time I saw that maneuver, I didn't know what to think. Now I weave into the "wrong" lane to make a left all the time.
On the possibility of making it draggable, I would debate against implementing such a scheme. In dense urban situations (with diagonal buildings, no less) a sharper 45-degree turn may be desirable or even designed in such a way on purpose. In outlying areas, where traffic is less congested and the terrain less flat, curves are much more common.
Just my opinion. :)
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@Tarkus, Well those textures aren't toobad. :thumbsup: I especially love the arrows at the intersection with the right arrow. Could you leave blank intersections with no exemplars as well? Also, burgsabre87 those Traffic Lights part of this? I like what I saw there too. If they are is it possible to add custom animations to traffic signals and with arrows? Is that what you were trying with the extra light? That would be awesome. This is similar to yours except straight up. (please ignore the details of whats going on in the roads, I actually have no idea, but its not a te lot situation since that tool don't seem to work on vista anyway now.)
(http://thebestfilmakerever.googlepages.com/Cashville-Oct.28321201664265.jpg)
(http://thebestfilmakerever.googlepages.com/Cashville-Dec.5321201664939.jpg)
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My mother once collided with a car with no lights on in an avenue turning lane - she grew up near LA, before it was as big as it is now, and that's where the name came from, anyhow. Later in life, she was unable to have teeth implants due to upper jaw bone and sinal damage due to the impact some forty years ago. At any rate, they are pretty safe, we were hit rear-end on another highway when I was a tot; lost the truck but walked away fine that time.
But! I will use the lanes, they comprise most of the avenues in our area.
-Crissa
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What a truly cheerful story crissa!!! &Thk/(
I don't think the NAM team would condone such overhanging props (and not even pathed) as the ones J-dub posted; they would prefer REAL textures and paths. (At least that's what I got in response to a suggestion that overhanging props be used to create a SAM addon for diagonal streets)
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@Tarkus, Well those textures aren't toobad. :thumbsup: I especially love the arrows at the intersection with the right arrow. Could you leave blank intersections with no exemplars as well? Also, burgsabre87 those Traffic Lights part of this? I like what I saw there too. If they are is it possible to add custom animations to traffic signals and with arrows? Is that what you were trying with the extra light? That would be awesome. This is similar to yours except straight up. (please ignore the details of whats going on in the roads, I actually have no idea, but its not a te lot situation since that tool don't seem to work on vista anyway now.)
Jdub, I dont think you worded your first sentence very diplomatically. Your definition of "good vs bad" may be entirely different from someone elses. What we are trying to do is mimic a RL texture and make sure the textures blend into the SC4 textures. Burgess took a RL painting standard and the original MAXIS Streets to make the center lane. Not all textures have been completed hence the sidewalk instead of an turn lane at the intersection. I think for the textures that have been completed, you will notice that it was a very good job under the circumstances that it was intended to be made.
The NAM Team's policy is not to include lots in any of our projects. We will be including T21s for the network props because this is the proper way to include props on the network. You are definately welcome to remove these T21s from your plugins folder and use your own creations, but we do not support this idea. The reason we do not "support" this idea is because you are intending to use overhanging lots, the problem with these are that they are a waste of a a tile, and the fact that overhanging props were not a designed function of the game. Overhanging props do have downfalls and could cause things such as indestructable buildings amoungst other things. There will be one standard release and we will not be altering a release for a special case such as this, that would just be plain silly because we will end up having 1000 requests and not enough time to fulfill them.
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(from Tarkus) Proof the TLA Project is not dead . . . I know these textures look like something the cat drug in (they're a mish-mash of unmatched old early prototypes I had laying around), but I have proof the diagonals are working.
@jplumbley-I'm sorry. So those aren't the finished textures is what your saying? Oh well, can't wait to find out what they look like. I have NO intention of adding seperate lots as exemplars. Whats in that pic is bus stops just disguised, but I couldn't make a bus stop on top of the road, even if I wanted to, the device has issues on vista so TE is a thing of the past, unless I get help from someone else. I ONLY intended those pics to show some ideas for models, and was wondering if different t21 traffic lights could be ANIMATED, but not lots. I mean maybe if there was a tutorial that showed everyone how to remove the exemplars, they could add their own stuff in without asking you guys? I'm not asking for it, I'm just saying, leaving options open, because there are thousands of different stuff people want to see, but probably a small percentage of who wants what in the long run. I'm talking about something like what burgess had done with changing the traffic lights, and was just wondering if those were private or public.
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So, how the project is going today?
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just realized something: we (the players) who use AVE Roundabouts are going to need pathing done for TLA-to-roundabout.
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just realized something: we (the players) who use AVE Roundabouts are going to need pathing done for TLA-to-roundabout.
Actually, you won't. $%Grinno$% That'll be accomplished through a TLA-5-to-Avenue transition. In RL, the center turn lane never goes directly up to the roundabout. There's almost always an island/median there to improve the approach geometry.
So, how the project is going today?
It's not. :D I've been focusing more on RL and RHW stuff the past few days. The TLA-3 is in relatively good shape, though. There's just a few more RULs needed and I need to whip up some more prototype textures for intersections (and a smooth curve piece or four). :D
-Alex (Tarkus)
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LoL Shardz remember Alex and who ever else is working on TLA has it all under control and this will be good once its done and remember time will tell when its ready.......
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thank you pat for summing it all up for shardz &apls :thumbsup:
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not worrying, and thanks for the reply Alex. Just was wondering what you guys were going to do...
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Does this mean, I can finally can the zzzATL.dat file out of my system with this new one? (when it comes out) Sadly my avenues have to be converted with oneways, and then back to avenues because the way mine is, the center lane, actually does hit the roundabout (or looks like it does, blends perfectly), which I don't like, but this makes it better. Good job :thumbsup:
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@ J-Dub: Yes, once the TLA comes out, you will have to remove the file you mentioned. However, this is still quite some time away, so I must once again stress patience while we make this an addition to the greatest series of mods in the entire gaming world.
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Did someone say
There's just a few more RULs needed and I need to whip up some more prototype textures for intersections (and a smooth curve piece or four). :D
???
I like it! I don't usually expect smooth turns to go along with brand-new networks (based on already-existing networks) in their first release ever, but I have been instructed not to do any expecting due to a preference to surprise people.
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(http://simcity.ea.com.tw/viewpic.asp?src=content/game/rushhour/screens/screenshot_01_big)
http://simcity.ea.com.tw/viewpic.asp?src=content/game/rushhour/screens/screenshot_01_big
So, I assume this intersection on the left will be updated now with turning lanes for the road crossing as well?
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(http://simcity.ea.com.tw/viewpic.asp?src=content/game/rushhour/screens/screenshot_01_big)
http://simcity.ea.com.tw/viewpic.asp?src=content/game/rushhour/screens/screenshot_01_big
So, I assume this intersection on the left will be updated now with turning lanes for the road crossing as well?
Actually that really isn't related to this project. That would have more to do with revamping the Avenue Turning Lanes (ATL) Plugin (not Turning Lane Avenues :D).
-Alex (Tarkus)
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Re-writing the Turning Lanes Plugins is in my lap right now we will have something that is MUCH better trust me. Optional Truning Lanes are coming and will be out before any of the TLA Project because so much of the TLA Project depends on the Road network and will not be compatible with the original NAM RTL Plugin, hence, the new Turning Lanes Plugin. I am in exam week, and will have time next week... IF someone makes me some prototype textures I have been asking for.
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Actually that really isn't related to this project. That would have more to do with revamping the Avenue Turning Lanes (ATL) Plugin (not Turning Lane Avenues :D).
-Alex (Tarkus)
But the TLAs will still contain TLs for intersections, right?
This has got to be the one mod, even counting the RHW and SAM, that is a must-have for me. Not only will my avenues LOOK realistic, but FUNCTION too! The traffic sim will also be happier, I hope.
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hmmmm something bigger and better I wonder what it would be??? Dang nam it, you all are great!!! BTW Alex I noticed your new avay looking niiiice!!!
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kassarc16, to answer your question, yes, the TLAs will still contain TLs for intersections. And the coding on them will actually probably be rather similar to whatever we end up using for the revamped ATL Plugin (which I already have some idea of how to implement). I'm also glad to hear you're looking forward to this project. I am too, though it's always competing with the RHW for my attention. :D
And Pat, thanks as well for your support. We appreciate it. (And thanks for the compliments on my new avatar.)
I will be back with another development update here, hopefully in the not-so-distant future.
In the meanwhile, I have updated my initial post in this thread (http://sc4devotion.com/forums/index.php?topic=1200.msg33176#msg33176) (stickied at the top of every page), and have added a lot of new information, in line with what I did with the RHW thread. There's now an FAQ section (which I will probably be adding more to in the future), and I've also included information on the types of networks that will be contained in the scope of the project, as well as their capacities. Plus another old development pic of the TLA-5. ;)
-Alex (Tarkus)
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I just noticed something else I'm liking about this. Sidewalks will only be in places that need them, and can change depending on zone and wealth! That's a nice side effect of basing this off roads!
AVE-2 - Could this be... not 2 lanes divided by a median?! I think I'm in love! Tell me I'm not dreaming!
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IF someone makes me some prototype textures I have been asking for.
I've got them and will look at them for you. Keep your pants on. :P
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AVE-2 - Could this be... not 2 lanes divided by a median?! I think I'm in love! Tell me I'm not dreaming!
Actually, that's the TLA-3. ;) I think the AVE-2 is like a road, but instead of a double-yellow line there's a median. (Which will work great in neighborhoods)
-- John
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woohoo!... it's finally begun to get some form... i think the release is close now! :thumbsup:
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Actually, that's the TLA-3. ;) I think the AVE-2 is like a road, but instead of a double-yellow line there's a median. (Which will work great in neighborhoods)
Whoop, that's what I meant. I knew TLA-3 is just a road with a TL, but I hadn't realized what AVE-2 could be until that moment. That had actually been one of the things I wanted to see since back in the days of the start of the RHW project. One of the mod geniuses (maybe it was Tarkus) had shown a pic of a road override that used two side-by-side roads and placed a median in between.
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Wait, I just thought of something, because they can turn across with no intersection does that mean puzzlepieces like streets can lead up to this thing, technically not attaching and still be functionable continuosly?
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Wait, I just thought of something, because they can turn across with no intersection does that mean puzzlepieces like streets can lead up to this thing, technically not attaching and still be functionable continuosly?
dont exactly get what ur saying... :-[
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you really need to be more specific jdub
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Wait, I just thought of something, because they can turn across with no intersection does that mean puzzlepieces like streets can lead up to this thing, technically not attaching and still be functionable continuosly?
I have to agree with the last two posters... Im not 100% sure what you are asking but here is an answer for my interpretation.
Lets say you have 2 side by side networks, one is a TLA-5 and the other a street, both running parrallel to each other. Now, they dont have any "physical" intersection between the two since they are parrallel. A car cannot "jump" from the TLA-5 to the Street using the path system that is currently setup. This is because the Street doesnt have a path that "joins" up with the left turn path from the TLA-5. If we modified the path file for the Street tile though and made a "joining" pathto the left turn path from the TLA-5 it would allow such a "jump". Technically it would be following a predetermined path like every other car, but avoiding intersections. This is how wider RHWs will work aswell and still be able to be on sloped terrain.
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(http://jrp4sc4.googlepages.com/thisisnotadrivethru.jpg)
Oh, I see what your saying, I can't guess I can't explain nor proove what I have seen with some weird stuff happen in my game. Because I have done that where there was a puzzle piece, the glr in avenue, a road used to be attached to the avenue, but it got detached, not my choice, so the continuous texture stayed there, and cars would drive over it still and disapear into the avenue, but the query showed it was still used. When you demolish something, the game should detach it so theres a u-turn. The reason I asked is I have seen other wierd stuff where the highway is parralel to a road, but the arrows indicate they jump off the hwy to the road, even though there is no physical connection, but this may just proove the arrows are innacurate because it can't interpret the way cars use the interchanges. And incase anyone wonders what else is goin on down there bottom right, I would just call that stuff all a glitch.
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J-Dub... That lot, it must be Transit Enabled for something. Now you see what my problem is with Transit Enabled Lots when they are used as network pieces. This may not be a TE Lot for Network tile, but it shows what happens and how it can screw up the pathing.
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J-Dub... That lot, it must be Transit Enabled for something. Now you see what my problem is with Transit Enabled Lots when they are used as network pieces. This may not be a TE Lot for Network tile, but it shows what happens and how it can screw up the pathing.
Um Jason, that a building showing traffic leaving it. Just like any other normal Residential building, traffic can leave from any direction it wants to so the sims can go to work.
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Um Jason, that a building showing traffic leaving it. Just like any other normal Residential building, traffic can leave from any direction it wants to so the sims can go to work.
Dude... Im so dense tonight... My eyes are droopy from getting 4.5 hours of sleep in 2 nights due to homework.
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...........The reason I asked is I have seen other wierd stuff where the highway is parralel to a road, but the arrows indicate they jump off the hwy to the road, even though there is no physical connection, but this may just proove the arrows are innacurate because it can't interpret the way cars use the interchanges........
As the saying goes; a picture paints a thousand words ;).
There are some (existing) instances in which this can & will happen, due to faulty/inaccurate handling of pathing with the game. There are many instances in which Maxis had to hardcode some junctions & other various items due to path jumping.
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From the looks of things, I'm not sure it's a faulty path, but more than likely, it's something with the Transit Query tool--it has a tendency to show faulty data from time to time. It looks like it's showing the arrow going directly through the building.
That TE Lot and the setup you have there probably doesn't help it, nor do the deconverted two tile stretches of RHW there. I think the way you're using the networks, puzzle pieces and TE Lots has a lot to do with the issues you're having--they're not really designed for that sort of thing.
I'll be back with an update on the TLAs in a little while.
-Alex (Tarkus)
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Alex, 'progress' should be your middle name. Good work - and I can't wait to see the update.
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I agree good work on the updates. When they finally do come, most likely we'd have to detele the TWL from J-Dub?
Your Freind;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
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A small development update, as promised. I've been working on the TLA-3/Avenue intersection. The TLA-3 Intersection Turn Lane code I put in has been enabled for this intersection, and rest assured, I plan to get the Avenue Turn Lanes working here, too. There's still some rather sketchy prototype textures here as well.
(http://img61.imageshack.us/img61/6956/tla3avenueintersectionsu1.jpg)
Next up I'm planning to hit the TLA-5/TLA-3 and TLA-5/Avenue intersections, and then add in turn lanes for the TLA-5/TLA-5 intersection.
I've also started switching the TLA-5 from the old Side-by-Side Road override, to a Side-by-Side TLA-3 override, which will allow the RULs to be transparent when the mod is not installed.
Starman--it was actually burgsabre87 (ryanb_sc4) who made the original Two-Way Left Turn Lane (TWLTL) texture mod. To answer your question, you won't need to delete it (it's all textures, no RULs), but you will probably want to, since they'll be able to function and co-exist with the Maxis Avenues once the TLA-5 is released.
-Alex (Tarkus)
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Tarkus, that looks fantastic! &apls Keep those updates coming. Loving every minute of it. Could solve some of my fender benders I keep on here in my cities LOL.
Your Friend;
Mayor Of Steven's Point & Maxiston
(Pround To Be Cities Of Sim Nation!)
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Alex, who's doing the textures for the TLA project? They look awesome!! ;) Also will there be overpasses and underpasses included in the TLA project somewhere along the line? Saying to himself (me): "I need to start learning how to do RULs in my expansive free time." :P
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Um yeah, from ryan like you said Tarkus. %confuso (thanks for the clarification) I will say this though, since the ATL concept, I liked the American turn lane so that stays, unless the ATL has the double yellow line as well, rather than the original NAM avenue intersection texture. And again Tarkus, I like the concept of having both median avenues, and 5 lane avenues at the same time that you mentioned. As for the recent developement Yes, its back! The road left turn to 4 lane. Thats something I used to be able to do with the old RHW when it was the ant network, as seen below. I was allowed to have left turn lanes to it for some wierd reason by having the intersection automatically connect the rhw to road, just like how roads automatically attach to streets, except with a light at the crossings; but when you drew it, that didn't happen, silly ant network. Advised not to test that statement, don't want to cause you guys to U-turn. @jplumbley, finally the weekend is close, time to rest up. I hope this stuff isn't making you sleep deprived. :P
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Very nice Tarkus! I like the amount of detail put into that intersection; you even included the double-yellow line! Now that's what I call effort!
Best,
-Haljackey
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Thanks for the feedback, everyone! I really do appreciate it. :thumbsup:
Alex, who's doing the textures for the TLA project? They look awesome!! ;) Also will there be overpasses and underpasses included in the TLA project somewhere along the line? Saying to himself (me): "I need to start learning how to do RULs in my expansive free time." :P
The TLA-5 textures are burgsabre87's, and the all the TLA-3 textures (including this past update) are mine.
As far as underpasses/overpasses go, there will be draggable El-Rail and Monorail (and probably HSR) underpasses, and Network-over-TLA puzzle pieces. I'm not sure about making elevated TLA-5, as the Avenue pieces will essentially serve the function of Elevated TLA-5 (though perhaps they could use a facelift at some point), and I'm not really sure about the TLA-3 (it'd technically be an AVE-2 Elevated).
Hope that answers your questions.
Back with more in a little while.
-Alex (Tarkus)
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I don't think overpasses for the TLAs are needed, because what are you going to use the turning lane for? It's a bridge so there's nowhere to turn to. :P
-- John
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well, there definitely need to be overpasses/underpasses for rail, at least...
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Well sims do have a habit of being suicidal
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Ah, I see now. U just modified it to have the middle lane accessable to traffic right?
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That's about it, yes - plus adding connectivity with the MIS, and cleaning up the textures. :)
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Very nice Tarkus! I like the amount of detail put into that intersection; you even included the double-yellow line! Now that's what I call effort!
Best,
-Haljackey
I know! And that's just a prototype! The amount of work put into this is just amazing. You've all added so much to the game already, but the idea of having this in my cities...I love to think how much more unique they'll be! :thumbsup: &apls
-Yoshi
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Hey Tarkus, I just had a thought. Will the MAVEs have left turn capability, or just function like normal Aves?
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Tarkus I would definitely recommend making an HSR underpass, HSR is only in it's second pre-alpha but it's looking great already.
If your wondering, Warrior's development cycle is Update _._ (Pre-Alpha Stage), then Alpha _._, then Beta _._
I like the Pre-alpha bit, it gives me more time as first tester to play with it! ;D ()stsfd()
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Thanks for all the support, everyone. :thumbsup:
And I'm back with another development update. The Avenue turn lanes have now been added to the TLA-3/Avenue intersection. And thus, it should be fairly easy for me to now add Avenue Turn Lanes and TLA-5 turn lanes to just about any other intersection I want to. :)
(http://img141.imageshack.us/img141/9906/tla3avenueintersection0yz2.jpg)
I even got the T-Intersection working.
(http://img141.imageshack.us/img141/7615/tla3avenueintersection0gq0.jpg)
kassarc16, to answer your question, I hadn't really thought about it yet, but that makes some sense. Of course, the left turning motions (or right turning motions for you LHD folks) on MAVEs tend to be a bit . . . um . . . adventurous. :D
And as far as HSR compatibility goes, dragonshardz, I had already been thinking about that possibility. Warrior has really done some nice work on that project.
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Great Update Alex :thumbsup:
One question: Will the TLA be LHD compatible, if not I'll just have to switch to RHD.
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One question: Will the TLA be LHD compatible, if not I'll just have to switch to RHD.
Yes, it will be. :thumbsup:
-Alex (Tarkus)
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Great work all.
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(http://img141.imageshack.us/img141/9906/tla3avenueintersection0yz2.jpg)
No Way.... :o
I have been waiting for this for a LONG Time! This is the first time I've seen them in the game (properly)! Excellent work!
BTW, there are textures already modeled for this type of intersection if you want to have a look. I'm not sure if it applies to this but I'll give you the link anyways:
http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=55265&STARTPAGE=30 (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=55265&STARTPAGE=30)
(There are a few different textures here if you scroll down the page further)
Best,
-Haljackey
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Yay. :) now thats what im talkin about. @Haljackey, from what it seems, that the ATL is a different road/avenue network. So I assume for regular roads and avenues, the textures back on ST will be used for the regular Avenues, but this situation is different, because the road in Tarkus' picture has 3 continous lanes, those other textures you linked, looks like the design was for two lane road. So that was a good move to bring that back up. For Euro users, I'm sure someone else will do a face lift. Those textures on ST should be considered for the Euro version, whoever does it. I can see it, the middle will likely be inversed with white lines, maybe the spit on the out, the solid on the in. On my game, theres the ATL texture (double yellow line, reduced arrows) and the regular Avenue Left Turn Lane. Because of this I think we should have a choice in the next release rather than having both textures in play. I'd like to have all my textures with the double yellow line more than the avenues instead of the Euro looking Avenue textures that originally came with NAM. I know other people would like to see the Euro version. I know whoever made that below, gets the concept of how American's turn, but I don't think their from there, thats the debate, in reality those yellow markings are a good idea, but reality check I never usually se it like that. Plenty of time before 09 for a Euro ATL anyone? @Tarkus, never realized it before, in that top pic having ht wires right next to houses, is a bad cancer causer. :o
American (concept) Euro (concept)
(http://img363.imageshack.us/img363/1271/base6usadk7.jpg)(http://img77.imageshack.us/img77/7008/roadturnlaneay4.jpg)
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More intersections, as promised . . . ::)
TLA-5 Turn Lanes on a TLA-5/TLA-5 +-Intersection
(http://img530.imageshack.us/img530/2796/tla022320081on7.jpg)
Proving that this is in fact separate from the Avenue network:
(http://img530.imageshack.us/img530/1025/tla022320082ys8.jpg)
TLA-5 Turn Lanes on a TLA-5/TLA-5 T-Intersection
(http://img530.imageshack.us/img530/9734/tla022320083ku9.jpg)
And a rather pleasant but unanticipated side-effect.
(http://img209.imageshack.us/img209/3657/tla022320084da2.jpg)
Haljackey, to answer your question, those textures are in fact designed for the Road Turning Lanes, not the TLA-3. The TLA-3 is actually wider than the Road Turning Lanes. At one point I did actually have the TLA-3 at the same width as the RTL, but it looked far too squished. ;) Those textures might work, however, if I stretched them out . . . ;)
And everyone, to confirm something you've probably been wondering, TLA v1 will be released before RHW v21 (likely well before). No specific dates, of course. ::)
-Alex (Tarkus)
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Alex, that is some NICE stuff there. ;D
Just y'all wait until we get some nice new shiny textures on there. It's gonna be very nice.
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I wish I could see all the pics you posted Alex but all Im seeing is red X cept the last one of the unexpected but pleasent effect lol......
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I wish I could see all the pics you posted Alex but all Im seeing is red X cept the last one of the unexpected but pleasent effect lol......
Hmm . . . that's a bit odd. They're showing up on my end--Imageshack might have just been being stupid for a few minutes (it does that all too often). Here's direct links for the first three in case anyone else is having the same problem.
http://img530.imageshack.us/img530/2796/tla022320081on7.jpg
http://img530.imageshack.us/img530/1025/tla022320082ys8.jpg
http://img530.imageshack.us/img530/9734/tla022320083ku9.jpg
-Alex
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had the same problem around 9:50 AST, but it's cleared up now at 10:37 AST
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go fig I come back in here after you posted Alex and now they are working just fine lol..... BTW talk about sweetness lol
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Those intersections are looking great. This reminds a lot of Tarpon Avenue closer to downtown and State Road-580 further South. I have no idea when this will come out, but now I know which will come first...oh well I can wait for the new RHW, V20 is enough to keep me going for a few years. ;)
-Yoshi
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Tarkus, I just thought of something after seeing the TLA-ATL comparison.
Will it be possible to switch the traffic signals to the far side of intersection for the TLAs (or even the ATLs eventually), or will that screw up the animation timing or stop paths?
Great update, BTW. I take it the "unanticipated side-effect" smooths out a curve or two on the project?
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Alex,
Great development in the past few days. I always, always enjoy seeing what you've come up with and I look forward to playing with this in my cities.
Cheers,
Kevin
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Tarkus, I just thought of something after seeing the TLA-ATL comparison.
Will it be possible to switch the traffic signals to the far side of intersection for the TLAs (or even the ATLs eventually), or will that screw up the animation timing or stop paths?
Stoplights have to be on the tile that has the stop points that they are working with. The stoplight props are just visual displays for the stopping and going of traffic. The only time that they can be placed on the opposite side is on intersections that are 1 tile across. For intersections that are 2 tiles across, they must be on the approaching sides to function properly. Otherwise, they just stay green all the time.
-Swamper
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thats a bummer because here in the uk most traffic signals are doubled up.... so the frontcar in the queue can see when to go....
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I like the turn lane textures, but maybe the intersections should have the turn lines as well?
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Couldn't you make a set of offset rendered stop lights, so they appear to be on the other side of the intersection?
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Stoplights have to be on the tile that has the stop points that they are working with. The stoplight props are just visual displays for the stopping and going of traffic. The only time that they can be placed on the opposite side is on intersections that are 1 tile across. For intersections that are 2 tiles across, they must be on the approaching sides to function properly. Otherwise, they just stay green all the time.
I think thats better than getting caught at a red light for a while, however are you sure thats right, because I look at the Avenue Puzzle Piece, the elevated one you use for an on and off ramp, and those are across, but the ones with the pole already attached I thought those worked, but thats not a continuous network, maybe because its really two roads/oneways conjoined on a 1x2 versus the ATL's continuous 5x5 lanes? Or maybe I was just seeing things, but wouldn't it not matter anyway, because you said they have to be on the tile they are working with so long as it goes straight across this shouldn't be a problem, but T's on the otherhand maybe. I don't really care about how traffic lights are positoned, and by doing that the ATL poles 24 and 25 would have to be edited so the walklight faces the other direction. In fact why in reality do they position the lights in various ways they do, yet the same type of intersection? I just reinstalled my game recentlly due to failure, and the ingame pictures show the traffic lights on the opposite side of the avenueXavenue intersections. Man what a difference, the single streetlights look like they used to be as big as the avenue ones. @Tarkus, what about if the ATL is going to end at road, and not go across? Or is that where the ATL to Ave transition comes in? I don't know who plans a road like that, but in this one game I had you got to the end of the avenue, and you had to merge as you were turning through the junction. Oh wait, we have that where I live, double lefts that turn onto two lane roads, and left turn lanes that turn into nothing. Ahhhhhhhhhhh
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jdub: as i have mentioned to your post in the RHW thread please read carefully kay? thanks! ;)
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j-dub, please try to stay on topic here. It'd make it a lot easier for people viewing this thread to view our progress in this astonishing endeavour.
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Haljackey, to answer your question, those textures are in fact designed for the Road Turning Lanes, not the TLA-3. The TLA-3 is actually wider than the Road Turning Lanes. At one point I did actually have the TLA-3 at the same width as the RTL, but it looked far too squished. ;) Those textures might work, however, if I stretched them out . . . ;)
LOL, I didn't ask a question :P. But, its nice to know what you have planned there. I actually had no idea that there was a difference between a Road Turning Lane (RTL?) and a centre turning lane (ATL?), I thought they were the same thing! (and width!)
-But as they say, you learn something new everyday. ;) Best of luck with the project!
thats a bummer because here in the uk most traffic signals are doubled up.... so the frontcar in the queue can see when to go....
Same here in Canada. I'm not a big "traffic light fanatic", but this is a bummer. Oh well, I am used to what I see with the Ave-Ave intersection anyways. Interesting point though!
j-dub: Eh? What are you getting at? Try to space out your post so it can be a little more readable, that way its easier to understand what you are mentioning.
Best,
-Haljackey
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(http://img338.imageshack.us/img338/5858/tlaconcept1cs9.jpg)
Sorry for the bad photoshopping... but I think this would look a lot better. I also think the 'dark strip' on the centre lane should be reduced since 1. it really isn't used that often and 2. kinda unrealistic...
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This thread is running white hot at the moment that is for sure
Now then looking the work is coming along nicely and will make great additions to non high density development in the city areas and beyond.
Again :thumbsup: :thumbsup: :thumbsup: :thumbsup: to keeping SC4 alive through expanding it as much as possible &apls
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pilo: do keep in mind that those are prototype textures and not that of the finished one :thumbsup:
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Here's the current state of the TLA-5/TLA-3 intersection. The RULs seem to work, the turn lanes show up, and the textures are, of course, still prototypes. ;)
+-Intersection
(http://img149.imageshack.us/img149/5874/tla022620082ha6.jpg)
T-Intersection
(http://img206.imageshack.us/img206/748/tla022620081it6.jpg)
Things still aren't entirely stable yet, so it may still be awhile.
-Alex (Tarkus)
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The TL5/TL3 is looking fantastic Tarkus. Cant wait to use them in my city. Are u going to have turning lanes for one-way roads?(OWR).
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Question:
Will there be a traditional avenue to TLA 5 transistion?
-Susan Marie
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Looking good, Alex! Looking really good! I can't wait to see more progress!
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starman, to answer your question, the way the OWR network is setup, the directionality is not tied to the texture rotation, so unfortunately, it's not possible.
SusanMarie, to answer your question, there will be a way to transition between the two networks, though it will likely involve a connection to OWR in between the TLA-5 and the normal Avenue.
And Dustin, thanks for the support!
I'll be back with more a little later . . . ;)
-Alex (Tarkus)
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great progress Alex... &apls Only if SC4Tool would show the textures and text fields instead of showing black text fields and no textures. &cry2
SIDEBAR NOTE: I've already read how to fix freezes from happening in SC4Tools but i don't know why the textures would not show up. It loads and everything else works fine. I have Vista Home Premium x64. It's not because I'm running a 64-bit processor. I think it's because XP goes up to 24-bit color and Vista supports 16-bit and 32-bit color so there's compatability issues in the color display. Can anyone who's on the NAM team who has Vista and is using SC4Tool to view textures help me get this to work. This is appropriate for the NAM thread since it's about editing NAM textures and RULs. &hlp
Anyway, I understand better how RULs work. ;) It's like learning another programming language, pretty easy to say the least (for me at least) ()stsfd() . Just need to have great visualization on how peices are oriented in different positions and a lot of time and patience. Just wondering...how much time do you take a day (on average) modding and testing? ::)
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When I had XP I used SC4Tool reguraly, it's a great tool, but since I have got Vista and learnt how to RUL I know use the reader and it's texture viewer, if you need more details I'm sure they can be given.
When I don't have school I generaly spend the whole day modding, I know I'm sad.
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SC4Tool isn't fully compatible with Vista. I don't know why, but that's just the way it is [in fact, if you attempt to run it in Vista native mode, not WinXP SP2 mode, it will most likely make your computer freak out].
A compatibility patch would be nice, but we'll have to wait and see.
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Unfortunately, there won't be a Vista compatibility patch for SC4Tool, at least not in the near future. simrolle might pick up the development of an SC4Tool predecessor one day, but due to RL issues, it's not very likely at the moment.
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Yeah, I have the same issue with textures in SC4Tool. I am running Vista Ultimate.
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Prototype of the TLA-3/Road conversion. It's a draggable setup, which is initiated in a very similar manner to jplumbley's new Road Turning Lanes (RTL) Plugin. Textures aren't finished, obviously--it looks a bit short to me, but I don't know.
(http://img20.imageshack.us/img20/3508/tla022720081rj3.jpg)
-Alex (Tarkus)
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Alex, that looks great! I know it's a prototype texture, but for the final one I think a two tile transition would be smoother, as well as striped lines in the V section.
Can't wait to see what you have up your sleeve next!
-- John
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Two to three tile transition, but the double line in the center of the transition needs to stay. Wouldn't be safe otherwise.
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I think Dfire meant to have a series of diagonal lines from one side of the V to the other to fill in the space. It is something I see quite often in a transition like this.
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I think Dfire meant to have a series of diagonal lines from one side of the V to the other to fill in the space. It is something I see quite often in a transition like this.
Yeah, that's what I meant, striped diagonal lines across the V. I see that all the time.
-- John
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WOW I agree with what Palp said that this thread is smokin white hot!!! Anyways and anywho how ever the final versions turn out I belive it will be great no matter what cause it came from the NAM team!!!!
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Interesting concept for the 2 lane TLA
Anycase as with those white diagonal lines, I think they will come later on as an optional add on.
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i am happy to just have it working :)
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I like that transition, Alex! It looks very realistic! I'll be looking forward to seeing more progress and development here, my friend.
Dustin
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Yes, that's looking very great! Looking forward to more progress, too! ;)
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Cool Update tarkus, will look great in Steven's Point LOL. Keep Up The Great Work. :)
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Great Job Here!!!
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On the TLA3 to road transition, I think it needs to be more gradual to be more realistic - two or three tiles is best. The striping configuration works, however.
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In my experience, TLA-3's are rarely built as such. They're either widened two lane roads that have some pavement added, undivided avenues that are restriped, or built as the DOT constructing them couldn't afford a TLA-5 at the time and figured something was better than nothing.
Besides, they aren't exactly high speed roads, perhaps 45 mph at most. I like the quick transition-perfect for suburban and urban areas, where they'll look the most at home.
Cheers,
Kevin
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You need to go down to Louisiana ... 55 on the TLA-3s, and they are all over the place, with a gradual transition. We had a lot of them in school zones, the road would be 2 lane, until you got close to the school, goto TLA-3, then back to 2 lane after the school zone. And, they never widen the bridges, go from a TLA-5, to a 2 lane bridge, and back to the TLA-5. Then they wonder why they have bottle necks :)
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All this talk about transitions got me to thinkin' . . .
(http://img179.imageshack.us/img179/155/roadtlr3transitionwt6.png)
This is the first prototype of a two-tile transition.
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That looks like it's on the right track!
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Ryan, that's spot on. :) It won't be terribly difficult for me to turn it into a two-tiler, either, given the way I've initiated the override.
I'll be back with an in-game screenie of it in a little while. ;)
-Alex (Tarkus)
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That looks outstanding, Ryan! I can't wait to see Alex take it into the game!
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You need to go down to Louisiana ... 55 on the TLA-3s, and they are all over the place, with a gradual transition. We had a lot of them in school zones, the road would be 2 lane, until you got close to the school, goto TLA-3, then back to 2 lane after the school zone. And, they never widen the bridges, go from a TLA-5, to a 2 lane bridge, and back to the TLA-5. Then they wonder why they have bottle necks :)
Which part of Louisiana is this? I was in Baton Rogue and the Northshore last week, LADOTD seemed to be doing a decent job considering the population explosion. They had big signs about the about to being widening project for I-12 between LA 3425 in Baton Rogue and US 51 in Hammond. Apparently the West Florida Republic Parkway is getting six lanes...
Upstate on the other hand, well, Louisiana does a good job of making Mississippi look good...
And to not be completely off topic, great looking texture, I can't wait to see it in game!
Cheers,
Kevin
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Those are some serious avenues! Great work, and i really like the progress on these types of mods, they are really adding more realism and options to the simcity community. I couldnt imagine the developers of the game would ever see the day that these kind of mods would be taking place. I bet with all the smaller mods, custom content and work on other areas of the game, we could have created a whole other expansion pack to the game! At any rate, keep up the good work, :thumbsup:
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Thanks for all the support, guys! It's really appreciated. :thumbsup:
As promised, screenies with the new textures.
(http://img401.imageshack.us/img401/333/tla02292008ri3.jpg)
And I've pathed them already as well. (I also refined the TLA-3 pathing some.)
(http://img401.imageshack.us/img401/7892/tla022920082al2.jpg)
I can also reuse this for the AVE-2/Road transition. ;)
-Alex (Tarkus)
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wow thats one sweet transition guys keep it up!
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Thanks, Ryan! :) And it's about to get sweeter . . .
(http://img149.imageshack.us/img149/9005/tla022920083we3.jpg)
(http://img149.imageshack.us/img149/6193/tla022920084ey5.jpg)
(http://img149.imageshack.us/img149/6959/tla022920085lt5.jpg)
A little AVE-2 action . . .
-Alex (Tarkus)
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The TLA's are not for me with my European taste, but that AVE-2 looks very nice. We could put some trees and shrubs in the median and use it as a smaller version of a "parkway".
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Oh, me likey the development. Will the gaps be filled in urban places?
Anyways, I made an european look for the transition brugsabre posted; it was something I did for fun, but you can use it if you wish.
(http://img178.imageshack.us/img178/1940/transitioneuxs1.png)
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This is wonderful stuff, can't wait to see more. The new trasition is perfect for the USA.
BigSlark .. I lived in Slidell for 30 years. After the Storm things began to get a lot better, but I still think they are 20 years behind on planning :)
Nice to know I-12 is getting a badly needed upgrade.
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dude! alex! you needa stop that, youre going to give everyone cavities with all those sweet updates were all taking in $%Grinno$%
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Wow! AVE-2 looks great, I hope it gets some T21 trees, bushes, and lampposts so it can beautify high-wealth low-density residential and commercial areas.
And maybe some mountain roads as well, where its too narrow for more than two lanes but it needs to be divided for safety reasons...
Just remember guys: whatever you come up with I'll find a new and interesting way to use it!
Keep up the great work and I'm looking forward to more!
Cheers,
Kevin
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I need to pull over, cause that just blew my mind! Nothing short of spectacular! &apls &apls
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A little AVE-2 action . . .
Unbelievable! I love it, Alex! I absolutely love it, my friend!
Dustin
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OMG, OMG, OMG, I about fell backwarks in the chair when looking the newest screenies. I'm stunned at what all of you are capable of doing.
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I LOVE IT!
:o
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&apls &apls &apls &apls &apls &apls
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Very well done Tarkus!
2 tiles seems like the best transition size to me. Nice job with the intersections too! ;)
Best,
-Haljackey
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i have som kind of question here...
i've seen some turning lane avenues here in monterrey, mexico (where i live) and the turning lanes have arrows at every crossing (depending on the way of the street)... and when is a double way street, the arrows are at the 2 sides of the crossing..... let me explain with a picture.
then.....
why not makin only ONE WAY like 2 tiles of the center turning lane... so it would be an exclusive turning lane for some crossing
i hope i make my point
if not... please reply
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Wonderful!!!
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burgsabre87: I really like the texture you've come up with there!!! If I could help at all, then I would, but I'm already too busy with all of my work, so I could give you guys some feedback. Are you thinking of collaborating with the single-lane road project?
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burgsabre87: Are you thinking of collaborating with the single-lane road project?
The single lane road is already on progress... it is called now the "asimetrical road"
it should be out on the release of the TLAs
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i guess :D
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Are you thinking of collaborating with the single-lane road project?
Well, the so-called "SLR" never really was a separate project--it just looks that way as someone outside the team started a thread to request it. As el_cozu pointed out, I've incorporated it into this project under the name ARD-3 (ARD=Asymmetrical Road). The RULs I've written for the TLA-3/AVE-2 and the MIS can be re-used for the ARD-3, and I only need to make a few small changes to TLA-3 textures to turn them into ARD-3 textures. I can't say for certain that it will be included with the first release of the TLAs, though. It's a surprise. ;)
(And el_cozu, just a friendly reminder--please use the "Modify" button to edit your existing post instead of making a double post. Thanks. :))
-Alex (Tarkus)
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That Av-2 makes mine look terrible o-o
-Crissa
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sorry for the double post... it wont happen again...
may i ask... what does RUL mean? :P
there are some abvreviations i cant really find at some threads what they exactly mean... RUL is one of them. just so i can fully understand the technical manners of this development
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el_cozu, to answer your question, a RUL is a type of internal file that SC4 uses to define the placement of network tiles in the game (an abbreviation for "Rule"). There's roughly a couple dozen different ones, all with their own specialized purposes. Editing them basically makes everything in the NAM, and everything you see here possible.
Hope that answers your question. :)
-Alex (Tarkus)
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Alex and Ryan (burgs) you 2 boys are just soooooooooooooo mean and you know what I love it!!! WOW talk about making me thank god I had a horrible nightmare lol.....
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Wow. Those 2 and 6-lane avenues are looking good :) !!!
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Alex and Ryan (burgs) you 2 boys are just soooooooooooooo mean and you know what I love it!!! WOW talk about making me thank god I had a horrible nightmare lol.....
We try. ;) :P
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I knew the thread looked different! I am speechless! :o
&aplsYou guys are awsome keep it up!! :thumbsup:
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Just a ? concerning Turning Lanes, when we build those Turnings, will we be able to choose which roads and streets have turning lanes? Instead of everyone interestion with turning lanes?
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will we be able to choose which roads and streets have turning lanes? Instead of everyone interestion with turning lanes?
In the future, that should be possible I think. ;)
http://sc4devotion.com/forums/index.php?topic=2629.0
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Im going to be nice and kindly let you know jdub, please stop spamming our development threads. If there is something you want to contribute, please by all means let us know. Posting shots like this that is totally irrelevant to project development is truly unnecessary. Again, please think twice before you post k?
This is not the best way to deal with a person such as this. Please, do not be condesending and suggest how he could make a better post rather than telling him not to post. - JP
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J-dub,
Please put some organization into your posts. Im not saying "stop", I along with most others cannot understand what you are trying to say. Please, structure your posts in a fashion that explains what is happening in the picture you are showing.
For example, in the picture you just showed:
1. The Road Intersection with the Avenue is not complete, and the Turning Lane does not continue through the intersection.
2. The Avenue/Avenue Intersection is not complete because the tiles to the north of the intersection are not showing up properly.
I dont know if these are your complaints but, you seriously need to start explaining what you are trying to so instead of saying "How embarassing." It is quite demoralizing to members of the NAM Team who are working diligently on many of the issues that plague the releases we are working on before we release them.
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EDIT(previous removed) Explanation-My bad, there is nothing I was hinting to demoralize. English is not my best. If anything I was trying to say good words that this project will solve those issues, but again nterpreted wrong.
The Avenue/Avenue Intersection is not complete because the tiles to the north of the intersection are not showing up properly.
There are no tiles to the north at all. My previous was refering a follow up to this project afterJust a ? concerning Turning Lanes, when we build those Turnings, will we be able to choose which roads and streets have turning lanes? Instead of everyone interestion with turning lanes?
Needing an answer to for this project, being wrongfully told its unrelevant.
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*falls over on floor*
This is what I need! I cannot wait for this!
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cool i wanted stuff like this very much thanks ;D &apls
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The anticipation is killing me!
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The anticipation is killing me!
Well, hopefully that's not a literal statement. We can't be held liable for injury or death.
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We can't be held liable for injury or death.
Uh-oh, I hope my insurance covers these sorts of injuries...
Are there any plans on creating an euro version of the whole Turning Lane projects?
Like this:
(http://img362.imageshack.us/img362/5082/tlaxs5.jpg)
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Of course. I think the Euro version would look a little different - I'm not sure, but in any case, I know how it looks here. It's probably going to be done by the SFBT team members who are part of the NAM team.
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Well, I don't think that such a thing exists in Europe, at least not in Germany. It shouldn't be too hard to replace the yellow lines with white ones, but I don't have any reference for a European equivalent so far.
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Well, Australia uses a similar road marking system to general Europe...
The TLAs I've seen are just single white lines, no dashes on the inside, with those turning arrow thingies in the middle.
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I have seen turning lane roads here in Belgium, most of the time they are also used to pass other cars.
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I'm already anixous for the release of this project :D. But, I'll just have to wait like everyone else $%Grinno$%. Anyhow, I love the progress on this project. Keep Up the great work. Looking forward to more updates. :)
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I think that the european equivalent would be like the australian guy... 2 white lines... and just that... or maybe 4 (2 each side)
the arrow thingies are in every country.... at least im for sure, mexico and USA have arrows in their TLAs
i have an idea... i just came with it right now &idea
how about making the AAM (avenue addon mod)... just like the streets... different asphalt textures... and different meddians!
it would be awesome... along with the TLAs... waaa... i hope it comes true :'(
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UK TLA3 .....
(http://i193.photobucket.com/albums/z124/mightygoose_2007/TLA2.jpg)
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Turning Lane Avenues (TLA)/Wider Avenues is coming along great tarkus and co. is there any plan of making narrower avenues divided by only line markings? just putting the idea out on the table.
hey another thing, i only just noticed that the TL avenue has pavement on oneside of the road in the top pic. this is far more realistic.
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Turning Lane Avenues (TLA)/Wider Avenues is coming along great tarkus and co. is there any plan of making narrower avenues divided by only line markings? just putting the idea out on the table.
There are. That's basically what the MAVEs (Medianless Avenues) are about. :)
Thanks for all the input on the Euro/International markings end of things as well--it seems like there is a fairly wide variety of different markings, so I'm a little bit uncertain what to do on that end. If anyone else wants to have a crack at "regionalized" textures, though, they are more than welcome to. :D
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If anyone else wants to have a crack at "regionalized" textures, though, they are more than welcome to. :D
Well, this was mentioned before in the TLA thread @ ST, but these are what "Suicide lanes" (the centre turn lanes) look like here in Canada:
(http://www.onthighways.com/hwy_3-9_images/6_cl_91_south.jpg)
Its similar to the USA, but the difference is that the broken yellow line is on the outside, rather than in the inside. This lets motorists know they can enter this lane.
-For example, on a 2 lane road, if the solid yellow line was facing you, even though it is broken on the other side, it means that you cannot enter the other lane (in your direction). However, if the line was broken on your side and solid on the other, it means you can. Thats why, when it comes to TLAs, the broken line is on the outside here rather than inside in the USA.
-It is from that prospective that I am puzzled why American roads having them in the inside. I am guessing that it shows that you cannot use this lane for passing, but you can enter it to make a turn.
Anyways, just thought I should show a photo to request the texture. I don't have a problem using the "USA" version when the TLA first comes out, but I am assuming that it shouldn't be too difficult to make a Canadian version. All you would have to do is move the broken yellow lines from the inside to the outside, right?
Best,
-Haljackey
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As a fellow Canadian, Haljackey, I do detest the broken line on the inside rather than the Canadian outside. But we must deal with what we have. Burgess has been kind enough to supply us with his American version textures. When we are able to get this finally released it will essentially be upto someone else to make a similar texture replacement mod such as the Euro Mod to make a 2nd version of the textures. We the NAM Team Members can only deal with what we are given. ;)
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Like I said I don't have a problem with it, the textures look great right now!
-But, how difficult would it be do just move the broken yellow line? Probably not as easy it it seems, eh?
Anyways, I don't really care about lines, traffic lights, etc. too much. Function comes first!
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Like I said I don't have a problem with it, the textures look great right now!
-But, how difficult would it be do just move the broken yellow line? Probably not as easy it it seems, eh?
Anyways, I don't really care about lines, traffic lights, etc. too much. Function comes first!
Very easy indeed to "move" the lines it is. But time consuming to repackage the DAT file. We will have in excess of 40 textures to edit in the first release alone and it will only expand. These 40 textures do not include wealth and zoom, zoom is done automatically by SC4Tool but wealth we must do ourselves. So, 40 x 4 = 160 textures to edit manually in photoshop, paint, whatever, then package them using SC4Tool. It takes alot of coordination to package an alternate texture such as this. Imagine what myself and Diggis go through with SAM's 8 texture sets and currently at about 45 textures per set. Each set takes probably 2 hours of work to package, atleast. The physical editing of the textures in TLA may be only 1 minute per texture but thats still close to 3 hours of work. Thats atleast 5 hours of making new textures and RULing and testing that Alex and I can do on something else. If you catch my drift.
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If one just wanted to do a replacement texture set, they would not have to worry about the RULs, would they? Just be sure the textures are numbered correctly, and in the right order?
With all the free time I usually have, I could do that, All I would need is the base set of textures, the IDs, and a photo of what to replace them with.
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No RULs would be needed to make a replacement texture set, but it some very rare cases it may be neccessary. The IIDs of the FSH files would need to be the same as the current ones.
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I would be interested in creating some regional textures, i would just like to know how possible/easy/hard it is to create one of them; so if someone would be so kind to post one texture (one with yellow lines) in it so I could experiment before getting into the real work.
Just so I can see how long it will (approx.) take to create the whole set. A straight piece for the TLA-7 would be awesome to experiment with.
Thanks on beforehand,
Casper
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I would be interested in creating some regional textures, i would just like to know how possible/easy/hard it is to create one of them; so if someone would be so kind to post one texture (one with yellow lines) in it so I could experiment before getting into the real work.
Just so I can see how long it will (approx.) take to create the whole set. A straight piece for the TLA-7 would be awesome to experiment with.
Thanks on beforehand,
Casper
This is the TLA-5 Wealth $$$ Straight piece.
(http://img228.imageshack.us/img228/5125/striaght5d04b130rv6.png)
There are some general Transit Rules to remember when making textures:
- Sidewalks are NOT part of the general texture.
- Grass IS part of the general texture to define the different wealths.
- A secondary texture called an ALPHA Texture is what is used to create the Sidewalks. (I will explain more when that time comes for those invovled, maybe with a tutorial in the future).
- Textures are easier to be made with Photoshop or Paintshop Pro by making use of layers. And should be saved in PNG format.
- There are a minimum of 4 wealths for each texture, No Wealth, $, $$ and $$$. (The best way to start is by creating a No wealth texture which has no grass and a transparent background behind the Road surface. I can help with the 3 grass wealths later when we have a base set created).
Please take these things into consideration BEFORE you start making Transit Textures.
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I'd say the most important thing when creating/editing such textures is to be organized. If you name every single file properly according to the ID it will have in the DAT files, then half of the work is basically done already. Processing/packaging them as DAT requires some work, but it doesn't require much skills. You need some stamina and a good eye, so you won't pick the wrong files all the time, but it's more or less assembly line work. Same goes for creating the different wealth level textures; you can create one as a template, and then copy the edited parts to all other wealth levels (usually four different files per texture).
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I don't want to be mean or rude or anything like that, but I would really appreciate it if you didn't just re-color my work and post it as yours - even if credit is given.
Please feel free to contact me with any questions you may have. Thanks!
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Odd, I didn't know that marking was distinctly Canadian... A few setups like that in the Chicago suburbs have the dotted lines on the outside, and older ones one the inside. I figured they'd just switched recently to be less confusing...
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jp, do you have some photoshop files of the various layers?
The ones you sent me didn't include an entire tile of grass or plain pavement...
-Crissa
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jp, do you have some photoshop files of the various layers?
The ones you sent me didn't include an entire tile of grass or plain pavement...
-Crissa
Yes, I do have the grass bases in one PSD file.
What I do is take the Road Surface portion of the texture someone has made for me and set it on the top layer. Then I turn off the layers and save as the 4 different wealth. No wealth has no grass so all grass layers would be turned off when I save it.
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burgsabre: Okay, no problem. Sorry.
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hell, i might have a go. picked up corel paint just the other day. (sick of using windows paint)
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You mean PS-P, right?
Hover over the acronym if you're confused.
~~Dragonshardz~~
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That would, uhh, be really handy to have, jp.
Might even make my offerings look useful.
-Crissa
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The base for what my regional interpretation. I don't think it will ever exist in reality however.
Please notice that I created 1x1 parks with the texture on it, and these have no functionality at all (plain texture)
(http://img187.imageshack.us/img187/6641/regtla0000rk1.jpg)
(http://img168.imageshack.us/img168/5393/regtla0001hd5.jpg)
@ Dragonshardz: how did you implement the acronym in your post?
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Very good caspervg... These can be made useful :satisfied:
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@casper: it's some fairly simple coding.
[acronym=PaintShop Pro]PS-P[/acronym]
This code gives you the acronym I used. Just replace "PS-P" with your acronym and "PaintShop Pro" with what the acronym stands for.
Thus, Network Addon Mod becomes NAM
Coding:
[acronym=Network Addon Mod]NAM[/acronym]
And now back to the topic at hand. Casper, it looks great and will most likely be used for the inevitable Euro mod. But, anyone who nags about this PLEASE remember that Tarkus, Jp, and the others are focusing on FUNCTION first and aesthetics second.
~~Dragonshardz~~
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You mean PS-P, right?
Hover over the acronym if you're confused.
~~Dragonshardz~~
was this msg for me or jp?
anyway its not photoshop. its corel photo paint-a step down from photohop in my opinion
i may use this texture in one of my road constructions lots. ill keep you all informed.
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It was or you. and PS-P stands for PaintShop Pro, made by corel.
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Photo Paint is lesser than Paintshop Pro...
-Crissa
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paint.net is free to own, and easy to learn and use. The program is basically a free photoshop, and loads a lot quicker, which is great for texturing, because that alone can take time, but a little late to suggest that though. It seems alot of people want in on doing texture work here.
i have an idea... i just came with it right now
how about making the AAM (avenue addon mod)... just like the streets... different asphalt textures... and different meddians!
it would be awesome... along with the TLAs... waaa... i hope it comes true
el_cozu hits it right on the head. Is this going to turn into AAM? Where there will be more than one set of avenue textures perhaps ones with center turn lanes, or is this an exclussive project?
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el_cozu hits it right on the head. Is this going to turn into AAM? Where there will be more than one set of avenue textures perhaps ones with center turn lanes, or is this an exclussive project?
no... it is not exclussive... I actually said this idea just to give the NAM team another project to start anytime.
I dont know... maybe after the RHW v 21 they can start on this project... since they are just overrides like the TLAs and the SAM... then... i dont think is hard to make this project come true...
Is just a starting point... ideas... &idea... then... it turns to photoshopped images... then into textures and transit lots... etc... until someday it will be out on the next nam XD
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Is just a starting point... ideas... &idea... then... it turns to photoshopped images... then into textures and transit lots... etc... until someday it will be out on the next nam XD
You should read the original post of this thread... It explains what Tarkus and I have been discussing and planning for this project. It wont be renamed to "AAM" it will stay TLA and there will be Wider Avenues aswell which will be bundled with this project together. We are working on getting a few things together on this already, it is one of the higher priority projects right now ahead of RHW v21 and SAM v3. ;)
Who knows how far we will get with it off the start, but we will see something more than likely with the next release of NAM Products, whenever that may be. &idea
We have ideas coming out the you know what and just not enough time for us to implement our ideas... We have envisioned quite a bit of things, some you guys havent even mentioned yet. ::)
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For those who are wanting to learn how to Transit Texture... I have made a basic tutorial to read before you get too deep into it. Follow this link:
http://sc4devotion.com/forums/index.php?topic=4140.msg129985;topicseen#msg129985 (http://sc4devotion.com/forums/index.php?topic=4140.msg129985;topicseen#msg129985)
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hi i'm new in this forum, how do this proyect goes??
pd sorry for my english
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hi i'm new in this forum, how do this proyect goes??
It's still being worked on. Tarkus will be posting updates when he can. ;)
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Posting from my hotel in Barcelona :D
I have not seen ONE SINGLE TLA in spain since i got here last wendesday! Not one in Madrid, Sevilla, Granada, Córdoba, Costa del Sol or Barcelona! BUT! I have seen here in Barcelona an 10-lane undivided road or avenue or whatever you wanna call it with lanes that can be reversed at different times, with directions given by lighted signs over the lanes. I am SURE that this really is what i think it is because there are sets of orange arrows pointing both directions in the lane. There are six such lanes. They have different sorts of lines indicating them..between the two center lanes, there is a really long dashed double white line. One lane out, and also indicating the edge of the outermost switchable lane, there is a double dashed white line the same length as the one indicating parallel traffic.
I do not have any pictures available yet, but I will post them as soon as I can.
-said the nerd
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yeah, we have that in arlington, texas (near where the new dallas cowboys stadium is being built). it really helps for traffic flow...it works much like some of the HOV lanes. where you take up a lane on the side going opposite direction of the majority of traffic to add the HOV in. This is can be see on I-30 in Dallas, and on I-495 (the LIE) in NYC.
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Also I have seen that on I-395 in the Washington, DC metro area, but that is a separate set of lanes with either grass or jersey barriers separating them from the lanes that are always going the same direction.
Working on getting ahold of the pictures.
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I kind of imagine the MAVE-4 as avenues that are carbon copies of SimCity Societies roads. Am I right? :)
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Yes but w/better texturing.
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I'm very excited about this particular project, and am looking forward to it's release. I was wondering, however, if the new avenues will show up in the regional view, or not (like the RHW)? If not,....does anyone know why?
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vistla, to answer your question, yes, the new avenues that are part of this project will show up in the Regional Transport View, as they're based on the Road network. The issue with the RHW is that it's based on a "hidden" network that Maxis left incomplete, so they didn't program it to show up in the region map.
Hope that answers your question!
-Alex (Tarkus)
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The one question I did have has been answered by your table in the OP.
(I was going to ask about the possibility of something akin to the MAVE-6... I saw the table and thought to check. Whaddayaknow... No rush of course, get the normal stuff functioning first, but just thought you'd want to know that there is indeed demand for it at least here... Also looking forward to the ordinary AVE-6 and MAVE-4 as well as AVE-2.
Again, no rush, get the important parts functional first (as in the actual TLAs). Speaking of which, great work thus far!
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Cool! Thanks for your response.
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Just Curious, How are u guys coming along with the TLA Project? havent heard anything in a while on it as far as updates goes.
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Just Curious, How are u guys coming along with the TLA Project? havent heard anything in a while on it as far as updates goes.
It's kind of been on the backburner, due to other projects. We'll get back to this one soon. ;)
-Alex (Tarkus)
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We'll get back to this one soon. ;)
And indeed we have. ;)
Here's a peek at one of the Avenue/TLA-5 intersections.
(http://img518.imageshack.us/img518/9448/tla042920081hc6.jpg)
-Alex (Tarkus)
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awesome T-intersection :)
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Good stuff, but one question, shouldn't the avenue that is intersecting have only 2 lanes, one going left and one going right? Great job though, the Asymmetrical looks nice too. &apls
(I never understood why the signals were at the front of the intersection... in VA, ours are at the end, I hope you understand what I mean.)
| |
| |
signal not here>_|you |_
__ __
signal here> | |
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&apls :thumbsup: loooks perfect Alex!!!
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Well, I don't remember the specifics, but I do remember there being some limitation to the game where street signals could not be placed at the far end of intersections...perhaps a more Transit Mod-savvy member here can point out the details. ;)
Looking real great by the way Alex, can't wait to be surprised with this one as you have so many others!! :thumbsup:
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The signals have to be on the tiles that the traffic is stopping at, which happens to be the near side of avenue x avenue intersections. The reason is because of the stop points that are in the path files for the tiles of the intersections. So, the signals have to be located on the tiles that have the stop points, which happen to be on the near side of all intersections. Only on single tile intersections can you mount the signals across from the cars.
Technically, we could put stop points on the tiles for the far side of the intersections, but then you would have cars stopping out in the middle of the intersections. $%Grinno$%
-Swamper
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Good stuff, but one question, shouldn't the avenue that is intersecting have only 2 lanes, one going left and one going right? Great job though, the Asymmetrical looks nice too. &apls
(I never understood why the signals were at the front of the intersection... in VA, ours are at the end, I hope you understand what I mean.)
| |
| |
signal not here>_|you |_
__ __
signal here> | |
Beside the reason that Swamper77 said, there's another reason why it should be at this side of the road. It's very common (in Europe) to put the signals at the stop points, and not on the opposite side of the intersection. I think it's strange to put the signals at that point (but that's my point of view ::))
Best,
MRTNRLN
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actually as far as the UK goes the norm is to have lights in both places at busy intersections.
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Beside the reason that Swamper77 said, there's another reason why it should be at this side of the road. It's very common (in Europe) to put the signals at the stop points, and not on the opposite side of the intersection. I think it's strange to put the signals at that point (but that's my point of view ::))
Best,
MRTNRLN
Well...here it's easier for most to have the lights on the opposite side of the stop point. Reason being, everyone in red cars feels obligated to stop about 3 or so feet past the white line marking where you're supposed to stop...and thus couldn't see the signals if they were right at the stop point. :D
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Well...here it's easier for most to have the lights on the opposite side of the stop point. Reason being, everyone in red cars feels obligated to stop about 3 or so feet past the white line marking where you're supposed to stop...and thus couldn't see the signals if they were right at the stop point. :D
Thats exactly the reason I was going to state. ;D
Oh, if the stop points indicate the signal placement, then there really isn't much we can do, which is a bummer, but thats ok. Would it be possible to place a dummy signal on the opposite side? Would it not be functional(red, yellow green changes)?
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Or perhaps some sort of overhanging prop, so that the game thinks its at the stop point, but it looks like it's over the opposite side?
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There always is the possiblity of making dummy signals or new animated signals all together that don't work off the game's stoppoints. At the same time, peoples ideas of traffic lights are different. With this alone, this might be a completely different project leading away from the TLA, especially the possibility to make new animated siganals. In persepective, the games traffic lights are unreal, because they are flat, plus they don't have cups around the lights. If they did have cups sized to RL, I don't think we should be able to see the lights anyway, thats why I take advantage of using alternate models for avenue intersections. Just for the heck of it to see if Swampper was right, I did try doing multiple avenue intersection with traffic lights on stop points across after, and I noticed the cars DON'T block the intersection, because the red lights some how are timed the same length, see pics below. When the lights are already red, in many instances, the automatta just dissapears anyway. What Swampper said seems to work. The first pic they are in fact blowing the red light. The second pic is a red light after the avenuexavenue intersection, timed the same, as is the last one as another example of paralel timing. This is debatable and has to be tried. Others may want this, but personally I like how the TLA already is without this modification.
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I agree what you said about the stoplights. The stoplights in SimCity 4 face OUT when they normally face in, with the exception of one Waco,TX intersection where the lights were facing out to aid those who were possibly stuck farther back in the line. Unfortunately, without pictures, it doesn't say much.
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Then again in real life, if every community did traffic lights the SC4 avenue way with them before the crosswalk, this could be a major life saving solution to prevent running red lights, I'd rather go with traffic lights that way, then the hated red light cameras.
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The only problem I can see with that is that well, the leading car can't see the lights so they don't know if it's turned green or not.
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Its debatable. I have seen multiple intersections where sometimes, the one side doesn't even have a signal, just a stop sign. Below is a real pic of the signal before the intersection.
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A while ago I worked out a way to offset the position of a traffic light. I made it so that it showed up at an offset from its actual position, and it still worked correctly.
The downside of this is that it would require some tedious work to offset the traffic lights more than a short distance (>5m)
Is anyone interested in this?
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I am, I've always been frustrated at how the stoplights are positioned.
On a side note, perhaps a mod or admin should move posts concerning stoplight props to a new thread, because we are going pretty far off topic here.
I'd do it myself, but I'm just a 3RR Team Member. No administrative powers except in the 3RR Honors Thread....which needs to be updated.
And I'm going OT. :thumbsdown: to me! :D
~~Dragonshardz~~
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@Smoncrie, You mean the added stoppoint on the tile after the avenue intersection tile right? Maybe there should be a poll else where to see if more people would be in favor of this idea, because it sounds like that alone is getting popular.
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j-dog, the side street has a stop sign because the road traffic is not sufficient enough for a full traffic light. The signals here are controlling the crosswalk. I see this multiple times in BC and these intersections can also be differentiated by the flashing green light here.
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Wow this looks cool. It seems to me that in the intersection you just posted (the TLA 5 i think), you are trying to make two different traffic lights. Here's what I mean.
You have 3 lights, the first one is a left turn signal, the other two are regular. At the beginning of the sequence,
the left turn signals of both sides (or one in a T intersection) turn green while the regulars turn red. Afterwards the regulars turn green while the left turn one's turn red. Then when the regulars turn red, the other road does its sequence
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(http://img518.imageshack.us/img518/9448/tla042920081hc6.jpg)
Left on green arrow only
Edgware, you actually like that? Getting stuck at one of these left turn signal lights, with the extra amount of time you have to wait doesn't bother you?
Left turn on green arrow only, now really? If yes, that would be cool programing, but in reality there is always chance of getting stuck for longer, an emergency vehicle or train passes by, the censors broke, or some jerk blocks me at the last minute, so I try to go to intersections below as much as possible, because it all has happened to me. Okay no ones looking, no traffic cams, floor it!
(http://thebestfilmakerever.googlepages.com/Cashville-Oct.28321201664265.jpg)
(just a example idea)
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j-dub,
I did not change the stop point.
I made the traffic light into an offset prop; the point where you see the traffic light is different from the point were the prop is placed.
I did not change the position of the modified prop, so it was still on the stop point, and its timing and the flow of traffic did not change. But since it was an offset prop, you could see the traffic light over a different part of the intersection.
This is, in effect, a trick that allows one to “move” the traffic light without changing its behaviour.
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smoncrie, that is really quite interesting to hear--I had always wondered if there was some way to offset the signals.
To go further off-topic . . . or is it on-topic? . . . decide for yourselves . . . ::)
I made a few little "modifications" to the TLA-3 texture and came up with . . . this . . .
(http://img369.imageshack.us/img369/5379/owr3050420082vb3.jpg)
(http://img369.imageshack.us/img369/3743/owr3050420081da1.jpg)
As you can see it's pathed. Orthogonal-only at the minute, though that will change. ;)
-Alex
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Wow this looks cool. It seems to me that in the intersection you just posted (the TLA 5 i think), you are trying to make two different traffic lights. Here's what I mean.
You have 3 lights, the first one is a left turn signal, the other two are regular. At the beginning of the sequence,
the left turn signals of both sides (or one in a T intersection) turn green while the regulars turn red. Afterwards the regulars turn green while the left turn one's turn red. Then when the regulars turn red, the other road does its sequence
The game cannot support complex stoplight sequencing like that. It is only capable of going through a normal stoplight cycle (green-yellow-red) on one axis of an intersection before starting the sequence on the other axis. You can make left turn signals with arrows, but they will be green at the same time that the thru traffic signals are green. It is a limitation of the EXE.
-Swamper
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@Tarkus, thats awesome, W.O.W. It may not be 5 lanes, but this might just make the people waiting in the wider one way forum happy to see that is being developed.
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oooh alex you tease!!!! that is simply wonderful!!!
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I have an announcement to make:
The TLA thread is now officially the Network Widening Mod (NWM) Project thread. The NWM will encompass the TLA/Wider Avenues project, in addition to the Wider OWRs and the ARD (Asymmetrical Road, formerly SLR), and all of these networks will now be showcased here on this thread.
The RHW/MIS will continue as a separate but related project.
-Alex (Tarkus)
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Its about time to do some house cleaning Alex!!! sweet so all the loss projects are now one that is will make it so much easier to follow I do believe....
- TLA/Wider ave
- Wider OWR's
- ARD former SLR
are officially the new NWM, I like that alot Alex, but one question is what about SPM wouldn't that benefit to consolidation as well?
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j-dub and Pat, thanks for the support!
one question is what about SPM wouldn't that benefit to consolidation as well?
Well, the SPM is really kind of a different animal--it deals with the Maxis networks as well, and I think it would be best to keep it as a separate add-on. It will eventually support the NWM networks, though. ;)
-Alex (Tarkus)
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Tarkus.. YOU ARE A GOD!!!!!....
thankyou, what youve done here is amazing ;)
Joe
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Tarkus.. YOU ARE A GOD!!!!!....
thankyou, what youve done here is amazing ;)
Joe
oooh alex you tease!!!! that is simply wonderful!!!
What can I do if not agree to these messages.... Alex you rock!
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3 lane one ways???
Wow! Awesome... just awesome! Brilliant work Tarkus!
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WOW!
That's all I can say about the NWM. Keep on going!
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when this can be used by us?
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when this can be used by us?
When its finished
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sure,I asked how long……
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hey gaotingguxiu, have you read the first post?
NWM PROJECT
Current Status--No public version available. Development on the project is currently ongoing on the initial release, Version 1. It and all further releases of the NWM, adding new features and functionality, will be made available when they are ready. We cannot, however, give a definite release date or timeline.
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Very very cool &apls &apls &apls
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Only very very cool? I think it deserves something a bit more like... this:
Wow! This is actually happening! This is AWESOME!!!!!!!!!!!!!111oneone :o :o
OK, maybe that was a bit energetic, but hey, words don't really begin to describe the awesomeness the NAM and it's many additions and separate add-ons are adding to this game. It's like we already have Sim City 5 here! Of course, this raises the question "Why do we even need Sim City 5 if we have such a talented modding community here?"
I for one actually am waiting to see if Maxis will actually get off their lazy bums and give us a real Sim City sequel instead of Societies...
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great work here.. when it will be released? :)
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great work here.. when it will be released? :)
My best guess: When it's done. :)
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Glad to see the consolidation here, Alex! You've got a ton of great projects happening simultaneously, this should make things a bit easier for you. At least I hope it does! Good luck, and I'll be looking forward to seeing more development, my friend!
Dustin
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My best guess: When it's done. :)
but when month or day??? :'( :'( :'(
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(http://img518.imageshack.us/img518/9448/tla042920081hc6.jpg)
Left on green arrow only
Edgware, you actually like that? Getting stuck at one of these left turn signal lights, with the extra amount of time you have to wait doesn't bother you?
Left turn on green arrow only, now really? If yes, that would be cool programing, but in reality there is always chance of getting stuck for longer, an emergency vehicle or train passes by, the censors broke, or some jerk blocks me at the last minute, so I try to go to intersections below as much as possible, because it all has happened to me. Okay no ones looking, no traffic cams, floor it!
(http://thebestfilmakerever.googlepages.com/Cashville-Oct.28321201664265.jpg)
(just a example idea)
Yeah that's what i meant. Now, not to say that i enjoy that kind of red arrow even when the regular is green but.
If you're trying to make it more realistic, this is what is normally done at the intersection of very wide roads. I mean you could also have one of those "Left turn yield on green" things. The reason one would do that is too avoid a collision. In this picture | that you posted j-dub,
(http://img518.imageshack.us/img518/9448/tla042920081hc6.jpg)
it seems that the left arrow is red while regulars are green. Which is more realistic, I'm just asking if I need glasses or if I saw the picture correctly.
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Yes, Edgware, there is indeed a red light there on that third signal. I'm not entirely certain why, as my understanding of the way traffic signals work in-game is only moderate, but my guess would be because that particular signal is on the next tile over, it can be phased differently as a result. I've noticed this happening with the Avenue Turning Lanes, as well as the various TLA intersections I've managed to complete and signalize. Swamper or smoncrie may have a better explanation.
-Alex (Tarkus)
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thats way to sexy! stop teasing us! :thumbsup:
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Oh I thought was intentional. Because, a good amount of real traffic signals do work that way. The roads are so wide that is is very dangerous to simply have people turning left while the opposite direction is going straight. So I ask are you planning to do anything with a turning phase in the lights?
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It could just be a result of loading. Occasionally I still see that happen with the left turn lanes in my game. When I first get to that area, the light over the turn lane might get stuck, but then corrects itself when the two lights on the right change after. A turning phase would be cool for any video game simulated traffic. They tried to use the turn arrow lights I picutured in Transformers the game, but those light with the arrow under the green, just were stuck. What this amounts to is, I don't think any game with a simulated traffic system could do this, so no one may know how to program this. EXE is limited.
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yeah, it does seem a bit unlikely that it's even possible in the game. if however you do manage to find a way to impement that system, that would make traffic flow better and prevent accidents.
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Thanks guys for giving us an update from this project. I love all the new pictures and different types of roads you guys have outlined. Keep Up The Great Work and keep those updates coming!!
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Yes, Edgware, there is indeed a red light there on that third signal. I'm not entirely certain why, as my understanding of the way traffic signals work in-game is only moderate, but my guess would be because that particular signal is on the next tile over, it can be phased differently as a result. I've noticed this happening with the Avenue Turning Lanes, as well as the various TLA intersections I've managed to complete and signalize. Swamper or smoncrie may have a better explanation.
-Alex (Tarkus)
This is just a "hiccup" from the game when the signal is close to the opposite side of the avenue. After the first cycle of the intersection, it fixes itself and the signal is back in phase with the others.
While it would be nice to have protected left turns, the game is far too simplistic in it's engine to support that. :(
-Swamper
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Excellent work! I want to thank you for your efforts to make better our game, thanks! :thumbsup:
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My best guess: When it's done. :)
was that what i though ;D
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This is just a "hiccup" from the game when the signal is close to the opposite side of the avenue. After the first cycle of the intersection, it fixes itself and the signal is back in phase with the others.
While it would be nice to have protected left turns, the game is far too simplistic in it's engine to support that. :(
-Swamper
Oh I see. Yeah, they probably do have the technology, but this game is too old. Maybe when the real sim city 5 comes out it will be possible.
So is that a straight signal or does it have an arrow.
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Oh I see. Yeah, they probably do have the technology, but this game is too old. Maybe when the real sim city 5 comes out it will be possible.
So is that a straight signal or does it have an arrow.
It is just a straight signal, and a single prop at that. There are three single traffic signal props, one over each lane.
-Swamper
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oh ok i understand. anyways project looks cool, you guys are doing a good job :thumbsup:
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A Question concerning these new NWM. When the project is completed, Will we be able to decide What type of Avenue,Road or even OWRs be? Just Curious.
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Most likely the new "networks" will not replace anything, so you can have all of them.
Aesome work on the OWR-3 (?)
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Great work. Just some reverse psychology. When will the NWM NOT be out? ;) By the way, how's the progress on the RULs coming along?
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lol well it wont be out tomorrow :D
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Great work. Just some reverse psychology. When will the NWM NOT be out? ;) By the way, how's the progress on the RULs coming along?
Well, we have gotten one of the biggest advances as of recent worked out. For about 3 months Tarkus and I have been sharing test RULs for the TLA-5 Intersections, such as:
4way and T Intersections:
TLA-5/TLA-5
TLA-5/TLA-3
TLA-5/Road
TLA-5/Street
TLA-5/OWR
TLA-5/Avenue
The intersections are the hardest part of RULing. Especially with this project since TLA-3 and TLA-5 and Road are all based on the same network.. These intersections are very, very finicky when it comes to RULing them (pun intended). The RULs for these intersections caused much grief and delay in this project and Tarkus decided to try a different approach than we had been going earlier and to our surprise was able to make the stability in these intersections much, much stronger.
Now, what is required is a plan of attack on how to implement corners and then diagonals. There will be no release before the diagonals are done. The diagonals are the next hurdle so to speak and we currently are debating what the best way to implement them will be.
______________________________________________
As for when will it "NOT" be out?
Pat is right, it wont be out tomorrow. But you can expect a preliminary release sometime around when the Diagonals are figured out. I think we have just passed the 1 year mark where this project was officially announced as being "started". So, lets hope the Diagonal RULs dont take as long as the Intersection RULs.
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Cool JP, cant wait for the next update.
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i really like this, this will take the game to a new dimension :thumbsup: great work guys!!! &apls &apls
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very nice ,I'm looking forward to it ,I like it
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Good luck with RUL-ing the diagonals.
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I for one will be waiting very patiently for everything to get done and to be released. Sofar, I must say you guys are doing a great job with this. Keep it up and good luck. JKB
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&apls
Good luck on diagonals.
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Thanks for the progress report, Jason. I'll be waiting patiently, as always, my friend!
Dustin
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The link is broken....
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The link is broken....
*makes habit to never click tinyurl links*
Here is why (http://en.wikipedia.org/wiki/Rickroll) (and my guess to the "broken link"). Am I correct?
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What link? ;) :D
Just trying to inject some laughter into everyone's day here.
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Tarkus will the OWR-3 be in the first release?
This is Terrific work, I cannot wait until it is released
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These are great. Can't wait to use these new toys uhhh... tools ;D.
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I for two will be
waiting very patiently for everything to get done and to be released. Sofar, I must say you guys are doing a great job with this. Keep it up and good luck. JKB
Good job so far, I see a lot of TLAs and TLRs where I live...but then in Salem there is a road with four total lanes: one going east, then the next is the turning lane, then two going west. (Not that this matters, i would just as readily use a RD-4, or whatever a four-lane road with no median strip is abbrevated as)
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Hi sincitybaby, there is currently no timetable set for a release of any of these TLA-Aves project. It's still In Progress. We have to wait patiently ok.
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Tarkus will the OWR-3 be in the first release?
I can't say for certain, but there's a lot of crossover with the RULs with the TLA-3 and AVE-2, so it's quite possible. ;)
-Alex (Tarkus)
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Thank you Tarkus for the quick reply!
Amazing work again!
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Thanks for the progress report! :thumbsup: I agree, let's hope it doesn't take too long to do the diagonal RULs...but since I don't do transit modding of any sort other than TEing lots (EDIT: which I do correctly after reading several threads and getting advice on proper TEing techniques :D) I wouldn't really know the steps involved in this awesomeness. ;D
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Ahhhhhhh! :o A word of advice to anyone transit enabling lots, you never want to let anyone know about it in NAM developement.
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Just a humble question -- when is this glorious stuff going to be released? :)
I'm all about it, I can't wait any longer! &hlp $%Grinno$%
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Just a humble question -- when is this glorious stuff going to be released? :)
I'm all about it, I can't wait any longer! &hlp $%Grinno$%
When it's done, of course. :D There's no scheduled release date of timeline (as specified in the FAQ above). ;) We like to surprise people . . .
And welcome to SC4D! Good to see another familiar face here. :)
-Alex (Tarkus)
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as a matter of fact they do... just like when they released the last NAM... we were all like "OMFG that's so awesome!" hahaha...
but yeah...... just be pacient..... when things begin to get crazy.... here's the NAM team to release all the stuff you wouldnt never imagine
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Hey Tarkus, A question concerning the TLA-5 And TLA-7. When we create these new avenues in our cities, will we be able to connect them to each and to neighboring cities? Same question goes for the TLA-3.
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Starman, to answer your question, yes. :) The TLA-3, AVE-2 and ARD-3 will more or less connect into the next city just like normal. You'll have to re-initiate the override in the neighboring tile with the starter piece there, as the override can't cross the city borders, unfortunately.
The TLA-5 and TLA-7 and all the other 2 and 3-tile networks will require some sort of workaround, similar to the "loop connector" method I showed for the RHW, which you'd then "disguise" through a special puzzle piece.
-Alex (Tarkus)
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Starman, to answer your question, yes. :) The TLA-3, AVE-2 and ARD-3 will more or less connect into the next city just like normal. You'll have to re-initiate the override in the neighboring tile with the starter piece there, as the override can't cross the city borders, unfortunately.
The TLA-5 and TLA-7 and all the other 2 and 3-tile networks will require some sort of workaround, similar to the "loop connector" method I showed for the RHW, which you'd then "disguise" through a special puzzle piece.
-Alex (Tarkus)
Will this interconnect with the rhw...say some puzzle peices that branch out like AVE - MIS - RHW ?
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Starman, to answer your question, yes. :) The TLA-3, AVE-2 and ARD-3 will more or less connect into the next city just like normal. You'll have to re-initiate the override in the neighboring tile with the starter piece there, as the override can't cross the city borders, unfortunately.
The TLA-5 and TLA-7 and all the other 2 and 3-tile networks will require some sort of workaround, similar to the "loop connector" method I showed for the RHW, which you'd then "disguise" through a special puzzle piece.
-Alex (Tarkus)
just like the RHW... they do connect to the neighbor... but you have to put the starter piece in the new city... am i right?
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Previously hello.
Are you planning interchanges for NWM? (especially cloverleaf, stack and diamond interchanges?) And also bigger roundabouts or rounabout Interchange :D
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I doubt it...The regular plain ol' four-way intersections will be hard enough, let alone having a MIS for TLAs
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No updates in a while, just wondering, hows the mod going?
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Its going and will be finished when its finished.
:thumbsup:
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No updates in a while, just wondering, hows the mod going?
Right now I'm focusing on the RHW (Version 21) and the Fractional Angle Road/Rail pieces. I've done some work with the TLAs in the meanwhile, but it's mostly just making the existing stuff I've shown here function better--stuff that doesn't come across at all in pictures. A lot of what I'm currently working on with the RHW (stuff which I can't quite show yet . . . ;)) will transfer over to this project, too.
I do have quite a lot going on modding-wise right now, so inevitably, sometimes some stuff will get shifted to the background for awhile. But don't worry, I will most definitely be returning to this project at some point in the not-so-distant future.
-Alex (Tarkus)
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Well, keep on RULin'! I look forward to this project being released.
(i know that's not your CML, but it gets the point across)
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I'm very interested in this!!! :)
3 questions...: ()what()
1. Are you near to realesing the NWM v. 1??
2. Do all of the networks have a functional neighbour connection??
3. Can you connect all of the networks to the original network type?? (ex. OWR-3 to OWR-2 the normall OWR)
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I'm very interested in this!!! :)
3 questions...: ()what()
1. Are you near to realesing the NWM v. 1??
2. Do all of the networks have a functional neighbour connection??
3. Can you connect all of the networks to the original network type?? (ex. OWR-3 to OWR-2 the normall OWR)
Did you read the previous posts just above yours? ;)
NWM will be released when ready, none so far and neighbor connections are funtional you just have to restart with another started piece in the new city. As for the third question im not 100% sure about so I won't answer.
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be patient! remember that they aren't paid for doing this.. you should be very thankful when this comes to public one day, because this is done with hard work, made only because they like to and they like to share ;) btw, keep going your great work :thumbsup:
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I certainly will be grateful. I'm mainly looking forward to the Turning Lane Roads, the MAVEs, and the TLAs.
Hey, that's some of the stuff on my Next Generation Simcity Wishlist!
Thanks a lot :thumbsup:
BTW, will there be a transition piece from the TLRs into normal roads like in real life?
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A while back i remember someone posted a tla3 to road transistion. so i think thats gonna happen.
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Yup, they sure did.
(http://img179.imageshack.us/img179/155/roadtlr3transitionwt6.png)
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Of course its gonna happen, its right here.
(http://img513.imageshack.us/img513/6365/u284qc4.jpg)
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Wow that looks cool. I see that currently the max size road planned is the tla 7, are there any bigger ones planned?
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&apls Then my question has been answered. Press on, modders!
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awesome ;)
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Fantastic Update on the NWM. Keep those updates coming!!!
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Hi Tarkus, ::)
Can you post in this thread some pic's of the TLA 7 intersections with another TLA ... just for have a look of what it 'll do... &hlp
Thanks.
Awesome Work!!! &apls
- Cape44 :thumbsup:
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cape44, thanks for the compliments (and for linking this thread in your sig)! I appreciate it. :thumbsup:
I would post a pic of the TLA-7 intersections with other TLAs, but unfortunately, we haven't gotten to that stage of development yet. :D The TLA-7 hasn't been a focus, so it hasn't really progressed any since those orthogonal section prototype pics shown in the stickied post. And it probably won't be revisited much until NWM Version 2 begins development. Which is really jumping ahead, since we still have a long ways to go before even Version 1 can come out.
Everyone following this project: At this point, I've got two other fairly large-scale projects going on--the RHW and a series of new curve and Fractional Angle puzzle pieces. And RL has gotten a bit in the way of both of those projects recently. I think jplumbley is affected by RL right now as well.
So, for all intents and purposes, the NWM right now is more or less on hiatus at this moment. I will be coming back to it, but I cannot guarantee when that will be. What can I say--we like to surprise people. ;)
-Alex (Tarkus)
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@ Tarkus: okay and thank's for answer! :thumbsup:
"we like to surprise people" We'll see héhé!! &hlp
- Cape44 ::)
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stay cool.. take the time you need ;)
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As usual, very secretive
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Yeah, work and the real world. You know how that goes. No rush. Take it easy then.
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I've been keeping an eye on this for a while now and I just wanted to comment and let you guys know that one more person really appreciates all the work that has been put into this already &apls
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Just a ? on NWM ver 1. What will we have access to when it finally becomes available?
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Whatever gets finished by the time they decide to release it, I suppose.
~~Dragonshardz~~
EDIT: Part of comment was out-of-line. My bad.
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Dragonshardz, read what he said, not just assume another 'when will it be ready' question!
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Maestro44... maybe you should read what
Nerdly (EDIT: dragonshardz) said... :D
Whatever gets finished by the time they decide to release it.
tho the "done when it is done" reply was a tad excessive... considering starmanw is not a firstposter in this thread...
Joe
EDIT: woops... sorry
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Maestro44... maybe you should read what Nerdly said... :D
tho the "done when it is done" reply was a tad excessive... considering starmanw is not a firstposter in this thread...
Joe
Umm... WHAT??
That wasn't me that was dragonshardz...Whatever gets finished by the time they decide to release it.
And, "it will be released when it's released."
That should do the job nicely.
~~Dragonshardz~~
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tho the "done when it is done" reply was a tad excessive... considering starmanw is not a firstposter in this thread...
Joe
I agree--I think that the entire post was excessive, and that NAM questions should probably be fielded by members of the NAM team, since they're the most knowledgeable. Let's move on, shall we?
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To answer the question at hand, I am not entirely certain what will be in Version 1. Since the project is essentially on hiatus and still rather far from any release, it's hard to tell. The 1-tile networks (TLA-3, AVE-2, ARD-3 and OWR-3--perhaps an OWR-1, too) are pretty safe bets, though. The one feature jplumbley and I had been working on the most heavily was the TLA-5. The TLA-5 is fairly stable at the moment, but it's limited to strictly orthogonal functionality in its current state.
The NWM's initial release will likely have to wait until the new Road Turning Lanes (RTL) Plugin is released (which is also on hold right now), since the NWM is not compatible with the existing NAM RTL. If the NWM were released before, you'd basically have to pick between one or the other, and I'm not sure that's a suitable solution.
Hope that clears things up.
-Alex (Tarkus)
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If you ever do release the first verison, I'm fine with a straight only TLA 5. Basically, the two way left turn mod is only straight as well.
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Thanks for your reply Tarkus, Just excited about all the projects u guys are doing for the roads of Sim City Nation. Everything looks great. Just Keep Up The Great Work with these projects!!!
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@Starman, others: apologies for the excessively...rude is the best word I suppose...comment.
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np dragon, this is a great project. Just take your time with this project Tarkus. Like I said in my previous post. All your projects are FANTASTIC!! Keep up the great work.
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(http://i237.photobucket.com/albums/ff288/foxteltv/new_mavesliplane.jpg)
(http://i237.photobucket.com/albums/ff288/foxteltv/new_mave_road.jpg)
I'm such a tease, aren't I? ::)
There is also a MAVE-6, but I'm dealing with the MAVE-4 first. It should theoretically be possible to combine a MAVE-6 and MAVE-4 to provide a MAVE-5... it just means a single-sided override drag.
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:o that looks awesome! Looks heaps more like the 4 lane avenues near where I live. Cannot wait to see MAVE-6!!
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thats very nice! :o :thumbsup:
is this the puzzlepiece drag method, or is it dragging 2 transitnetworks next to esch other?
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Cool! The grass strip cries for some flora (trees, bushes), though. :)
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Awesome,
So when are we going to able to play with ...erm... have the utter most boring job of testing this? ;)
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Nice narrow avenue's, just like in Belgium :thumbsup:.
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Looks great!
What happened to this btw?
(http://i267.photobucket.com/albums/ii281/haljackey/arterial01tb1.jpg)
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Well... the MAVE-4 is just a two-tile version of that. :P
is this the puzzlepiece drag method, or is it dragging 2 transitnetworks next to esch other?
Currently, it is initiated by drawing 2x OWR next to each other. It'll probably be converted into a puzzle-drag, as currently it may be mutually-exclusive with OWR-5 [to my knowledge, you require 2xOWR for that one also].
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:o Muh.. uhh.. thah.... that's AMAZING! I can't wait for American textures! (Not that the European ones are bad...) :thumbsup: Keep it up!
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Well I cant wait!!
Now here's another question... ()what()
Will you be able to connect the NWM Mods (ex. MAVE) to MIS and/or convert the OWW to MIS?? Can you build bridges over water with them?? Is there going to be bridge puzzel peices for the type of networks??
Maybe 3 instead... I think one of the questions were awnsered but I don't understand the awnser...
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un1: its been answered before (possibly in the top post) maybe you should check around but I believe what your asking about NWM to RHW/MIS is gona get done
Joe
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Cool! The grass strip cries for some flora (trees, bushes), though. :)
Actually, I'd like to see a side street-ish mod that adds parking spaces and cars to it! Looks great!
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That transition between MAVE-4 and AVE-4 reminds me of this Rush Hour Promo picture
(http://i267.photobucket.com/albums/ii281/haljackey/y1pl7-g-hiAFCkFqLqQejASBbAhuUZjP-Us.jpg)
Image sourced from Haljackey's SC4 Archives (http://sc4devotion.com/forums/index.php?topic=4575.0)
(Top left corner)
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That transition between MAVE-4 and AVE-4 reminds me of this Rush Hour Promo picture
(http://i267.photobucket.com/albums/ii281/haljackey/y1pl7-g-hiAFCkFqLqQejASBbAhuUZjP-Us.jpg)
Image sourced from Haljackey's SC4 Archives (http://sc4devotion.com/forums/index.php?topic=4575.0)
(Top left corner)
Hmm don't think I ever have seen something like that in my cities. Think they over rated there own expansion :P
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Actually, I'd like to see a side street-ish mod that adds parking spaces and cars to it! Looks great!
For medium and high density zones some concrete textures and parking spaces would be nice indeed. :)
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The MAVE-4 looks terriffic, S.A.! As i see, there is still some T21 stuff to do.
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Wonderful progress guys, please don't stop
-sean
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briliant!!!! awesome"!!!! &apls &apls &apls &apls :thumbsup: :thumbsup: :thumbsup:
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what a big tease =P
great progress by the way =)
- Allan Kuan
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great progress. Can't wait for it to come..
And when will it come out??
Just a friendly reminder--please check the FAQ (http://sc4devotion.com/forums/index.php?topic=1200.msg33176#msg33176), which is stickied to the top of every page of the thread. None of the NAM Projects have release dates. We like to surprise people. :-) -Alex
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:o :o ;D
Am I allowed to say freaking sweet? ::) Great progress though!! &apls &apls
You are. -Alex
I am? Great! ;D
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(http://i237.photobucket.com/albums/ff288/foxteltv/new_mavesliplane.jpg)
(http://i237.photobucket.com/albums/ff288/foxteltv/new_mave_road.jpg)
I'm such a tease, aren't I? ::)
There is also a MAVE-6, but I'm dealing with the MAVE-4 first. It should theoretically be possible to combine a MAVE-6 and MAVE-4 to provide a MAVE-5... it just means a single-sided override drag.
I remember that Right Turn Lane in Sim City 3000. When i got SC4 I was pretty disappointed that the diagnoal road right turn lane wasnt on there. The One Tile four lane would work really great for a lot of people in especially crowded residential neighborhoods. Atleast it looks like its one tile. Upgrading a two lane road to a four lane road without having to demolish buildings would be a great advantage. Great Job! :)
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hey millenium
what you say about upgrading a 2 to a 4 lane road:
I believe the medianless avenue you see in the picture you quoted takes up 2 tiles. Pity, and maybe they were planning on making a 4 lane road too... %confuso
Joe
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hey millenium
what you say about upgrading a 2 to a 4 lane road:
I believe the medianless avenue you see in the picture you quoted takes up 2 tiles. Pity, and maybe they were planning on making a 4 lane road too... %confuso
Joe
There will be a TLA-3 (one tile), but as for 4-lane one tile... There simply is not enough space on the tile to do such a thing and have a sidewalk. The other thing is a 4-Lane single tile network still would have the same capacity of a 2-laned single network because capacity is based off of the tile, not the number of lanes.
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Would it be too much to ask to see if there are plans for TLA-4? like you have two parallel lanes going north, then the turning lane, and then a single lane going south? Cause there's one of those in Salem, VA going east/west. (It's not much of a big deal, but I'd be interested if I could get more uneven, like 6 north lanes and 1 south lane...)
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There is also one in Downtown Omaha, 10th St.
I really can't wait for the OWR-3
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Would it be too much to ask to see if there are plans for TLA-4? like you have two parallel lanes going north, then the turning lane, and then a single lane going south? Cause there's one of those in Salem, VA going east/west. (It's not much of a big deal, but I'd be interested if I could get more uneven, like 6 north lanes and 1 south lane...)
There's one of those about five blocks from where I currently live, too. I won't rule out the possibility of ATLAs (Asymmetrical TLAs) eventually being made, but I'd say the chances are rather slim.
-Alex (Tarkus)
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you kinda have to allow Tarkus to finish the main parts of the projects before adding on requests, as RL can make it impossible to finish things, which delays the project's release date even further. There hasn't been ever a NWM release, so be patient, as we (well at least I) want some of the basic functionality done and released before we move on to other grander projects.
- Allan Kuan
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I hope I can call you Alex...
What you guys have done is just splendid. One question: "WHEN" it comes out will the public be able to make roadtop mass transit for it?
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Yes, they can make roadtop mass transit for it. It just means you have to know the path that's needed, I suppose.
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I'm glad to hear that, because the AVE-2 could work well as a busway platform with an appropriate lot and props.
I'm also liking the MAVE-4, and I'm glad to hear of a MAVE-6 in the works.
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I won't rule out the possibility of ATLAs (Asymmetrical TLAs) eventually being made, but I'd say the chances are rather slim.
It may be possible to have a MAVE-5... just got to do the overrides for it. :P
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Very promising. As a city planner (Not in RL), I will do my best to save space for upgrades to the AVE-5, and OW-3 in my CBD. :) &hlp
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(http://i237.photobucket.com/albums/ff288/foxteltv/new_mavesliplane.jpg)
(http://i237.photobucket.com/albums/ff288/foxteltv/new_mave_road.jpg)
I'm such a tease, aren't I? ::)
There is also a MAVE-6, but I'm dealing with the MAVE-4 first. It should theoretically be possible to combine a MAVE-6 and MAVE-4 to provide a MAVE-5... it just means a single-sided override drag.
It looks like the MAVE has a dashed white line in the middle. Are you guys also planning on making a double yellow line version? Or is that just the euro version?
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I think for the MAV-4, turning lanes for every intersection would be great.
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It looks like the MAVE has a dashed white line in the middle. Are you guys also planning on making a double yellow line version? Or is that just the euro version?
That's the Euro version. I just deal better with Euro roads, that's all. :P
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Can you show pictures of the 5 lane 1-way and pictures of the 4 and 6 lane MAVE please ? (with american striping) :)
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okay thats good. projects coming along nicely. i've seen many mave-4's in rl, but i have yet to see a mave-6. in my opinion, in real life that would be very dangerous if it's a high speed road. But in sim city, since everyone seems to follow the speed limit, and d&d doesn't seem to exist, it should be fine.
:thumbsup: :thumbsup: &apls
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Can you show pictures of the 5 lane 1-way and pictures of the 4 and 6 lane MAVE please ? (with american striping) :)
We can't really, since they're not actively in development right now.
Note: I have moved all the discussion on traffic signals to a new thread, Traffic Signals in SC4--A Discussion Thread (http://sc4devotion.com/forums/index.php?topic=5136.0). It can be found in the main NAM Place board. All further discussion on traffic signals should go there.
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so what are you guys actively working on now? it looks to me like you're focusing on the TLA-3 and TLA-5. am I right?
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They're working on stuff...
However, with the amount of networks that they have to do it's daunting in a sense. You see, they have the RHWs, the ERHWs, the RHWMISs, and then the MAVE and the TLAs and slip lanes. Maybe I should re-make that list that I had long ago for everyone:
Completed:
RHW 2
RHW 4
RHW 6C (Orthogonal)
RHWMIS 1
Upcoming:
RSL (right turn slip lanes)
LTL (left turn turning lanes)
AVE 2
ARD 3*
MAVE 4
AVE 6
OWR 3*
OWR 5*
OWR 4 (this would be functional, but they don't have it in development yet)
TLA 3
TLA 5
TLA 7
RHW 3*
RHW 6C
RHW 8S
RHW 8C*
RHW 10*
ERHW 4
DDRHW 4*
ERHW 6 (not sure if seperate* or compact)
DDRHW 6 (not sure if seperate or compact)*
ERHWMIS 1
* means networks are functionally eyecandy due to Maxis limitation of using per tile rather than per lane. In some configurations capacity might be bigger or less than what the network should be able to handle.
There's a large holdup in the projects because of the difficulty of making the networks go diagonally, especially all of the larger 3-tile networks. SA, Tarkus, JPumbley, and Memo have all been plagued with RL, so don't expect fast progress on any of the projects in the short term. You just have to be patient and hope that they will be released soon. Tarkus had hinted in a PM of a limited scaled-down NWM release (not sure about RHW) but I'm not sure of the status of that.
- Allan Kuan
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Usefull info, Allan. Thanks!
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And it's useful for me too so I know what next needs to be done. :P
I've got some time handy, so I'll be doing more MAVE stuff.
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cool, wow lots of projects to do. is there any good modding tutorials? i want to try some things out
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I'd love to see even just plain ol' MAVE-4 and TLA-5, that's all I really want. (Oh, and the right-turn slip lanes.)
I can use elevated avenues for now as far as ERHW goes.
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The ones i'm most looking forward to are right turn slip lanes, tla-5, tlr-3, mave-4, and ave-6
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Oh yeah Ave-6 would be useful...
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The TLAs I'm looking forward to are these. TLA-3, TLA 5,AVE4/6/8 AND ARD-3. Those would give me more options when I continue my cities...
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That's a pretty big project list, but what's DDRHW? Double-deceker RHW?
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A "scaled-down NWM release"? Such as orthogonal only? I wouldn't mind it, so long as the full version is released later (which I'm sure Tarkus will do). Here is a list of what I am awaiting in the NWM arranged from most wanted to least wanted.
1. TLR-3
2. TLA-5
3. MAVE-4
4. OWR-3
5. RSL (right turn slip lanes)
6. TLA-7
7. AVE-6
8. ARD-3
9. OWR-5
10. OWR-4
11. LTL
12. AVE-2
And, of course, the RHW stuff is way up there, but this is the NWM thread...
I like the list of upcoming NWM and RHW networks. Gives me a good idea of what's coming up so I can prepare for it.
I've also seen some "month-old pics" of the next RHW, and I am anxiously awaiting it. I also gather that the next version is well on it's way to be released. Am I correct in assuming this?
Anyway, it all looks great, and I'm looking forward to the next release of one of these mods.
- Patricius Maximus
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Patricius, What is LTL? Just Curious....
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Starmanw402007:
LTL (left turn turning lanes)
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That's a pretty big project list, but what's DDRHW? Double-decker RHW?
Indeed it is. It suffers from capacity issues, though. A DDRHW-4 would have the same capacity as an RHW-2 (being a 1-tile network).
A "scaled-down NWM release"? Such as orthogonal only? I wouldn't mind it, so long as the full version is released later (which I'm sure Tarkus will do).
That's certainly possible. Doing diagonals for the 1-tile networks wouldn't be out of the question, though. The concept I had was to do the 1-tile networks (TLA-3, AVE-2, ARD-3, OWR-1, OWR-3) plus the Orthogonal-only TLA-5. There are some stability issues to figure out with intersections between multiple 1-tile NWM networks. They may have to be puzzle pieces, but I'm not sure.
-Alex (Tarkus)
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I don't think that I, for one, would mind the capacity. Doesn't the RHW2 already have a pretty good capacity though? (With the default)
That'd be pretty cool. I'm anxious to get a hold of some of these. Question about using puzzle pieces though: The TLAs have their center turn lane become a left turn only lane at intersections, so how would using a puzzle piece handle this? Would the puzzle piece have to extend 2 tiles down each network, or would it automatically create the turn lane? As long as it's not too difficult, I think puzzle pieces would be OK.
Two signatures? ???
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I don't think that I, for one, would mind the capacity
I second that. The concept is good enough, let alone covering all these projects anyway.
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I agree. That makes three of us.
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I have a quick question about the 2-tile networks: Will they be dragged with avenue or with two one-tile networks? I ask because, assuming the starter pieces can work with 2-tile networks, it would be a lot easier to drag them, orthogonally and diagonally, with avenue.
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wait so does this mean a road has the same capacity as a street but just has a higher speed? huh, interesting. well i don't mind about the capacity either, the functionality is good enough.
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Edgware: No, because Road and Street are different networks. That rule only applies to the same network. All forms of the RHW are simply overrides of RHW2, so one direction of RHW4 or 6* has the same capacity as RHW2, because they all only take up one tile, and the game does capacity by number of tiles, not lanes, as I'm sure they weren't anticipating us making our own networks.
* With RHW 6 cars only drive on one tile each direction, although with the shoulder it takes up two.
Hope this makes sense. NAM Team, correct me if I'm wrong.
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oh that makes more sense. ok and you guys used the draw cheats path to make sure they don't drive on the shoulder right?
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BTW, with the capacity problems with DDRHW and other DD networks, if you open up the Traffic Simulator DAT in your NAM installation and know what you are doing, you can increase or decrease capacity for any network.
Case in point: I was having trouble with Avenues going RED, so I just increased their capacity.
~~Dragonshardz~~
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dragonshardz, yeah while what you say is true, the problem would be that it increases capacity over all networks, so the normal would have double the capacity over the DD version and suchlike
(I am sure you realise this, I was just pointing it out ;) )
Joe
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BTW, with the capacity problems with DDRHW and other DD networks, if you open up the Traffic Simulator DAT in your NAM installation and know what you are doing, you can increase or decrease capacity for any network.
Joe's right here. The DDRHW is based on the same network as all the other RHWs. The ratios will remain the same no matter what value you put in for RHW capacity.
oh that makes more sense. ok and you guys used the draw cheats path to make sure they don't drive on the shoulder right?
Actually, when I pathed the RHW-6, I didn't need to see the DrawPaths cheat for that. The path file for the shoulder tile is completely blank--it's just a "dummy" path.
-Alex (Tarkus)
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Edgware: They didn't need to use the draw paths cheat to ensure that nobody drives on the shoulder because they didn't path the shoulder in the first place (to the extent of my knowledge), and sims don't have minds of their own--they're just pixels, so I don't think we have to worry about sims driving on the shoulder.
(Again, NAM Team, correct me if I'm wrong)
EDIT: Alex beat me to it, so read his answer instead!
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Joe: actually what I did is increase just the capacity of Avenue. In this case it would be an increase in the capacity of both normal RHW and DDRHW to the same capacity
IE, if RHW is normally 1000 capacity and it is increased in the TS to 2000 that means that RHW now has 2000 capacity and DDRHW has 2000 capacity.
And yes I realize what you were pointing out. ;D
~~Dragonshardz~~
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ah wow. Well I'll wait till i'm more sure that i'm going to start modding before i learn the specifics.
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More MAVE goodness.
(http://i237.photobucket.com/albums/ff288/foxteltv/havesomegoodcartime.jpg)
How about a MAVE-5? Or even, a MAVE-6?
(http://i237.photobucket.com/albums/ff288/foxteltv/mave5and6.jpg)
The RULs unfortunately are particularly unstable for the MAVE-6 ,since it will often deconvert.
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Ooh, that's the stuff I
like love!
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Purdy. :)
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How about MAVE godliness! :D
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This looks awesome, SA!!! &apls
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that looks great SA. any plans to have the double white line?
(http://i293.photobucket.com/albums/mm50/bighead99999/road222.jpg)
this is just my idea. and not my project so ill remove the image if need be.
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that looks great SA. any plans to have the double white line?
Since there aren't really many textures that need to be changed, and I can do it at the same time as the American road textures, white double lines are indeed possible.
Maybe it'll be an optional add-on, as an additional texture replacement designed to complement the Euro Road Mod.
Actually... it'd be nice to see an Australian Road Texture Replacement Mod...
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I agree that double white lines are a good idea. If there is a MAVE in the Netherlands, it would be this way.
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wow! the mave's look awesome. good job
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[q]wait so does this mean a road has the same capacity as a street but just has a higher speed?[/q]
I'm no modder, but from what I've heard I think this:
The per-tile capacity only applies to the same network, such as Avenue, RHW, and Road. The NAM team can't create new networks, they can only modify existing ones and have texture and path overrides with starter pieces.
Anyway, if I'm wrong someone else will answer the question.
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MAVE 6? Wow. Are you using a puzzle-piece override for creating it though? Or is there a lack of intersections that causes it to revert to the MAVE 4? Anyway, this is excellent progress! =) Wish to see it ingame soon.
- Allan Kuan
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lovely work here =) :thumbsup:
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MAVE 6? Wow. Are you using a puzzle-piece override for creating it though? Or is there a lack of intersections that causes it to revert to the MAVE 4? Anyway, this is excellent progress! =) Wish to see it ingame soon.
I'm only using a side-by-side OWR3 override drag. The MAVE-4 uses OWR-2. The OWR3 has a tendency to revert back to OWR-2... so that's why it's unstable.
The MAVE-6 won't be done till the OWR-3 is made more stable. Until then, you guys will have to make do with MAVE-4. :P
I agree that double white lines are a good idea. If there is a MAVE in the Netherlands, it would be this way.
They're common here as well. I just used the dashed line... it's possible that'll be done for TLA-5 Euro, but I'm not sure. :P
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Are there already American textures for MAVE?
So it works by just drawing to OWR3s next to each other?
I don't mean to sound demanding, I'm just wondering.
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Are there already American textures for MAVE?
Yes. They just haven't been added, that's all.
So it works by just drawing to OWR3s next to each other?
Yes. For the MAVE-6 anyway.
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What about (inthe future) an 8 lane elevated highway and ground highway? (just wondering)
Everything looks very nice, and great effort has been put into it, keep up the good work.
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What about (inthe future) an 8 lane elevated highway and ground highway? (just wondering)
Everything looks very nice, and great effort has been put into it, keep up the good work.
Well, in the HRS this I've this with a emergencylane. An diagonal 8-lane highway won't fit in the tile, and that could be a serious problem with pathing, modelling and network stability.
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Cool.
What about (inthe future) an 8 lane elevated highway and ground highway? (just wondering)
Well there is the RHW8, which should be in v21 or 22, which might eventually get an elevated version.
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cool. i can't wait to see the american textures on the mave 4
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Well, I just had an idea pertaining to the talk in the past about reversible lanes. The answer to the question was that paths cannot be timed as they are in reversible lanes in RL.
I know that actual reversible lanes can't be made.
My idea is to have something like the ARD-3 be given new textures such as these.
Australian example:
(http://upload.wikimedia.org/wikipedia/en/2/20/SouthernExpresswayClosed.jpg)
Canadian Example:
(http://upload.wikimedia.org/wikipedia/commons/4/4a/LGBridge.jpg)
And for a puzzle piece to control which direction the center lane goes. Switches could be made by a special piece, such as this:
(http://img353.imageshack.us/img353/5079/newbitmapimagemt6.png)
The blue lines are the rough paths.
It's just an idea. I figured it belonged here instead of the NAM Requests since it would be in effect an ARD-3 with a new texture ;)
Also, appropiate props could be done with overhanging props or by some T21 setup. But, the NAM team always says "form follows function".
Please provide feedback about this idea.
- Patricius Maximus
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nice idea patricius :thumbsup:
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say, isn't that that bridge in Vancouver by the park? Lion's Bridge or something of the sort?
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Did someone wanted to mention Lions Gate Bridge?
It gets congested pretty badly at times since it's the shortest route from Downtown to West Vancouver (a more wealthy community) and North Vancouver District.
They had thought of making an expansion, but Vancouver refused, and the only thing done actually was an upgrade of the deck to widen the lanes for safety. However, that might have a positive side effect of preventing suburban-type development from growing and encouraging people to take the Seabus, which is roughly 15 to 20 minutes from the bridge.
Anyway, back to topic. TM, that is an interesting idea. However, it might be hard for us to spot the direction that has two lanes or one lane from both ends of the transition piece.
- Allan Kuan
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There could be an easy way to indicate where the flow of traffic switches - put a T21 prop on the switching piece that features a lane control signal setup . . . . . or something like that.
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Keep in mind that if such a puzzle piece is created, the paths are functional 24/7. There is no way to tell the game that certain paths are used at certain times of day.
-Swamper
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Keep in mind that if such a puzzle piece is created, the paths are functional 24/7.
It still would be a good idea, though, wouldn't it? :P
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To me, this sounds like a certain duplicate road type already in the NWM with a different texture. I think it is a good idea, but I don't know where I'll have use for it. Some other ways to approach this, maybe if the lanes could be flipped like one-way roads, that would be awesome. It would be like having the lanes change direction, instead of replopping a starter piece. However, maybe if the middle path was pathed both ways, and you have a timed T21 over the middle, that changes, it would simulate this. The morning versus the evening commute in the game, the cars seem to be on one side more than the other direction anyway, just maybe then this is possible. An other idea, which maybe the least favored is timed car props in a non functional middle lane, that appear reverse directions during different times of day. It would be interesting to see if the bridge pictured, or the Mave bridge can be done using the ANT network's bridge menu with the RHW bridges. Is that how it works? By the way, because technically we already have Mave bridges, its just the ends of them that are regular avenues, were those planned to be modified for this project?
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Keep in mind that if such a puzzle piece is created, the paths are functional 24/7. There is no way to tell the game that certain paths are used at certain times of day.
Exactly what I said.
To me, this sounds like a certain duplicate road type already in the NWM with a different texture.
Yes, effectively an ARD-3 with a new texture. If the NWM team creates a puzzle piece for the ARD-3 so that the extra lanes could switch sides, the concept could be done with a mod that changes the ARD-3 texture, although the regular ARD-3 would be eliminated.
However, maybe if the middle path was pathed both ways, and you have a timed T21 over the middle, that changes, it would simulate this.
If this could be done, that would make functional reversible lanes. Although, how would you dictate which direction at which time?
My concept is more or less what the NAM team calls "functional eyecandy". I believe that an ARD-3 network with a reversible lane texture and appropiate props would be a great idea for suburban and urban areas. It would also increase the realism tremendously.
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By the way, because technically we already have Mave bridges, its just the ends of them that are regular avenues, were those planned to be modified for this project?
Nope, I'm (at least, anyway) not going to modify those bridges... but we may have have to create custom bridges. Alternatively, you could just transition into a normal AVE to create the bridge that you want.
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Nope, I'm (at least, anyway) not going to modify those bridges... but we may have have to create custom bridges. Alternatively, you could just transition into a normal AVE to create the bridge that you want.
A question, will the MAVE have turning lanes?
Also, I think most of the bridges, the avenue squeezes itself together, so maybe someone could edit a straight transition or something.
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Well, the MAVE is a side-by-side override, which means bridges would need to be normal avenue bridges, and a puzzle piece may need to be created to maintain the MAVE override so it can go over the bridge... unless I can override the texture next to the bridge piece?
As for turning lanes - yes, chances are that'll be done in the future. Except, well, I'll have to make the median like a normal avenue [which is fine anyway], and it can fit within the two tiles necessary.
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but when it finish this?? or give a beta mod... I really want this please!! ;D
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As for turning lanes - yes, chances are that'll be done in the future. Except, well, I'll have to make the median like a normal avenue [which is fine anyway], and it can fit within the two tiles necessary.
If you only mean the turning lane in the middle, wouldn't you just convert the Mave to a regular avenue 3 tiles before the intersection using the transition piece, and then just go back to the Mave 3 tiles afterward without doing the extra modding work?
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Why not a outside turning lane for the MAVE? This is common on Dutch (seperated) Avenues.
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mrtnrln, your suggestion is also possible. Heck, slip lanes are possible, too.
What SA and I have been talking about for the turn lanes on the MAVEs is some sort of optional set up. jplumbley and I have discussed a similar thing for the TLAs as well. The default intersection you would draw would be without turn lanes. A possible setup for the turn lanes would involve either a setup like the new RTL Plugin (length-wise), or some sort of "cross-intersection" (width-wise) just before the actual intersection, to initiate the override. In theory, there are 3 other networks that can be used for creating the length-wise override method. Since SA is using the OWRs as the base network of the OWRs, those would be Roads, Streets and RHWs. Thus, 3 possible turn lane configurations. This will also perhaps increase the value of reading Readme files, as they'll be the place to see what all this stuff would be capable of doing. :D
The width-wise method is not slope conforming (since intersections automatically flatten ground), but 4 networks can be used for it: OWR, Road, Street and RHW.
Theoretically, these sorts of overrides will allow for a multitude of different turn lane configurations for at least some of the NWM networks. The 3-tilers will allow for particularly extensive possibilities.
Hope that makes some sense. ;)
-Alex (Tarkus)
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About Turning Lanes... I have been fixing up some minor errors and adding more functionality to the Right Turn Lanes this past week. No pictures at the moment due to me being at school.
Here is a list of what is currently possible:
- Ortho-Ortho Road Optional Left Turn Lanes
- Ortho-Ortho Road Optional Right Turn Lane with Left Turn Lane from Road
- Ortho Road to Ortho Avenue Optional Left Turn Lane from Road
- Ortho Road to Ortho Avenue Optional Right Turn Lane with Left Turn Lane from Road
- Ortho Road to Ortho Avenue Automatic Left Turn Lane from Avenue
- Ortho Avenue to Ortho Avenue Optional Right Turn Lanes
Optional Left Turn Lanes for Roads:
These will be able to be drawn in any configuration for an intersection.
Example of Road-Road Ortho 4way (works at T-Intersections aswell):
o = Intersection
| , - = Original Road
|| , = = Left Turn Lane
|
= o --
|
|
= o =
|
||
= o --
|
||
= o =
|
||
= o =
||
NWM Ready:
- Ortho Road to Ortho TLA-3 Optional Right Turn Lane with Left Turn Lane from Road
- Ortho Avenue to Ortho TLA-3 Optional Right Turn Lane with Left Turn Lane from Avenue
- Ortho TLA-3 to Ortho TLA-3 Optional Right Turn Lane with Left Turn Lane
- Ortho TLA-5 to Ortho TLA-5 Optional Right Turn Lane with Left Turn Lane
- Ortho Avenue to Ortho TLA-5 Optional Right Turn Lanes
- Ortho TLA-5 to Ortho Avenue Automatic Left Turn Lanes
- Ortho TLA-3 to Ortho Avenue Automatic Left Turn Lane from Avenue
Shadow_Assassin has been working on the Optional Right Turn Lanes for:
- Diagonal Road to Ortho Road
- Diagonal Road to Ortho Avenue
- Diagonal Avenue to Ortho Road
- Diagonal Avenue to Ortho Avenue
These can easily be ported to NWM with:
- Diagonal TLA-3 to Ortho Road
- Diagonal TLA-3 to Ortho Avenue
- Diagonal TLA-3 to Ortho TLA-3
- Diagonal TLA-3 to Ortho TLA-5
- Diagonal Road to Ortho TLA-3
- Diagonal Road to Ortho TLA-5
- Diagonal Avenue to Ortho TLA-3
- Diagonal Avenue to Ortho TLA-5
So as you can see, the Turning Lanes Plugin is still going under a MAJOR redevelopement to bring it up-to-date and making it NWM Ready. We are hoping that once the new TLP (Turning Lanes Plugin) is ready, that we can possible put together a partial Beta Release of the NWM. But, there are still some minor issues to work out. Textures are in the process of being converted from "Alpha Quality" to "Release Quality", Path Files are under construction and well, there are still a few more RULs that need to be written.
EDIT: Also forgot the most important thing!! We still havent decided how to work with Left Hand Drive. There are a couple of options and the best one has not been decided on yet.
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Looking Great there Jplumbley, I'm looking forward to the next update. Also also cant wait to use those in Steven's Point.
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I'm a little lost on both of thoe posts, but hooray for progress!
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I've always been a little puzzled as to how you plan to incorporate this project into SC4, but I can see that you have it planned out. I don't know how you guys do it!
I wish you the best with this project. You are doing something even Maxis had trouble integrating.
-Haljackey
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Wow, that work sounds complicated. No wonder why Maxis couldn't do it.
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??? Now THAT is confusing... and it's done with ASCII characters... I would much prefer some sort of in-game image, edited or not... But you got your point across to ... well, anyone who has the patience and nonconfusability to take the time to understand that.
Wow, that work sounds complicated. No wonder why Maxis couldn't do it.
I quite agree.
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In an alpha stage?
Thanks for the information. Now I have an idea on the NWM progress.
You're all doing good work.
Keep on modding!
- Patricius Maximus
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It may look a bit complicated. :D This stuff will probably not be for the faint of heart. But there should be extensive documentation included with the modifications (both TLP and NWM) which will explain everything.
-Alex (Tarkus)
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As long as we remember to READ THE README!
Hopefully we'll understand enough to get it working...
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I always read the Readme for the NAM stuff, such as this.
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Wow, that work sounds complicated. No wonder why Maxis couldn't do it.
Well, they're professionals and have access to all the extra technology, programming etc. and aren't limited by the EULA. Really the reason they couldn't do it or anything like it, was because EA set a time-line. &sly
But I do agree, that is a lot of work and I'm sure I speak for everyone in that we all appreciate it. :)
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Who knows, with alot of buildings and props unfinished, as well as the unused network texture in the game's dat, timeline or not, it makes you wonder what was left out. I bet all this NWM stuff could have been in a 2nd or 3rd expansion pack if they were smart, but we have the NAM team to thank so we don't have to cough up 40 or more dollars, or however more it costs on a mac for new network work.
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I bet you do patricius! (That wasn't aimed at anyone in particular :))
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To me, I think that it will be one holla of a roundabout with the new roads. Any solutions? Anybody?
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if I was Maxis CEO or some other thing... I would hire you guys to work for me XD... you make transit stuff and amazing stuff for the sake of simcity... and I win the money...... XD lol... but... just a question....
if someone offered you a job, and pay the rent and services of your new home in "maxis city", and work for them to develop the next simcity, would you accept?
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if someone offered you a job, and pay the rent and services of your new home in "maxis city", and work for them to develop the next simcity, would you accept?
Me? No. I don't want my soul sucked out by EA. ;)
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That's a good thing. You people are indispensible here.
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I see you make not only wider networks, but also narrower networks. How about a 4-lane maxis highway? It's insane that Maxis-highways are always 6 lanes wide, not wider, not narrower.
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Shadow Assassin did at one point a while back, 4 lane asphalt re-texture work with the Maxis highways.
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I thought I saw that quite a while ago (it was called the UHW), but I never heard about it since then. What happened with it? Obviously was SA working on other projects, like the RHW.
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I thought I saw that quite a while ago (it was called the UHW), but I never heard about it since then. What happened with it? Obviously was SA working on other projects, like the RHW.
That's largely what happened with it--the UHW has been on the backburner for some time now. It was actually intended as a full-on Maxis Highway replacement with new paths (not a separate network). Maxis' original prototype for their Highway networks was a 2-lane setup--in fact, some of the textures from this are still in the .dat files that come with the game.
There aren't plans to make the two co-exist, either. Starter Piece Overrides for 2-tile networks are an entirely different animal. They are by and large very inflexible networks from what I've seen, which is why all the RHW and NWM networks are based on 1-tile networks--there's more you can do with them.
Me? No. I don't want my soul sucked out by EA. ;)
Same here. ;)
-Alex (Tarkus)
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are the wider networks going to have higher speed limits?
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are the wider networks going to have higher speed limits?
Well, technically speaking, no. They're based on the Road and OWR networks, so they'll have the same speed and some whole number multiple of the capacity of those networks. When the SPM (Signage Piece Mod) is released, though, you'll be able to post whatever speed limit on them.
-Alex (Tarkus)
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is that going to be based on puzzle pieces or are they going to take up entire tiles with a single sign?
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Maybe you should see for yourself, especially at the second picture. http://sc4devotion.com/forums/index.php?topic=4326.0
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yeah I found the thread right after I asked that. looks cool, can't wait
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(http://i237.photobucket.com/albums/ff288/foxteltv/mave_texture_update_show_2.jpg)
(http://i237.photobucket.com/albums/ff288/foxteltv/mave_texture_update_show_1.jpg)
Well, the MAVE is shaping up nicely. I changed the line in the middle to a double white line [I'll do the American version... eventually... but since I'm not from America, it'll probably be a while before I get around to it. :P]
edit: I forgot to mention that I've added some single-sided street functionality - that is, you can drag a street into one side just like with a normal avenue.
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The MAVE looks amazing, and I'll take the white line, we some in the states ;)
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Where in the states is there a white line Mave?
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Baltimore, MD homes! But your right it is rarein the US and a yellow line version is anticipated, at least by me.
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That is looking really nice there, SA! Nice work on the MAVE!
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its looking sexy as, thanks SA :)
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Excellent progress! Those are sorely needed by me...
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This week is the first time in several months that I've gotten back into the SimSwing of things (long boring story). Although I was looking forward to all the advancements of some projects (particularly the RHW and OWR-5) I had no idea this is what I would come back to. My congratulations and thanks go out to all the hard-working developers and incredible visionaries that are making this possible... you guys are doing a phenomenal job to say the least! My only gripe, if you could call it that, is that all these amazing additions to the game will make it so addictive that I'll find myself playing 25 hours a day, 8 days a week.
The MAVE is really the one giant change to the road network I wanted to see immediately after I bought the game, and to see it in development now almost brings a tear to my eye. It seems simple in comparison to the other great additions but it helps a lot of us to see the true scope of what is being done here. You guys--all the developers--are bringing a lot of happiness into many people's liesurely lives and it means more to us than perhaps you realize. Thank you all so much for your dedication to this game and helping to make it what we all wanted it to be from the very beginning!
&apls
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hi SA!
(http://i237.photobucket.com/albums/ff288/foxteltv/mave_texture_update_show_2.jpg)
Very nice Work! :thumbsup: Can you tell me where did you find the parking set (Lot?) on the top of this picture?
thks!
- cape44
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cape44, they are Casper's lots
and its still looking awesome ;D
Joe
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Actually, they are not my lots ::)
I'm not completely sure, but I think it's the BLaM Parking Lot (Set) by Pat
Anyhow, very nice and interesting developments here!
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Nice work on the MAVE's SA!!!
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Hi,
thanks JoeST, it's in fact CasperVgs Modular Pking SET. but these "file has been locked for Administrative purposes" :'( on the SETX. Is aynabody knows another links? :thumbsup:
Thanks for answer. ()stsfd()
- capeside44 ;)
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I don't hit mean to be stupid ( :P ), but I am wondering. If you have wider networks in-game, why is it not released? Still I wish you good luck. :)
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I don't hit mean to be stupid ( :P ), but I am wondering. If you have wider networks in-game, why is it not released? Still I wish you good luck. :)
Because we still have quite a few things to work out with the wider networks before they're ready for public consumption, especially on the front of intersections and diagonals. ;) It's been a lengthy and complicated process, but it will (hopefully :D) be worth it.
Hope that answers your question. :)
-Alex (Tarkus)
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It does answer, thank you! :) Good luck for this project! :thumbsup:
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@ Casper: No, not a BLaM parking lot - Pat used the XD parking lot textures/props on the LEX and the STEX.
@ SA: Great picture! All the advice you need for American textures is that you can just turn the white solid lines that are down the middle yellow, including leading up to/just after the MAVE/AVE transition depending on which direction you're coming from; leave the ones indicating parallel traffic or the edge of the road white. Also, the fast dashed line on the street intersection is usually just a stop bar on the right side of the road; fast dashed lines (always white) are used for turning lanes and accel/decel lanes on highways.
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MAVEs with American textures would increase realism in my cities.
On another note, this is just an idea for the future of the NWM:
MIS connections for roads and ARDs.
Such as this:
http://maps.yahoo.com/#mvt=s&lat=36.54731&lon=-87.290482&zoom=18 (http://maps.yahoo.com/#mvt=s&lat=36.54731&lon=-87.290482&zoom=18).
Notice a MIS ramp coming out of a road, like the RHW B-ramps, and the ramp merges into another road to form an ARD-3.
I was just searching around, and I thought it was a good example of NWM ideas.
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Is this mod is ready for download?
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AHEM...
NWM PROJECT
Current Status--No public version available.
That should clear up any confusion. Please refrain from posting "where can I get this" posts in the future. That includes other threads and people too.(I'm not trying to pick on you)
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okay,now i know.
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It usually helps if you read the first post (it's pinned at the top of every page in this topic) to learn everything that you need to know about the NWM. ;)
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MIS connections for roads and ARDs.
Such as this:
http://maps.yahoo.com/#mvt=s&lat=36.54731&lon=-87.290482&zoom=18 (http://maps.yahoo.com/#mvt=s&lat=36.54731&lon=-87.290482&zoom=18).
Notice a MIS ramp coming out of a road, like the RHW B-ramps, and the ramp merges into another road to form an ARD-3.
Err... SA's slip ramps will do something similar i believe, and you could also use the RHWMIS to create that.
As much as Tarkus and SA can develop these things, they have very limited time to do so. So it'd be best to use what's available (improvise). Remember, this is a game, and is not intended to represent everything available in the real world.
- Allan Kuan
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As much as Tarkus and SA can develop these things, they have very limited time to do so. So it'd be best to use what's available (improvise). Remember, this is a game, and is not intended to represent everything available in the real world.
I am fully aware of that. I just like to post interesting things here because it may give someone an idea...
That's why I did not make it a request. I do improvise the best I can. However, I like to see what's going on, follow the development progress, and provide feedback when needed.
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Don't worry, I'll find lots of good stuff to throw into the game: it just takes time to add them. The thing about RULing is well... it tends to be a little tedious and involves a lot of copying-and-pasting. For instance, the MAVE is actually copied and pasted from the TLA-5 code... just with different IIDs.
Allan: would you believe it if I said that would be possible to do very easily in-game with a little RULing? :P
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Wow SA your work is superb it's looking very good &apls &apls
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Slip lanes are awesome. With the current MIS, slip lanes that length like in the map are Already possible for regular Roads, after you demolish the straight away piece and leave the ramp transition there. You just won't have any direct lanes connnecting to it afterward, and it involves plopping T road intersection puzzle pieces where the ramp ends.
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I can't wait to use it in my city. :)
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Just an idea ,but maybe you can place a light rail track in the median of the AVE-2.
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Just an idea ,but maybe you can place a light rail track in the median of the AVE-2.
There may be something along those lines in the works . . . we'll see. ;)
-Alex (Tarkus)
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Wow guys, excellent progress!!
SA, you'd be familiar with the 6-lane "goat tracks" that radiate from Sydney, basically those 6 lane avenues with a very thin concrete barrier replacing the double white lines. It'd be quite intersting to see if they would work in this mod.
Thank you for your amazing work and time that you spend doing this... It's appreciated!
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SA, you'd be familiar with the 6-lane "goat tracks" that radiate from Sydney, basically those 6 lane avenues with a very thin concrete barrier replacing the double white lines. It'd be quite intersting to see if they would work in this mod.
Indeed, I'm very familiar with those. They will most definitely work, since all that needs to be done is a T21 that has to be added to simulate the median barrier.
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Light rail? Median barriers? It gets better all the time.
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It does, eh?
Addendum: This (http://maps.google.com.au/maps?f=q&hl=en&geocode=&q=Mona+Vale+Rd&sll=-33.867139,151.207114&sspn=0.035491,0.081367&ie=UTF8&ll=-33.740257,151.141148&spn=0.035544,0.109863&z=14&layer=c&cbll=-33.758131,151.153608&panoid=xG-H6weL2JXTNejn7glQOQ&cbp=1,184.03973785383414,,0,9.755682760707188) is what Owen Luby was talking about - the "goat tracks" that run throughout Sydney, most were built in the 70s. While Sydney doesn't have a truly extensive freeway network, it does have an excellent arterial road network, much of which are clogged with traffic. :P
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To Tarkus: Is The NWM going to use Puzzle Pecies like the RHW. Or is the NWM going to be like a draggable like a (Road, Street, Avenue, One Way)?
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We have things like those "goat tracks" here in the US, but there's not much distinction between them, 6-lane avenues with a wider grass median, and 6-lane undivided avenues. (Mostly the roads with a similar barrier are 4-lane avenues within the city; when they are outside of the city they have a wider grass barrier with no curb, and in some places a steel guardrail)
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To Tarkus: Is The NWM going to use Puzzle Pecies like the RHW. Or is the NWM going to be like a draggable like a (Road, Street, Avenue, One Way)?
It's going to use starter pieces like the RHW, by and large.
-Alex (Tarkus)
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Thats good! :) &apls :thumbsup:
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Yes those are the ones. Now lets get some concrete textures and speed limit signs painted on the road to boot!
And are you also familiar with those s-lane configurations, where the far left lane ends to make room for the right turn lane?
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And are you also familiar with those s-lane configurations, where the far left lane ends to make room for the right turn lane?
Hmm, what sort of configuration? Is it the one where one lane ends and the other two lanes S over to the right?
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May this give you an idea what I am talking about?....
(http://citytransport.info/PhotoCD/PCD11_91a.jpg)
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Yes, what you said is correct, now just flip it to left-hand side mode and voila:
(http://img238.imageshack.us/img238/5537/savv4.png)
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Ohhhh!
Of course, I get you now. Just wasn't sure, because I've seen two different possible configurations of those. Maybe it can be done, but it depends on what and where it's being done.
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I guess its not really worth making, but hey, seeing whats been done here, I guess anything's possible!
And how would one go about making those speed signs that are painted on the road, would it just be a simple texture?
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With Alex's SPM, it can easily be done. It can just be a simple painted texture that you plop as a puzzle piece.
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Great! I might have a look into making the textures.
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Is it out yet or what ???
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Ahem.
When is the NWM going to be released?
There is no release date or timeline for the NWM project. It will be released when it is done.
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It'll be done when it's done.
And we'll just leave it at that, shall we? Patience is a virtue.
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Hey, did this pick up the asynchronous road system (Single Lane Road or Three lane road) in its manifest? I know that was mostly for looks, but so is this.
I don't see it in the first post. I really would like the three-lane over the rest...
-Crissa
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Hey, did this pick up the asynchronous road system (Single Lane Road or Three lane road) in its manifest? I know that was mostly for looks, but so is this.
I don't see it in the first post. I really would like the three-lane over the rest...
-Crissa
Yes, it did. :) That network is called the "ARD-3" (Asymmetrical Road) now.
-Alex (Tarkus)
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thanks for this update on NWM Tarkus.
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I can't wait for the next update!Hopefully this mod will come out when the RHW Beta 21 comes out too. :)
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I hope so, too. However, I believe that this addition is on hold as long as Alex is working on the RHW v21.
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I hope so, too. However, I believe that this addition is on hold as long as Alex is working on the RHW v21.
On hold.Hopfully it is not. :(
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On hold.Hopfully it is not. :(
Unfortunately, it is. Once the RHW update is finished, though, I will have more time to focus on the NWM. ;)
We'll also need to get the new Road Turning Lanes plugin done before releasing the NWM, too, as the existing one in the NAM is incompatible with the NWM.
I did, however, post an update about capacity in my opening "sticky" post--it's good news, especially for the TLA-3.
-Alex (Tarkus)
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Thats good that the NWM will be worked on soon!! :D :)
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this looks great! can we get a picture of the MAVE?
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this looks great! can we get a picture of the MAVE?
What is the MAVE?
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MAVE = Medianless Avenue.
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Now i know.
Thanks. :)
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A picture? Here's one:
(http://i267.photobucket.com/albums/ii281/haljackey/cmsdev05hi8.jpg)
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It looks like a great AVENUE.It will be usefull in my city. :)
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Great Avenue :thumbsup:
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It hasn't been released yet, and I really can't take credit for it. Haljackey dug it up from his hard drive, I just got the pic from his thread.
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I believe that was an attempt that memo made at making a MAVE a couple of years ago.
If you're looking for more pics of the MAVE-4, Shadow Assassin actually posted a couple on one of the last couple pages.
-Alex (Tarkus)
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I believe that was an attempt that memo made at making a MAVE a couple of years ago.
Yup - but it wasn't called the MAVE back then... I believe memo called it the "Main Street Mod".
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I have one question, Does the NWM use the RHW network (but diffrent textures, etc) or does it use the Avenue?
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I have one question, Does the NWM use the RHW network (but diffrent textures, etc) or does it use the Avenue?
Neither, actually. All the 2-way networks (TLAs, etc.) are based on the Road network, while the 1-way networks are OWR-based.
-Alex (Tarkus)
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Neither, actually. All the 2-way networks (TLAs, etc.) are based on the Road network, while the 1-way networks are OWR-based.
-Alex (Tarkus)
Well, the MAVE's using the One Way roads, but that'll probably change in the near future once I get my hands on a starter piece for the MAVE.
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I believe that was an attempt that memo made at making a MAVE a couple of years ago.
That is right; memo and I were working on this once ago, but since I'm not a texture artist (too stupid to get proper curves done), I wasn't likely to continue the texturing work -- as was no one else. :thumbsdown:
Then, the improvements on RHW and other stuff came out, and so no one was interested in doing further work on this.
The mod was called the "Classic Main Street Mod", and the screen is from a test town of mine which actually is still dumping around on my drive. :thumbsup:
Note the row houses and single-family homes (lower right corner) -- they're part of a mod I had been using to create uniform Nazi-style cities... Didn't work out right, however. They just didn't grow as they were supposed to. I don't know why. ::)
If anyone would like to take over and continue working on this stuff, just drop me a PM, and I'll provide you all the stuff and info you need. (You'll probably need to contact memo as well in order to get the latest RUL files on this.)
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just what i needed.thanks for developing it.
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Please Realese a demo!!
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This mod is going to be great. :thumbsup: Living in the Detroit metro area, I could use some wider roads and ave's for my Detroit map. Looking forward to this.
Rich
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Ther is a demo? ()what()
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This mod will completely change the game for me. Can't wait for it to be completed. You guys are doing a fabulous job on this :thumbsup:
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Ther is a demo? ()what()
Just to clarify, there isn't. If there was, I'd certainly be announcing it. :D
May be something to report on the NWM soon . . . ;)
-Alex (Tarkus)
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May be something to report on the NWM soon . . . ;)
Another nebulous comment! %wrd Something more to try to glean probably nebulous information from... ;D
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May be something to report on the NWM soon . . . ;)
when do you sleep? lol.....
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May be something to report on the NWM soon . . . ;)
Did you hear that? I know what I heard. How about you? ;D
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when do you sleep? lol.....
Hey now.. It is just like the Wile E. Coyote theory of gravity. If you don't remind him he needs sleep then he won't realize it.
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when do you sleep?
Maybe he doesn't... ()testing()
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Amazingly, I do. In fact, I got 9 hours of sleep last night. ;D
-Alex (Tarkus)
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/me matches and raises with 12+ a night
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Patricius Maximus gets 7 hours a night -- sometimes 8, sometimes 6, but usually 7.
He also gets up at 04:00.
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wow....y'all are lucky. i get 5....6 if im lucky and the ol' lady feels bad for me.. &mmm
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I get 8:30 hours sleep on week nights most the time, but then I regret it during the day ;D
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I get about 6-7 hours a night..... wait a minute, that's not what I was going to say. :P
Good job, Tarkus, with the NWM. I've been lurking a while and just thought I'd say something. ;D
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Amazingly, I do. In fact, I got 9 hours of sleep last night. ;D
-Alex (Tarkus)
Hey Alex is that at night or is that during the day? lol
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I would like to get about 10 hours of sleep a morning (3am to 11am) or is that 8 hours? i'm too lazy for the math...
TOPIC FAIL.
This thread is for discussion and development of the NWM, not discussing of hor much sleep you get/don't get...
(sorry, i've been looking staring at www.failblog.org lately)
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This thread is for discussion and development of the NWM, not discussing of hor much sleep you get/don't get...
There's nothing wrong, other than the fact that we accidentally missed a turn and went completely off course. :D
By the way, I get 7 hours.
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Yep, must have turned off of one of those TLR's :D.
Anyway, I think people are wandering off-topic because nothing has been reported about the NWM -- and I know there is nothing to report.
So, until there is something to talk about, I'll refrain from posting here.
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that's what i've done ever since shadow assassin's last teaser...
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Thumbs up....will be keeping an eye on this one.
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How about a left turn lane with a road and avenue connection on a T intersection,
and release it on the STEX.
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I don't know why, but that looks a little dangerous. ::) Also, your posting in the wrong thread. Once again:
TOPIC FAIL.
This thread is for discussion and development of the NWM, not discussing of how much sleep you get/don't get... useless avenue mods.... or what ever you want.
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How about a left turn lane with a road and avenue connection on a T intersection,
and release it on the STEX.
Supercity, this is not the place to request such items. Besides, if my memory serves me right, the basic layout for that has already been completed.
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Hey, um, idle question - are there any TLAs in the United States with multiple center turning lanes - like for example, such a road would have two lanes going north, then two center turn lanes and then two going south? All I've ever known of, seen, or had any indication of has had a single center turn lane no matter how many non-turn lanes it has. (Also, what would the lines look like indicating such a TLA?)
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Hey, um, idle question - are there any TLAs in the United States with multiple center turning lanes - like for example, such a road would have two lanes going north, then two center turn lanes and then two going south? All I've ever known of, seen, or had any indication of has had a single center turn lane no matter how many non-turn lanes it has. (Also, what would the lines look like indicating such a TLA?)
I used to wonder about that myself--I'm fairly certain it doesn't really exist--though the closest thing would be when there's two plain old left turn lanes going in opposite directions, though that's usually confined just to intersections.
-Alex
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I think two turning lanes would be dangerous, but a wider one would be good if there was a lot of turning/waiting traffic.
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I indeed have seen a TLA of sorts here in town; this 2 lane road was widened to 1+TL+1, and for some reason, the TL is excessively wide to the point of the actual traffic lanes being too narrow for trucks. I'm assuming this is just a striping error though, as it seemed rushed.
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Hey, um, idle question - are there any TLAs in the United States with multiple center turning lanes - like for example, such a road would have two lanes going north, then two center turn lanes and then two going south? All I've ever known of, seen, or had any indication of has had a single center turn lane no matter how many non-turn lanes it has. (Also, what would the lines look like indicating such a TLA?)
I've seen that before. The intersection has four signal faces on the approach, with a 3-lens "left turn signal" head over each center lane and a 3-lens standard signal head over each through traffic lane.
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Hey, um, idle question - are there any TLAs in the United States with multiple center turning lanes - like for example, such a road would have two lanes going north, then two center turn lanes and then two going south? All I've ever known of, seen, or had any indication of has had a single center turn lane no matter how many non-turn lanes it has. (Also, what would the lines look like indicating such a TLA?)
yes...along TX Farm Road 1938 (Davis Blvd.) in North Richland Hills TX at North Richland Blvd...it's a very short section, but it cut down on many wrecks...
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Hey, um, idle question - are there any TLAs in the United States with multiple center turning lanes - like for example, such a road would have two lanes going north, then two center turn lanes and then two going south? All I've ever known of, seen, or had any indication of has had a single center turn lane no matter how many non-turn lanes it has. (Also, what would the lines look like indicating such a TLA?)
Not in the US in my case... but there are plenty of intersections here with that sort of setup.
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please realese a demo :'( I can´t wait too long time.. more than just a year realese the basics of NWM please!!!!
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Where I used to live in Texas, along US 290, there was a stretch of double-wide center left turn lane. So, I know it exists.
tacall: Do you think the rest of us want it less? You'll wait, just like all of us. It'll be released when it's released, so why don't you let the team do their job and get this done the right way?
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This is looking sooooo promising! Good luck to the team with further developement :thumbsup:
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It's like you read my mind and found out exactly what I was looking for...
I'm not sure if someone's already asked this (I really didn't feel like reading all 45 pages) but would it be possible to do something like this limited to pedestrian traffic? I tend to use footpaths a lot in my cities, but right now they're just eyecandy. It'd be awesome if they could actually be used.
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That would be under the SAM project, I beleive. It's still up in the air (as far as I know), but the NAM Team might make pedmalls draggable in conjunction with the SAM.
Though I think a NAM Team Memeber will be able to give a more definite answer than I can.
~~Dragonshardz~~
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Part of the center turn lane on a road in a city where I live, gets that wide enough for 2 cars, but its not drawn that way. The rest of the way, it is only one car length. I think here they actually didn't intend for that, because there are alot of roads in my area that either have measurements too big, or too narrow at random due to the machine that paints the lines.
@Alafel, you mean future draggable Ped Malls? That is something completely different. The Ped Mall Pieces are pathed so that they can walk (turn) any direction, following the grid, but Chris Adams draggable trail system is impossible to incorporate pathes like the ped mall pieces, being they are smaller then the 1 tile size required to carry a path. I'm assuming that is what your talking about, being those trails are the only "network" that goes any direction drawn unrestricted to the 90/45 degree grid system, which is not compatible to path for this game. If Chris wanted those pathes incorporated into ped mall tiles, the possibility is always there.However I sure hope some can make ploppable flora with pathes that don't follow the games grid, and proove me wrong.
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That would be under the SAM project, I beleive. It's still up in the air (as far as I know), but the NAM Team might make pedmalls draggable in conjunction with the SAM.
You're correct, dragonshardz. jplumbley had set aside the last couple SAM sets for draggable pedmalls.
Back with . . . something . . . soon.
-Alex (Tarkus)
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Hi all,
Just wanted to through a few examples of Michigan roads & intersections. ;)
Double left turn example:
(http://www.papab.com/sc4/turnlanesexample1.jpg)
(http://www.papab.com/sc4/turnlanesexample6.jpg)
(http://www.papab.com/sc4/turnlanesexample7.jpg)
Michigan ave turn around's and we have plenty of them:
(http://www.papab.com/sc4/turnlanesexample2.jpg)
(http://www.papab.com/sc4/turnlanesexample5.jpg)
Triple right hand turns:
(http://www.papab.com/sc4/turnlanesexample3.jpg)
Double right & double left:
(http://www.papab.com/sc4/turnlanesexample4.jpg)
I could go on and on with the insanity but I will stop. :D I don't know if you
even want to see these but I noticed talk about double turn lanes. ::)
Rich
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(http://www.picvalley.net/u/816/644600364.JPG)
@Papab2000. Guess what, if you want double turn lanes, OWR can be manipulated, but as you can see traffic can get stuck, and is not considered a feature. However, I have not seen this jam happen lately in my frequent commercial area highway. Figuring out how to do it is very complicated. Tried it once, don't want to do it again, at least this way. I like the idea of double left turn lanes, conjoined though.
@Tarkus, is that still going to work for the NWM? And is this following type of intersection possible to be redone for it as well? The angles, turn lanes, and signals all working properly seems extremely complicated. I noticed that stop points on the sidewalk of the avenue for some reason actually get the traffic lights to work after the avenue intersection without cars stopping in the middle, because there is no stop point on the final tile where the cars come into the last tile as there is no room, due to how the road needs to be aligned for evenly crossing diagonal over diagonal, but the light still works. I just was wondering if even you knew the means to this.
(http://img111.imageshack.us/img111/5960/8wayavenuexroadintersechx9.jpg)
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j-dub,
lol looks like the mess we get here. :D I don't think they would be a good idea if that is the result. :thumbsdown:
Rich
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Well thats Maxis programming with OWR for you. I think after a repath, maybe this can work.
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Yeah they have some strange programming but that is what happens when you want to get the money rolling. Look at Windows. ::) The world beta tests every OS they release, they just don't realize it. :o Would be neat to see those types of Ave's work though. ;) If it were not for those here mod'ing where would be be with this game. I just love the amazing work that is being done to continually transform SC4 into a lasting adventure. :) :thumbsup:
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That Highway has a lot of traffic.
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I remember doing some textures for multiple left turn lanes and even right turn lanes.
Alex, I might have shown them to you . . . . would you happen to have any of them lying around?
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I remember doing some textures for multiple left turn lanes and even right turn lanes.
Alex, I might have shown them to you . . . . would you happen to have any of them lying around?
I think I remember those . . . the TLA-7 and TLA-9 prototypes. They're probably still laying around on my old laptop (which is 110 miles away at the moment).
-Alex (Tarkus)
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What's it doing that far away? :P
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i can't wait until this mod is finished. the other project is cool, too, but this one takes the cake. what you can do with your urban centers with the NWM just make me wanna shed a tear. :'(
of particular interest are the expanded one-ways, which will allow city builders like me to finally have something like 5th avenue in our cities!
http://weblogs.wgntv.com/news/nationworld/jordans-journal/A%20rare%20sight-%20traffic-free%205th%20Avenue.jpg (http://weblogs.wgntv.com/news/nationworld/jordans-journal/A%20rare%20sight-%20traffic-free%205th%20Avenue.jpg)
maybe a bribe is in order... a donation to the website? please, hurry!
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LoL Surdanis a bride to the website might work but I bet if you where to offer it to Alex he might take it and just use it and still get NWM when he could lol... The NAM team has a motto " It will be ready when its ready", I know right now the main focus is on the RHW/MIS...
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LoL Surdanis a bride to the website might work but I bet if you where to offer it to Alex he might take it and just use it and still get NWM when he could lol... The NAM team has a motto " It will be ready when its ready", I know right now the main focus is on the RHW/MIS...
an arranged marriage... brilliant!
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its a bribe... :-[
:) Mass
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I'm just wondering, what will the roundabouts or the end-road sections look like? ??? ??? ??? ???
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End sections will just look like normal stubs. Here's a pic from over a year ago of the TLA-5 stubs:
(http://img484.imageshack.us/img484/8493/mysteryhighway08292007hu8.jpg)
I really don't have a concept for Roundabouts yet, and I'm not sure there will really be one. Usually, there's a deflection island before reaching the main circular road--TLA-5s will need to be converted to normal Avenues, and TLA-3s will probably have to be converted back into Roads.
Just in case anyone is wondering, I haven't forgotten about the NWM. But it won't be worked on much (if at all) until I have RHW Version 21 in "cruise control". (It's rather tricky having so many large-scale projects that folks appear to be anticipating.)
Perhaps a small first NWM release may be possible in the near future, though. We like to surprise people. ;)
-Alex (Tarkus)
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You do love telling us that you love to surprise people, don't you? ;D
I'd also like to see an AVE-2 roundabout connection, whenever that one's done. (But it seems that the ave-2 is a newer concept that hasn't had as much development and as such probably has no such connection made?)
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an arranged marriage... brilliant!
ooh crap I just noticed what I said lol ooii blah ehehehe I meant to say bribe lol $%Grinno$% I dunno Nerdly but I would venture to say you are correct as since this is newer that there wouldnt at this time be the roundabout for the ave-2 section... it took us a loooooong time to get the roundabouts as is lol
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Well since the TLA 5 is really an Avenue, and the AVE-2 is is really a road. I don't get why new roundabouts would be needed at all, except for just a single tile one for something like streets, but thats different. In fact, I don't like getting stuck with the middle center turn lane end in a roundabout already.
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Well since the TLA 5 is really an Avenue, and the AVE-2 is is really a road. I don't get why new roundabouts would be needed at all
My thoughts exactly. AVE-2 maybe, but it's a long way off before I can even start thinking about AVE-2 roundabout interfaces. And even then, there's usually some sort of tapering at most modern roundabouts, down to a Road. So I'm fairly certain now that there won't be any special roundabout interfaces.
Unless the concept of a 3-lane roundabout was visited . . . but that's another project entirely.
-Alex (Tarkus)
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may I make a suggestion for highway ends..... most federally funded or state funded highway projects antisipate that at a future date that highway my need to be extended....so in undeveloped areas they tend to run almost to a dead end... usually till the point they run out of the concrete or blacktop that they already ordered to the site... here is an example of what I am taking about.....
(http://img61.imageshack.us/img61/7572/highwayendpy4.jpg)
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That looks more like the RHW, and that actually can end like that, without the loop.
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Here's something that's been on my mind for a while concerning NWM:
Intersections.
How are you doing on that front? I would LOVE to see some screenshots of NWM intersections.
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...at a future date that highway my need to be extended....so in undeveloped areas they tend to run almost to a dead end...
That idea should probably be in the RHW thread, but..... nice suggestion!! Especially for people who actually do leave space available in the game.
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Intersections
How are you doing on that front? I would LOVE to see some screenshots of NWM intersections.
For the most part, this NWM won't need you to have more space like the RHW does in some cases. I would love to have some screenshots to be displayed here, but I would need permission to show you some more. Pretty much, the intersections pictured in earlier developement already covered it, as well as appearances in Alex's Tarkasian CJ. You will find NWM intersections in action in there. So I guess I'll paint a picture here with words. I can tell you that avenuexroad will have turn lanes, but so far you will need to convert to a TLA-3 for that, and I don't believe neither streetlights on the sides, or signals for roadxavenue crossings are planned for whenever it will be finished/released. Heres the major change to everyone's intersection. A new road turning lane plugin mentioned a long time ago that is required for this, right now means having to redraw every road intersection, if you still want to keep your left turn lanes, unless a legacy is made. Again, that turn lane plugin may not have signals on it by the time it is finished. However, the TLA-3 on the other hand already actually had signals taken care of it for the T's and X's. Its pictured a while back, on top of every page. If it is released that way, without signals on the new road turn lane plugin we could have a choice to have signals on turn lanes or not, because the TLA-3 can replace your turn lanes with a traffic light instead. I admit, I like how some turn lanes don't have signals, and some do, for realistic purposes. Wether if that will be the case if the mod ever is ready, may or may not be the case. Right now, all the intersections planned for whenever the first one comes out have single turn lanes. You definately are going to learn how to take apart avenues, and drag roads from an avenue on each side to convert to TLA-5.
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(http://img183.imageshack.us/img183/2606/tlr3intersectionye7.jpg)
(http://img221.imageshack.us/img221/9158/tlr3previewyh3.jpg)
(http://img408.imageshack.us/img408/5231/ave2previewly6.jpg)
Just some of the things you're gonna be able to do with the NWM . . . ;)
DISCLAIMER: The showing of these pictures does not indicate in any way the closness of a NWM release.
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It has been quite a while since a NWM update, hasn't it? At least there's SOMETHING to keep s interested! :D
I await another update... (but since NAM team emphasis is currently on RHW, that's what mine is on too)
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Those picture are amazing! :o :o
Now how much longer until more? ...
-un1
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I'm content with the pictures for now. The release can wait, at least until RHW v.21 is released. :D
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Just some of the things you're gonna be able to do with the NWM . . . ;)
I officially need a change of underwear... looks awesome so far!!! At this rate the original game won't even be recognizable!
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I officially need a change of underwear... looks awesome so far!!! At this rate the original game won't even be recognizable!
EEEWWWWWWW!!!! YUCK! ()sick() ()sick() ()sick() ()sick() THAT'S JUST NASTY! Well, I can't wait for it to be released! Will there be a part for AVE-2 with 1 track glr?
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great work here! nice to see some more updates. keep us posted. :thumbsup:
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EEEWWWWWWW!!!! YUCK! THAT'S JUST NASTY!
What? No, you've got me all wrong... I change my underwear for good luck every time I see new screenshots. Sort of a reverse-karma.
The GLR track in the AVE-2 is a cool idea but wouldn't that be just a weeeeee bit tight?
Personally I'm still waiting to see a one-tile wide orthogonal avenue for those oh-so-cramped downtown areas. &mmm
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...That would seem even tighter... :-[
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Well, the glr/tram in road, which really is glr in ave-2, was already being worked on, but I don't think its going to be part of this.
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...That would seem even tighter...
I've seen a one-tile thick 4-laner than someone did a while back... "ghetto road" or something like that. The project didn't go anywhere but it worked visually. You can do away with the sidewalks and carry the road all the way to the edge because 99% of the lots out there don't go right to the curb (so in a sense they have their own sidewalks). The lanes themselves were about at wide as a typical car model in the game. So yes, it was tight, but all RL large cities have them somewhere. The only issue, I suppose, would be pedestrian traffic.
If not 4-laners on one tile, why not roads with car-width parking lanes and thin sidewalks? Just brainstorming. *shrug*
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Also if you want pedestrian traffic on such a one-tile RD-4 with no sidewalk, you could use ped-mall tiles for that area on one side. But residential growth would be restricted on that side of the road, so it would be necessary to find a way around that.
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Using the street width, it is possible to have 4 lanes with sidewalks on 1 tile, you take the grass, and turn it into lanes but it is extremely narrow. I have this type of thing happen with JRJ's street set with cars in parking bays, along with another mod that makes an Austrailian white line down the middle of the street, that sometimes gives me the effect of at least a wider network. So if you want some wider streets, and can do without the grass in half the places, with sidewalks the same size, you want those two mods. Don't know where I dug them up. Since the one tile is too narrow, thats why the planned MAVE would be 2 tiles wide. It also would blend into the other Avenues better. Now heres the thing about the TLA-3, if you notice in the picture Burgsabre posted, you see how the sidewalk is in comparison to the street there?
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The street/parking bay idea sounds nice but not really what I was getting at... I'm talking major thoroughfares that are, as you say, extremely narrow. An 'avenue' for game naming purposes, but crunched into one tile. Every major city on Earth probably has a few somewhere. Of course they could only be orthogonal in the game but with lanes that narrow you would have to drive in a straight line anyway, LOL. Don't get me wrong, I'm still looking forward to the MAVE (very much so actually) but it still resembles something you might see in the 'burbs with no driveway access and subdivisions on each side, not something you'd see in a dense downtown environment. Assuming the 2x1 lane orthogonal road is still on the table, I'm guessing that's as close as we'd get for one tile. We could all sit here for the entire day listing things we want to see in the game but probably never will... the NWM is going to open a lot of doors for us and I'm still very thankful for that! ()stsfd()
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Even so, it would be nice for some of the networks to be available diagonally. At least the TLA-3, ARD-3, and OWR-3. However, it should be noted that I'm not making requests. I'll take whatever Alex throws at me when the NWM is released. :D :D We do need to get through the RHW v.21, though...
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Its on the table, but I don't know if the MAVE will come out with this NWM, first-hand. There are real four lane roads out there, and trust me, ones that are side by side, and having your dog's head out the window is not safe, because two cars can't even fit next to each other in real life, but the MAVE is designed to fit in with the avenues, and TLA-5. Thats why I have my doubts for a single avenue tile getting made, thats not on the drawing board. I myself probably would use that, but for that to work, it would have to be street pathed narrow to allow the extra lanes, and fit the sidewalks. I base those measurements off of the street mods, I mentioned before. The closest thing to a single tile avenue, is the SLR, which is one tile, but you have 2 through lanes on one side. As for the SLR, I don't even know if that can have a sidewalk. The idea was to build it through real hilly areas, so you could have two lanes climbing up the slope. Now diagonals. It is possible for turning lanes on diagonal tiles, but wether if it will be done for avenues (TLA-5) is beyond me.
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The major pseudo-networks I'm really looking forward to with the NWM is ARD-3, TLA-3, OWR-3, TLA-5 and MAVE-4 (2-tile) and MAVE-6. Of course, that isn't to say that I won't like the other networks... but those are the ones I really could use, for variety's sake. If a road is going to be jammed into a place where it barely fits, I probably won't be especially fond of it, unless there is a way I could tweak its surroundings to make it fit (such as a one-tile MAVE-4 - it could fit in a place where I don't want a sidewalk, such as a road through a suburban retail area with huge parking lots, or in an industrial district)
I'm looking forward to some definite news as to what exactly we'll be expecting with the NWM... most of what's been going on lately is primarily speculation.
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Again, I would not expect a singular tile MAVE in the planning pages, as we still have yet to know about the regular MAVE, as the rest of the NWM, no rush. We will have to wait for the good news, after the RHW is taken care of. Personally, I think MAVE-6 looks like OWR-3 side by side an opposing OWR-3, because there really wouldn't be a gap in between the two OWR-3's, as of the current picture with how they measure out. Its almost then that the two OWR's would look like a MAVE, except 6 lanes, with arrows down the center lines. If the MAVE-6 is already taken care of, thats different, its just from a modding standpoint, I thought just doing OWR-3 without arrows would of been easier for accomplishing a 6.
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The major pseudo-networks I'm really looking forward to with the NWM is ARD-3, TLA-3, OWR-3, TLA-5 and MAVE-4 (2-tile) and MAVE-6...
...If a road is going to be jammed into a place where it barely fits, I probably won't be especially fond of it, unless there is a way I could tweak its surroundings to make it fit...
So basically the bits you're looking forward to the most are, well, pretty much everything LOL... I think we're all in the same position!
Actually Dood, the very reason I was interested in single-tile MAVE was because I did not want to redevelop in a tight area. Mass redevelopments often come with land purchases, but for those roads in dense downtown areas lined with houses or other permanent structures the only answer is partial expropriation of property frontage. In other words, while playing the game we wouldn't need to wipe out a whack of houses just to get more traffic through, we could simply widen the road but keep what we have. I remember a while back someone brought up the concept of a "future avenue", which would be a Maxis road on two tiles (super-wide boulevards?)for the purpose of upgrading later to a Maxis avenue. Another interesting concept, methinks... although probably a waste of time & effort when we can just build a normal road and leave a tile empty along one side.
@ j-dub:
True about the OWR-3/MAVE-6 but on diagonals it would be awkward to build or intersect, I would assume?
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That assuption would be on the money. Diagonals have always been tricky to replicate, take SAM for example. It didn't have diagonals when it was brand new, and thats only pathed on a smaller scale. So, I doubt if and when the first verison is accomplished, I'm guessing some stuff won't have diagonals, or intersections even for otrtho at all.
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I've been playing around with the NWM for the past little bit. Here's a little teaser of mine:
(http://img223.imageshack.us/img223/8655/terransettlementfeb1366as4.jpg)
Yes, it will be possible!
Best,
-Haljackey
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Looking good Haljackey! :thumbsup:
Cant wait for these to be released...
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Great Update! :thumbsup: &apls
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Very good, Hal. Of course, it's not a true MAVE-6, since there is a slight median, but the OWR-3 is perhaps my most anticipated element of the NWM. Maybe I'll be able to stop using split ground highways to represent OWR-3s in my cities. These OWR-3's do support RCI development, don't they?
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...I'm guessing some stuff won't have diagonals, or intersections even for otrtho at all.
Diagonals (etc) would be nice, but beggars can't be choosers. Regardless of the depth of this release, the NWM will still provide a massive expansion to the functionality and the visual æsthetics of the game. I bet the team doesn't hear a single complaint! ()stsfd()
@ Haljackey:
Awesome screen shot! So essentially we'll have a choice between a yellow line or a barrier for our 6-laners!
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Well, since Hal, revealed that, I can at least tell you, I have not seen, diagonals, or interections for this network, yet. I guess it makes a small median, but it still is closer together then the regular 4 lane avenues. RCI? You will be pleased to know I can confirm it at least works with direct commercial zones, and since they already are split, no more having to use extra room to split off a Maxis highway, plus this gives you sidewalks.
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Ah yes, the Maxis highway split... it's pretty useless, I never did see the point. The avenue split is a hundred times handier. I think the OWR-3 will make them both completely obsolete, though.
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That looks like the Avenue des Champs-Elysees in Paris. lol
BTW- I think somebody did a project of what I requested a few month earlier. check it : http://sc4devotion.com/forums/index.php?topic=2373.0
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I have a sort of RHW-ish question about the AVE-2. What with intersections and all, would it be able to give the RHW-2 a kind of "Super-2" limited access functionality? I know not real ramps, but some sort of override or puzzle piece so that one could make an intersecting road only intersect one side of the median, like how the RHW-2 will turn into a right-turn lane when it touches only one side of an intersecting RHW4?
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I have a sort of RHW-ish question about the AVE-2. What with intersections and all, would it be able to give the RHW-2 a kind of "Super-2" limited access functionality? I know not real ramps, but some sort of override or puzzle piece so that one could make an intersecting road only intersect one side of the median, like how the RHW-2 will turn into a right-turn lane when it touches only one side of an intersecting RHW4?
There could be real ramps coming to the RHW-2, zakuten. Don't give up hope yet... ;)
Cheers,
Kevin
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Haljackey, &apls
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Heyyy, this ain't bad! If this pair of OWR-3s is available to transition to RHW-6S, then we'll have a more aesthetic FHW/RHW-6 transition...
My advice is to use that with the one-way-road arrows removal mod. (for use as an ave-6 or alone) but that's just my preference: i'd rather have arrows in lanes approaching intersections only (none within the intersection), or none at all.
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Sadly, right now in order for wider oneways to work, the reduced oneways arrow plugin has to be taken out, otherwise the new OWR refuses to work. Right now the arrows are engraved in the new OWR network. More work would be needed to the NWM to make it without the arrows.
BTW- I think somebody did a project of what I requested a few month earlier. check it : http://sc4devotion.com/forums/index.php?topic=2373.0
Yeah, about that. The GLR in Road/Avenue 2. I don't know what happened to it. That does not look like its a part of this, but I guess the status should be out there, since it has a striking resemblence to whats going on here. Basically it looks like a glr in a ave-2, but with just one glr track, unlike glr in avenue. Don't know how one track works, but thats how it is done with two way traffic, and a single track. The difference with that project, those are puzzle pieces, just like the rest of the glr pieces out already. The NWM is draggable. The glr in road is finshed, functionally but I don't know if oneways are yet. This also will introduce road underpasses, road under rail, road under road, road under avenue, but right now the NWM, and the underpassess don't seem to get along right now, being two seperate projects, only one of the menus show up. There have been some cosmetical changes to what some stuff had looked like in the glr in road thread, but at least you should know it is in the works, and how the two relate to this.
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i like the one-way road arrows because it tells me which way traffic is going...also it looks more like Google maps or Virtual Earth. I like to know which way my people are going and if they can get to every place on the map, even the edges. There's been more action here so i think the NWM is in the early alpha phase. It might be good for Christmas but you never know. I'm just guessing. ;)
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I agree debutterfly, it's always good to know. I made that mistake with some split ave's, actually laying three parallel to each other going in the same direction. Needless to say, my traffic got snarled. I think what bothers a lot of people about the arrows is certain zoom levels where the arrows are too visually overpowering. Sometimes I use split ave's for the majority of the road length but convert to OWRs at intersections to serve as a kind of "one way arrow sign" for cross-traffic, that way the arrows are mostly gone but some subtle arrows still exist to let me know what direction the traffic moves in.
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And what about it? I've seen that in one MD, and it interested me so much. Is it in progress, or it stopped
http://xs232.xs.to/xs232/08416/teaser575.jpg
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And what about it? I've seen that in one MD, and it interested me so much. Is it in progress, or it stopped
http://xs232.xs.to/xs232/08416/teaser575.jpg
Oh, that's still under development. ;)
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Sometimes I use split ave's for the majority of the road length but convert to OWRs at intersections to serve as a kind of "one way arrow sign" for cross-traffic, that way the arrows are mostly gone but some subtle arrows still exist to let me know what direction the traffic moves in.
I use the split aves (and split highways) extensively. The split avenue technique is the only way that I can get a diagonal street to connect to an OWR in a pleasing manner. The split highways serve as mock OWR-3s, but they don't provide RCI access. That's one reason why a real OWR-3, with or without arrows, is my most anticipated element of the NWM. Personally, OWR arrows don't bother me at all.
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Oh, that's still under development. ;)
Thanks for answer. Good to know ;)
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Heres the current situation for OWR-3 in pictures. First, as you can see, the width difference between the Maxis ground highways versus the new OWR. So yeah, the OWR beats the ground highway, its way bigger, and at this point, thats how the transition is. Maybe, just maybe that will be taken care of later. Second, as you can also see, there are no continuous intersections, as of yet at the moment. Maybe later, thats what the intersections could look like finished with signals. Again, that will just have to taken care of later. Personally I would propose just the two signals overhanging like I have pictured, but maybe after the intersection, unless by having them before blends in with avenues better. This does in fact work wonders for RCI. Sorry for the abandoned houses, those have nothing to do with this. And yes, that is a OWR auto locking into a roadxavenue intersection, but the final result should be different for connecting to an avenue. So before we get back to the NWM, keep watching to see what happens with the RHW first.
(http://www.picvalley.net/u/741/1784705706.JPG)
(http://www.picvalley.net/u/942/1657737787.JPG)
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IMHO, the OWR-3 at an intersection should have three signal heads above it. From what I have seen, there is typically at least one signal head per lane. Of course, this may not even be possible, and it may not represent the style of intersection seen in most areas, but that's just what I have seen. Of course, I'll take the OWR-3 when it comes with 2 signal heads at the intersection, or with 1 or 0. I'm just giving an example.
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From my knowledge of OWRs, it may not be possible at all to have realistic traffic lights on them. The T21s can only work in such a way that they are forever imperfect. &mmm (Can't really put my thoughts into coherent words but I know what I'm trying to say...)
Unless a puzzle piece could be made...? That would (to my knowledge) be a workaround to this problem that requires a little bit of user-input (more than just dragging the OWR through an intersection)
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In my state, when it comes to three straight lanes, for some reason they usually just do two signals over three lanes. The turn lane will have a seperate light, which makes three, but, there actually is only two through lane signals overhead. There could be a third straight signal on the pole, though. However, signals are likely to be the last priority for the NWM.
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How I wish this mod was still in the activly worked on stage.... would be such a nice weather to have floating around in my cities! :'(
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Don't worry Tilarium. Everyone wishes that these creations were in our cities. ;) Alex (Tarkus) is kind of busy with the RHW 3.0 and the end of his term at the University. After wrapping up Version 3.0 which is a huge stepping stone from 2.0 he should be focusing his work on the "neglected" projects of his. ;) But hey, you never know what Alex has up his sleeve. :D
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As soon as the latest RHW is done, this will be taken care of. Not that this will be out this year, or anytime soon afterward, but work will return to this, right after the latest RHW. Again, you'll just have to wait and see. Think of this like a TV show, where would the show be if it was resolved instantly?
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&apls :thumbsup: Most well put response there JD and I couldnt think of a better way to say it myself!!!
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About the one way road 3 to Highway transition have you considered having a puzzle piece to make the transition?
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will this project have a left hand side plugin???
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will this project have a left hand side plugin???
Every NAM related project will have files to support users whose traffic drives on the left. It is one of the NAM standards for releasing content to the public.
-Swamper
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thanks
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i wondering too
can we download this ?when?
but lights are missing its not real :o
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czkimi: This is not yet available for download. As a policy, the NAM Team does not announce release dates. They like to surprise people. ;)
As far as the lights and other stuff, those won't be added in until later.
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I'll put another side note on this:
I've tried the NWM and it's very hard to work with. I can't even make a very simple intersection quickly with the NWM, because the intersections get quickly messed up. So until that problem is solved, the NWM should probably not be released.
Oh, and by the way, the new turninglane plugin is awfully slow on my computer. I have to wait 30 sec. until something happens :(
Best,
Maarten
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Maarten,
I can't remember but I'm sure if there are paths for the new Turning Lanes atm, or if you are in LHD then their probably aren't LHD paths yet, that is why it will be slow to draw.
It is possible to use, just not every instance of every intersection is RULed in yet, you have to RUL the piece with every other possible piece it could be next to, leading to sometimes 1000s of lines of RULs.
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I can back mrtnrln up. The new turning lanes are slower to build, I have right hand drive. They are not always automatically drawn. It needs to overide the street transition(s). Because of the overide with reverting to street, could explain why its alot slower. They also have no signals. At the moment, it doesn't seem to allow opposite turning lanes within two tiles, because how it has to be built like you can now with the current turning lane plugin. Instead of using roads for turning lanes, in my case, I use the turn lanes supplied from tla 3 that have traffic lights. With the intersection alot wider, it allows diagonals to fit better into the intersection right away. Look at how the diagonal road runs into the signalized intersection at the bottom.
(http://www.picvalley.net/u/1072/1834078124.JPG)
(http://www.picvalley.net/u/1169/1574124050.JPG)
(http://www.picvalley.net/u/769/1184699333.JPG)
The avenue intersections just need careful drawing and clicking on certain parts of places so it can figure out how to draw the crossroad. Believe me though, the NWM is not something you want rushed to the market.
(http://www.picvalley.net/u/1234/403870069.JPG)
(http://www.picvalley.net/u/1395/1270688728.JPG)
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LoL Jdub I was about to ask if you lost it but then I noticed the color of the traffic light hmmm intresting sweet!!!!!
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Believe me though, the NWM is not something you want rushed to the market.
This is exactly right. It is much better for something to work when it is released, even if it may take a while longer. I'm not necessarily saying that the NWM doesn't work, but it does look a bit unwieldy. Is that left turn signal really red, while the through signals are green?
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Yes, but if and when released, the final version may not do it. The red light is only working because the through signals don't want to change red, but the signal over the turn lane is just red when the side of the T is.
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Well, even with the current left turn mod, not even the NWM, the left turn lights don't sync for me, so I dunno. Might just be another unsolvable mystery of the EXE. &mmm
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Well, the current Alpha Build is still extraordinarily rough. It's not even time to start worrying about traffic signals, yet, really. ::)
One of these days, I need to get back to it, but the RHW comes first right now.
-Alex (Tarkus)
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Hmmm... looks like I uninstall the NWM and the new TL-Plugin, and bring back the old one.
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I wish the NWM would come out $%Grinno$% 5 lane one way roads would look cool in my city :satisfied: hey I could recreate the Champs Elysees with it... hmm with two OWR-5s placed next to each other, going in opposite directions ??? :o ;D
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What you described would take 4 tiles. Two 3 lane OWRs can go next to each other though, and don't take too much space. For the moment, we have the three lane OWR, which can be put next to two lane OWR which makes 5 lanes, but the conjoined two tile OWR 5, the one you might of seen with someone with it in a mosaic, still has yet to be anounced. I wouldn't ask for it, but since we discovered we can do four lane roads, not avenues on one tile with sidewalks on each side, a one tile OWR-4 is possible, side by side with 8 lanes to only take up two tiles, versus 4 tiles from a OWR making 10 lanes, but any 4 laners on single tiles are highly unlikely to be done with the NWM, as of this moment.
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The OWR5 is also in the first post of this thread (at the top of the page) in the list of network sizes and space consumed ???
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Maybe the OWR-5 just isn't in the Alpha Builds yet. There's no picture of it in the main post.
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The only picture i've ever seen of OWR-5 was in someone's recreation of New York - and even that was just PS'd eyecandy. &mmm Sure I'd like to have it, but I can't honestly say I'd use it much. I'd probably use OWR-3 a lot just to add variety where I already have OWRs, and I'd have a TLA-3 in shopping districts... ave-2 for suburban neighborhoods... etc.
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Personally, I'd use the 5-lane OWR a lot in my downtowns. I live in Minneapolis in RL, and many of the downtown streets here have 4 or 5 lanes, all one-ways. Heck, even if some kind of eye-candy mod for the standard OWR would be awesome because I think it'd make my downtowns seem a more realistic (to me at least).
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Do you think that you can add a double decker bridge?
Sort of like the Verrazano-Narrows Bridge or the Queensboro birgde in New York
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That will not be likely, visually it can be done, but function is highly unlikely. Two networks will not share the same dragged bridge. Bridges are not really a high priority for the NWM right now.
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&apls
Looks awesome. I've always been disappointed with the lack of variety in avenues.
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Well, the current Alpha Build is still extraordinarily rough. It's not even time to start worrying about traffic signals, yet, really. ::)
One of these days, I need to get back to it, but the RHW comes first right now.
-Alex (Tarkus)
Please when you finish the RHW continue with this!!
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This was probably mentioned before, but is there a possibility of a 1 tile RD-4?
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Of course, the possibility is there.
(http://www.picvalley.net/u/1179/862439048.JPG)
A lot of people would ask if this was possible. It would be possible to do it with a (small) sidewalk on each side. Chrisim proved it by making the T-RAM puzzle pieces, before history was able to bring this to life with the NWM. However, this type of thing to happen for the NWM is a long shot as the NWM is draggable based. We still have yet to catch up on the MAVE. Since I have been given a GLR-in RD-4, I have been using those pieces for four lane roads carrying traffic through out, even though they are designed for trams to go through the middle, and again, I have occasionally allowed trains to run through them, even though thats not what it was designed for.
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remanh, it's being considered, especially in light of the addition of the Tram-on-Road pieces in the T-RAM addon.
The main problem is that because the network is a single-tile, it would have the same capacity as the default 2-lane road. It'd be eyecandy, pretty much. It makes more sense with the T-RAM pieces, since you're getting added Light Rail functionality with them.
I'm not sure what all will be happening with this project--the RHW will still be a priority for me for some time to come, though I'll have a little better idea as to what will happen with the NWM by the end of the month.
-Alex (Tarkus)
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This is a great idea, but seriously, it wouldn't be fair for this concept to cut the line while other works of progress are still there.
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To add my thoughts into the mix, I think I would definitely still use a 4-lane road on 1 tile even if it had the same capacity as a 2-lane road. Why? Because (I've been having long chats about this with b22rian lately) I am one of those SC4 players who only mildly cares about what the simulation engine considers the capacity of a network. Despite it having adverse effects on my cities if I disregard the capacity of a network, I still choose to upgrade roads when I think they need it, based off of my visual observations of traffic jams, and from comparing the number of commuters using a network to numbers of commuters using a similar RL network per hour (I believe Alex has mentioned the correlation between the number of SC4 commuters and the number of vehicles using a road per hour in RL before). Thus I generally disregard the traffic data view (with traffic simulator A Easy it's almost always completely green anyway) and it's related statistics, and rely on my own observations instead. And since I don't usually regard the literal capacity of a network, to me it would feel like the network in question had a larger capacity than a 2-lane road simply because it was wider, meaning that if in one of my cities I had a 2-lane road that I thought looked congested, I might upgrade it to a 4-lane, 1-tile road because in my mind it had a higher capacity. :P
As to the lack of a sidewalk... meh. I don't really care. &mmm Many roads around here don't have sidewalks even in developed areas anyway.
This question might be more appropriate on the T-RAM thread, but do the T-RAM pieces have a higher capacity than a standard road so that the added light-rail traffic does not overload the capacity? If not, doesn't that seem like a bad idea to anybody else? And if so, couldn't the 4-lane road use the T-RAM's capacity, or oh, no, wait, it would be an override of the road network, right? Then in that case the capacity would be the same, wouldn't it? :(
OK, now excuse my rambling, and I am anxiously awaiting Alex returning to work on this after the public release of RHW 3.0.
Oh, and welcome to page 51 and the 4-digit posts.
-DTP
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Well with any network, and any simulator, we all know the capacity differs, but there are limits as well. All I know is, since I have used the particular mentioned concept network, is that there is a behavior difference with the simulator, which is requiring car traffic to use both lanes when it clogs in the three digit numbers, but again the glr in road, is a different network then a road that has been given extra lane use.
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Is it possible to create reversible lanes? That would help with a highway like if it only has 3 lanes, you can have the 2 middle lanes switch directions for rush hour times
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No. This is due to the game's limitation. However, this isn't what you want, but the middle lane could always be pathed two directions at the same time, and T21ed timed props could be made to simulate this, but you would have cars moving in and out of each other at the same time, during heavy traffic, and this is likely not going to happen soon.
The other thing is the NWM is more a local network project, which goes the other direction compared to the Rural Highway project. However, even though this picture below was proposed for the NWM, and looks like it could be a highway...
(http://img522.imageshack.us/img522/1306/ave61stlook05072007td6.jpg)
The same concept actually ended up being permanently another part of the RHW.
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genemc777, I can confirm j-dub's answer. It's technically not possible, since there's no way we can produce "timed paths", unfortunately, though some sort of "eyecandy" setup that looks like reversible lanes is possible.
That AVE-6 proposal, which did kind of get "recycled" as the RHW-6C in the upcoming RHW Version 3.0 release, though, will eventually make its way into the NWM as well, as originally planned.
I can also assure you all that I am indeed going to be coming back to this project after the release of RHW Version 3.0 (and in fact, I might have even kinda already started again . . . :D).
-Alex (Tarkus)
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Does that mean that the RHW release is closer than "iminent?" ::)
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(and in fact, I might have even kinda already started again . . . :D).
Fantastic...this is an important project...new and improved avenues are sorely needed.
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i totally agree, wider roads and avenues are more important to me than the rhw version 3 but i just think of all the puzzle pieces and it makes me cringe. although i must say i can't wait for that 5 lane oneway rd ;D
good job alex your hard work is much appreciated :)
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KN, its the NWM is not implemented through puzzle pieces, but starter pieces for Draggable networks, as is the RHW as well.
Aha! I just spotted this project had a logo change this month.
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Aha! I just spotted this project had a logo change this month.
I've just notice that only now :D nice ;)
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I salute Tarkus decision to retake this significantly important job. :party: In fact, I believe everyone round here ()meeting() has been looking forward to this longly awaited event eagerly. I hope we'll have new images of the advancements for the masses to please our eyes very soon!! ;D
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and bless you Tarkus, for taking your time to make this.. &scl() waiting on this one for long ;)
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Hey Alex I love the new overview post there wow!!! The logo is stunning and also good to hear you are plucking away at NWM again ;)
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Tarkus, its great that you're back on the NWM (actively working on it). Hopefully this means RHW will be out any time now. Could you please include some photos of the MAVE in the stickied post?
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i only meant that it would be very time consuming for alex to make all the different pieces that it would need in order to coexist with the rhw project
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I am ashamed to say that, although I was vaguely aware of this project a while back, I had completely forgotten about it. I can't get over how much progress has been made since I last looked at this thread! This is going to be another game-changing addition to SC4. Well done to all involved! :thumbsup:
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If I'm not mistaken, you have a new logo there. Looks good.
I personally can't wait for the mave. It will lok so much more realistic
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So I guess this is next after the RHW release ;)
What NWM networks will be able to go diagonally or have bridges?
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The AVE-3 can go diagonal, but there are no paths in it yet, and its not clear if diagonal intersections with turn lanes are something that can be done so far. The TLA-5 was on Alex's master plan to go diagonal, but its road based and not avenue based, and since they have to be dragged diagonal side by side, you can guess how much modding work that is. Whether that can do diagonal intersections with turn lanes is another story.
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@ Tarkus (aka Alex :P),
I know you like refurbish the game with new features, but the TLA-x is dangerous road :o. I know you live in Oregon $%#Ninj2, but even in USA they are changing this type of road with roundabouts or bound turning lanes (turn-arounds?) (i hope u can understand my bad english &ops).
The AVE-x, MAVE n OWR-x is a good idea.
@ MAVE Devs: Can u make a 6 lane version?
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Over here on the opposite coast, in Virginia, they're still building new roads with center turn lanes, and I, having driven on my fair share, must say that I find nothing dangerous about them. Besides, you don't have to use it in your cities if you find it too dangerous for your sims. :P
And since this thread has been dug up anyway, any more progress, Alex? ;)
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It seems the Mississippi Department of Transportation has missed that memo, vinlabsc3k. They're still building TLA-3 and 5's like mad around here, with no end in sight.
And I have to agree with DTP, I've never felt that they are dangerous roads at speeds under 55 mph (80 kph).
Cheers,
Kevin
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I know: "if u don't like it, don't use it" :P,
but to give the project an international style and to save time and energy for all the developers %%Order?/.
However keep up the good work!! :thumbsup:
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but to give the project an international style
Well, TLAs, while they are rare outside the US and Canada, do exist, from what I've seen. While the non-North American userbase is fairly large, the US one is as well--I'd estimate about 50/50. Plus, they also allow for crossover traffic, allowing your sim-motorists to access zones on the other side of the road, even when the other side is on another tile.
And they haven't stopped building them here in Oregon, either. There's been plenty of new ones springing up all over here. I've never seen any accidents on any, and there's actually been a number of projects to replace MAVEs with TLAs here--the MAVEs are actually more dangerous, imo, particularly when you have people making left turns off them.
As far as new development news goes, there has indeed been some more work done. Like the RHW thread, though, I'm planning to seriously curtail teasing. ;)
-Alex (Tarkus)
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Ah, progress. I hope it is progressing... nicely.
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a wise decision on your part alex, it was getting kinda crazy towards the end of the version 3 release, good job :)
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Well, I say that only for (positive) critic ;) and I love a so entusiastic player as u &bis&.
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Well, TLAs, while they are rare outside the US and Canada, do exist, from what I've seen. While the non-North American userbase is fairly large, the US one is as well--I'd estimate about 50/50. Plus, they also allow for crossover traffic, allowing your sim-motorists to access zones on the other side of the road, even when the other side is on another tile.
And they haven't stopped building them here in Oregon, either. There's been plenty of new ones springing up all over here. I've never seen any accidents on any, and there's actually been a number of projects to replace MAVEs with TLAs here--the MAVEs are actually more dangerous, imo, particularly when you have people making left turns off them.
As far as new development news goes, there has indeed been some more work done. Like the RHW thread, though, I'm planning to seriously curtail teasing. ;)
-Alex (Tarkus)
I've seen accidents, the problem in my hometown is that people also use them as merge lanes, which is what ussually leads to the head on or swide swipes. Very lucky up there no one has ever been killed.
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I know here in Southeastern Wisconsin (Kenosha), we have a state highway going north to south (Highway 31 or Green Bay Road) that uses left turn lanes for most of it's route even though there is no road to turn onto. Speeds range from 35 MPH to 55 MPH with 2 to 3 lanes in easch direction with heave traffic at times as it connects Kenosha with Racine and Illinois. Alex, If you can, take a look on Google Earth and go around to different towns and cities to see what they have and and check out what I am saying (search for Kenosha, Wisconsin then find Highway 31) Miklwaukee also has them left turn lanes to nowhere too. Cops (the police) love the LTLNs. Waqiting quietly for anything. JKB
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My state has plenty of turn lanes into no where as well. Sometimes traffic lights are at those intersections. I recorded a truck not realizing he had no where to go after making a turn at a turn lane to nothing.
Real SC4 long unfinished road experience
http://www.youtube.com/v/PSU72lz9ZP0
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I see MAVE's and TLA-x's quite commonly in my area, but they mainly appear in urban areas, and they don't go into nowhere. Those that do appear in rural areas where I'm from are present near small clusters of commerce. I definitely think they should be included in the NWM, by the way. When it comes to transit, I always say, "The more, the better," whether there's teasing or not.
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Theres a TLA-4 near where I live.
And MAVES are EVERYWHERE ;D
Also, can there be eyecandy NWM networks where there are eyecandy parking at the sides, like a MAVE-4 with parking lanes at each side. For added realism.
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Some one could T-21 cars in the parkways, but I wouldn't want that in suburban or unzoned areas. It would have to be above medium wealth for me.
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Like an option, but a mod where you could still have normal MAVE, and another network that would be a MAVE-4 but the extra on the sides would be zoned parking lanes, and in rural areas it would be shoulders.
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That sounds good, but personally I think a lot of other networks, the ones existing should be allowed that too. This shoulder thing could just be done by a T-21 prop, but that will have to be done somewhere else at another time because as ideas still are being born in the NWM, function always comes first before cosmetics.
(http://www.picvalley.net/u/1369/2000213472.JPG)
And then maybe, just maybe, the future of diagonal networks can be taken care of.
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hey is there already an release date of this??
and i have some questions?
is this mod useable with nam and rhw and other mods/plugins?
(Ps i am new too these plugins for sc4. sooooo)
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hey is there already an release date of this??
and i have some questions?
is this mod useable with nam and rhw and other mods/plugins?
(Ps i am new too these plugins for sc4. sooooo)
Read the first post of the page, in it there is also a FAQ.
There is no release date or timeline for the NWM project. It will be released when it is done.
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No Dex. This goes for any noob. If you all looked at the top of the thread, you will clearly see NO release date yet. The reason? The past year, all energy was on the RHW project and only one person has the knowledge, talent, and time to do this, Tarkus. Now since RHW 3.0 has been taken care of, it will be the NWM's turn for new development. Compatibility? The NWM would be an additional NAM component, and could not work without the NAM. Right now there is a compatibility issue with this and FLUPs where FLUPs won't work with this at the same time do to the latest controller build. No, there probably won't be a connection to this with FLUPs. It will be a very long time for everything to be interfaced with everything, because just like RHW 3.0, this has so many new networks being added to it as well, and is road based, with the exception of the OWR (which still is roadway) and other people will be making other networks. I did experiment, and find some T-RAM pieces to override and work with this mod. Thats besides the point, the NWM is not even finished. Why would you want something left undone? A good reason to wonder where the NWM is, is because the T-RAM NAM addition did introduce NWM like features. After being introduced to a 4 lane type of road with sidewalks from the T-RAM, there is a new NMAVE (narrow median less avenue) concept, single tile road based.
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Will there be a Canadian Version of the TLA released whenever it is released? (In Canada the dashes are on the outside)
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Will there be a Canadian Version of the TLA released whenever it is released? (In Canada the dashes are on the outside)
I'd assume it would have to be made separately, just like SA made the Euro RHW mod. I'd like to see this too, but it isn't too bad seeing it on the inside.
Best,
-Haljackey
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To me as an American, i think the dashes on the outside would be more logical than the inside layout we have here, but something tells me that the outside-dashed format would just look weird to me... I could probably get used to it though.
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I could of sworn in Chi that whoever painted the lines one time did put the dashed out, and the solid in. Where I live it is solid out, dashed in, and it looks ridiculous to see a white solid line on the right side of the left turn lane, and a dashed line in the middle next to the arrow, and a solid yellow line on the left.
(http://www.picvalley.net/u/1367/1982922878.JPG)
(http://www.picvalley.net/u/971/1635511656.JPG)
You could say its a TLA3, but whats with the paint job?
Now that looks weird. I don't see the NWM going Canadian now. All one would have to do while using Windows XP is to change the texture themselves in paint, and flip the lines, then replace them in the reader. I have Vista though, so its not like I have the privilege to get to do that type of stuff, and I'm not in Canada, so no outer dashed lines for me.
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Sometimes the center left turn lane becomes a dedicated left turn lane at major intersections. That looks like that's what that is in your pictures.
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Is the TLA-5 dragged based on Avenue? If it is, it would be lot easier for diagonal functionality.
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No the TLA-5 is based on road, becuase this is easier to mod :)
Jonathan
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Re: J-Dub's complaint about that turn lane:
That is as Burgsabre said a dedicated left-turn lane. It can only be used by traffic traveling on the side with traffic going towards the camera in the first image. The white line on one side of it is white because traffic travels strictly in the same direction on either side (otherwise it would be yellow), and solid because it can only be crossed if there is an obstruction, such as a disabled vehicle or a meteorite crater in the way. The yellow line is dashed because it indicates passing is allowed on one side only (the side with the dashed line facing it) - NOT because it indicates a two-way turn lane. Around here in southwest Virginia, this setup with passing allowed at the same place as a turn lane is never used: Passing on the side approaching the intersection is not allowed within i guess 500ft or so of the beginning of the turn lane, and traffic going away from the intersection is allowed to pass immediately after they have passed the turn lane on the other side of the road, given that traffic isn't immediately approaching a curve or another intersection.
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It's also almost a given that when the TLA-5 goes diagonal, those diagonals will be wider than the Avenue diagonals so as to have room for the turn lane.
-Alex (Tarkus)
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Yeah why is it that diagonal networks like avenues look weird and narrow compared to orthogonal?
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This is mainly because a diagonal avenue simply fits into a smaller space than an orthogonal avenue, so it actually is narrower. An orthogonal avenue is a 2-tile wide network. Part of this width is given to the median separating the two directions of traffic, and another part is taken by the sidewalks running on either side of the avenue. A diagonal avenue, on the other hand, is still a 2-tile network by footprint size, but the entire width of the avenue is visually compressed into the equivalent of about 1.4 tiles. This does not allow as much room for sidewalks or medians, since the lane width must be maintained, and the turning lane would take the space used for the median, so a wider diagonal avenue would be needed.
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Yeah metarvo, there will be widening for a 5 lane diagonal network. Remember, I did a math test with a fifth lane on the avenue, and the games highways try to compress 6 lanes on the same amount of space as a diagonal avenue, don't forget, its tight. The TLA-5 which is road based, but looks like an avenue is going to be longer than the game's avenue, just like the width of glr-in-avenue diagonal, so you can count on the TLA-5 sidewalk to be bigger, otherwise why go all that way, you know the middle lane can't be too wide.
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Id like to request the NWM also gives diagonal Avenue wider for a median. ;)
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To me as an American, i think the dashes on the outside would be more logical than the inside layout we have here, but something tells me that the outside-dashed format would just look weird to me... I could probably get used to it though.
Logic is the reason I'd like to see it myself. Although I personally don't find anything wrong visually with having the dashes on the inside, it is actually completely illogical from a traffic law standpoint. Dashes on the inside indicate that the traffic coming in the opposite direction can legally pass into your lane, whereas you are not allowed to enter the middle lane because you have a solid line. It works exactly the same way as a two-lane road with a dash/solid line--if you have the dashed line you may move into the other lane. For a TLA, the dashes need to be on the outside to indicate that you can enter the middle lane, while the solid line on the inside indicates that the opposed traffic cannot enter your lane.
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Any updates? $%Grinno$%
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The creator would show us if there was.
(http://img178.imageshack.us/img178/173/91ststreet250thave.jpg)
May or may not have seen this already, but currently the NWM is set up that you can choose to have signals or not on the road turning lanes. This may not be finalized. Yeah, you see some unique not Maxis streetlights over the AvenuexTLA3 in this picture, but that is not this.
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A200: Rest assured that if there is anything to post here in the form of an update that Alex (Tarkus) will do so.
Please refrain from badgering about whether or not any updates are ready, here or elsewhere.
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I would like to add to the debate with the dashes/solid yellow lines inside or outside on the turning lane (speaking from a United States standpoint since that is what I have been researching). The way that the team has it created with the solid lines to the outside is CORRECT. Something that seems to be getting people caught up is that the lines take on a slightly different meaning when you have three or more lanes of traffic.
Since the examples show a two-way left-turn lane that is never operated as a reversible lane, the solid lines are placed on the outside to delineate the edges of a lane that can be used by traffic in either direction as part of a left-turn. I believe that the reason it is set up as this is that this is the only way, other than using signage and other markings, that a dedicated two-way left-turn lane can be designated. If the dashes were on the outside, the assumption would be that the middle lane served as a dedicated passing lane for both directions of travel and like it was stated, this is not a passing lane but a dedicated turning lane.
I hope that this was able to clear up some of the questions from at least the way that the United States Department of Transportation views it.
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It makes sense, but Canada flipped it with their TLA's. But its interesting you bring that point about dashed solid yellow lines having different meaning on roads/highways once it reaches three lanes. On a three lane road in my state, a real ASR (formerly SLR), the one side with parallel traffic has the dashed white lines, but the opposing has just regular dashed yellow lines, instead of the double yellow lines currently associated with this mod. That is for flat land, but when it comes to steep slopes, then the double yellow line is on the ASR.
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I think it's been mentioned somewhere already - but not all of canada has that kind of line - British Columbia has instead a double dashed line on either side of the turning lane. When one considers that double-dashed lines are never used for any purpose, this seems even more logical than the standard Canadian outside-dashed line layout because a line thats dashed on one side and solid on the other could either mean a center turning lane, or a road where passing is restricted to one side.
= = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = =
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Double dashed lines are for variable direction lanes. At certain times of the day, the central lane will change direction to accommodate the traffic flow. So in the morning it might be set in one direction and another in the evening, just to handle the rush hour traffic.
Such lanes usually have signals over them indicating whether that lane can be used in the direction you are headed. A red X indicates the lane is closed, a green arrow indicates that it is open for use, and a yellow arrow indicates that the lane is changing direction soon and you need to leave it when safe to do so.
-Swamper
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Double dashed lines are for variable direction lanes. At certain times of the day, the central lane will change direction to accommodate the traffic flow. So in the morning it might be set in one direction and another in the evening, just to handle the rush hour traffic.
Such lanes usually have signals over them indicating whether that lane can be used in the direction you are headed. A red X indicates the lane is closed, a green arrow indicates that it is open for use, and a yellow arrow indicates that the lane is changing direction soon and you need to leave it when safe to do so.
-Swamper
Just wanted to add that what Jan said about variable direction lanes is exactly the way the United States Department of Transportation has it written.
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Why are you argueing about lines??
I'm european so I don't care ;) :D
Just a question will there be euro textures??
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Can the AVE-6 be built as a bridge?
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Can the AVE-6 be built as a bridge?
If once it's out someone's willing to make one then it would probably be possible... ;)
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there's a few of these that are possible.....
i'd have to look at the paths to be sure, though. im sure *someone* will have a look..... ;)
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So when will be NWM ready for use?
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when its ready.....
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Maybe if the AVE-6 could swing back into the RHW-6 which also has a proposed bridge this could save the issue of making another bridge? Just a thought, since you can't build off a bridge anyway, and I also thought they both were 3 tile networks.
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I just gotta say, this is a very cool and exciting project! I really look forward to using it in my cities in the future! Kudos! :)
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Maybe if the AVE-6 could swing back into the RHW-6 which also has a proposed bridge this could save the issue of making another bridge? Just a thought, since you can't build off a bridge anyway, and I also thought they both were 3 tile networks.
the 6C and ave6 dont appear to be "bridge capable", in the conventional sense, as they are 3 tile networks. meaning, we cannot build a 3 tile bridge (at least, no ones been able to successfully), because any paths outside the tile boundaries will be invalid. now, with some pathing changes and creative BATing, a 6C bridge could be constructed similar to the 6S bridge, i.e. a one-way bridge that must be drawn twice. but there would then be little difference between those networks.
an ave6 looks like it will fall under the same problem, but could be alternatively addressed by "squeezing" the paths onto a GHW bridge......similar to whats going on with the wide RHW bridges.
an issue i see coming to the forefront is the number of overrides w.r.t. the number of bridges......the road bridge selection menu will be stuffed with various bridges for different override networks should any be made..
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what's happening at the moment whith this??
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I don't know. It seems like Alex is doing some more RHW work, recently you may have seen some new stuff in that thread.
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I have! especially the RHW FLUPS!!
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How long you guys worked on this project?
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How long you guys worked on this project?
The project was started in December 2006, so close to 2 1/2 years now. Been mostly off and on, and there's been a lot of stuff we've had to get in place (i.e. completely revamping the Road Turning Lanes Plugin) that has complicated things.
-Alex
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I even made a promise that I won't play Simcity 4 until this project is ready to use. :thumbsup:
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that's crazy lool I'll play it anyway, thought I would like to have this in my plugins :p
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Don't hold your breath, there's plenty of excellent creations out there you can use before the NWM comes out! It won't be just a month or two, it'll take quite a bit longer before you'll be able to use the NWM.
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Its okay I'll wait.
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RHW VERSION 3.0
HERE!
The highway relvolution is coming
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@aaaling: umm thanks for the announcement, but that came out about a month ago...
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Two and a half to be exact $%Grinno$%
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Aaaling does make a point about the RHW. It would be unfair to stop playing this game, waiting for the NWM when Tarkus had to do all that for the last RHW release alone. At this point though, the RHW seems to be following off very limited NWM elements. Take the selectable turn lanes for example, those are already looking to be used for future RHW development, but they are also planned for roads, and came from here first. I had noticed prototype RHW stuff wanting to work with NWM stuff, where it almost looks like Tarkus is already at the point to make both network types interact with each other, but the NWM still has yet to be born, the RHW is still growing.
(http://img208.imageshack.us/img208/5207/rhwtonwm.jpg) (http://img208.imageshack.us/my.php?image=rhwtonwm.jpg)
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Hey how come when I'm trying to log on with the same account I use here in the BSC Lot Exchange, a picture with a gorilla and a keyboard shows up?
BTW Sorry for going off topic.
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Hey how come when I'm trying to log on with the same account I use here in the BSC Lot Exchange, a picture with a gorilla and a keyboard shows up?
The login for the Exchange and the Forums is separate.
-Alex
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The login for the Exchange and the Forums is separate.
-Alex
Hmm, it worked when I used this account
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This might have been mentioned earlier, but will the AVE-6 be able to seamlessly connect with the RHW-6C?
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This might have been mentioned earlier, but will the AVE-6 be able to seamlessly connect with the RHW-6C?
That's a good question . . . and gives me some ideas. ;)
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This looks awesome. I can't wait...
Oh, hello first post.
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I know I can't wait for this to be released.
The new stuff looks awesome
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Whoa... Just one word: "T'riffic". Really, it's beautiful! &apls
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If this has been asked before I do not recall ssing it even reading throughout this thread(I may have missed it though), but will the Tram in Ave be compatible with the extra lanes?
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If this has been asked before I do not recall ssing it even reading throughout this thread(I may have missed it though), but will the Tram in Ave be compatible with the extra lanes?
We haven't gotten to that point in development yet, really.
-Alex
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We haven't gotten to that point in development yet, really.
-Alex
Not a problem at all, just wondering.
Add me to the list eagerly awaiting this mod though, the stuff is getting better and better every day it seems
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Just one question (the same on I asked earlier) can the AVE-6 cross canyons, valleys, mountains, rivers and other bodies of water?
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The AVE-6 will be able to go over any type of land, just like you would do with the Road network (which it is based on). The bridge stuff is an unknown at this time, as it's a 3-tile network. There's been some proposals out there (making a "MAVE-6" bridge based on Maxis Highways, for instance), but that's probably a ways out. I don't anticipate the AVE-6 or any of the 3-tile networks will be in Version 1.
-Alex
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it's anyone working for this proyect??
Because it looks that the proyect is in stand-by or canceled ()what()
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absolutely......just behind the scenes....
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Will take long time to launch?
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It will be ready when it is ready, no release date as then the content is either rushed and not as good or you miss your deadline and it all fails miserably :)
Jonathan
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Will take long time to launch?
Its been a work in progress for over 2 and a half years, but yes progress is being made. Its a painstakingly long, difficult process to make these types of transit networks, and we have to be patient as its development continues.
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What Haljackey said. Override networking is some of the most difficult transit modding in SC4.
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And which will be the networks which will be in the first release?
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I believe Alex said at one point that most likely it would just be the 1-tile networks in the first release, but I might be mistaken.
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Thanks... I was secretly hoping that the ave 6 will be in the first release.
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Really, I'll
probably definitely be glad for the first release whenever it comes. It's the OWR-3 and TLA-3 that I'm really looking forward to anyway. Even if some NWM elements are finding their way into the RHW, and I'm happy that they are, one big difference to always remember is RCI functionality. That's my dream right now. I'm already planning to use the OWR-3 as a "temporary" AVE-6 until the real thing is ready, as long as the OWR-3 is released before the AVE-6.
Keep up the good work, Alex and all, and take all of the time necessary to make this as good as it can be. :thumbsup:
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OWR-3 + RHW/MIS connection = Texas frontage road!
Now that's what I'm excited about, folks.
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Can you include pictures of the MAVE-4 and the MAVE 6?
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I mean for Tarkus.
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aaaling: Please edit your first post in the future instead of double posting.
Regarding the pictures you requested, I'm not even sure how far along the MAVE-4/6 are.
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Well, my plan has been to not show any development pics in public until the day of the release. ;) We like to surprise people. ;)
(And no, that does not mean we're close or anything, though things are progressing steadily behind closed doors. :))
-Alex
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Continuating on Tarkus: It does mean that he wants to avoid a situation as there was with the RHW 3.0 shortly before it was released: people demanding it's release, causing the thread to be closed. We don't want that happening here, do we?
However, Tarkus, we have been good lately, so could you please so us just one teaser, just one itsy pitsy tiny teaser?
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The way I see it, if the people do not want to give a teaser, they should not feel pressured to give a teaser at all.
I can see the following occurring:
Someone posts a teaser, a few days later, someone asks for another teaser and so on and so on.
I can wait until its released to find out all that I need to know.
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the irony in that post is astounding......
besides, all the time Tarkus would take to post a teaser could be used to finish the mod quicker.... ;)
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There are some pics at the top!! :D :D
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Perhaps if I posted a couple more pics, would that suffice? ::)
Click for full resolution! (1920x1200)
(http://i366.photobucket.com/albums/oo101/haljackey3/TerranSettlement-Feb23711226202000.jpg) (http://i366.photobucket.com/albums/oo101/haljackey3/TerranSettlement-Feb23711226202000.jpg)
(http://i366.photobucket.com/albums/oo101/haljackey3/TerranSettlement-Oct8701226201765.jpg) (http://i366.photobucket.com/albums/oo101/haljackey3/TerranSettlement-Oct8701226201765.jpg)
Hope you enjoyed it! :P
-Haljackey
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Of course we enjoyed these pictures! They're great! :thumbsup:
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aaaling: Please edit your first post in the future instead of double posting.
Regarding the pictures you requested, I'm not even sure how far along the MAVE-4/6 are.
I'm just making sure not anyone else could post a pic.
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Well, my plan has been to not show any development pics in public until the day of the release. ;) We like to surprise people. ;)
(And no, that does not mean we're close or anything, though things are progressing steadily behind closed doors. :))
-Alex
Well then, why did you post pics of the TLA 3,5, and 7?
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Perhaps if I posted a couple more pics, would that suffice? ::)
Click for full resolution! (1920x1200)
(http://i366.photobucket.com/albums/oo101/haljackey3/TerranSettlement-Feb23711226202000.jpg) (http://i366.photobucket.com/albums/oo101/haljackey3/TerranSettlement-Feb23711226202000.jpg)
(http://i366.photobucket.com/albums/oo101/haljackey3/TerranSettlement-Oct8701226201765.jpg) (http://i366.photobucket.com/albums/oo101/haljackey3/TerranSettlement-Oct8701226201765.jpg)
Hope you enjoyed it! :P
-Haljackey
NOM
What's that big building in the pics?
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Well then, why did you post pics of the TLA 3,5, and 7?
Those pics are two years old. ;)
-Alex
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Hi everyone-
Welcome back to the NWM development thread! We're still not quite to the point of the long-awaited initial release of this project, but after a year of development behind closed doors, we are finally ready to show you some of our work-in-progress. The initial "sticky post" (http://sc4devotion.com/forums/index.php?topic=1200.msg33176#msg33176) in the thread now contains an FAQ and some other useful information regarding the project, that you may find interesting.
You may also note the use of the pronoun "we". I'm part of that "we", as is my good friend and colleague from Down Under, Dave (superhands). Dave was an instrumental part of the RAM Team's development of Single-Track Rail, and he came on board the NWM project early in 2009. He's been an absolutely invaluable part of this project, producing a majority of the textures and putting together some of the puzzle pieces, while I've mostly been wrangling the RUL 0x10000002 end. It's been a true team effort. :thumbsup:
I also need to thank jplumbley, z, Ryan B., smoncrie and memo for their help over the past 3 years.
And without further ado, a few pics of what we've been up to since early 2009 . . .
(http://img208.imageshack.us/img208/8071/nwm042420091.jpg)
(http://img130.imageshack.us/img130/6167/nwm030920101.jpg)
(http://img15.imageshack.us/img15/3733/piccompetition04112009.jpg)
Enjoy!
-Alex
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OMG! I can't stop staring at the pictures. This will be so great.
One question: Will there be transition pieces (e.g. maxis avenue to mave-4)?
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Certainly. These transistion pieces are as far as I know quite finished.
Making puzzle pieces isn't the hardest part. The hardest part of the whole NWM mod is actually the texture override code and making textures.
Best,
Maarten
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RickD, when I got to take a look, there were transition pieces including Ave to Mave-4, and Mave-4 to TLA. The NWM is getting further and further in terms of feature and function, but it still is under construction.
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fantastic work my friend, it has been a long time coming.
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Oh my gosh! This is absolutely wonderful, some great development pics you've posted Alex. But, what ever happened to Daniel's textures in the making, because, of course Euro textures will be needed.
Ethan
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U guys Rock.....need I to say more? ;)
Fred
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Alex I think your being modest as your contribution has been the foundations of bricks and mortar whilst mine is just render :P
needless to say below are the Road-to-Ave-2 and Mave-6 to Ave-4 Type A Transitions...
(http://i293.photobucket.com/albums/mm50/bighead99999/ROADTOAVE2.png)
(http://i293.photobucket.com/albums/mm50/bighead99999/MAVE-6TOAVE-4.png)
-Dave
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May as well post this video containing NWM components too now that this thread has new life:
http://www.youtube.com/v/Fr9AKY5Rs1E&=22&ap=%2526fmt%3D22
Link: http://www.youtube.com/watch?v=Fr9AKY5Rs1E (http://www.youtube.com/watch?v=Fr9AKY5Rs1E)
Awesome pics guys! The NWM has come a long way from its toddler years that's for sure!
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It's good to see that the NWM is alive, Alex! &apls Now I can start planning for NWM networks to be included in my cities, and maybe I can set up construction zones like in RL. The OWR-1 looks like it would be good for narrow, one-way alleys, and it might even do as a synthetic OWS (One-Way Street).
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Awesome video Haljackey! Yet another gigantic project that looks to good to be true! :P I can't wait for it to come out, superb work! :)
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Excellent work, guys! Really loving that road-avenue transition at 2:03, Haljackey.
Dave, those are great textures you're using!
Alex, my eyes still have not recovered from seeing this thread back in action! And I'm still staring at that last pic ;D
Your friend, Jordan :thumbsup:
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Awesome work guys!! Loving it :)
Haljackey, may I ask where you got both the bridges in the video?
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Glad to see something new for this project, the results are simply stunning already! Great work!
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Hey guys, Jack wilds here...
will wonders never cease as I've given up on of this project ever coming into being... &apls :thumbsup: much less be remotely lining cities networks... :'( BUT now there is reason for hope and rejoicing :sunny: as I may yet get to play with this mod in my sim-cities &bis&
()what() is this 'mod' a tru 'mod'...is this part of the NAM and/or RHW... will it be a part or a stand alone 'mod' ... will there be possibilities for third parties to add the street-scaping such as lights, traffic signals, transport stops etc... also could the single be made into say a one way alley... can textures be modified... %confuso
Anticipating its release in the near future (relatively speaking)... thanks all of you not stopping the project and making something of it... keep up the good work -its well worth it :thumbsup: :)
Jack :satisfied:
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looking great! can't wait for the release. Do you guys know if it will be with the upcoming nam or a future one?
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Hmm, no three tile networks? That's too bad, I was looking forward to some wider avenues. Shame it didn't work quite right for you guys this time around. (For the delay, I think you guys owe us an 8-lane avenue!) Only kidding, you guys do great work and I understand how long this can take. Oh well, back to waiting and lurking.
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Thanks for the kind words, everyone! 'Tis good to be back.
To answer a few recent questions:
is this 'mod' a tru 'mod'...is this part of the NAM and/or RHW... will it be a part or a stand alone 'mod' ...
The NWM is planned to be released in much the same fashion as projects like the RHW, SAM, etc. have been--fully integrated with the NAM, but downloaded separately.
will there be possibilities for third parties to add the street-scaping such as lights, traffic signals, transport stops etc... also could the single be made into say a one way alley... can textures be modified...
Third-party "streetscaping" is certainly possible, much as it has been with the RHW and SAM. The same goes for texture mods as well.
looking great! can't wait for the release. Do you guys know if it will be with the upcoming nam or a future one?
That really will depend on NAM Core development and how it progresses in relationship to NWM development. It's hard to say. We actually don't necessarily need to synchronize it with a Core release, either, as we have the option of delivering the necessary RUL updates with the Essentials package.
-Alex
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Haljackey, may I ask where you got both the bridges in the video?
Actually, I didn't get them anywhere! They are both standard bridges included in the game. The first bridge is the Brooklyn Bridge for road and the other is the default RHW-2 bridge.
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great work! &apls
it's nice to see that this project is back online
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...
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Well, the NWM has grown up from its toddler years into a full blown AWESOME project!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Alex
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great work! &apls
it's nice to see that this project is back online
It was never offline. It just went private becsue too many people were posting "when will it be released" posts.
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It's great to see NWM is back. And those pictures are awesome.
Of course, Haljackey's video is awesome too. $%Grinno$%
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Might as well sneak another pic out . . .
(http://img200.imageshack.us/img200/2275/nwm102020092.jpg)
-Alex
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Awesome Work &apls &apls &apls
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This is outstanding! I hope that we're getting closer and closer to the first release of this amazing project! ;D
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NWM has seem to come quite a far way from concept to product from when I last saw anything on it.I have been looking forward to this and will continue to look forward to this more then RHW :P. Glade to see the GLR-in-Road development has brought about ideas/pieces for NWM. I just hope you guys can take care of the issue that GLR-in-Road has with firetrucks not being able to access anything. It will be a shame of NWM suffers from the same fate specifically since I will be using NWM like a roadway whore :P
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This is really awesome!!! And perhaps it's good that it takes some time for new stuff to be released - 'cause that way there's always something you can look forward to. It's like there's christmas comming soon all over the year ...
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Really a great project! I only miss AVE-6 (with medians) in that spectrum of additional roads. =) But that would then be just too perfect, besides multilane OWR's are coming =) which is the most awesomenest thing here =)
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Sweet! How will these connect with the Maxis highway, not that any of us use it anymore, but yeah. A special connection puzzle piece? And will these be fully draggable?
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Oooh! Looks good! It's the kind of stuff that demands the respect that it deserves. &apls
I love the pics (hate the teasing) and hope for a release soon but completely understand delayed releases (well, it's not delayed if a deadline isn't set) from first hand experience.
Keep up the fantastic work!
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Thanks for the feedback, everyone--I'm glad you're enjoying the pics. :)
Thought I'd answer a couple questions:
I just hope you guys can take care of the issue that GLR-in-Road has with firetrucks not being able to access anything.
I've not tested it yet, but from what I know, the reason the firetruck access is blocked on the GLR-in-Road pieces has to do with the fact that the items are puzzle pieces and feature a stubbed Lightrail checktype. Given that the NWM stuff is generally draggable stuff based on Roads and One-Way Roads, they should inherit the access characteristics of their base networks, so I'm fairly certain it should be problem free. I'll try to get a more conclusive answer, though.
Sweet! How will these connect with the Maxis highway, not that any of us use it anymore, but yeah. A special connection puzzle piece? And will these be fully draggable?
The only Maxis Highway-related interface/connection planned for the first release of the NWM is Maxis Elevated Highway overpasses.
(http://img6.imageshack.us/img6/434/nwm031220102.jpg)
(http://img269.imageshack.us/img269/6880/nwm031220101.jpg)
If you wanted to properly transition from an NWM network to a Maxis Highway or RealHighway with the first release, you'd need to transition from an NWM network to a base network that supports that transition--i.e. an Avenue or an OWR. An RHW transition is more likely to come first, as Maxis transitions can present considerable challenges from the modeling/scaling standpoint.
-Alex
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The nam team has really outdone itself this year. They have revamped the RHW and added probably more double the pieces from the last. They also created a extension to road networks. Thanks and keep it up!
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Alex amazing work here!!! hmmm I do have to say I think I might have something to babble about in a PC??
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I can only echo what others are saying, using words such as awesome, amazing, fantastic, brilliant, etc.
Thank you so very much Alex et. al
Joe
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Like the Frankenstein monster, the project comes back to life and unshackles itself from the medical table to become notorious, only in this case it is notorious in the good way.
I'm pleased that the NWM is back, since I had given up all hope of ever seeing a turning lane in my game.
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howdie alex, just a ? on the NWM(Network Widening Modd). When we widen our roads or avenues. Will the NWM connect with the single roads,one-ways,avenues and highways? just curious, cause the RHW wont allow me to connect to these.
Your Friend;
Mayor Of (Varrock City,Maxiston and Steven's Point)
Proud To Be Cities Of Sim Nation!!
P.S. for those who play runescape, That's where I got the name of Varrock City from LOL. The little village of Varrock
on Runescape, near the barbarian villiage.
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Thanks for the kind words, everyone!
howdie alex, just a ? on the NWM(Network Widening Modd). When we widen our roads or avenues. Will the NWM connect with the single roads,one-ways,avenues and highways? just curious, cause the RHW wont allow me to connect to these.
Are you referring to transitions or intersections? There will be plenty of options for both. The reason the RHW doesn't allow certain intersections is because some of those setups would be unrealistic for a freeway. Since the NWM deals with surface networks, that won't be the case so much.
And speaking of the RHW . . .
(http://img3.imageshack.us/img3/4899/nwm110120091.jpg)
-Alex
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After seen this picture I fallen over my chair - :sunny: Thats really great and I'm sure we all can't wait till it was released! (No - I don't ask when!)!
Great work &apls
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I like. ;)
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I like. ;)
and I LOVE! :D
P.S. I think that pic should be brought to the new page as well ;D
(http://img3.imageshack.us/img3/4899/nwm110120091.jpg)
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Great Job !!!!!!! &apls &apls &apls
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Awesome job on the NWM Alex you and the crew!! keep up the great work. what i meant about the new avenues you are creating, would they work with the roads in streets? Merging into roads or streets that is? That is the 6 lanes and more? like they do in some real avenues.
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I love those multilane one-ways. All thumbs up! :thumbsup: :thumbsup:
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That looks so awsome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ;D
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I'm drooling on my keyboard... &apls
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Wow. I'll probably have that picture in my head for at least a week now. ;D Good work!
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WOOOOOOOOOOOOWW!!!! This is soooooooooooooo kickass...
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Great stuff as per usual, Tarkus. If we're not getting three-tile networks soon, the wider OWRs will likely give me the capacity I need for now.
Question: will the wider OWRs form neighbor connections?
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Question: will the wider OWRs form neighbor connections?
That's a good question. The base OWR network, as you know, cannot make neighbor connections. Beyond the fact that it's a hard-coded issue, the game likes to see cars entering and exiting from the same tile on single-tile networks, so even if you could physically make the connection, you'd get the "Freight Only" situation that occurs with the RHW that is currently only corrected with a workaround of some sort.
That being said, I ended up coming up with a solution for the RHW "Freight Only" situation involving some trick puzzle pieces with special pathing, which will be incorporated into Version 4.0. Provided that you are building one-way-couplets (two one-ways in opposite directions), it should be possible to adapt the RHW neighbor connection pieces to the One-Way Road network without much difficulty. This would effectively make it possible to build connections with the game's default OWR-2 network as well. The one thing to keep in mind, however, is that you'd need a 1-tile easement at the edge of your city between the two roadways of the OWR couplet, where you're placing the OWR neighbor connection.
-Alex
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Speaking of the 5-lane OWR and the RHW, will the new 3-OWR and 5-OWR be able to form connections with RHW-6 and RHW-10? Mainly to create 90-degree turns.
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Speaking of the 5-lane OWR and the RHW, will the new 3-OWR and 5-OWR be able to form connections with RHW-6 and RHW-10? Mainly to create 90-degree turns.
For NWM Release 1, no. The OWR-5 is also strictly orthogonal at the moment (all the 2 tile networks will be for Release 1) so it wouldn't be of any use as far as making RHW-10 diagonals/curves.
-Alex
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I'm not sure if this is the right place to ask this question but, will there be any street running railroads in the next NAM or NWM? Because their are many cities and towns in the world (including mine) that have heavy duty railroads in the middle of streets, roads, avenues(also TLA),and Highway's if you are a fan of trains you know what im talking about. Ive found these picture's (http://www.railpictures.net/images/d1/4/1/1/2411.1245466944.tb.jpg) (http://i193.photobucket.com/albums/z124/mightygoose_2007/romenn2.jpg)
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Here are two more pics... (http://i193.photobucket.com/albums/z124/mightygoose_2007/hiru1.jpg) (http://www.railpictures.net/images/d1/7/8/6/8786.1260857969.tb.jpg) %confuso
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TJ1, the idea has been explored to some degree but won't be in any form for release.
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Dang, that looks really cool in RL though.
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I don't really find i nice or anything, Trams with low carriages are fine, but trains? hm.. Thats also very dangerous i suppose.
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I don't really find i nice or anything, Trams with low carriages are fine, but trains? hm.. Thats also very dangerous i suppose.
I have seen a few rr crossings around that cross a road like that before... but it's a little crazy when a train is coming through ;)
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There are cargo trams travelling around Dresden, Germany. Since we don't have such in Sim City, it would be a nice idea to create a kind of Freight-Train-in-Road/Avenue plugin. :D
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(http://img3.imageshack.us/img3/4899/nwm110120091.jpg)
Nice :).
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You see that setup even here in Chicago in some old warehouse districts, and I know downtown Oakland, CA has the same thing, as well as a passenger train in Michigan City, Indiana-- though that's being removed, I think.
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In a Haljackey's video (http://www.youtube.com/watch?v=Fr9AKY5Rs1E&feature=player_embedded#) i notice road with green median. It's the AVE-2, right? This is, as we say in Greece, butter to my bread (âïýôõñï óôï øùìß ìïõ) :thumbsup:
Take your time my friends, you really know how to make great stuff :) &apls :) &apls :) &apls
(http://i193.photobucket.com/albums/z124/mightygoose_2007/romenn2.jpg)
(http://i193.photobucket.com/albums/z124/mightygoose_2007/hiru1.jpg)
Great! Can we have them? ;D
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That type of railway is not for the NWM. The NWM will not be using this concept of trains or trams right now. Not that it will, but the NWM is more of a dragged network, so you do not have to be constantly plopping puzzle pieces.
Previously, in other places of the forums, we have discussed the past existence of heavy rail roads that were in the middle of US roads before and shown video proof of it. However, what was big in the 20th Century is not so favorable in this century, as such there hardly are very, very limited heavy rail roads in US roads. You know having a giant, speedy train in the middle of the road is dangerous when sharing with car traffic, let alone crossing regular rail roads.
I can confirm the only way you can get heavy trains into avenues or in/on road is the Tram puzzle pieces currently with the NAM so the heavy train has to use Tram/GLR pieces, but will not use it for traffic simulation. How? You have to connect heavy rail to light rail using puzzle pieces that the train then rides on the tram ways. That will need demonstration in a different place, some other time, later.
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Those "pieces" are also, if I'm not mistaken, just Photoshop jobs from 5-6 years ago that were originally posted in one of the old NAM threads at ST. Neither ever actually existed to the best of my knowledge.
In a Haljackey's video (http://www.youtube.com/watch?v=Fr9AKY5Rs1E&feature=player_embedded#) i notice road with green median. It's the AVE-2, right? This is, as we say in Greece, butter to my bread (âïýôõñï óôï øùìß ìïõ) :thumbsup:
Yes, that is indeed an AVE-2. :)
-Alex
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Those "pieces" are also, if I'm not mistaken, just Photoshop jobs from 5-6 years ago that were originally posted in one of the old NAM threads at ST. Neither ever actually existed to the best of my knowledge.
Yes, that is indeed an AVE-2. :)
-Alex
entirely correct and as far as i am aware they were initial ideas that led to the GLR's existence anyway....
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And, the GLR is already pathed to carry heavy trains too. Thus a setup like this works perfectly well to simulate street running:
(http://img408.imageshack.us/img408/2221/ayershilldec90412692282.png)
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DTP, are you sure that works? From my experience, adding paths to a network is -not- sufficient to make it work for that traffic type. For example, the above network in your pic is GLR/Road, so the simulator sees it as both el-rail and road. Since the speed of heavy trains is 0 on both networks, I don't think you'll get any traffic through. It will work for UDI, but that's it.
now, there *IS* a way around it, but that would require changing all the GLR pieces...
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El train speed is 0 on roads, too. Just a change of the networks from el train/road to normal rail/road would be needed.
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DTP, are you sure that works? From my experience, adding paths to a network is -not- sufficient to make it work for that traffic type. For example, the above network in your pic is GLR/Road, so the simulator sees it as both el-rail and road. Since the speed of heavy trains is 0 on both networks, I don't think you'll get any traffic through. It will work for UDI, but that's it.
now, there *IS* a way around it, but that would require changing all the GLR pieces...
No, I'm not sure it works for carrying actual traffic. I've only ever tested it with UDI. You're probably right.
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Would this be narrow MAVE-4 or NMAVE-4? narrow MAVE's they exist. ;D
(http://i267.photobucket.com/albums/ii281/haljackey/arterial01tb1.jpg)
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Would this be narrow MAVE-4 or NMAVE-4? narrow MAVE's they exist. ;D
There is indeed going to be a single-tile NMAVE-4 at some point. However, it will not be part of Release 1.
-Alex
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So how will this work? Will you have a starter piece like the one on the last picture of ''NMAVE-4'' and then you will drag out of that or something entirely different?
Some time ago there was a debate of HOV lane's. Lanes that are inside a system, for instance a road with NMAVE-4 like lanes, but instead of outer two you'd have HOV lanes with yellow lines separating them from the others. Can this be implemented with this new system? Oh and not to forget with the multiple lane OWR's will we be getting any new wider and bigger Roundabouts? That sure would be nice, because the current 2 lane rbt is usable to some degree, but in one case i had a 20000 cars/16000buses going thru one small rbt and it looked silly.
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I apologize if that im off topic :-[ but I finaly found out how to do railroad street running(the 2nd pic is mine). Plus this would be great for TLA-5 Railroad crossing ;). And by the way does anybody know where I can find these railroad crossings?
(http://img100.imageshack.us/img100/5233/tlarailroadcrossing.png)
(http://img687.imageshack.us/img687/5097/bigcitytutorialjun31612.png)
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I'd love to get that street-running mod from you~~! Please, disclose your secret! &apls
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So how will this work? Will you have a starter piece like the one on the last picture of ''NMAVE-4'' and then you will drag out of that or something entirely different?
That's basically it--all the NWM networks will work along similar lines.
Some time ago there was a debate of HOV lane's. Lanes that are inside a system, for instance a road with NMAVE-4 like lanes, but instead of outer two you'd have HOV lanes with yellow lines separating them from the others. Can this be implemented with this new system?
No, HOV lanes will not be implemented as part of the NWM. There's no way to make them functional, and they're also extremely uncommon on surface networks.
Oh and not to forget with the multiple lane OWR's will we be getting any new wider and bigger Roundabouts? That sure would be nice, because the current 2 lane rbt is usable to some degree, but in one case i had a 20000 cars/16000buses going thru one small rbt and it looked silly.
The possibility of more roundabout options has been under consideration for awhile. However, the implementation details would still need to be worked out, and with as many projects as there are going on right now, it'll probably be awhile before we get back to that.
Plus this would be great for TLA-5 Railroad crossing ;). And by the way does anybody know where I can find these railroad crossings?
To the best of my knowledge, nowhere. The first one is a 4-year-old pic--the file was never released and to the best of my knowledge, the author no longer has the file. The second I've never seen before.
Railroad crossing gates are also a low priority at this stage in development, and we're handling them much the same as we're dealing with traffic signals and streetlights, as described in NWM FAQ Item #12 (http://sc4devotion.com/forums/index.php?topic=1200.1180#post_Q12).
-Alex
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Never, saw this before, but I know this is the old wig wag RxR replacement.
(http://img100.imageshack.us/img100/5233/tlarailroadcrossing.png)
Those rail road lights on that early TLA-5/RHW textured network almost are the ones from that replacement mod, the only difference is the final scaling of it, and that this early version lacks the crossing gate. I know, because I have the mod that replaces the avenue wig wag crossing lights for this very style. I just can not for the life of it remember where.
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If you could dig that out, j-dub, that'd be awesome. I've always wanted the overhead lights for my avenues.
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I've got one too, but strangely, mine only does it on diagonal/ortho crossings, and uses a static prop that doesn't look as nice as the one in that pic...
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Once again I still aplogize that im off topic :'(.I love and cant wait for the NWM:thumbsup: :thumbsup: :thumbsup: :
The second I've never seen before.
-Alex
Thats because the second one is mine I figured it out by my self, its true. And its very easy to do, ()stsfd()
its similar to what deathtopumkins showed before. All you have to do is grab any NAM rail piece(not FARR or STR) plop it where ever and then drag rail one tile out from the one side stub that you'll will use the glr in road, avenue etc.. then drag road over the tile next to the rail puzzle piece then buldoze the ral stub next to the rail road crossing then you wil have no rail sub on that side of the puzzle piece then you can drag or plop any glr puzzle piece to the end of the rail puzzle piece that haze no stub then you got it you then should have some thing like this.You can see where they connect and I would love railroad crossings for this :D.
(http://img13.imageshack.us/img13/8955/bigcitytutorialmar81612.png)
or this,
(http://img716.imageshack.us/img716/8131/bigcitytutorialdec12151.png)
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Let's get back on topic now . . .
(http://img94.imageshack.us/img94/2581/nwm102120092.jpg)
-Alex
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Im glad to be back on topic (and not on trains),go NWM! ;D :thumbsup: :thumbsup: ;D :thumbsup: :thumbsup:
Tarkus im drolling over that last picture :D
Look at my picture of what NMAVE-4 would look like. A mod I found on simtropolis and I never used it until now.
(http://img710.imageshack.us/img710/2060/bigcitytutorialnov41512.png)
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this is the basic n-mave-4 in all it's glory...
(http://i293.photobucket.com/albums/mm50/bighead99999/nmave4a.jpg)
-Dave
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that last pic, almoust made my jaw drop :o
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Come on, Superhands. Stop making us drool on out keyboards and RELEASE IT NOW!!! :D
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I cant wait for the real one,im so excited. :thumbsup: :thumbsup: &apls &apls
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I think only Tarkus has the release authority. The NMAVE does not have draggable intersections yet, and diagonals still yet to be pathed. Before the NMAVE, you can still use the TRAM in Road for a single tile avenue.
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I forgot tram in road puzzle piece ::)
And will the new OWR networks be able to transition to RHW and MIS?
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I assuming that traffic lights are out of the question because of how many networks the team is working on.....
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I think only Tarkus has the release authority.
Technically, it ends up being a NAM Team decision in the end, and is based on a variety of factors. The most critical thing is whether or not things check out in testing. Additionally, if there are multiple plugins at similar points in development going on simultaneously, generally, their release has ended up synchronized to minimize the number of public RUL controller updates needed.
As mentioned before, the NMAVE-4 is currently without intersections, so at this point, it wouldn't really make sense to release it . . . and besides, we've already got 10 other networks coming out for the first release. ;)
And will the new OWR networks be able to transition to RHW and MIS?
Likely only the OWR-1 at this point.
I assuming that traffic lights are out of the question because of how many networks the team is working on.....
The situation with traffic lights is described in FAQ Item #12 (http://sc4devotion.com/forums/index.php?topic=1200.1180#post_Q12). It's a low priority at this point, and I'd imagine there would be a considerable amount of disagreement as to which intersections should/shouldn't be signalized. It'll likely depend on how the rest of development goes and if there's time/energy to spend on all those T21s before the first release.
-Alex
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that last pic, almoust made my jaw drop :o
only almost :o :o
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I'm drolling all over my keyboard because of the last picture that i saw :o
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Now that's worth staring at forever and ever...
-Jordan :thumbsup:
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Darn you bastards! I have to buy a new key board now, it got drooled and broke. =) Just kidding, but it isn't far from that with all the new pics. It really seem to be very close to release this NWM. =)
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The situation with traffic lights is described in FAQ Item #12.
&ops My Bad, Tarkus! Okay, I am rereading the front top page again. Anyways, the work looks great as always.
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Nice picture superhands, This will be a useful mod when it comes out. It solve our traffic problems!
Good work so far! &apls
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Nice picture.
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Good to see all this NWM progress activity gives hope for release in the close future compared to 2 years ago when it was mainly just a whisper in the air. Question about NWM in general though..will it allow networks run across it like streets,owr,rhw,rail,el rail, and glr?
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You know I wouldnt be suprised (sarcasim) ;D if The NWM,RHW 4.0,Tuleps,or the next Nam releases April. ::)
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I'd venture to say that the probability of an April 1 release has been cut in half by your post ::).
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Question about NWM in general though..will it allow networks run across it like streets,owr,rhw,rail,el rail, and glr?
Yes, it'll be possible to have orthogonal intersections with all those networks.
Here's a peek at the MAVE-4 intersections with Street and Rail:
(http://img248.imageshack.us/img248/8707/nwm033020101.jpg)
You know I wouldnt be suprised (sarcasim) ;D if The NWM,RHW 4.0,Tuleps,or the next Nam releases April. ::)
Even if you were right, I'd never say. $%Grinno$% If for no other reason than the fact that I don't even know myself. ;) We like to surprise people--even ourselves.
-Alex
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That is just so cool.
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I'm staring at it...still staring....
-Jordan :thumbsup:
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Amazing work, you guys. Can't wait for it, but I will. :D
Ethan
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This really is going to be awesome! I am really excited to re-do a downtown area with 4 & 5-lane one-way streets. Here in Minneapolis almost all the downtown streets are 4/5 lane one-ways, so with the tools we already have it's been difficult to replicate the same kind of "feel" in my SC downtowns as I experience in real life. The pics shown so far are just amazing! Can't wait!
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I must agree with you, I'm totally redoing my Manhattan style downtown (with a lot of Manhattan building's) after this is realesed. Same goes for the main avenues of my city (which is European actually).
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I do agree with strucka! I'll demolish some of my existing avenues in order to put that beautiful MAVE when it's released! It'll add so much variety!
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Brilliant pics! They look so realistic...
I've just started a region and in the process of working out my main roads etc but in essence, I don't want to start it yet cause there's so many new mods being created! The day/s MAVE and the new RHW comes out will be the best pressie ever. You guys are doing such a great job!
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Nice work! I think I got a solution to the streetlights, whatever Maxis put streetlights on, put streetlights on those intersecions. :) A little thought...
Alex
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Lovely look on the transit running through the NWM tarkus. Glade to see how functional it will be.
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This is not a request but is it possible to have NarrowTLA-5? Here in Beaumont we have them all over.
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Realisticly, no. The TLA-5 is the same width (2 tiles) as the maxis avenue because it has the same width lanes. If you were to squeeze those same lanes into one tile, the 4 of a maxis avenue fit okay (see nMAVE), but only barely on a tile. There is simply not enough room to fit a fifth unless you narrow the lanes, which are already just wide enough for automata.
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(http://img62.imageshack.us/img62/884/widetla.jpg)
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Hello everybody
I have a some suggestions to the creators of NWM.
I think it will be great to make some avenue with 3 or 4 lanes with grase and street lights in the midle of this avenue. Also will be nice to have one more avenue with 3 or more lanes and the last one to be a BUS lane. For a cross avenue I suggest to make 1 line for left 1 for right and 2 or more for straight. And my be the last offer is for 5 lines avenue is when is crossing with same like this one to have
1 lane just for left
1 lane for left and straight
1 lane only for straight
1 for straight and right
1 only for right
If this is not to complicated and its possible to create you cen used in the crossing of one way streets with more of 3 lanes.
Thats all now for me I hope that I'll be useful with my ideas.
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Your first idea has already been incorporated into the NWM (AVE-6).
Your other ideas, however, sound more along hte lines of TuLEPs [link] (http://sc4devotion.com/forums/index.php?topic=8460.0).
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It's look nice but I don't understand what you think for avenue with bus lane
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It's look nice but I don't andurstent whot you think for avenue with bus lane
Dedicated bus lanes are not possible in SC4. Even if they were possible, they would be outside the scope of the NWM project.
-Alex
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Thank's for answer
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Well, I have a rather interesting development to report here . . .
Originally, we stated that the NAM's Road Turning Lane (RTL) Plugin would not be compatible with the NWM, due to significant difficulties involving re-overriding the RTL's changes to the Road network with NWM coding, which both jplumbley and I thought was virtually impossible to overcome back in 2008 after numerous failed experiments.
However, as the result of some experiments I undertook yesterday which went much better than expected, that has changed. The NWM will be fully-compatible with the NAM RTL upon release. :thumbsup:
(http://img72.imageshack.us/img72/7913/nwmrtl041620105.jpg)
-Alex
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Fantastic development Tarkus! Thank you for your hard work on this project. I can't wait to play with the results someday soon.
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Whoo! That's great news! Though I would still prefer to use TuLEPS
It's great to hear of more progress.
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I'm ecstatic that you've solved this problem Alex! Great work!
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I'm just wondering, are there bridges for this? Or do we have to convert these new networks back to either RHW or standard roads and stuff to cross water?
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unfortunately, no bridges at this time.... &mmm
im still trying to find time to finish some models i started 2 years ago...but alas, RL is starting to get worse as the summer draws near.
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unfortunately, no bridges at this time.... &mmm
im still trying to find time to finish some models i started 2 years ago...but alas, RL is starting to get worse as the summer draws near.
I got it. I remember seeing a picture you posted on your bridge thread about a RHW-10 bridge. I'm just wondering if that can be converted into a 5-lane OWR bridge.
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i dont see why not....principle is the same, just different textures. ;)
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i dont see why not....principle is the same, just different textures. ;)
...........and different road speeds :)
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what about ground highway or avenue for MAVE-6. Is it too big?
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Wow, i love how this is going! I just got this game and just made this account just for this topic and im loving every update! :) . Man, but one thing... It would be a very cool idea to maybe even have things like paint on the road saying PED-XING before a crosswalk or intersection, even before a school, or SIGNAL AHEAD painted in, it would eliminate the use of some signs &apls . But great fob! ::)
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Ive been playing SC4 almost every day since July of last year. I got SC4 for my 9th birthday because I loved to build things ()stsfd(). But I never got to play it until I was 15. I was devastated for years :'( because my computer hated it. I'm Glad I wont mis out on the NWM. Welcome to SC4D Natalie :).
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GLRage with ARD-3age . . . was a bit tricky to get stabilized properly.
(http://img685.imageshack.us/img685/3788/nwm042520101.jpg)
-Alex
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It looks awesome! Crossing gates too! Lots to look forward to! :thumbsup:
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It's great &apls &apls very good work Alex !
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Alex, nice work. I was about to ask about those crossings.
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Very nice work, Alex. The crossings look amazing. :)
Ethan
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Awesome job guys =) &apls &apls &apls &apls
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Keep up the good work! ;) Great job everyone &apls The NWM is definitely more realistic than the MAXIS roads and highways. I love that. Can't wait for the first release! :D
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This project looks amazing. I can't wait to try it out! Keep up the good work.
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Teaser time:
Mave-6 x Mave-6 X intersection:
(http://i293.photobucket.com/albums/mm50/bighead99999/trafficlights-1.jpg)
an early development shot in reader of how the road-NWM 1tile transition preview models would pan out:
\\ stubs are included in the preview models//
(http://i293.photobucket.com/albums/mm50/bighead99999/previewmodel3-1.jpg)
-Dave
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That is so cool! ;D Great Job! &apls &apls I see that there are traffic signals in your Mave-6 x Mave-6 intersections. Awesome! :) Can't wait to see more!
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As much as I want LHD... I think the NWM might be more enjoyable in RHD.
Great to see more progress :thumbsup:!
We mustn't be too far off release (That is not a question. It's an observtion. Just want to make that clear.)
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Awesome! The stubs look great!
-Jordan :thumbsup:
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That look great in towns/cities. Great work. &apls
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Dave, tour picture is very beautiful ! Great job &apls :thumbsup:
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Outstanding job your doing on the NWM guys!!! I'm really looking forward to it's first release whenever that is LOL. Keep Up the great work and keep those updates coming!!
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Outstanding job your doing on the NWM guys!!! I'm really looking forward to it's first release whenever that is LOL. Keep Up the great work and keep those updates coming!!
I second the sentiment... $%Grinno$% ::)
Jack :satisfied:
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Teaser time:
Mave-6 x Mave-6 X intersection:
(http://i293.photobucket.com/albums/mm50/bighead99999/trafficlights-1.jpg)
-Dave
I like this very much; really promising, should transform many a sim-city downtown - another 'well-done' for all working on this... &apls :thumbsup:
Jack :satisfied:
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Great job on this! Cant wait!
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This will be amazing when in comes - the possibilities are endless (nearly). Great work! &apls
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Nice Jawb thus far. Always a treat to see some of the progress made. You might kill off some RHW use for some people with all these urban networks if you not careful :D
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My eyes are melting , stop the torcher.... $%Grinno$%
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Teaser time:
Mave-6 x Mave-6 X intersection:
(http://i293.photobucket.com/albums/mm50/bighead99999/trafficlights-1.jpg)
-Dave
Couldn't help but notice that the lights are green in both directions... yikes! :o
All the new screen shots look awesome. It's so great to see this project on a roll again. This will be the bestest network update of all time, and that includes the RHW, IMHO. I'm more excited to play than I was seven years ago. Congrats to the whole team on doing such an incredible job, and thanks so much for all your hard work!!! :thumbsup:
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Thanks for all the kind words and support, everyone!
Couldn't help but notice that the lights are green in both directions... yikes! Shocked
Great to see you around, SamJam! :) Fortunately, the green issue has been fixed now. That particular intersection hadn't gotten stop points yet when the pic was taken . . . it does now, however, so it'll work properly upon release.
-Alex
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Nice to see how well this project is coming along, Tarkus . Fixing bugs early to ensure minimal problems upon release. :thumbsup: Nice work. &apls
I'd also like to thank everyone who is who is working on and supporting the NWM project. It's what you do that keeps SimCity 4 alive today! ;D :) ;) &apls :thumbsup: &hlp :sunny:
:)
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Thanks for all the kind words and support, everyone!
Great to see you around, SamJam! :) Fortunately, the green issue has been fixed now. That particular intersection hadn't gotten stop points yet when the pic was taken . . . it does now, however, so it'll work properly upon release.
-Alex
It was more of a sarcastic comment, really ::) ...from what I'd read I was under the impression that traffic signals wouldn't be implemented for this release so it's just one more really positive aspect that I'm taking from this. It's good to check in again now that I have a lighter work schedule and the NWM is looking unbelievable. When I played before I wasn't overly concerned about how to build because the project seemed so distant, and then came the hiatus... but for the first time since I purchased the game I'm hesitant about how to build when I'm constantly drooling over what's to come. I'm starting to plan ahead more, which is something I told myself I would never do (I enjoy playing on the fly and having to work around my own network-created limitations) but you guys are totally turning the game on its ear! ;D
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WOW!!!progress is going very well here with the NWM! I can't wait for release, and I would also like to second what Nego, said you guys are doing a great job in making SC4 such a great game for these many years!!! &apls
One question though, the chart in the sticky at the top of the page says that the MAVE-4 will be dual tile, however, in all of the pictures that I have seen it appears to only cover 1 tile. Is it going to be a dual tile like all other avenues or will it just be 1 tile, like roads?
Fingers are crossed that it is 1 tile, I'd love to clear up my congested roads without having to bulldoze my Sims home and buissneses :D
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I got the impression that eventually there will be N-MAVE4 which will be 1 tile, but not sure if this is going to be the same thing.
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I'm starting to plan ahead more, which is something I told myself I would never do (I enjoy playing on the fly and having to work around my own network-created limitations)
You're not alone on that--I've found myself doing the same thing ever since I started modding, actually. :D
but you guys are totally turning the game on its ear! ;D
Just doing our job. :satisfied: Thanks for the kind words!
One question though, the chart in the sticky at the top of the page says that the MAVE-4 will be dual tile, however, in all of the pictures that I have seen it appears to only cover 1 tile. Is it going to be a dual tile like all other avenues or will it just be 1 tile, like roads?
Fingers are crossed that it is 1 tile, I'd love to clear up my congested roads without having to bulldoze my Sims home and buissneses :D
The MAVE-4 is a dual-tile network, though it probably hasn't seemed that apparent since most of the pics of it thus far have had the grid turned off. This overview pic showing all 10 networks in the first release will perhaps illustrate it a little better:
(http://img682.imageshack.us/img682/2046/nwm050620101.jpg)
However, as strucka mentioned, there is also a single-tile NMAVE-4 planned. It won't be in the first release, however.
-Alex
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Just doing our job. :satisfied:
And what a job! :) &apls :thumbsup: (http://www.aparadektoi.gr/smforum/Smileys/default/77.gif)
Those new roads looks like chocolate for me... and i love chocolate ;D
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However, as strucka mentioned, there is also a single-tile NMAVE-4 planned. It won't be in the first release, however.
ARG! thats too bad, but it seems as though the 3 lane roads may do the trick, as most traffic in my city seems to go in only one direction(all leading out of town :D)....will the 2 laned side be interchangable? For example to have the westbound lane as two lanes on one road, but on another road have eastbound as the 2 lanes.......hope that makes sense? :P
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will the 2 laned side be interchangable? For example to have the westbound lane as two lanes on one road, but on another road have eastbound as the 2 lanes.......hope that makes sense? :P
Yes, absolutely--just rotate the starter piece until you get the configuration you want. All the intersections and puzzle pieces (curves and transitions) for the ARD-3 are designed to work for both configurations. It's basically set up kinda similar to the RHW-4 in that regard.
-Alex
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This is great man! :thumbsup:
One question though. How are these going to work. Like the SAM im guessing? Also will there be diagnols? Ihavnt seen any pics of diads yet which is why im asking.
,marsh
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One question though. How are these going to work. Like the SAM im guessing?
Yes, it's just like the SAM, RHW, Draggable GLR and HSR.
Also will there be diagnols? Ihavnt seen any pics of diads yet which is why im asking.
Yes, all the single-tile networks will have some diagonal functionality--you'll be able to curve them around without issue, though diagonal intersections do not exist yet (they're planned for a future release). There's a few pics of the diagonals in the initial reopening post (http://sc4devotion.com/forums/index.php?topic=1200.msg313963#msg313963) from back in March.
-Alex
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Can't wait for this release. I've got plans for OWR-5 in my major cities.......
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ARG! thats too bad, but it seems as though the 3 lane roads may do the trick, as most traffic in my city seems to go in only one direction(all leading out of town :D)....will the 2 laned side be interchangable? For example to have the westbound lane as two lanes on one road, but on another road have eastbound as the 2 lanes.......hope that makes sense? :P
I see what you mean exspecially if those cities have industrial areas with freight trucks.
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Can't wait for this release. I've got plans for OWR-5 in my major cities.......
I only have one huge city in my current region (also in the MD), but that one has a big downtown CBD area =) and it really needs the OWR's
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&apls I'm still keeping an eye on this. I don't want to miss it when that moment comes. ;D
Anyways, I really like the 2+1 road. From what I have heard, these are common in Scandinavia where they used them to provide an alternative to passing in the lane for oncoming traffic. The extra lane would alternate back and forth every few miles. It would really make a cool rural road across some plains or something. Keep up the good work!
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&apls I'm still keeping an eye on this. I don't want to miss it when that moment comes. ;D
Anyways, I really like the 2+1 road. From what I have heard, these are common in Scandinavia where they used them to provide an alternative to passing in the lane for oncoming traffic. The extra lane would alternate back and forth every few miles. It would really make a cool rural road across some plains or something. Keep up the good work!
Yeah + when the road goes up a hill the extra lane is for slow driving vehicles and trucks so the traffic can drive by the slow going traffic and keep the speed, without having to drive over in the opposite traffic lane to pass them.(if you understand what i mean).
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Well, I think this type of roads is common in whole Europe ;)
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Well, I don't see 2+1 roads in the Netherlands. In fact, the only NWM network I see here is the AVE-2, which is widely used in suburbs. I've never seen TLA's in Europe.
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Maarten, you forgot the N50 between Kampen and Zwolle. Though that one could probably be better described as a RHW3...
Regards,
Korot
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Isn't the N50 a regular road, one way in each direction most of it regular 2-lane dutch highway with the special green line in the middle. I would love to have the dutch green lined RHW mod. But i am affraid nique never finished it. It looked cool though:
(http://i5.photobucket.com/albums/y199/Ne0que/simcity%204/2009-01-29_033950.jpg)
Edit: I looked it up but in the Netherlands there are no 3 lane roads. All the roads have a even number of lanes.
The only place i know has a tree lane road is the doklaan in Rotterdam:
http://www.google.nl/maps?f=q&source=s_q&hl=nl&geocode=&q=rotterdam&sll=53.059271,6.953659&sspn=0.044981,0.132093&ie=UTF8&hq=&hnear=Rotterdam,+Zuid-Holland&ll=51.894391,4.471712&spn=0.001437,0.004128&t=h&z=19&layer=c&cbll=51.894481,4.47149&panoid=PhON4pVimgEWsAD1EIfl6Q&cbp=12,319.7,,0,26.7
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It doesn't have that green line anywhere. Between Emmeloord and Rampspol it is a RHW-2 with a concrete barrier separating the lanes. Between Rampspol and Kampen it is a two lane road with no physical lane separating, just a white, broken line separating the lanes. After Kampen-Zuid (could be Kampen-Noord, not sure) it becomes a 2+1, with the side having 2 lanes alternating every 1,5 km. It stays in this configuration until Intersection Hattermerbroek, where it turns into the A50, which is a normal RHW-4 at that point.
Regards,
Korot
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I haven't been there a while, so you could be right.
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i've installed the network widening mod and it's in the game but when i plop the starter peaces nothing is shown. like i haven't placed it and the point is its not working for me and i don't know if it has do deal with the nam may release. please help
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You need to install the new NAM May 2010 version as well, otherwise, it won't work properly. Also, remove any previous NAM versions, as described in detail in the included readme files.
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Well, it's official. After 3 1/2 years of development, the Network Widening Mod is now available to the public. I want to pass along my most sincere thanks to Dave (superhands), who has been an absolutely invaluable part of this effort. After the grueling development process on RHW Version 3.0, I was wondering if I'd really be able to continue with this project, and Dave lending his "superhands" to the project (bad pun attempt, I realize :D) really made all the difference. Three rounds of applause for him. &apls &apls &apls
There's a few others who were invaluable along the way during the development process that I'd like to thank: Andreas, besku3epnm, Blue Lightning, jplumbley, memo, mott, qurlix, Ryan B., Shadow Assassin and z, and all the NAM Associates who helped give it a thorough shakedown before release.
A quick reminder to everyone: make sure you've deleted any previous NAM files and have installed the May 2010 NAM (Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851) or MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2377)) before you install the NWM. Otherwise, you'll be getting the infamous "red arrow" bug.
Hope you all enjoy the mod, and thank you for your patience over the years! Here's the links:
NWM Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2377)
NWM MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2378)
I'll be updating the "sticky post" momentarily as well.
-Alex
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(http://i1006.photobucket.com/albums/af184/doodofnerdlyness/TULEPs.jpg)
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Congratulations! I am going to be up the next three days straight playing with this, and during finals week too :'(
Everything looks beyond amazing and I literally peed my pants with excitement when I saw that it was released.
I'm going to switch back from euro textures to the ugly American ones for the time being, but I can't wait to see a Euroset (definitely no rush though, you have done enough)
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When i plop the starter pieces, it just turns up blank. I do have the Euro textures mod instaled
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One could scarcely conceive of the enormous exhilaration, joy, and gratitude that I feel on this day, with RHW 4.0 being released, a new NAM being released, and the long-awaited Network Widening Mod.
Thank you very much for your wonderful work over the past 4 years. Without it, my cities would be unrecognizable, and with these tremendous new tools you have provided me, they will go through a similar transformation over the Spring and Summer of 2010.
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These textures would just be Pngs :P if it wasn't for Alex's (Tarkus) hard work RUL'ing, and Path'ing.
So three more rounds of applause for the Nam's favourite Transit Armadillo &apls &apls &apls
-Dave
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Thanks for releasing NWM ver 1. I did noticed when i was watching the traffic in Varrock City that they were going in and out of the center lane all the through the city. Is that a possible bug? Just wondering ok, otherwise greatwrok on the NWM Modd it looks fantastic. btw, where can i find the turning lanes for 2010 or 2009. I accidently deleted that file from my game :D. new to replace the turning lanes again grrr i hate that when i do things like that deleting wrong files!
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WOWOWOWOWOWOW AMAZING! I had to take a break already because there is so much to take in I thought I was going to pass out!
You guys are insane. Every time I start the game I feel like there should be a new opening movie because you guys with the rest of the NAM and the RHW teams have reinvented this game. :thumbsup: :thumbsup: :thumbsup:
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Thanks so much for this awesome addition to our favourite game!
Here's some stuff I've done with all the new NAM addons released today:
http://www.csgdesign.com.au/CSGf/viewtopic.php?f=13&t=525
-Jordan :thumbsup:
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why did it taking so long to release?
:P
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Some problem, when I tried to plop the NWM it did not appear and it said the string was missing, any help?
Same thing with tulips(what ever there called)
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Same thing here netmod. &mmm
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It sounds to me like an installation error, and that you likely have some outdated files laying around. Please read NAM FAQ Item #1 (http://sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792).
-Alex
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Ohmygod ohmygod ohmygod it'sout it'sout its'out!!
Whoa, whoa, whoa! Calm down there!
Holy crud, it's actually out. Tarkus, you are a god, man. A GOD. I give you my eternal gratitude!
*runs off to download and install new NAM and NWM 1.0*
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Thank you for sharing a nice mod, NWM team. :)
I'd tyr to plop test in my city, I had problme with CURVE pieces. $%Grinno$%
(http://img686.imageshack.us/img686/1516/001huc.jpg)
I used latest-NAM(2010) and NWMod only in my Plugins.
Give my any helps or advice please. ;)
Thank you.
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:thumbsup: :thumbsup: :thumbsup:太感谢了 不过就是找不到下载的地方
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:thumbsup: :thumbsup: :thumbsup:太感谢了 不过就是找不到下载的地方
Please kindly use English here, thanks ;D
在這邊請用英文,感謝 ;D
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I have the same problem as MAS71
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(http://i141.photobucket.com/albums/r70/choco_028/NewCity-Apr3051273495699.png)
this was taken with the new NAM only as well.....
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I'd tyr to plop test in my city, I had problme with CURVE pieces. $%Grinno$%
(http://img686.imageshack.us/img686/1516/001huc.jpg)
I'd try to use NWM-files included Windows-version and MAC-version, they could not solved a problem. ;D
and tried to use NWM without file 'Left-hand verrsion plugins..."' too, it was not soloved. $%Grinno$%
All files of NWM is read after NAM-files.
Thanks for helps ;)
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I've been checking this website daily for years in anticipation for the release of this module...now that it's here, I am STUNNED! Thank you guys for all your hard work!
I did want to point out an issue I'm having so that you're aware. I'm having issues with the rendering of transition pieces. Please look at the attached photos for examples.
Thanks again!
This one's obvious:
(http://efrontsolutions.com/random/sc4/ave.jpg)
In this one, look at the transition from 2-way to 3-way ONR:
(http://efrontsolutions.com/random/sc4/onr.jpg)
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I am not an expert but it may be a software rendering problem, have you tried it in hardware mode? :thumbsup:
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Last night I tested the NWM with the center lane for turning only with the police cruiser. when i drove on the TLA-3, the cruiser was weaving in and out
of the middle lane. Is That a bug or what? cause i cause me drop out of the
u-drive it mode.
Your Friend;
Mayor Of Varrock City(Maxiston City and Steven Point)
Proud To Be Cities Of Sim Nation!!
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I've been waiting for this so long...
&apls &apls &apls
Will somebody make Euro textures?
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DanniBee, I only run SC4 in hardware mode. Thanks for the suggestion though.
Is anyone else having this problem?
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I've just discovered a capacity problem:
(http://www.ld-host.de/uploads/thumbnails/263db070c2cf837d2e7e3c9a65c580c6.jpg) (http://www.ld-host.de/show/263db070c2cf837d2e7e3c9a65c580c6.jpg)
For no apparent reason, TLA-5 seems to have a lower capacity than MAVE-4 and TULEP-Ave, altough query says they all are based on the Road network.
Could it be TLA-5 works like an intersection all over its length?
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Great job on getting so much into the 1st release of the NWM. A shame I cannot play the game til my pc is back up but this release just makes me want to play the game even more now.Cannot wait to see if my sims will prefer the drive then using mass transit with some of these setups in place.
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One could scarcely conceive of the enormous exhilaration, joy, and gratitude that I feel on this day, with RHW 4.0 being released, a new NAM being released, and the long-awaited Network Widening Mod.
Thank you very much for your wonderful work over the past 4 years. Without it, my cities would be unrecognizable, and with these tremendous new tools you have provided me, they will go through a similar transformation over the Spring and Summer of 2010.
here...here or is it hear...hear :D
&apls &apls &apls
sincere thanks to everyone on the nam team
Jack
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I've just discovered a capacity problem:
(http://www.ld-host.de/uploads/thumbnails/263db070c2cf837d2e7e3c9a65c580c6.jpg) (http://www.ld-host.de/show/263db070c2cf837d2e7e3c9a65c580c6.jpg)
For no apparent reason, TLA-5 seems to have a lower capacity than MAVE-4 and TULEP-Ave, altough query says they all are based on the Road network.
Could it be TLA-5 works like an intersection all over its length?
Hmmm, I have also been having a lot of capacity issues with the TLA-5 I built. I didn't want to deface my MD city with American Textures, so I used a neighbouring tile to build a NWM test city, and at first I attributed the backups to intercity commuters (there are a ton of them), but eventually I noticed congestion popping up in strange places. I am writing a 7 page research paper right now, but when I'm done, I may post some screenshots.
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Well, I checked again with DrawPaths enabled; this thing IS an intersection for all of its length. That's understandible, though, because it wouldn't work as supposed if it weren't 'all-intersected'.
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yddot, that appears to be at least partially the result of the "wealthification" we did on the transition pieces. It works alright most of the time, but sometimes, particularly if it's on a slope, you might run into some slight interlacing between the wealth textures and piece model.
Wilfried, if you're running into capacity problems on the TLA-5, it's likely because you have an incompatible simulator installed. Continuing to use anything other than the new NAM Unified Simulator, Simulator A or Simulator B can result in severe reduction in capacity on many of the NWM networks. It should be described in the Readme and in the FAQ.
Last night I tested the NWM with the center lane for turning only with the police cruiser. when i drove on the TLA-3, the cruiser was weaving in and out
of the middle lane. Is That a bug or what? cause i cause me drop out of the
u-drive it mode.
It's a side-effect of the crossover path functionality that pops up from time to time. It's especially noticeable in UDI on the TLA-3. It's recommended you turn off "Snap To Roads" if trying to use UDI on a TLA-3.
As far as the "missing texture" glitch some folks have been running into on Wide-Radius Curves, it appears to be endemic to users who have the NWM installed but not the RHW. That particular texture was part of smoncrie's MORPH Curves package, which was used to make the NWM curves and the RHW-2 and MIS curves in the RHW, but somehow didn't make it into the NetworkWideningMod.dat file. It's attached below now, though, and will be added into the main file once we're sure that's it as far as fixes.
-Alex
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Wilfried, if you're running into capacity problems on the TLA-5, it's likely because you have an incompatible simulator installed. Continuing to use anything other than the new NAM Unified Simulator, Simulator A or Simulator B can result in severe reduction in capacity on many of the NWM networks. It should be described in the Readme and in the FAQ.
Well, I checked again with DrawPaths enabled; now I see this thing IS an intersection for all of its length. That's understandible, though, because it wouldn't work as supposed if it weren't 'all-intersected'. And yes, I know what the new simulators are about and how they work...
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Tarkus, thanks for the reply. Do you have any suggestions for minimizing this issue, since it appears most other people aren't experiencing it, or at least aren't experiencing it 100% of the time as I am? Perhaps any conflicting plugins? Thanks again for all your hard work!
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yddot, it is not the result of conflicting plugins that's for sure. the main issue has to do with the height the textures are displayed in game. It's prtty much guess work as to the height of normal textures then figuring out the best height for the model. In some instances we are talking about .025 difference. so really it is a development issue that we will improve upon in a later version. As for now i'd recommend making sure they are built on absolute flat tiles -the transition that is.
-Dave
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Dave, thanks for the information. Just so you know, the first picture I posted has transition pieces that are on perfectly flat land. I'm only making you aware so that you know that perhaps something else is at play here, rather than varying elevations. So I'm not complaining--just giving you guys feedback so you can continue to build upon the already amazing stuff you've provided to us! Thanks again.
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well hello everyone here~
First of all, thanks to Tarkus and all the other NAM Team members for their great job of NWM, which gave us an opporunity to build widen urban streets in the game :thumbsup: :thumbsup:
Secondly, i do also found the bug, which pointed out by Mas71 san last page.
those NWM curve pieces have some RGB tiles around them.
and here i'll say, i have installed the latest NAM system and i'm sure everything of my NAM stuff is up to date.
but the bug occured only when i remove the RHW v4 folder from my Plugins, and when i put RHW back to my Plugins folder, guess what,
these curve pieces worked functionally.
So i guessed, these NWM curve pieces should quoted some unknown textures, which was included in the RHW.
And considering both RHW and NWM's creator is Tarkus, so...may i irresponsibly say he didn't notice these missed textures are found in RHW and just quoted them to NWM anyway, and all the test members have RHW and NWM at a same time when they testing those Modds, no problems! and thus this bug came out.
i don't mean to censure someone, it was just my hypothesis why the bug appears.
i do know everyone of NAM Team is extreme busy at work, but still brings us countless new stuff for several years.
and we'd appreciate about that :thumbsup: :thumbsup: :thumbsup:
and here are 2 pics below, which support my words..
(http://www.toofiles.com/zh/t/images/pieceswithrhw.jpg)
and
(http://www.toofiles.com/zh/t/images/pieceswithoutrhw.jpg)
have a nice day to everyone ;D
PS: oh when i finally post the rely i noticed Tarkus had already upload a fix to the bug. thanks my friend, and i'll have a test again
thanks again:thumbsup: :thumbsup:
PS2: and i put this small fix to the NWM folder, it seems the bug had corrected?
(http://www.toofiles.com/zh/t/images/pieceswithoutrhwfix.jpg)
thanks for Tarkus's great job again and again, and sorry for the huge size of the pics :-[
whale :thumbsup:
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()what()
When I select any of the NWM or TLA puzzle pieces from the menu I get this message in the dialogue box above the piece I'm trying to place:
##Intersection Placement String Missing##
Does anyone know what this means?
The game displays a green arrow along with the preview of the puzzle piece, but when I try to place it on the terrain it doesn't show up. It's there because I tried to run another network over the tiles and got a red strip. It even bulldozes, showing the cost of destruction when I drag it over the invisible puzzle piece.
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@Tarkus
I solved a problem about RGB-tiles on curve lots (http://sc4devotion.com/forums/index.php?topic=1200.msg324636#msg324636) thanks to you ! :thumbsup:
Thank you for update a fix-file, and your quickly support always. ;)
and
I had find a problem again as medit84truth said.
but it was in RHW curves Lot (not NWM) ;D
(http://img34.imageshack.us/img34/3235/image1tx.jpg)
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@Masuda-san: The icons in your screenshot are the RHW 3.0 icons, so please check your NAM folder if the old files are still there.
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()what()
When I select any of the NWM or TLA puzzle pieces from the menu I get this message in the dialogue box above the piece I'm trying to place:
##Intersection Placement String Missing##
Does anyone know what this means?
The game displays a green arrow along with the preview of the puzzle piece, but when I try to place it on the terrain it doesn't show up. It's there because I tried to run another network over the tiles and got a red strip. It even bulldozes, showing the cost of destruction when I drag it over the invisible puzzle piece.
You need the new "May 2010 NAM Essentials" that should fix a majority of your problems. And delete "all" of any old NAM files, It solved mine
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Now that the OWR-4 is available for everyone, could you guys do an 'OWR-4-to-Dual-OWR-2' splitter like the one from RHW-8 to dual RHW-4?
(http://www.ld-host.de/uploads/images/1e94a520e4bff2d0a2e84b5cdee49ac7.jpg) (http://www.ld-host.de/)
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I've been checking this website daily for years in anticipation for the release of this module...now that it's here, I am STUNNED! Thank you guys for all your hard work!
I did want to point out an issue I'm having so that you're aware. I'm having issues with the rendering of transition pieces. Please look at the attached photos for examples.
Thanks again!
This one's obvious:
(http://efrontsolutions.com/random/sc4/ave.jpg)
In this one, look at the transition from 2-way to 3-way ONR:
(http://efrontsolutions.com/random/sc4/onr.jpg)
I have had that problem too, but it was only when I started zoning around it or when development started. Great mod though, it is only a small problem that I don't mind having, as the overall mod is outstanding =)
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@Andreasr san
Oh my ! $%Grinno$%
Thank you for helps Andreas san, and sorry for my misunderstanding medit84truth. :-[
Rural High Way MOD, Real High Way MOD, and Rural Road Plugins.....
I'm confused well with these helpful good MODs. ;D
I'll check that later and try again too. ;)
Thank you always Andreas san !!
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When I am trying to place my roads the cursor never turns green, it stays red. ()what() Am i supposed to build a road and then place it over that? But even then it doesn't turn green. I've tried to do everything I can but it just doesn't turn green. Can I get some advise that will help me solve this problem? That would be great if anyone could help me out. :thumbsup:
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on the Turning Lane Avenue, lanes and the turning lane road and I am in udi mode and I have my car locked to the road the car always turns in to that little turning lane and I can not do anything about it, then the car fades away and udi mode is funished! also the normal traffic is always going into that lane and dissapering? why?
thank you
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http://img149.imageshack.us/img149/5224/tlastreetintersectionya7.jpg
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When I am trying to place my roads the cursor never turns green, it stays red. ()what() Am i supposed to build a road and then place it over that? But even then it doesn't turn green. I've tried to do everything I can but it just doesn't turn green. Can I get some advise that will help me solve this problem? That would be great if anyone could help me out. :thumbsup:
You've got the "Red Arrow Bug", which is a sign of an improper installation and the presence of outdated files conflicting with your new installation. See here (http://sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792)
on the Turning Lane Avenue, lanes and the turning lane road and I am in udi mode and I have my car locked to the road the car always turns in to that little turning lane and I can not do anything about it, then the car fades away and udi mode is funished! also the normal traffic is always going into that lane and dissapering? why?
thank you
That's a known side-effect of the crossover paths. It is recommended that you turn off "snap to road" when using UDI on TLA networks.
-Alex
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but what about the traffic...they zig zag all over the road and dissapear?
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Now that the OWR-4 is available for everyone, could you guys do an 'OWR-4-to-Dual-OWR-2' splitter like the one from RHW-8 to dual RHW-4?
(http://www.ld-host.de/uploads/images/1e94a520e4bff2d0a2e84b5cdee49ac7.jpg) (http://www.ld-host.de/)
I second this. I was actually planning on posting this myself but Willy beat me to it. I thought pieces like this were going to be included, but thinking back I probably had it confused with the RHW in my mind. OWR-4 splitters would help a great deal in a number of circumstances, not the least of which would be when they intersect with a diagonal network. For that matter, the OWR-5 could split into a OWR/OWR-3 as well, but I don't want to get ahead of myself... the OWR-4 splitter would be a huge problem-solver.
But that being said, this massive release has been even more impactful on my social life that I had originally anticipated, LMAO!!! I don't recall ever seeing sunlight on Sunday! Everyone has done a stellar job on this whole project and it has truly been a game-changer. Thanks again. ;D &apls
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Yes yes yes!!! That is the one piece missing from the magnificent puzzle that was certainly worth waiting for. :thumbsup:
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Wow, took me 2 days to notice this (and the new NAM) was released :( All the wasted time....oh well, time to have some fun!! Thanks Alex and the whole NAM team!! :D
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This is copied from the NAM bugs thread
Okay... I was UDIing this afternoon and drove over one of the NWM's new ARD wide curves to have UDI end when I drove onto the piece. Curious, I tried again and it happened again. I then turned the drawpaths cheat on to find this:
(http://img248.imageshack.us/img248/566/gunning24aug60127363677.png)
(Excuse the menu, I think that might be why you lot are completely ignoring my repeated bug reports)
I re-plopped the piece, experienced lag, and wham! No paths.
I use the LHD plugin and yes, I have the newest version of everything installed.
EDIT: I have tested this piece and this bug occurs on all rotations. I have also discovered pathing problems on other puzzle pieces. Virtually every piece except all of the other 45-degree curves, the small 90 degree curves and all of the S-curves have a similar problem. I will post screenshots soon.
All pieces suspect pieces:
(http://img293.imageshack.us/img293/205/newcity20jan01127364312.png)
Other pieces I tried:
(http://img534.imageshack.us/img534/1087/newcity30aug00127364269.png)
(http://img29.imageshack.us/img29/3783/newcity7aug001273642614.png)
(http://img268.imageshack.us/img268/9629/newcity4may011273643378.png)
Leanne Colinder is not my name BTW.
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but what about the traffic...they zig zag all over the road and dissapear?
Same thing--it's a side-effect of the crossover paths that pops up from time-to-time.
jdenm8, those pieces are looking to be working properly on my end, at least in RHD mode, and as there isn't any LHD path remapping going on for them to the best of my knowledge, so it should just be automatically reversing them without issue in LHD mode. I'll take a look in LHD mode to see if there's something fishy going on.
Edit: Just confirmed in LHD. I don't entirely understand why it isn't working--there's nothing apparent. I'll keep investigating.
-Alex
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I do not know how it works road TLA.
Turn preview paths and this is the difference between the street and TLA.
Where to use this road and why has such a twisted path.I ask because I do not know. ()stsfd()
(http://img192.imageshack.us/img192/6185/tlastr.jpg) (http://img192.imageshack.us/i/tlastr.jpg/)
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The paths are twisted in order to make the sims able to cross the whole avenue. I think you can see such avenues only in the USA, I don't think there are any of this sort Europe.
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I love the USA.
Thanks for the reply.
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Man, this is SOOO F*%$#@! Cool!!!!!!!! Between the NWM, the new NAM, and RHW 4.0, I'm experiencing a bit of sensery overload! It's almost too much all at once. All of these new toys, I can't even decide where to begin. I'm going to have to call in sick from work for a few days so I can play with them. Big THANX to everyone envolved in all of these. WOW! &apls
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Only in the USA? Haljackey will probably tell you don't forget Canada, the only difference is Canada puts the dashed lines outside the solid lines in the center. Living in the USA however, I can tell you first hand about close encounters on real TLA-5s. There seems to be a lot more tendency to cut traffic off on this TLA-5 network in real life, where as I have not seen so much of that attitude take place on real TLA-3s.
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I know this is not part of the nwm, but I thought alex would know the answer, 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
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Thank you, NAM team, for all your hard work on the NWM! I have one question for you for now: Are you planning to make a MAVE-6 to dual OWR-3 puzzle piece for a future release? Such a piece would be useful to those of us who want to make wide-median "avenues" with the OWR-3.
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infact woodb3kmaster i already have the texture made for that one which will be available sooner than later $%Grinno$%
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Just a ? concerning mave-3 to road transitions. I was wondering are we able to put traffic restrictions signs in the middle of them using the Lot editor? Just wondering about that.
cause I been thinking about doing that with all my cities i build.
Your Friend;
Mayor Of Varrock City
(Maxiston City,Steven Point)
Proud to be cities of Sim Nation!!
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This is a dream come true! :thumbsup: It's a whole new game now, thanks to the true devotion of the NAM team. I could spend a good week or two just flipping through the TAB rings, while enjoying every minute of it. Good work!
&apls
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infact woodb3kmaster i already have the texture made for that one which will be available sooner than later $%Grinno$%
Fantastic! Thanks, superhands!
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Just a ? concerning mave-3 to road transitions. I was wondering are we able to put traffic restrictions signs in the middle of them using the Lot editor? Just wondering about that.
cause I been thinking about doing that with all my cities i build.
Your Friend;
Mayor Of Varrock City
(Maxiston City,Steven Point)
Proud to be cities of Sim Nation!!
These will be taken care of in an upcoming cosmetic mod. Can't say when, though - we like to surprise people!
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Thanks for your response Ryan. I'll be looking for those when they are ready of course. Keep up the great work with these modds!!
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I still haven't found the root cause for the NWM Wide-Radius Curve issue jdenm8 reported--it seems to escape all logical explanation. However, I did figure out how to fix it. More on the front later . . .
-Alex
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i was wondering if they can use T or cross intersection by using 6-lane medianless road?
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The MAVE-6 intersects the default Maxis networks (except for highways) and the other NWM networks in both T- and +-intersections, if that's what you mean.
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How do you get rid of the arrows on the 3, 4 and 5-lane one-way roads? The NAM arrow reduction mod doesn't seem to work...
Thanks!
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Sorry for a really tupid question, but: where does the readme go after one executed the exe??? I can't find it on my PC? Problem is, I was looking for possible problems with the NWM since part of the most common crossings between NVM-network and standard networks are not working proper, like shown here:
(http://img269.imageshack.us/img269/635/mave4pathingproblem.jpg)
and here: connecting the road to that avenue/MAVE-4 junction will turn the road into half an MAVE-4
(http://img405.imageshack.us/img405/2589/pathingproblem3.jpg)
Also, you cannot build a T-intersection between a MAVE-4 and a road wwhere the road intersects all 4 lanes of the MAVE-4. Have a look:
This is possible:
(http://img404.imageshack.us/img404/7240/mave4intersect1.jpg)
This is possible, too:
(http://img139.imageshack.us/img139/1531/mave4intersect2.jpg)
This is not possible:
(http://img6.imageshack.us/img6/659/mave4intersect3.jpg)
So, basically I was looking for an overview of the current functionality - which network can be combined with which one and how. Some more impossibilities that I discovered:
- you won't be able to have diagonal intersections with the NWM ASR3 - it will turn back into a nromal road on that tile
- repeatedly intersecting a e.g. MAVE-4 within a few tiles will turn the MAVE back into a road - I guess that's the same problem that we encounter with the SAM roads
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The readme is either installed into "My Documents\SimCity 4\Plugins\Network Addon Mod\Documentation" or the subfolders of the individual NAM addons, such as "\Network Addon Mod\Real Highway Mod" etc.
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Yes Rady, its only the first released NWM, and there will be some limitations. I thought as in the case of the Road to MAVE had the texture for the other side of the T, maybe not, but it was very tricky where starter pieces were placed to get that Road T to connect right, and involved multiple clicking until the right opposing texture aligned.
The first picture, unless I can demonstrate a video work around otherwise, for now, you have to put a Mave to Avenue conversion piece before the end of that T and turn the end of that street into a road before connecting to the intersection. SC4 is not crazy about allowing 3 networks to intersect. Also, that TE bus stop is kind of cutting it close there.
As for connecting a road to AVE/Mave-4 junction, its not like Maxis allowed you to connect a road to an avenue T in the beginning. Despite the Mave being based on the road network, if you think about it, what you were trying to do is almost like attempting to connect 3 networks together: a road, an avenue and a Mave; and SC4 was not set up to allow that. However, there is a way to work around connecting a road to a regular avenue T but it requires a lot of puzzle piece after FX manipulation. Please see videos:
http://www.youtube.com/watch?v=emiZhdZLwPg
http://www.youtube.com/watch?v=hFYJSKINhP0
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While I realise that this is the first release of the NWM, and I'm very glad I finally can play with it, I did ran into some things I'd love to see in the next version:
- El-Heavy rail over NWM network pieces. Now I either have to make a tunnel (OWR-4's), or change network(MAVE-4).
- EL-Road over NWM pieces. Reason: See above.
- Parallel OWR-3 to MAVE-6. Now I have to reduce the amount of lanes first, to change into two OWR-2's, to change those into one AVE-4, which I then can convert to a MAVE-6. It's no problem capacity wise, but does look unrealistic.
- As earlier suggested: OWR-4 to two OWR-2's, both parallel and with one branching off.
- Two tiled networks can go 'round corners: Would help a lot. Current solution is to make it into a four-way intersection with two stubs, which just looks weird and takes up valuable space.
- OWR-6. Though I don't really need it, if you can cram 3 lanes into one tile, then cramming 6 lanes into two tiles shouldn't be much of a problem. I however completely understand it if this one will have to wait quite some time.
- Bridges for two tile networks. I don't know if they already exist for one tile ones, 'cause I haven't tried, but I'm pretty sure that they aren't present yet for the two tile networks. They'd obviously have to be avenue based, but since the wider RHW bridges will be MHW based, this should also be possible, right?
Can't think of anything else right now, though I do have some suggestions for the RTMT-team, which I'll address in their sub-forum.
Regards,
Korot
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Has anyone yet figured out a way to avoid this problem with transition pieces? It happens to me 100% of the time and I'm curious if maybe it's just my computer... (I don't have another Windows machine to test on)
(http://efrontsolutions.com/random/sc4/sc4.jpg)
(http://efrontsolutions.com/random/sc4/sc2.jpg)
(http://efrontsolutions.com/random/sc4/sc3.jpg)
(http://efrontsolutions.com/random/sc4/sc1.jpg)
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The downloads on the LEX for the NWM have now been updated to Version 1.02, incorporating the previous patch for non-RHW users and also fixing the LHD Wide-Radius Curve issues. Additionally, the patch that is attached to the first post of the thread has been updated to Version 1.02, for existing users. Please note that if you downloaded the NWM after May 16, 2010, you do not need to download the patch.
and here: connecting the road to that avenue/MAVE-4 junction will turn the road into half an MAVE-4
(http://img405.imageshack.us/img405/2589/pathingproblem3.jpg)
That particular intersection won't ever be possible through draggable means due to coding limitations.
And Korot, that's a good list there--virtually all of those are planned for some future release, either this next one or the one after, more than likely.
yddot, I've not been able to replicate that here on my end yet--it's possible it may indeed be some sort of graphic setting issue.
-Alex
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Alex,
I just had the opportunity to try to replicate the problem on a friend's computer and was unable to do so.
On my computer, I've tried different versions of drivers, changing driver settings, disabling Win7 Aero, everything. I'm considering just buying a new computer for SC4 use. This is a Dell Latitude E6400...brand new, fully loaded with the good nVidia card. Apparently it's just not going to work on this machine. Oh well.
Matt
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Just a suggestion,
Can I ask for a MAVE4 - Road transition? Having to go back to AVE-4 and then to road is a pet hate of mine.
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Has anyone yet figured out a way to avoid this problem with transition pieces? It happens to me 100% of the time and I'm curious if maybe it's just my computer... (I don't have another Windows machine to test on)
<pictures snipped>
I get this issue as well; so it is likely not just your computer. I use an NVidia graphics card (specifically, an NVidia GeForce 8800GS); if you use one also then perhaps the issue is only for NVidia cards?
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The transition issue is most likely with how your video card z-fights. I think there's an option in the Nvidia panel.
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I get this issue as well; so it is likely not just your computer. I use an NVidia graphics card (specifically, an NVidia GeForce 8800GS); if you use one also then perhaps the issue is only for NVidia cards?
I think it must be an nvidia thing. I tried to duplicate the problem on a computer with ATI graphics and the issue was pretty much non-existent. I'm still looking for a way to fix this. I can't exactly swap video cards in a laptop...
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yddot, I've not been able to replicate that here on my end yet--it's possible it may indeed be some sort of graphic setting issue.
Alex,
I've made some observations. The problem only exists when there is zoning or development placed next to the transition piece (you mentioned "wealthification" before and I think that's contributing). Also, I can rotate my map and sometimes the problem will completely disappear by doing that. But upon returning to the original direction, the problem returns. Also, zooming out to the third highest zoom level seems to fix it as well. But of course, this is not very useful. Also, moving screen away from the problem area and returning to it causes it to render differently--the problem is still there, just either slightly better or slightly worse than before.
I think the comment about the z-fighting might be spot on, but I have no clue which settings to tweak in the NVIDIA control panel for that.
I hope these observations might shed some light on the problem. I LOVE NWM but this issue is very distracting--sometimes it causes the road to disappear completely from view!
Thanks again for your effort.
Matt
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I'm having some problems with downloading the May Nam 2010. When i click on download I come up with that message that tells me i have to try again when i do.
I does it again. Reason why i need to replace the Origional May 2010 release is
because I'm missing turning lanes for avenues. And when i re install it its still missing.
Your Friend;
SWhitehouse
(May Of Varrock City,Maxiston City,Steven Point)
proud to be cities of Sim Nation!!
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I have one question on the NWM - Why are the TLA-5 and MAVE-4/-6 based on the Road network and not the One-Way Road network? Are there any technical reasons for that?
Oh, and another thing - please consider these two screenshots:
(http://www.ld-host.de/uploads/thumbnails/a51f1984e780edf96820e4ac97b8c0c2.jpg) (http://www.ld-host.de/show/a51f1984e780edf96820e4ac97b8c0c2.jpg) (http://www.ld-host.de/uploads/thumbnails/9d97fdacadcacd1e6b9c0adf9c03535b.jpg) (http://www.ld-host.de/show/9d97fdacadcacd1e6b9c0adf9c03535b.jpg)
There are paths missing or wrong, when a Street or Road is connected to only one half of an OWR-4. (I'm already using z-NWM_Fixes.dat aka NWM 1.02.)
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hey ALex ...
brian here...
Fantastic job on both the NWM and RHW releases !
Hopefully you feel the hours and hours you toiled and worked so hard on these 2 mods were worth it !
looks like the pathing is missing from the OWR-3 ending in T intersection with road.. Left hand turn from
OWR-3 on to road network,
thanks again brian
(http://img232.imageshack.us/img232/623/lefthandturnmissing.jpg)
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That probably should merge down back to regular OWR-2 before hitting the road, even if all lanes were pathed, its not the most safest thing to have three lanes end where theres only two ways to go. This isn't a bank, which is even worse, because in real life, banks can have multiple lanes all go out into only one place to turn to.
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I need help ()sad() I'm not sure what I did or did not do but when I am UDI'ing around in snap to mod I can only drive in one direction on the TLA-3, when I drive the other direction it keeps wanting to turn me left at every path junction, I checked pathing and everything is correct ... anybody have any ideas??
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jpj_starfleet, that's just a quirk with the TLA networks. TLA-5 does it too if you're in the inner lanes. Tarkus' recommendation is to turn snap off while using the TLA-3 network.
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I second that. Even before the NWM came out, there are just way too many instances where if you have snap turned on, your going to experience some seriously awkward results, and I don't know if one can stand having to continuously type in the cntrl-x cheat box udriveit and end up click-stealing on some random person's car to drive their car wherever you were initially going to go, and then having to do it again every time after losing another car you were just driving. It don't take much to lose your ride in SC4. Although, without the command option to steal traffic cars in this game, it can take a lot longer to drive the car you actually want.
So snap off and drive safe.
Also, just experimented with OWR neighbor connections, using the demolished avenue x rail puzzle piece exploit. (the same type of exploit that allows wider RHW neighbor connections without loop holes) So far so good, car traffic flows in and out of the city. I don't have any pictures right now, but at least the game is okay with the asymetrical building of the OWR-2 out next to OWR-3 in, you just have to use the exploit.
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Snap off, OK :P
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hey ALex ...
brian here...
Fantastic job on both the NWM and RHW releases !
Hopefully you feel the hours and hours you toiled and worked so hard on these 2 mods were worth it !
looks like the pathing is missing from the OWR-3 ending in T intersection with road.. Left hand turn from
OWR-3 on to road network,
thanks again brian
Thanks for the kind words, Brian! :) As j-dub pointed out, it's kind of an odd one, and its existence is actually primarily predicated on the fact that it needed to exist in order to allow the ARD-3 and the dual-tile NWM networks to have T-Intersections with OWR-3s. I think the pathing should work a bit better on the reverse side, though I'll probably revisit that one now that you've brought it to my attention.
And I've also added the UDI/TLA info to the FAQ as well.
-Alex
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Thanks for the kind words, Brian! :) As j-dub pointed out, it's kind of an odd one, and its existence is actually primarily predicated on the fact that it needed to exist in order to allow the ARD-3 and the dual-tile NWM networks to have T-Intersections with OWR-3s. I think the pathing should work a bit better on the reverse side, though I'll probably revisit that one now that you've brought it to my attention.
And I've also added the UDI/TLA info to the FAQ as well.
-Alex
Thanks for replying Alex...
after i read j Dub's comments i do agree with what he said..
I was just going through testing and looking to see what was functional and what was'nt at first i think..
But like J Dub though i do enjoy playing the transit of the game with what is realistic..
but also your balancing that with the limitations of the game, your map, and space..
so many times, your like "darn ! another transition, and you end up running out of room a lot of times..
if your someone like myself who builds dense , urban cities much of the time..
anyways, those are the 2 elements your always trying to balance all the time..
What works best, in terms of realism with transit..
But than also, space can sometimes be an issue, because in the end it is still a game with
certain limitations at time with spacial concerns..
Thanks again for insightful comments, both Alex, and J dub..
again most grateful to the NAM team for all they have done fir us through the years,
brian
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I had a small suggestion for a possible future transition; One could make OWR-X intersections where a lane turns on or off to resize it, rather than a long transition. I've seen a lot of cases IRL where such happens. Something like, OWR-5 with a right turn lane, after the intersection, it continues as a 4, or an OWR3 becomes a OWR2. I'm sure if this can be figured out, --course I've got no modding experience-- then it could maybe even be mirrored to add lanes. Obviously this'd make far more intersection pieces, but it's just some random idea and two cents.
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I had a small suggestion for a possible future transition; One could make OWR-X intersections where a lane turns on or off to resize it, rather than a long transition. I've seen a lot of cases IRL where such happens. Something like, OWR-5 with a right turn lane, after the intersection, it continues as a 4, or an OWR3 becomes a OWR2. I'm sure if this can be figured out, --course I've got no modding experience-- then it could maybe even be mirrored to add lanes. Obviously this'd make far more intersection pieces, but it's just some random idea and two cents.
It's an almost absolute certainty that something like that will likely be implemented as part of the expansion to the NWM's TuLEP system. One way you'll see TuLEP development heading in the future is intersections-as-transitions.
-Alex
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I'm not sure if this is NWM territory but I was wondering if it would be possible to create a Y split/junction from a road to two one-way roads? the picture below shows what I'm going for...
(http://inlinethumb20.webshots.com/18067/2648516580053958490S600x600Q85.jpg) (http://entertainment.webshots.com/photo/2648516580053958490ECBaxC)
Thank You ()borg()
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I am having a problem with the OWR-5 network. Cars on this road will drive the right direction for a few seconds, then instantly flip around and drive the wrong way. Sometimes they just stop after changing direction and there are multiple cars stopped in the wrong way, one behind another. This only seems to happen in the middle lane of the road. And when automata make a left turn from OWR-2 onto my OWR-5, they just disappear after making the turn, even though they didn't change lanes to make the turn.
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I am having a problem with the OWR-5 network. Cars on this road will drive the right direction for a few seconds, then instantly flip around and drive the wrong way. Sometimes they just stop after changing direction and there are multiple cars stopped in the wrong way, one behind another. This only seems to happen in the middle lane of the road. And when automata make a left turn from OWR-2 onto my OWR-5, they just disappear after making the turn, even though they didn't change lanes to make the turn.
I noticed that too. The pathing looks like the OWR-5 is being treated as a TLA-5 but with each 'half' moving in the same direction. I think the Sims see the middle 'turning lane' as an opportunity to get to their destination more directly rather than circling a block (or whatever the case may be).
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Hi all,
first thank you fopr this wonderfull addition to this game - it really add's a lot of realism. Second, is there an overview of the capacitiy of the different NVM networks? I didn't find anything in the readme ..
Thanks!
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They all have the same capacity as the network they are based on, which means that TLA-5, MAVE-4, and MAVE-6 have the capacity of two roads, AVE-2, TLA-3, and ARD-3 have the capacity of one road, and the wider OWRs have the capacity of one one-way road (or two in the case of the OWR-5).
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I'm not sure if this is NWM territory but I was wondering if it would be possible to create a Y split/junction from a road to two one-way roads? the picture below shows what I'm going for...
There's any number of mods whose job that could be. :D From the looks of your pic, that would actually suggest TuLEPs--if one were done for a Road-into-Dual-OWR-1s, it'd be an NWM job, though.
I am having a problem with the OWR-5 network. Cars on this road will drive the right direction for a few seconds, then instantly flip around and drive the wrong way. Sometimes they just stop after changing direction and there are multiple cars stopped in the wrong way, one behind another. This only seems to happen in the middle lane of the road. And when automata make a left turn from OWR-2 onto my OWR-5, they just disappear after making the turn, even though they didn't change lanes to make the turn.
That's one of the side-effects of how the crossover paths were done. I may look into finding an alternate way of implementing the crossover such that the cars won't "burn rubber", though.
Second, is there an overview of the capacitiy of the different NVM networks? I didn't find anything in the readme ..
There isn't right now--it's partially because the traffic simulator situation was in a little bit of flux still when I was writing the Readme. Essentially, what deathtopumpkins said above me is correct. I may add a table back in at some point, though with the myriad of options now available with the Traffic Simulator Configuration Tool (TSCT), it's kind of a moot point to some extent.
-Alex
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I was looking to see if there is a way or does it have to have an addition since I have seen issues in connecting with the SAM streets.
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I was looking to see if there is a way or does it have to have an addition since I have seen issues in connecting with the SAM streets.
It's a little annoying, but I think they're just not supported.
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I was looking to see if there is a way or does it have to have an addition since I have seen issues in connecting with the SAM streets.
That's planned for a future release.
-Alex
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Hey, how can I have an intersection between an ARD and a road, but after the intersection, the ARD turns into a one way road?
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Will there be overpasses and Elavated Puzzle Pieces for NWM networks? Like the current One Way Road, Road, and Avenue Puzzle Piece Set Up.
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Hey, how can I have an intersection between an ARD and a road, but after the intersection, the ARD turns into a one way road?
I suppose you can't, since this equals an road t-junction with an one-way-road joining on the free side like this:
O
O
O
RRRRRRRRRRR
R
R
R
which I assume is impossible, too.
At least I haven't mastered such a junction right now.
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Will there be overpasses and Elavated Puzzle Pieces for NWM networks? Like the current One Way Road, Road, and Avenue Puzzle Piece Set Up.
Eventually, though that's more of a long-term plan. The main issue is that it would require intensive modeling work to elevate the NWM networks.
-Alex
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Hey, how can I have an intersection between an ARD and a road, but after the intersection, the ARD turns into a one way road?
(http://img517.imageshack.us/img517/8854/rdardowrint0.jpg)
I managed to build an intersection like this that is functional according to the tests that I've run, but it requires TuLEPs to build. It requires the use of the RoadxRoad TuLEP intersection, as well as two Road TuLEP transitions, a OWR-3 to OWR-2 transition, and two TLA-3 TuLEP transitions.
EDIT: Updated for improved functionality
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I want to the ARD to have two lanes one way and one lane the other way the whole way through.
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Is the NAM working on diagonals for the widen roads they have created.
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The 1-tile networks already have diagonal functionality (even complete with transitions - though not all intersection possibilities work yet), and additional functionality should be added in the future.
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Is it just me or is an Elevated Highway / OWR-5 crossing missing all paths on both networks? I can do a screenshot later if needed, just got no time for it right now.
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I want to the ARD to have two lanes one way and one lane the other way the whole way through.
It's sometimes tricky to create crossings with NWM roads involved. E.g. I discovered that when crossing the OWR-3 with the ARD-3, the ARD reverses it's orientation after the crossing (that is, I do have 2 lanes right / 1 lane left before the crossing, and 1 lane right / 2 lanes left after the crossing). I discovrered that this only works if you drag the ARD first and then drag the OWR over the ARD to create the crossing. Dragging the OWR first and then the ARD over the OWR resulted in above mentione problem.
So possibly just try to change the order of dragging your road / ARD.
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Excellent piece of work!!
Just having a problem with the in-road/in-avenue bus stop and subway tiles.
Any suggestions?
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Excellent piece of work!!
Just having a problem with the in-road/in-avenue bus stop and subway tiles.
Any suggestions?
There aren't any in-road/in-avenue bus stop/subway tiles for the NWM.
-Alex
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So, the NWM won't work with other transit lots I have downloaded like bus and subway stops that sit over the roadway tiles instead of taking up tiles beside roads?
Bummer.
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So, the NWM won't work with other transit lots I have downloaded like bus and subway stops that sit over the roadway tiles instead of taking up tiles beside roads?
Bummer.
They will work, it's just they'll look terrible and may break the override.
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I have download NAM May 2010 and NWM, but everytime I try to make a 3 lane one way it shows up blank and it says on every plop for NWM that intersection string is missing. Can anybody help me out?
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I have download NAM May 2010 and NWM, but everytime I try to make a 3 lane one way it shows up blank and it says on every plop for NWM that intersection string is missing. Can anybody help me out?
It sounds like you've got some sort of conflicting plugin (outdated NAM version or something of the sort) sitting in your Plugins folder, and it's causing your NWM not to function. See NAM FAQ Item #1 (http://sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792) for more info--while you may not be running into the "red arrow", there's a similar process belying your issue.
Is it just me or is an Elevated Highway / OWR-5 crossing missing all paths on both networks? I can do a screenshot later if needed, just got no time for it right now.
It is . . . appears that pathfile had an invalid path stanza count, which caused the whole thing to not function properly. Got it fixed, and there will be a 1.0.3 update soon.
-Alex
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Great mod!
I was very pleased with the turning lanes that came with the NAM, but then I noticed that in real life, turning lanes aren't just at intersections.
Then I saw the TULEPs, or is it TULEPS, whatever ::), and was happy with that, but realized it wasn't the full widening mod.
I remembered the NWM and downloaded that, and it was exactly what I thought those flower things were going to be like.
It's great-
turning lanes without an intersection, and even more than I expected-
all sorts of modified roads! :o
Great work!
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An idea just came to me. &idea
How about a ground highway to MAVE-6 transition? That way you don't lose a lane.
-The RHW to OWR / Avenue transitions work smoothly for 4 lane networks, but we don't have something there for the 6 lane ones.
Alex, I know you're very anti Maxis highway, but I feel this could be a good add-on to the mod. In addition, a RHW-6S to MAVE-6 transition could also be useful.
Keep up the good work everyone! I'm liking how you're using the NWM in your cities! :thumbsup:
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I was noticing that what would be helpful for me is a TLA-3 to TLA-5 transition.
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There aren't any in-road/in-avenue bus stop/subway tiles for the NWM.
-Alex
Not quite... I just found these:
http://yume22.tistory.com/category/:%20%E5%A4%A2%E5%AD%90%27s%20BAT%26LOTs (http://yume22.tistory.com/category/:%20%E5%A4%A2%E5%AD%90%27s%20BAT%26LOTs)
(scroll down)
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An idea just came to me. &idea
How about a ground highway to MAVE-6 transition? That way you don't lose a lane.
-The RHW to OWR / Avenue transitions work smoothly for 4 lane networks, but we don't have something there for the 6 lane ones.
Alex, I know you're very anti Maxis highway, but I feel this could be a good add-on to the mod. In addition, a RHW-6S to MAVE-6 transition could also be useful.
Actually, that sounds like a reasonable idea for most of the dual-tile two-way networks. There will be a draggable Dual OWR-3-to-MAVE-6 transition in Version 2.0 as well.
Not quite... I just found these:
http://yume22.tistory.com/category/:%20%E5%A4%A2%E5%AD%90%27s%20BAT%26LOTs (http://yume22.tistory.com/category/:%20%E5%A4%A2%E5%AD%90%27s%20BAT%26LOTs)
(scroll down)
Very nice, but looking at the date, they're from 2008--2 years before the NWM was released. So in all likelihood, they're designed to work with Ryan B.'s old Avenue texture mod, meaning they're TE'd for Avenue and won't work on the TLA-5.
-Alex
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Very nice, but looking at the date, they're from 2008--2 years before the NWM was released. So in all likelihood, they're designed to work with Ryan B.'s old Avenue texture mod, meaning they're TE'd for Avenue and won't work on the TLA-5.
I noticed the date on them, too, but being curious, tried them out. They wouldn't plop on the TLA-5, as expected.
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Opps, I never checked. I kinda feel dumb right now. ::)
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Here's a list of suggestions of things that I would like to see added to the next/future release of the NWM.
1. Diagonal NWM single-tile networks with Straight Maxis/NWM networks Intersection (Definately)
a. ARD-3 intersecting (Street, Road) (Not in v1.0.2)
2. Diagonal NWM single-tile networks with Diagonal Maxis/NWM single-tile networks Intersection (Definately)
3. Diagonal NWM/Maxis single-tile networks with Straight NWM two-tile networks Intersection (Definately)
a. Rail intersecting (OWR-4, OWR-5) (Not in v1.0.2)
4. Elevated Maxis networks over NWM Networks
4. OWR-1/OWR-2/OWR-3/OWR-4/OWR-5 Cosmetic Network-Connection Piece (Doesn't look nice going from (a) Road(s) to a OWR at the edge of the city) (Definately)
5. AVE-8 (I know AVE-6 is already planned) (Probably).
6. Elevated NWM networks (Will more than likely take a lot of work. Would like to see single-tile networks implemented first.) (Probably)
7. Diagonal two-tile NWM networks (Probably)
I will be updating this list as I come up with new ideas.
Larry (debutterfly)
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Great to see this finally get a release after so long! Amazing. Thanks very much to the team for all of their hard work!!!
I'm guessing this will eventually be integrated into the NAM?
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FireSka, it's already been incorporated into the NAM with the release.
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FireSka, it's already been incorporated into the NAM with the release.
You sure? I don't see the avenues without the median and the avenues with the consistent turning lane through the middle in the NAM May 2010 release. The release only has the intersection turning lanes. As the FAQ above says, the NWM is dependent on the NAM May 2010 release, but must be downloaded separately.
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I have a few questions/suggestions :)
In a later release, will the dual tile networks go diagonal? If so ill they be plopable like the diagonal GLR in Avenue?
And will there be TLA-9? And MAVE-8 (Ive seen these before).
Also will there be ARD-4/5? Or TLAard-4,5 and TLAard-6= with two lanes going in one direction a center turning lane and three lanes going in the other direction?(ive seen this before to)Or MAVEard-5,6
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FireSka, the NWM is a separate download from the NAM, although it requires the NAM. The TLA-5 is not built with the Avenue tool at all, but it is built by dragging Roads from the TLA-5 starter piece found in the NWM menu.
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FireSka, the NWM is a separate download from the NAM, although it requires the NAM. The TLA-5 is not built with the Avenue tool at all, but it is built by dragging Roads from the TLA-5 starter piece found in the NWM menu.
Yes, I realize this. All I was stating somewhat rhetorically was that I wonder if this will eventually be incorporated into the NAM so no separate download is required. My guess is yes, eventually... as long as the NAM is still being worked on.
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Yes, I realize this. All I was stating somewhat rhetorically was that I wonder if this will eventually be incorporated into the NAM so no separate download is required. My guess is yes, eventually... as long as the NAM is still being worked on.
Actually, no. The reason the mods are two separate downloads is because they are two different mods, even though the NWM relies on the NAM to work. Also, not everybody wants do use the NWM so having another option in the list of options in the NAM installer would not be in the end user's best interest. And finally, the folder size would be rather large if both mods were packaged together instead of being separate. There may be more reasons but that covers some of the main ones.
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Actually, no. The reason the mods are two separate downloads is because they are two different mods, even though the NWM relies on the NAM to work. Also, not everybody wants do use the NWM so having another option in the list of options in the NAM installer would not be in the end user's best interest. And finally, the folder size would be rather large if both mods were packaged together instead of being separate. There may be more reasons but that covers some of the main ones.
Cool, gotcha. I'll continue to download each separately then. This mod is great!
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Here's a list of suggestions of things that I would like to see added to the next/future release of the NWM.
1. Diagonal NWM single-tile networks with Straight Maxis/NWM networks Intersection (Definately)
a. ARD-3 intersecting (Street, Road) (Not in v1.0.2)
2. Diagonal NWM single-tile networks with Diagonal Maxis/NWM single-tile networks Intersection (Definately)
3. Diagonal NWM/Maxis single-tile networks with Straight NWM two-tile networks Intersection (Definately)
a. Rail intersecting (OWR-4, OWR-5) (Not in v1.0.2)
4. Elevated Maxis networks over NWM Networks
4. OWR-1/OWR-2/OWR-3/OWR-4/OWR-5 Cosmetic Network-Connection Piece (Doesn't look nice going from (a) Road(s) to a OWR at the edge of the city) (Definately)
5. AVE-8 (I know AVE-6 is already planned) (Probably).
6. Elevated NWM networks (Will more than likely take a lot of work. Would like to see single-tile networks implemented first.) (Probably)
7. Diagonal two-tile NWM networks (Probably)
I will be updating this list as I come up with new ideas.
Larry (debutterfly)
Definite possibilities, I'd say. Elevated stuff is going to be model-dependent, so it'll probably take the longest.
I have a few questions/suggestions :)
In a later release, will the dual tile networks go diagonal? If so ill they be plopable like the diagonal GLR in Avenue?
And will there be TLA-9? And MAVE-8 (Ive seen these before).
Also will there be ARD-4/5? Or TLAard-4,5 and TLAard-6= with two lanes going in one direction a center turning lane and three lanes going in the other direction?(ive seen this before to)Or MAVEard-5,6
Diagonal functionality is eventually planned in some form for all networks, though the implementation is not fully worked out. It might mirror how the implementation's progressed on the RHW.
There are no plans for MAVEs wider than the existing MAVE-6 right now . . . as far as TLA-9 . . . well . . . ;) I'm looking into asymmetrical setups as well.
All I was stating somewhat rhetorically was that I wonder if this will eventually be incorporated into the NAM so no separate download is required. My guess is yes, eventually... as long as the NAM is still being worked on.
What Nego said is basically correct. Additionally, it gives us the option of updating the NWM in between NAM releases, if we ever choose to do so.
-Alex
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Diagonal functionality is eventually planned in some form for all networks, though the implementation is not fully worked out. It might mirror how the implementation's progressed on the RHW.
Considering when you look at past endeavors, I would say just go with the diagonal pieces. If you guys look at the Tram in Avenue diagonal pieces, this may give you an idea how NWM could look like and work out.
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NWM is a wonderful addition to the NAM. But I can't bring myself to use it (though I haven't use the entire thing). I'm not saying the to down the commitment and effort you've put into this. I really appreciate it. However, at least these are needed:
1. Street crosswalks/intersections
2. El/GLR/etc pieces, intersections
3. Curves and diagonals for MAVE-4 and 6 (these are the ones I used but probably others that are not available)
This would be nice also:
Oneramps for NWM roads.
I could go on about other things but it's only for a particular city at this point.
Like I said, I think the NWM is really groundbreaking, but I just don't think it's necessarily at it's potential. But NAM itself had to evolve so I hoe you don't find any rudeness in what I'm saying.
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Well, your in a land of the freedom of speech but don't tell that to the creator. He and a limited others put a lot of work and years from their lives into this mod. Sure, the NWM may not have everything, but again, its not even one year old since it was just released. It has room to grow. When the RHW first came out, it only was a 2 to 4 lane highway, instead of having a 6 lane highway, now the RHW is much more then that. The NAM also only had so much when it first released too, look what happened the years since. I honestly did not expect the NWM to come out when it did, so yeah, give it time to grow.
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1. Street crosswalks/intersections
Uh, something called drawing whatever network across the NWM network?
2. El/GLR/etc pieces, intersections
That's in the pipeline.
3. Curves and diagonals for MAVE-4 and 6
In the pipeline.
Oneramps for NWM roads.
NWM networks can interface with the RHW's MIS network.
But yeah, we'll be getting there and more features eventually. Everything takes time to grow :)
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It's really amazing how much functionality is packed into the mod. I remember when the only intersections one could make with a RHW (then the ANT) were with roads. ??? I think your guys have really done some excellent work! :thumbsup:
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I've noticed that when I drag ARD-3 a particular way,
(http://img42.imageshack.us/img42/263/gunning30mar87127545279.png)
The paths only go one way. The opposite to the up/down road. I don't know if this is a bug, a quirk or a limitation, but it just seems weird.
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I Love this MOD!!!
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I've noticed that when I drag ARD-3 a particular way,
(http://img42.imageshack.us/img42/263/gunning30mar87127545279.png)
The paths only go one way. The opposite to the up/down road. I don't know if this is a bug, a quirk or a limitation, but it just seems weird.
Explain? It all seems fine from here...
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Look at the middle lane's path in the intersection. It's reversed relative to the rest of the ARD-3.
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I just wanted to let the nwm team know about this missing texture here - http://img36.imageshack.us/img36/2551/nwmbug.jpg
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Look at the middle lane's path in the intersection. It's reversed relative to the rest of the ARD-3.
Its true, but it doesnt really matter. If anything it should be both-way but it still doesnt matter, the vehicles from the stem of the T can still access both lanes as soon as they are off the junction.
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I just wanted to let the nwm team know about this missing texture here - http://img36.imageshack.us/img36/2551/nwmbug.jpg
That's not a "missing texture", but actually too much of a texture there--the black area's supposed to be transparent.
-Alex
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but it only happenens at certain zoom levels, but when you zoom close again, the texture comes back
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That's because every zoom is a different texture technically. So if an alpha map fails in one zoom, it doesn't affect the others.
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oh...ok...thank you for your help
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(http://img42.imageshack.us/img42/263/gunning30mar87127545279.png)
You know the funny thing is, I tried to replicate this and instead I end up coming to an intersection where there is another problem. I managed to now spot a regular Maxis one way road T's at an ASR, only to find the T flipped around and the texture for the one way facing the wrong way. Unfortunately the game did not really save my pictures to the album folder. Oh well.
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Why is it that my NWM is not functioning? ()what() :bomb: :'(
(http://i432.photobucket.com/albums/qq42/stanleymalls/untitled.jpg)
Truly need an answer to this. ()stsfd()