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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: Tarkus on April 13, 2007, 11:10:49 PM

Title: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 13, 2007, 11:10:49 PM
(https://simtarkus.files.wordpress.com/2019/03/nam-realhighway-logo.png)

Download Links and Installation Instructions (#post_DownloadLinks) | Optional Addons (#post_OptionalAddons) | Tutorials and Guides (#post_Tutorials) | Frequently Asked Questions (#post_FAQ) | What is Project 57? (#post_Project0E) | Fixes (#post_Project0E)


The RealHighway (abbreviated RHW) is a mod which utilizes an unused, unfinished network that Maxis left in the game's files, reintegrated into SC4 by the NAM Team, to create a series of highway networks of varying widths.  Despite its name, it has evolved beyond the original scope of the project, into an all-purpose highway network.  Coupled with the Modular Interchange System (MIS), it allows for a highly-customizable and modular network with nearly complete freedom in the creation of custom interchanges. 

If you are new (or even old ;)) to the RHW, please read this post (which is at the top of every page for reference).  It will answer many frequently asked questions about the network and its future development, and it is updated regularly.  If your question isn't answered by this thread, by all means, ask. ;) 

Additionally, the NAM Documentation has a detailed section on the RHW, which can be found online here (https://sc4devotion.com/namdoc/).

This Overview Post Last Updated 7/12/2016--still undergoing major renovation.

CURRENT PROJECT STATUS

Since NAM 31, the RHW is now included in the NAM, rather than existing as a separate download. We will no longer be offering the separate download.  (download links below)

DOWNLOADS

Core File
NAM Version 36 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)--Released September 12, 2017

Patches/Fixes
(none at this time) (#post_Fixes)

Required Dependencies
None.  The RHW is now included in the NAM itself


INSTALLATION NOTES


FOR USERS OF PAST VERSIONS OF THE RHW
NAM 31 marked the introduction of the Project 57-era RHW.  RHWs built with previous versions should generally continue to function with the Legacy Support files, and old RHWs can be updated to the new specs using the Legacy Conversion Overrides, activated by simply clicking on an existing stretch.

For those of you who haven't used the RHW since 2007, the entire mechanism for producing the RHW-4 was changed from the "side-by-side" method to a "puzzle drag method" using starter pieces, like Draggable GLR.

Also beginning with NAM 31, the development team has been pushing the vast majority of new feature development away from standard "static" puzzle pieces (static PPs) and moving toward FLEX items.  With the release of NAM 33, at least 90% of all ramp interfaces now exist in a FLEX form, allowing for single pieces to function for many different RHW networks, vastly reducing the number of pieces to navigate in the process.  Height transitions have also been converted to a FLEX format, reducing the number of required pieces from 100 to 4, and width transitions and wide-radius curves are on the docket for future FLEX treatment.



OPTIONAL/RECOMMENDED RHW ADD-ONS (listed alphabetically by author) Currently Outdated





TUTORIALS AND GUIDES

RHW Interchange Guide (http://sc4devotion.com/forums/index.php?topic=6843.0) by Haljackey, et al
The interchange guide was started by the NAM Associate and YouTube star Haljackey to show his secrets of interchange construction using the RHW, and is a great source of information.  It is also routinely updated to cover new functionality as it becomes available.  Note: Due to ImageShack's switch to a paid-only service in recent years, unfortunately, many images from the guide and other tutorials have been lost.

How to make a Multi-RHW with RHW 4.0 (http://sc4devotion.com/forums/index.php?topic=5860.0) by Haljackey
Describes methods for building a "Multi-RHW" collector/distributor system with the RHW.

How To Make Smooth RHW Curves (90 Degrees) (http://sc4devotion.com/forums/index.php?topic=5548.0) by Haljackey
Shows a way of using the existing Smooth 45-Degree Curves to build a 90-Degree Curve with the RHW-4.

Show us your . . . Intersections (http://sc4devotion.com/forums/index.php?topic=252.0)
An immensely popular "Show us" thread with abundant examples of RHW interchanges.  A great place to get ideas and inspiration.

Tarkus' YouTube Channel (http://www.youtube.com/user/TarkusSC4) by Tarkus
Features videos showcasing RHW development and more SC4-related content

Maarten's Real HighWay Mod Tutorials: Episode 1: Basic Techniques and Tricks (http://www.youtube.com/watch?v=_OzGIt2Zuc8) by mrtnrln NEW!
Great tutorial introducing the basics of the RealHighway mod by an RHW developer.

YouTube Tutorial Videos (http://www.youtube.com/results?search_query=Asteconn+RHW&search_type=&aq=f) by asteconn
Tutorials showing how to build a variety of interchanges with the RHW, featuring audio commentary.  Note: These tutorials were made during RHW Version 3.2 (coincident with NAM 25), and quite a number of things have changed since.




FAQ

1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed? (#post_Q1)
2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong? (#post_Q2)
3.  Why am I seeing old RHW textures or clear mismatches? (#post_Q3)
4.  When is the next version coming out? (#post_Q4)
5.  Why the name change from "Rural Highway" to "RealHighway"? (#post_Q5)
6.  Is the RHW Left-Hand Drive (LHD) compatible? (#post_Q6)
7.  What is the MIS? (#post_Q7)
8.  Can the RHW make bridges and tunnels? (#post_Q8)
9.  Why are only freight trucks able to use my neighbor connection? (#post_Q9)
10.  What's new since NAM 32's RHW Plugin? (#post_Q10)
11.  What will the next version include? (#post_Q11)
12.  What's the difference between the "S" and "C" versions of the RHW-6? (#post_Q12)
13.  What are all the networks currently included and in the works for this project? (#post_Q13)
14. What's going on with the Euro texture end of things? (#post_Q14)
15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW? (#post_Q15)
16.  Why are the interchanges larger than Maxis? (#post_Q16)
17. Will "Maxis-styled" plop interchanges ever be produced for the RHW? (#post_Q17)
18.  What about traffic signals for the RHW? (#post_Q18)
19. How do I make Neighbor Connections with the Wider RHWs? (#post_Q19)
20. How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible? (#post_Q20)
21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4? (#post_Q21)
22. I've got white arrows on the RHW Neighbor Connector Pieces.  What do they mean and how should I orient the pieces? (#post_Q22)
23. Why won't the Residential, Commercial and/or Industrial zones I have facing my RHW grow? (#post_Q23)



1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

Yes.  jondor created a mod to allow display of RHW networks on the Region Transport Map View, which is included in the NAM as an optional plugin.  Read the enclosed documentation for more details.  Note that it is not compatible with any other Region Transport Map View mods.  The particular colors that were chosen were to minimize the "halo" effect that would otherwise result from the particular method used to show RHW networks.

2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong?

The only thing which causes this issue is outdated transit mods in your Plugins folder (old versions of the NAM, RHW, or other high-level transit mods with altered RUL files).  The NAM installer has BSC Cleanitol built-in, to find and remove these outdated files, so the only way one could possibly encounter this issue now is by installing an incompatible mod after installing the NAM, or by otherwise tampering with the files.  Reinstall the NAM if you are experiencing this issue.

3.  Why am I getting old RHW textures or seeing clear mismatches? (#post_Q3)

You still have an old version installed, which is interfering your current NAM installation.  Again, the NAM installer's built-in Cleanitol should be able to pick these up and remove them, so reinstallation would be advisable.

4.  When is the next version coming out?

Beyond the one exception with NAM 31.0, the NAM Team does not give out release dates or timelines for release.  The next update will be ready when the development team determines it is stable enough for the general user base.

5.  Why the name change from "Rural Highway" to "RealHighway"?

The name "Rural Highway Project" dates back to the project's origins back in 2005, well before many of the later innovations in the current mod had even been conceived.  While it can still be used in rural areas, and we are planning to extend the more "rural" features of the mod even further as development continues, in reality, it has effectively become a multi-purpose network that is also designed for building realistically-scaled highways and interchanges in urban and suburban settings as well.  There's been proposals throughout the past 4 years to change the name from "Rural Highway" to something else at various points.  RealHighway was chosen as the new name for the project as: a) it has historical precedence, having been suggested by project founder qurlix back in 2006, b) it retains the acronym "RHW", c) removes the "rural-only" stigma.

6.  Is the RHW Left-Hand Traffic (LHT) compatible?

Yes, it is, though with a smaller LHT contingent in the community, some issues may exist in LHT that do not in RHT.  The NAM installer should detect your drive side and install the appropriate files.  Note that the NAM does not change drive side.  It is extremely inadvisable to tamper with the NAM's drive-side settings, as doing so could lead to a botched installation.

7.  What is the MIS?

MIS stands for Modular Interchange System.  It is a feature that was introduced as part of Version 2.0 (coincident with NAM 22) in 2008.  The MIS is a new network tool for creating interchanges with the RHW.  It involves a series of draggable and small ploppable ramp segments, allowing for thousands of new interchange possibilities.  It will be continually expanded with each update to the RHW mod.

8.  Can the RHW make bridges and tunnels?

The RHW has bridge functionality, and bridges are included for all networks except the RHW-3, RHW-6C, and RHW-8C.

Functional tunnels are not possible.  They are hardcoded and there is no known way to fix it.   

While it is possible to actually build what appears to be a tunnel with the RHW, and the Maxis default slope settings for the network will allow it, the tunnel will show up missing models and will not function.  Even if proper models and paths are applied, the tunnel cannot be made to function due to the hardcoding.

As far as tunnel solutions go, some RHW Flexible Underpass (FLUPs) pieces by Chrisim and toja, including an RHW-2 portal, were added in RHW Version 4.0 and can be found under the Road/RHW Interface Puzzle Pieces button, not under any special FLUPs-related button.  For traditional tunnel functionality, you'll also need to use another network as a workaround, or use one of buddybud's underpass lots or blahdy's Boston Big Dig (BBD) lots, which utilize the Subway network.  The FLUPs system is currently not in active development.


9.  Why are only freight trucks able to use my neighbor connection?

In order to create a neighbor connection with the RHW-4 (or wider) or the MIS, you will need to use the Neighbor Connector Pieces.  The Readme has documentation on these pieces.  Simply place the appropriate network piece on top of the network you're trying to make a Network Connection with, and use the "NC Underground Loop" piece (the one with the blue arrow and the "N") to fill in any empty median tiles between the network carriageways.  The following diagram should also provide some guidance as to how the pieces are to be used:

(http://www.majhost.com/gallery/Tarkus/RHW/nc_diagram.png)


10.  What's new in NAM 32's RHW Plugin?

NAM 32's RHW Plugin includes numerous features:


11.  What will the next version include?

You'll just have to wait and see.  We like to surprise people. ;)  You'll probably be able to get a general drift from the development pics shown here, though.

12.  What's the difference between the "S" and "C" versions of the RHW-6 and 8?

The "S" versions is the "separable" versions--they act similarly to the RHW-4 in that the two halves of the highway do not have to be adjacent, allowing for variable width medians.  The "C" versions are the "combined" versions, which were made to address the space concerns, and only take up 3 tiles, but cannot be separated.

13.  What are all the networks currently included and in the works for this project?

Here are the basic ones, which will give you an idea of their size:

[tabular type=4 caption="Wider RHW Types and Space Consumption"]
[row] [head]RHW Type[/head] [head]Tile Width[/head][/row]
[row] [data]RHW-2[/data] [data]1 Tile[/data][/row]
[row] [data]RHW-3[/data] [data]1 Tile[/data][/row]
[row] [data]RHW-4[/data] [data]2 Tiles[/data][/row]
[row] [data]RHW-6C[/data] [data]3 Tiles[/data][/row]
[row] [data]RHW-6S[/data] [data]2 Tiles1[/data][/row]
[row] [data]RHW-8S[/data] [data]4 Tiles[/data][/row]
[row] [data]RHW-8C[/data] [data]3 Tiles1[/data][/row]
[row] [data]RHW-10S[/data] [data]4 Tiles[/data][/row]
[row] [data]MIS[/data] [data]1 Tile[/data][/row]
[row] [data]DDRHW-4[/data] [data]1 Tile[/data][/row]
[/tabular]

The RHW-4 and MIS Ramps also come in an Elevated Form at 15m, which line up with the NAM Elevated Road/OWR/Avenue puzzle pieces.

1--These networks have slight overhang onto adjacent tiles.

The network capacities with the five standard capacity levels of the NAM Unified Traffic Simulator are shown below, reflecting the changes made in Version 4.1, which has resulted in increased capacity on some networks and has made the RHW-6S more useful in particular.

[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] RHW-2 [/data] [data]1[/data] [data]2700[/data] [data]6000[/data] [data]10,000[/data] [data]15,000[/data] [data]30,000[/data][/row]
[row][data] MIS [/data] [data]1[/data] [data]2700[/data] [data]6000[/data] [data]10,000[/data] [data]15,000[/data] [data]30,000[/data][/row]
[row][data] RHW-3 [/data] [data]1[/data] [data]3375[/data] [data]7500[/data] [data]12,500[/data] [data]18,750[/data] [data]37,500[/data][/row]
[row][data] RHW-4 [/data] [data]2[/data] [data]5400[/data] [data]12,000[/data] [data]20,000[/data] [data]30,000[/data] [data]60,000[/data][/row]
[row][data] RHW-6S [/data] [data]2*[/data] [data]6750[/data]  [data]15,500[/data] [data]25,000[/data] [data]37,500[/data] [data]75,000[/data][/row]
[row][data] RHW-6C [/data] [data]3[/data] [data]10,125[/data] [data]22,500[/data] [data]37,500[/data] [data]56,250[/data] [data]112,500[/data][/row]
[row][data] RHW-8S [/data] [data]4[/data] [data]13,500[/data] [data]30,000[/data] [data]50,000[/data] [data]75,000[/data] [data]150,000[/data][/row]
[row][data] RHW-8C [/data] [data]3*[/data] [data]10,125[/data] [data]22,500[/data] [data]37,500[/data] [data]56,250[/data] [data]112,500[/data][/row]
[row][data] RHW-10S [/data] [data]4[/data] [data]13,500[/data] [data]30,000[/data] [data]50,000[/data] [data]75,000[/data] [data]150,000[/data][/row]
[row][data] DDRHW-4 [/data] [data]1[/data] [data]3375[/data] [data]7500[/data] [data]12,500[/data] [data]18,750[/data] [data]37,500[/data][/row]
[/row]
[row][data colspan=7]* Denotes network with slight overhang extending beyond listed width.[/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.

14. What's going on with the Euro texture end of things?

A variety of Euro and international texture sets are now included as options in the NAM itself.  Just select the appropriate options in the installer.

15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?

There will not be a SAM-type setup for the RHW.  While it is a nice idea, it's simply not feasible, as it would require producing likely 3-4 times the number of puzzle pieces.  Considering that once the system is built out to its full extent, there will be literally hundreds of puzzle pieces included with the RHW, it would be far too much work. Not to mention it could possibly overload the IntersectionOrdering RUL (RUL 0x10000000) for a merely cosmetic modification. 

16.  Why are the interchanges larger than Maxis highway interchanges?

The RHW and its interchange system is designed primarily for the construction of at least somewhat realistically-scaled interchanges, hence the name RealHighway (consider that Maxis' intended scale is 1 SC4 Tile = 16 meters = 50 feet).  Obviously this is a game and is only made to approximate a facet of the real world, but even still, the game's default highway system and its interchanges are quite drastically underscale when compared to the game's designers' intended dimensions and to the other transit networks in-game (as much as 50% in many situations).  This also poses difficulty for any sort of interface between RHWs and Maxis Highways.

That being said, there are some setups, particularly with interchanges between two RHWs, that, right now, may seem to especially place a strain on space.  It is our intent to slowly fill this area in with creative new pieces which allow for more compact and complex interchanges while retaining some semblance of realistic scale.  The introduction of multi-height elevated networks in NAM 31 has begun to have a dramatic impact.  Additionally, the QuickChange system added in NAM 32 simplifies the construction of some basic intersection types greatly, almost to the level of ease of Maxis pre-fabs, without sacrificing the flexibility of the RHW system.

In addition, if one is creative enough, it is possible to still make relatively compact but somewhat realistically scaled interchanges with the existing pieces.  Check out the Tutorials and Guides (#post_Tutorials) section for more information.

17.  Will "Maxis-styled" prefab/plop interchanges ever be produced for the RHW?

No.  The massive amount of time required in making one, the size limits imposed on them, the fact that they would duplicate already existing functionality, along with the rigid inflexibility of such setups and the massive number that would have to be made in order to account for all the networks included in the RHW renders the notion of plop interchanges impractical and unworkable.  The QuickChange system is the closest we will come to making full prefabs.  *cough* Except for . . . that QCX thing . . . *cough*

18.  What about traffic signals for the RHW?

Generally speaking, they will not be implemented on the default, draggable network segments.  They will be added on select RHW Turn Lane Extension Pieces (TuLEPs) and other cosmetic pieces, both planned for future updates to the mod, however.

19. How do I make Neighbor Connections with the Wider RHWs?

Place the appropriate Neighbor Connector network piece over top of your RHW where the neighbor connector arrows appear at the edge of your city tile, and then connect all RHW carriageways by placing the "Underground Loop" pieces (the little blue arrows with the "N" in the middle) in the median, if applicable.  The Readme file for the RealHighway Mod contains documentation on how to use the Neighbor Connector Pieces.

20 How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?

This has been a non-issue since these networks received draggable versions.

21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4?

Yes, as of Version 4.1, Orthogonal x Orthogonal overpasses can be built, where the Wider RHW is the lower (ground level) network.  Some combinations involving diagonal elevated wider RHWs crossing other diagonal RHWs may prove problematic at present, however.

22. I've got white arrows on the RHW Neighbor Connector Pieces.  What do they mean and how should I orient the pieces?

The RHW Neighbor Connector pieces should not have white arrows on them.  This was an error that was fixed many NAM releases ago.

23. Why won't the Residential, Commercial and/or Industrial zones I have facing my RHW grow?

The RHW is a highway-type network, and much like the Maxis Highways, it generally does not allow RCI zoning to grow along it.  As this property is controlled by the .exe there is no way to change this, nor is this something we would want to change.

What is Project 57?

Project 57 is an effort to completely redesign the "under the hood" workings of the RealHighway mod.  It entails the following:


Why are these efforts being undertaken?  What are the plans going forward?


Fixes


Title: Re: RHW (RealHighway) - Development and Support
Post by: Travis on April 13, 2007, 11:29:35 PM
Hey, it's good to see the RHW project over here. I'll be tuned in for more.

Later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 14, 2007, 12:07:09 AM
yeah nice to see this project here!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2007, 12:11:51 AM
Thanks, Travis and HabLeUrG!

At any rate, I have a big announcement to make.  The long anticipated fix for the RHW mod to make it compatible with the January 2007 release of the NAM has been released on the SC4D LEX!  There are a number of other new features inRHW v13 beyond the NAM-compatibility:

-Pedestrian paths removed
-Pathing fixes for Elevated Rail, Elevated Highway and Monorail crossings
-New Avenue-over-RHW, One Way Road-over-RHW and Rail-over-RHW puzzle pieces
-Working preview model for Road-over-RHW piece
-Compatibility with cogeo's Fenced GLR Puzzle Pieces.  Please see the Readme to ensure full-compatibility (a file needs to be removed).

There are still a couple issues remaining from the prior version (v12), including the infamous dual buttons and the pathing glitch on the RHW-Ground Highway connector (which can be worked around by connecting to an Avenue in between).  And do keep in mind, this is still a beta.

Enjoy!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: meinhosen on April 14, 2007, 12:21:42 AM
Quote from: Tarkus
At any rate, I have a big announcement to make.  The long anticipated fix for the RHW mod to make it compatible with the January 2007 release of the NAM has been released on the SC4D LEX!  There are a number of other new features inRHW v13 beyond the NAM-compatibility:

Thank you!  Thank you!  Thank you!  Thank you!  Thank you!

Thanks Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on April 14, 2007, 12:24:59 AM
Yes!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 14, 2007, 12:33:32 AM
excellent!

man, thank you alot for this wonderfull tool! those highways just rocks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Travis on April 14, 2007, 01:10:18 AM
IT'S HERE!!!!

Off to the LEX...

()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: wouanagaine on April 14, 2007, 05:32:35 AM
THANKS A LOT FOR THE HARD WORK  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sarungman on April 14, 2007, 08:31:34 AM
i have a problem here..... i have installed this RHW, but in the game, the road/highway doesnt appear... i'm sure it's because i dont have ANT plugin installed... so, where can i find this ANT??? Sorry if i ask in the wrong place.... &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: vester on April 14, 2007, 10:54:54 AM
It comes with NAM, but you need to check it to install, as it is an optional plug-in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 14, 2007, 11:06:26 AM
Great see RHW dev will be here as well, Tarkus.

I got the textures, don't have time until later to work on them, but I'll come up with something in the next couple of days.

Congrats on the release, I installed it but haven't had time to play with it. Being engaged takes up a lot of free time!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: sarungman on April 14, 2007, 11:23:27 AM
ooooo..... thanks so much vester!! i dont know if there is ANT plugin in the installer...... (gee.... i had missed that plug in from the begining..... ()sad())
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on April 14, 2007, 11:59:32 AM
w007!
(couldn't resist ::)) 
Now I can start that new region I've been planning for the last 2 months.   &dance &dance &dance &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelevan on April 14, 2007, 12:15:18 PM
So...I have to ask. What is the history of the ANT and how was it discovered?

Joel
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2007, 01:29:24 PM
Thanks everyone!  I'm glad I was able to finally offer you all a solution for the NAM-compatibility issue.  The v17 release that was originally planned to solve the issue, appears to be indefinitely delayed, so it was necessary to release something to keep the project moving.  And I intend to update this thread just like I update the thread at that "other site". :D  I'll have an overview of some of the new features we're working on here shortly.

joelevan, to answer your question about the ANT, it was originally a network that Maxis was going to include (in the Rush Hour expansion, I believe), which was going to be a "Dirt Road" network.  Due to time constraints, they scrapped the idea, but they left enough data behind within the files that the NAM Team was able to actually re-enable and complete the network about 2 years ago. Instead of using Maxis' "Dirt Road" idea, however, they instead made it into the Additional Network Tool (ANT), which basically functions like a 2-lane highway, with a faster speed and higher capacity than the Road network.  So the RHW is basically an extension of this idea.

Hope that answers your question.

(And many, many thanks to whoever fixed the formatting on the LEX info for the mod :thumbsup:--I tried fixing it last night to no avail. &mmm)

-Alex

Edit:  And I should also add that I've already been working on integrating the RHW with the next NAM release, so this problem won't happen again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Frankie on April 14, 2007, 02:36:50 PM
Tarkus: I noticed that RHW railraod crossings are missing something along the lines of this:

(http://i91.photobucket.com/albums/k294/Frankie_117/Tennille-Nov.jpg)


Do you think you would like to use it for the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2007, 03:02:17 PM
Frankie, that would look great with the RHW. :thumbsup:  It is quite a bit more realistic than the crossing that is currently in there, so yes, definitely.  Thanks for bringing that up!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on April 14, 2007, 03:06:39 PM
I know I already posted on the thread at ST, but I have to post it again: this is awesome!

I can't wait for the RHW-MIS to be released, so I can use proper exits instead of streets. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on April 14, 2007, 09:31:29 PM
Very nice.   I have been waiting for this for a while now.   LOL   I followed the thread over at ST till I thought it had been forgotten about.    Thank you so much for posting here and making RHW available again to us all.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 12:56:20 AM
Alex,

There's a plugin that's interfering with RHW, it causes only the regular ANT to be drawn with the RHW tool. I'm in the process of figuring out what it is, so far it works with the BSC, c.p./cycledogg, and SimGoober folders.

Will keep everyone updated so that the bug can be tracked down.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 01:26:17 AM
Hi Kevin-

Thanks for letting me know about that issue.  I'm actually messing around with a couple more plugins right now to see if I can get it to not work.  I just tried it out with the HSRP, and it appears to work fine, at least when the HSRP files all have a z- added in front of their names..

We'll get to the bottom of it. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 01:32:32 AM
So far 10 out of about 40 folders added. Its going to be a long night for me...

I'd daresay that the final list of 3RR collaboration plugins would be welcome about now...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 01:41:05 AM
Hi again Kevin-

I just tested the HSRP without the z- appendage, and it worked fine as well.  I did have a couple more thoughts, though. 

Are you using wouanagaine's DatPacker and running the PluginsCompressed folder it produced?  If so, there may be a compressed NAM v20 without the RHW hiding in there, which would revert everything back. 

Also, are you using cogeo's Fenced GLR pieces?

I'll see what I can do here on my end to speed up the process.

The file that's causing the conflict is obviously something that needs to use RUL 0x10000002 to function, so in all likelihood, it will be a fairly advanced transit-related plugin.

-Alex

(Edit: 100th post)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 02:09:38 AM
Alex,

I completely deleted my plugins_compressed when I add new stuff to it, so that's not the problem. I don't use cogeo's Fenced GLR yet, he hasn't released the version with the fence I want.

My Japanese plugins are back in the folder and working fine. Still moving along, about 1/3 of the way there.

Don't stay awake for me, even though it is two hours earlier in the Pacific Northwest. Will post an update when I figure out more.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 02:31:13 AM
Hi Kevin-

Don't worry, you're not keeping me up. :D  Thanks for narrowing it down . . . it sounds like there may be some sort of loose NAM file that's outside the NAM Plugin folder, likely in a plug-in folder that is later in the alphabetical order.  As far as I know, the only other files out there that contain the RUL 0x10000002 are the main NetworkAddonMod.DAT file, and the previous version of the RHW (filename RHW_v012_public.DAT).  I've actually had this happen, too, when I was shuffling a bunch of new modifications I was working on around and accidentally dropped some stuff in the wrong folder.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 03:27:02 AM
Alex,

All right, the conflict exists somewhere within my 59.9 MB "Unfoldered Plugins" folder, which is where essential files, meta mods (like industry quadrupler and city fixes and the like), and the stuff that's really, really old lives. And by really old, I mean dating back to 2003 and 2004, when SC4 and RH were release.

So its back to testing.

I'll keep you posted.

Also, I intend to delete all of my posts, save for the resolution, just to keep the thread clean. Do you agree?

Cheers,
Kevin

EDIT: I hope someone else is reading this besides Alex and myself, even if it is just to laugh at my unorganized plugins folder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 03:40:15 AM
Hi Kevin-

My guess is that you'll probably find a NAM v20 DAT file in the unfoldered part.  If there's anything older than that (including the RHW v12 DAT), then it would have impaired your NAM v20 functionality as well.  That reminds me that I should clean up my unfoldered ones as well.    :D

No need to delete your previous posts unless you really want to, as this process we're going through is one of the most common ones that people installing new transit mods face, so it could be helpful for posterity. ;)

Best of luck finding the culprit, and let me know when you do.  Hope I didn't keep you up too late.  ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 04:24:05 AM
I have found the location of the offending file!

Before I say more, I would like anyone who undertakes a similar task to ignore that you have a blank map to experiment with transit networks.

For example, I now know how to make an entire suburban neighborhood out of roundabouts, which looks pretty, but probably doesn't affect the commute much (if at all).

That being said, Alex had it right, its a transit file. Now the question is, "which one?"

(http://i152.photobucket.com/albums/s196/bigslark/theculprit.jpg)

As you can see, these files are varied in their ages, from the PZ12x6_Seaport_P2_aa63f3c1.SC4Lot dating from October 2003 to the EL-pier, which dates from October 2006.

Now I have to figure out which one it is.

Back to the salt, err, SC4 Mines for me!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 04:29:45 AM
Kevin-

Thanks for the image of the Plugins folder.  I'd lean toward Transit_supp_1_2_1 myself--that one looks the most suspicious.

-Alex

Edit: I pulled up that file over at ST, and it appears it is an old, pre-NAM Transit fix that redlotus did back in 2004.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 04:38:51 AM
As Archimedes said, "Eureka!"

It turns out that Transit_supp_1_2_1 was the culprit behind not only the RHW problems, but also funny happenings with turning lanes and roundabouts.

Apparently, its an early mod for diagonal one way road intersections and to fix strange behavior between adjacent rail lines, or at least thats what I gathered from the RUL comments and FSH files.

Thanks for the support, Alex. If you'd like to see the file, let me know.

Now I'm going to bed, to do more RHW'ing tomorrow!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 05:03:15 AM
No problemo, Kevin.  You're more than welcome.  ;)  Glad I was able to help you get that sorted out.  I managed to find that file over at ST, downloaded it, and opened it up in the Reader.  And to show everyone else, the culprit was right at the top of the heap--a 3-year old version of RUL 0x10000002.
(http://img244.imageshack.us/img244/2550/transitsuppyk4.jpg)

I think I'm going to get some sleep as well. :sleeping:  Have a good night, and have fun RHW-ing :thumbsup:.

And I will have an FAQ up shortly with troubleshooting for common installation problems, and some technical info on the mod.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 17, 2007, 09:29:21 PM
I have a request:
If is possible to include the default maxis bridge with that highway texture? if it will be awesome  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 17, 2007, 09:44:29 PM
HabLeUrG, no soy seguro que significas. ¿Significas los puentes de RHW sobre el agua?

Me disculpo si mi gramática es mala.

-Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 17, 2007, 10:29:01 PM
No estoy seguro, pero te dejo una edición
Here is what im talking about, hope you understand  :P
From here:
(http://img408.imageshack.us/img408/9000/t1gy8.jpg)
To here:
(http://img174.imageshack.us/img174/1116/t2kk5.jpg)
see what I mean
(the image is edited, dont think... hehe)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 17, 2007, 10:56:49 PM
Ah, I understand now. Just wanted to make sure I was answering the right question.

Well, if someone wants to add the RUL's to enable draggable bridges, then it will happen. Someone was working on it but had some issues with it in the past. It seems that jeronji is the current master of the bridge, hopefully he will be able to shed some light on the issue.

Sorry this is not very helpful, its just the facts I know.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 18, 2007, 12:58:18 AM
HabLeUrG, that's a brilliant idea! :thumbsup:  I know that qurlix had been working on making bridges for the RHW but ran into some issues--I believe he had some sort of fancy override setup going with it, but I haven't seen his code, so I don't know.  But that solution you posted could work quite nicely. 

I'd still like to figure out the overrides, since I'll need to use them for making bridges for the future, wider RHWs (6+ lanes), and I think I may talk to jeronij about things too, since he is indeed the master of the bridge.  Bridge coding is one area I haven't gotten into much yet, but I'm more than willing to look into it. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on April 21, 2007, 11:18:09 AM
You folks are just phenomenal sorting this stuff out.  Is there a double-secret reference manual somewhere?- I am usually pretty good with puzzle sort of stuff, and I've never been able to make heads or tails of the whole transit thing trying to figure it out on my own.

This. Is. Great. Work!


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on April 21, 2007, 07:11:14 PM
I had a quick look to the level road bridge, and it seems it should be possible to clone it and add these textures....i repeat "it should be".... because I am not sure until I try to make it seriously  ::)

Btw, the real bridge master is Smoncrie (MIA actually) and I am a humble apprentice who starts to run away when I ear the word "overrides"  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 21, 2007, 08:45:32 PM
Thanks, David.  That means a lot hearing that from an accomplished SC4 player as yourself. ;)  As far as a double-secret manual, actually for a lot of this stuff, there is no manual, unfortunately.  A lot of it I had to figure out myself, and some of it I've gleaned from what people like Swamper77, qurlix and memo have told me.  And one of the few resources out there, redlotus' Interchange Tutorial, took me about a few months to really decipher--it's not an easy read by any stretch :D.  I'd like to at some point actually produce some sort of manual for getting people started, to perhaps ease the feeling of being overwhelmed that many experience.

And jeronij, that's good news!  As I mentioned in HabLeUrG's RHW Bridge thread, there may be a way to implement the bridges without having to mess around with overrides at this stage.  Eventually, though, if anyone ever wants to tackle the challenge of making bridges for the wider RHWs, that will probably need to be investigated.

Well, I figured I may as well bring an overview of some of the things that will be coming to the RHW Project in the future.  Some of this you may have seen before at that "other site", but I figured I'd bring it over in a comprehensive overview.

The first of these is the RHWMIS (Rural Highway Modular Interchange System).  Basically, the RHWMIS is a "toolkit" for the construction of completely customized interchanges.  The ramps have been broken up into smaller pieces, often just 1x1 or 1x2, which can be assembled in a nearly infinite variety of ways, and can even be used to create interchanges up to real-world scale.

A few RHWMIS pieces:

(http://img105.imageshack.us/img105/4704/rhwmisindpieces7uo.jpg)

(http://img401.imageshack.us/img401/5510/rhwmisorthdiagum2.jpg)

Interchanges produced by the RHWMIS (the textures and other "cosmetic" aspects will be improved ;)):

(http://img135.imageshack.us/img135/5530/penrosedrrhwmismh6.jpg)

(http://img216.imageshack.us/img216/8149/carresrdrhwmispd2.jpg)

(Note that buildings can be placed between the ramps and the highway)
(http://img256.imageshack.us/img256/8430/cloverleaf1uj4.jpg)

(http://img135.imageshack.us/img135/5569/cuprumaverhwmisjv9.jpg)

In addition to the this, the RHW is being produced in a variety of wider versions beyond the currently available 4-lane (2-per-direction) version:

(http://img405.imageshack.us/img405/6997/rhw68pathed18xx.jpg)

(http://img139.imageshack.us/img139/4155/rhw101129200602oc4.jpg)

Further, as a result of collaboration with blahdy, creator of the Boston Central Artery/Tunnel (Big Dig) and Charles River Crossing Project (CRCP), the RHW will also be going underground--literally:

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/rhw-portal101.jpg)

Plus, the RHW will also eventually be available in a Double-Decker version:

(http://img145.imageshack.us/img145/9586/dualdecker1dz4ym5.jpg)

(http://img145.imageshack.us/img145/5208/dualdecker2bj6sb0.jpg)

Further updates on these projects will be posted here as they occur. ;)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on April 25, 2007, 10:26:06 AM
You guys are great, what an awesome addition to the game.

Robin :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on April 25, 2007, 10:42:37 AM
Wow! Those pics are jaw dropping. Your dedication to making SC4 better is inspiring! I'll be watching this developement closely.
Title: Re: RHW (RealHighway) - Development and Support
Post by: artforce1 on April 25, 2007, 01:40:53 PM
I actually opened an account here just so I could further watch the progress of this project!  Keep up the good work!!!! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: schooner2 on April 25, 2007, 09:39:30 PM
WOW, this all so exciting!!!  Way to go!!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fukuda on April 26, 2007, 03:53:37 PM
I've been just experimenting a bit with Dirt Road (RHW) bridges to include hableurg's and mine. Here are some shots of a RHW plain bridge

(http://img254.imageshack.us/img254/2828/rhw1eq4.jpg)
(http://img217.imageshack.us/img217/7197/rhw2ol4.jpg)

A little beta with this bridge will be uploaded soon, I'm working on right now
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on April 26, 2007, 03:55:24 PM
Ooooooo   I'm drooling.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 26, 2007, 03:57:25 PM
thats excellent!!!  :thumbsup: &apls love this bridge
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 26, 2007, 04:15:57 PM
Fukuda, that is awesome work!  Many thanks to you and HabLeUrG for filling this part of the RHW Project! :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Antoine on April 26, 2007, 04:25:35 PM
OMG  :o good job fukuda !
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 26, 2007, 07:01:50 PM
Fukuda, I'm amazed.

How do you build the bridge? Drag the RHW roadway you're working on over the void and go from there?

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 26, 2007, 10:07:42 PM
Very nice, y'all!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 27, 2007, 04:13:01 AM
The v13 RHW should work fine with NAM 19 (the old one).

Tarkus, it might be a good idea to look at the end paths of the RHW. Every time it is dragged, the game freezes for a few seconds. It seems that there are no end paths for the RHW (I remember the exact same thing happened with the OW roundabouts when they were in beta.

Hmm... I wonder what would happen if I used a v19 NAM with a v20 ANT...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 27, 2007, 04:24:46 AM
Shadow Assassin, that's a really good point about the freezing and the lack of end paths.  I have that slight freeze happen everytime too, and that would really speed up the override process as well (which is horribly slow with some of the experimental wider RHWs).  I know qurlix had said something about some way he was improving the reliability and speed of dragging the RHW for the indefinitely delayed RHW v17, but didn't specify exactly what--that's probably what he was going to do.  I'll look into this for the RHW v14 release (for which I'd also like to include some part of the RHWMIS).  Thanks for bringing that up.

And yes, RHW v13 should work fine with NAM v19. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 27, 2007, 04:32:54 AM
If you use the DrawPaths cheat, you'll see what I'm talking about.

Oh, and please, please, please sort out the RHW dat file. It looks like there's duplicate FSHs, quite often at the same zoom level with different instance numbers. Actually, what's with that? Some other pieces aren't even used at all.

Meanwhile, I've been looking through for instance IDs to use, so I can create a texture mod if needed. It should be quite easy to do at this point, before all those extra interchange pieces are added.

Yup, Qurlix was in fact going to fix it, but you might as well fix it, since he's nowhere to be seen. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 27, 2007, 04:42:16 AM
Shadow Assassin, with the duplicates, are you referring to all the various diagonals that have basically been repeated in some sort of flipped around form?  Pretty much the only thing I did with the textures in v13 was to add 3 in for the new Avenue, OWR and Rail-over-RHW puzzle pieces.  The rest of the IID assignments and whatnot were all my predecessor's doing :D.  I should take a look at that as well.

And yes, qurlix is nowhere to be seen.   

-Alex

Edit:  I just tried drawing an RHW after adding paths in for the stubs.  Even though I did them rather quickly and they ended up being invalid, they greatly sped up the draw time.  Thanks again!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 27, 2007, 05:30:03 AM
Not a problem. I find that the paths don't even have to be valid, as long as they're there. I think that's what qurlix did with the roundabout - just gave the centre tile invalid paths... problem solved. :D

I'll see how things go.

EDIT, 21:15 AEST:
(http://img367.imageshack.us/img367/6923/shintoh4.jpg)

A closer up shot.

(http://img162.imageshack.us/img162/9899/mmmshinyhn0.jpg)

Just did a quick texture change. That's all.

EDIT, 01:39 AEST:
(http://img262.imageshack.us/img262/5537/rhweditiv1.jpg)
Curves, one-way roads, oh my!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fukuda on April 27, 2007, 08:13:38 AM
Fukuda, I'm amazed.

How do you build the bridge? Drag the RHW roadway you're working on over the void and go from there?

Cheers,
Kevin

Indeed, I dragged the RHW over the water,lol.
I'm refinishing the last details of the bridge  &dd
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 27, 2007, 03:17:48 PM
Shadow Assassin, those textures look absolutely amazing!  Great job on those--it will be nice to finally have some asphalt.   :thumbsup:

And Fukuda, that's great news as well, and I'm looking quite forward to the RHW bridges myself.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on April 27, 2007, 03:49:15 PM
Great work SA  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 28, 2007, 07:42:58 PM
Well, unfortunately, there appears to be an error in the RHW v13 .dat which is preventing the NAM Diagonal Streets plug-in from working correctly.  However, I have found the problem, and it is an outdated copy of RUL 0x10000001 from RHW v12, dating back to September 18, 2005 &mmm.  I will be uploading the new RHW v13 .dat to the LEX shortly (within the next few hours).  It will also contain the aforementioned fix to the ANT-to-RHW conversion, thanks to Shadow Assassin.

My apologies for any inconvenience.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Glenni on April 28, 2007, 08:01:40 PM
wait, is that RHW that Shadow Assasin made , made with the one way tool?  ??? awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 28, 2007, 08:06:47 PM
Glenni, I'm not entirely certain since I haven't seen any more than you, but I believe what Shadow Assassin showed is actually a new set of textures for the currently existing RHW, which would mean they're drawn through the ANT, not the One-Way Road tool.  The reason the One-Ways are in the pic is because he wanted to show how the One-Ways transition to the RHW and vice-versa, and how the textures match up color-wise.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 28, 2007, 10:38:48 PM
(Sorry for the double post, but I felt in this case it was necessary.)

The updated version of RHW v13 Beta has been uploaded to the SC4D/BSC LEX.  Here's what has been included:

-Fixed NAM Diagonal Street Plugin issues
-Improved ANT-RHW conversion and RHW draw time (thanks to Shadow Assassin)
-Incorporated GLR Neighbor Connection compatibility (mainly to avoid conflict with the recently released mod, which uses the same RUL file)

Hopefully, this one will work better for everyone. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 28, 2007, 11:11:31 PM
Interesting. I actually didn't have any problems with the diagonal streets... But then again, my plugins folder was empty, with only the NAM and terrain mod in it. :P

Well, all the textures have been done (with the exception of the rail textures), but I'll probably modify the OW-RHW transition a little bit more. It actually kind of looks a little odd, IMO.

All that's needed in the transition is a modification of the alpha map.

I'll do the RHWMIS textures as soon as v14 or v17 comes out with them.

EDIT: All I've done is touched the textures. I haven't touched the RULs, SC4 paths, overrides, or exemplars - just the textures. If I had retextured the OWs, it would've involved a huge, huge number of overrides, and I actually quite like the existing texture for the one-way roads. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on April 29, 2007, 02:35:41 AM
@Alex: I've just had a look at the files myself and seems that there is an extra copy of the RUL file 0x10000002 in the diagonal streets plugin. Anyway, this is the most updated one because it contains overrides for the new diagonal streets. Maybe you could use this file as a base for the RHW. :)

@Shaddow Assassin: The transition to oneway roads indeed looks somewhat unrealistic, since I've never seen semi-transparent tarmac. ;) Other than that the textures look excellent. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 29, 2007, 02:58:31 AM
memo, you're correct.  I hadn't really poked around in there, so I hadn't seen that--thanks for pointing that out. :thumbsup:  From what I've already heard from the people having the problem, removing the 0x10000001 from the RHW .dat actually seems to have alleviated the problem for them (it worked for me as well), but it may be too early to really tell.  I'll get the RHW stuff into the new RUL just to be on the safe side.

And Shadow Assassin, thanks again for doing those textures, and as soon as I have a little more RHWMIS stuff, I'll send it your way for asphalting/internationalizing. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on April 29, 2007, 05:30:18 PM
When will there be textures for roadconnection/one way roads? I think its absolutely essential, atleast for me before I can start using RHW for real. I saw quirlix posting some pics a long time ago over at ST with oneway on/offramps that looked really good. whatever happend to thouse?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 29, 2007, 08:10:21 PM
metasmurf, unfortunately, a lot of that stuff has been delayed.  qurlix, who was going to include those things in the RHW v17 release that he was working on by himself, has been MIA since February.  The RHW v13 Beta that I just released was mainly to address the whole NAM-compatibility issue, which v17 was originally intended to address.  The v13 release was not originally in the plans, but was necessitated due to these factors, and was mainly intended as a "quick fix" for the NAM-compatibility issue, with a few small additions (like the new puzzle pieces).  I mainly just wanted to "get it out the door", so that the public had a NAM-compatible RHW, since they had been waiting 4 months, and I'm sorry that I couldn't have included more &mmm. 

The next release, RHW v14, however, will be a much more complete release, and it will come out simultaneously with the next NAM, so there isn't a gap in time between having a new NAM and a new RHW that's compatible with it, as happened this time around.  I'm trying to cram as much new stuff as possible into this release, and you'll more than likely see the RHWMIS in some form.  I also agree with you that those at-grade crossings are essential, and I would like to include them in the v14 release as well. 

As far as those One-Way On/Off Ramps that qurlix had, I personally feel that they're kind of unnecessary at this point because of the RHWMIS, so I don't plan on replicating those.  From what I've seen, the only reason people had been using OWRs to make interchanges was as an interim solution to deal with the lack of any sort of interchange setup for the RHW. 

Hope that answers your questions.  There will be some more new RHW stuff soon. ;)

-Alex 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 01, 2007, 01:00:54 AM
I've changed the menu icons for the RHW, as well as the LTEXT files. As the 2 lane RHW hasn't been done (this is for freeways), I'm not gonna touch it. :P.

But if you want, I can remove the LTEXT file, and leave the description as-is.

(http://img259.imageshack.us/img259//rhwmenuiconhu2.jpg)

Oh, and Tarkus: little hint if you're having problems with white edges on your puzzle pieces - use a shade of grey that's most similar to the actual road texture. If possible, avoid using black, as it'll also appear odd.

Otherwise, it's all good. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 01, 2007, 04:02:15 AM
Shadow Assassin, that's an awesome job on the buttons there!  Would you mind if I used them in the next RHW release?

Excellent job on the LTEXT as well--looks like it would work for the two-lane as well.  I think that it perhaps would work best if it were included with your asphalt texture mod. 

And thanks for the suggestion on the transparency issue as well--I'll try that out when I have a little time to mess around with it. ;)

Superb work as always!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 01, 2007, 06:34:23 AM
Not at all! I don't mind, that is. :P

I'll just put them into a blank exemplar file and upload them, so it's just an easy drop-n-replace for you in iLive's reader. :P As for the 2L mod, I'll see what I can do. I can do replacement textures easily, because I have the PSD files for both straights and diagonals. I'll probably just use double lines/dashed lines (except they'd most probably be white, since these are well, based on Australian road markings). Unless people want me to use just dashed lines?

(http://img374.imageshack.us/img374/559/09tr4.jpg)
This is a typical Rural highway in Australia. The precise state of the road may vary, though. :P

That's what they'd most likely look like. I've got a little experience with Type 21 exemplars, so I could easily put those posts on the side (just 1 or 2 minutes in the BAT, is all). It'd be optional, of course.

By the way, if people are wondering where I got the road markings from, here is a photo showing these markings.
(http://img462.imageshack.us/img462/6379/m80m801pz2.jpg)

(http://img185.imageshack.us/img185/6854/m80m1intoc9.jpg)

These photos were taken on Melbourne's M80.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on May 01, 2007, 02:21:48 PM
The diagonals are much better ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 02, 2007, 06:33:48 AM
Tarkus, I've attached my menu icons and LTEXT file to my post.

Note to all: this small zip file does not include any of the textures I've been working on. I should have them finalised this weekend, and then it's likely I'll have to temporarily stop work on them because I have an assessment period coming up soon (meaning no modding time for about 3-4 weeks (till the end of May), as I'll be busy completing my final assessments before I do my Trial HSC and HSC, which are the final exams of 13 years schooling.  ;D Yay.)

Meanwhile, Tarkus, have fun with the menu icons. As I said, it should be a simple matter for you to drag and drop. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bongoswimp on May 02, 2007, 07:04:17 AM
I'm amazed to see that your australian highways look very similar to ours in switzerland.
Now if you added safety fences as in your RL pics, it would be perfect for me.

Great work overall!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on May 03, 2007, 12:09:49 AM
I had a feeling those were Melbournian markings. I knew I'd seen the road markings in photos before, but couldn't place them (though I knew they were definitely Australian). Given the popularity of the ERTM, I'd suspect that this texture mod would be very, very popular. For those of us that use the no-oneway road arrows mod, the transition between these new textures and the OWR's will be virtually seamless.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 03, 2007, 12:37:11 AM
Shadow Assassin, thanks for the new icons!  They're definitely going to be in the next RHW release. ;)  And those asphalt textures actually look a lot like a lot of highways here in the US, aside from the dual white lines instead of the yellow on one side.  It sounds like it's the same with the 2-lane textures as well.  Best of luck with all your exams as well!   ;)

Well, everyone, I figured I'd post the plans for the future RHW releases:

As far as what I'm planning for RHW v14, here's what you can expect:

Things which will definitely be a part of RHW v14

    * Compatibility with the next NAM release
    * Solution to the double-icon issue (thanks to memo)
    * New icons by Shadow_Assassin
    * New texture options (multiple ones will be included in the download, you'll just select the one you want through the installer)
    * New optional HSRP-over-RHW crossing, for those using the HSRP beta mod.

Things which will likely be a part of RHW v14


    * An initial version of the RHWMIS
    * An initial version of the Elevated RHW
    * RHW-over-Network puzzle pieces (both Orthogonal and Diagonal)
    * New at-grade (surface-level) intersections for Roads and One-Way Roads
    * Diagonal Network-over-RHW puzzle pieces


Things which will likely be a part of RHW v15


    * Wider RHWs (up to 10 lanes, 5 per direction)
    * Double-decker RHW
    * Further RHWMIS developments (ongoing)


Ongoing things dependant on other releases

    * Underground RHW and RHWMIS (will be released simultaneously with Big Dig/RHWMIS Portal)
    * Further NAM compatibility fixes (will be released as the NAM Team releases further updates to which the RHW needs to be added)
    * Puzzle pieces to interface with other Network Widening Mod (NWM) expanded networks, like the OWR-5 and TLA-7 (will be released as soon as the NWM mods are released)
    * Updates to allow compatibility with any other new transit mod that alters the RUL files (will be released as necessary)



When will RHW v14 be released?


RHW v14 will be released at the same time as the new NAM features.  The next "NAM" won't be so much a "NAM" as much as a bunch of new features created by the NAM Team.  (ArkenbergeJoe and Andreas Roth have developed a new strategy for NAM releases which will allow for quicker releases of new features.)

And of course, the NAM Team has a no release date policy (we like to surprise people), so I can't give an exact date.  But the RHW will be released at the same time as the new NAM features--no waiting this time.

What happened to RHW v17?

RHW v17 is indefinitely delayed.  However, some of its features have been incorporated into RHW v13, while others will be released as part of RHW v14 and v15.

Hope that answers some questions. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 03, 2007, 02:20:44 AM
um....thats a plateful can i have seconds?  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 03, 2007, 09:39:02 PM
Filasimo, lol . . .  :D

Couple things I accidentally omitted from my release update post.  In addition to the releases I mentioned, there are a number of associated projects which will be released as well.  These include Fukuda's and HabLeUrG's bridges, and the new overpasses and underpasses by blahdy and HabLeUrG. 

In addition, Alidonkey has made some fantastic new puzzle pieces, including the long-anticipated RHW-4/RHW-2 connector, which will likely figure into one of the next couple releases.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on May 05, 2007, 04:57:38 AM
I want to let you guys know, I'm working with Tarkus to updated the current style RHW pieces.  The additions to them will be this:

There is no timetable to when I'll have all of the normal pieces upgraded because RL can always throw a curve at ya when you can least predict it.

But, here's a preview shot of the one title that I have done so you guys can see what it will look like. ;)

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-4New.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Colyn on May 05, 2007, 05:13:07 AM
Good work here guys ... I appreciate it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 05, 2007, 06:05:13 AM
Rickmastfan: Make the line a little shorter. Otherwise, it's looking good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on May 05, 2007, 06:15:11 AM
Rickmastfan: Make the line a little shorter. Otherwise, it's looking good.

Well, that's the same size that the current RHW pieces are using right now.

But I'll look into making it possibly shorter if Tarkus thinks that's a good idea. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on May 05, 2007, 07:13:45 AM
I want to let you guys know, I'm working with Tarkus to updated the current style RHW pieces.  The additions to them will be this:
  • Brighter paint; Both the Yellow and White lines will be upgrade to show up better and to be more realistic
  • Highway reflectors; I've created a highway reflector to go in between the middle lane divider lines

There is no timetable to when I'll have all of the normal pieces upgraded because RL can always throw a curve at ya when you can least predict it.

But, here's a preview shot of the one title that I have done so you guys can see what it will look like. ;)

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-4New.png)

I really like the reflector :thumbsup: . I am not sure how it will look like on a long RHW strip.... if it looks too repetitive, you may consider using T21 exemplars to add them more "spaced"

About the new paint, I also prefere the new ones but they will make look the RHW always very very new. Maybe a slight paintbrush edtion (add some dirty, not too much, just a little touch) would help to make the look more realistic  ;)

This is of course my humble opinion ::) . You are making a great work so far, and the new look makes the tool even more interesting and eye-candy  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 05, 2007, 06:45:22 PM
Well, rickmastfan67, I think they look fine with that line width like it is, though if you really wanted to, you could shorten it just a little. 

jeronij, if you're wondering whatwhat rickmastfan67's textures look like in the game, here's a pic:

(http://img135.imageshack.us/img135/5530/penrosedrrhwmismh6.jpg)

Personally, from what I've seen on US highways, I'd say the spacing is actually quite accurate.  Some of them look a little bit lighter since they are on RHWMIS pieces and are undergoing the 3D render.

And Colyn, thanks!  It's no problem. ;)

-Alex



Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on May 05, 2007, 08:44:44 PM

Hey Alex that is looking pretty good.
I do agree with Jeronij that the reflectors should
have more spacing like in every other one not one
after the other.  But other then that its looking mighty
fine - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on May 06, 2007, 03:30:31 AM
Thanks for the pic Alex, they dont look too repetitive  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on May 06, 2007, 06:42:34 AM
Nice work you folks are doing. I think the reflectors are just right. Can't wait to do interchanges like that in my regions.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on May 06, 2007, 07:52:56 AM
I've been lurking here for quite some time, and wanted to give my support. This project is coming along great, and am looking forward the new release. The reflectors and the lines look just right. Alex- your hard work is appreciated  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheTeaCat on May 06, 2007, 04:58:34 PM
Astounding work and effort that has been put into this. I am sure that most of the community are eagerly looking forward to its release and here is a thank you on behalf of all the people who never comment ;) and of course from me too :D.

 :satisfied:
TTC
Title: Re: RHW (RealHighway) - Development and Support
Post by: Masochist on May 06, 2007, 10:15:53 PM
here is a thank you on behalf of all the people who never comment ;)

Heh heh...thanks, TTC! ;)

And thanks to everyone involved in this project!  I, like so many others, really appreciate what you guys have done/are doing for this game!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 07, 2007, 09:30:31 PM
Hi everyone-

Thanks again for your support and compliments for the project.  We're more than happy to provide the community with improved transportation options. ;)

I'm posting this primarily to further update everyone on status.  Unfortunately, it is appearing that the long-anticipated MIS will probably not be a part of the next RHW release, but the reasoning for that is that the next NAM is coming quite soon, quicker than I can get the RHWMIS ready for public consumption.   ;)    My utmost goal is to keep the RHW compliant with the NAM at all times, so that the whole "v17 Saga" doesn't happen all over again.  The RHWMIS will still be released in fairly short order, just after the next NAM/RHW release.  And of course, being a NAM-ite, I can't give a release date for anything.  :D 

My apologies for any inconvenience.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on May 07, 2007, 09:43:35 PM
Well, we all appreciate your hard work - That's EVERYONE working on these modds that make our SC4 gaming experience more enjoyable. We await, patiently, knowing that your work will be exceptional. I know that if I hadn't found you folks here with all this wonderful improved stuff and additional content, and all the great tutorials and personal, friendly help, I would have probably moved on to another game. But, you all keep it fresh, exciting and interesting. SC4 and SC4DEV is an addiction I'm happy to have.
 $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on May 07, 2007, 10:12:45 PM
I really like the reflector :thumbsup: . I am not sure how it will look like on a long RHW strip.... if it looks too repetitive, you may consider using T21 exemplars to add them more "spaced"

About the new paint, I also prefere the new ones but they will make look the RHW always very very new. Maybe a slight paintbrush edtion (add some dirty, not too much, just a little touch) would help to make the look more realistic  ;)

This is of course my humble opinion ::) . You are making a great work so far, and the new look makes the tool even more interesting and eye-candy  :thumbsup:

I'll look into that.  Thanks for the suggestion.  I just might make them a tad darker, but I don't know at this time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zaphod on May 18, 2007, 07:51:29 PM
The reflectors look good

Just a stupid question about the MIS, is it going to have guardrails or those concrete barriers? or is that not possible to do?
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on May 24, 2007, 03:23:32 PM
Alex,
So whats going on in RHW world? I'm still curious and following the Transit Modding world.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 24, 2007, 04:16:03 PM
Zaphod: Well, it is possible to do, and it's something I'd like to do.  I'm leaning toward concrete right now. 

Kevin:  Well, there hasn't been much lately.  RL's been hitting me lately, plus helping finish up things with the next NAM, and I'm also in the process of prepping a new MD.  But, I do have a rather big announcement regarding the future of my transit modding projects to make. 

The RHW will cease to exist as a separate mod by the release of v14, possibly even by v13b (the next release). The RHW will become an integral component in a new mod package, the Network Widening Mod, or NWM for short.  In addition to the RHW, the NWM project will also incorporate the Turning Lane Avenues (TLA) Project, as well as the Wider One-Ways project, and future override-based network extensions. 

Hope that answers your questions.  The next NAM will be out very soon as well. ;)  Hope everything is going well in Central America.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on May 24, 2007, 04:23:54 PM
This officially confirms that the transit mods for SimCity 4 is nothing but alphabet soup. :D

Anyways, can't wait for the NWM to come out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 24, 2007, 04:33:37 PM
Well, this is good news, Alex! I can't wait for the NWM to be released! Keep up the fantastic work, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on May 24, 2007, 09:17:20 PM
ditto, here.
I'm almost not wanting to start anything new until it comes out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 24, 2007, 10:20:25 PM
garrrrr!!!! im gonna have to redo my city again so i can use the wider OWR mod when it comes out  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 25, 2007, 12:16:18 AM
ditto, here.
I'm almost not wanting to start anything new until it comes out.

I was thinking the exact same thing! With all these new transport network mods coming out, I'm hesitant to start any major projects.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 25, 2007, 08:43:37 PM
I am making a new texture set for the RHW at the moment... pictures will come later after modding and initial testing is complete.

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: l.h. on May 27, 2007, 12:56:50 AM
Great work on this project guys. I'm really looking forward to the new rhw with the cool ass looking onramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2007, 10:25:46 PM
Hi everyone-

Well, I have an update for the first time in awhile with some actual pics of progress. ;)

I've gotten the hang of the puzzle drag method for the most part, and figured out a way to do more compact (but still RL-scale) versions of the RHW-6 and RHW-8.  They won't be separable because of the way they are structured, but I do plan on interfacing them with the separable versions.  Officially, I guess you can call these the RHW-6C and RHW-8C ("C" meaning "compact").  Eventually, I'd like to get a concrete median barrier added in for the RHW-8C.

Here's a shot showing the initial dragging mechanism for the RHW-6C:

(http://img524.imageshack.us/img524/9928/rhw6052720073ao8.jpg)

And further in the construction (I still need to make the overrides a little bit more stable):
(http://img176.imageshack.us/img176/3131/rhw6052720072yv1.jpg)

Here's the completed RHW-6C network:
(http://img524.imageshack.us/img524/1034/rhw6052720071mh2.jpg)

And the RHW-8C (I realize I screwed something up with the textures--that will be fixed):
(http://img524.imageshack.us/img524/9529/rhw805272007dj4.jpg)

Before anyone asks, this won't be in the next NAM--I wasn't even able to get the MIS ready by then. :D  But it's certainly possible that you'll see it by NWM Beta v1. ;)

As far as those of you wanting to wait to start anything new, well, as much cool stuff as will be in the next NAM, you might be tempted. ;)  Don't let me be a spoilsport.  But of course, NWM Beta v1 may be done fairly soon as well, depending on how things go.  You'll at least get the onramps by then, l.h., and I'm looking forward to seeing your new texture set, Allan. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 27, 2007, 10:47:17 PM
um im speechless........utterly speechless........anywho tarkus, is it possible to make a RHW auxiliary lanes? in which the lanes are leading you into the exit ramp and then the lane starts again at the end of the offramp? just thought id ask..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2007, 11:14:13 PM
To answer your question, Filasimo, yes, I would indeed be able to create some sort of auxiliary lane setup with these wider RHWs and the MIS.  Of course, this whole development also may have some effects on the MIS as well . . .  ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 27, 2007, 11:29:24 PM
interesting tarkus i would be wondering how u would drag the RHW-6/8 to make a auxiliary lane since all it is is an exit lane that connects two exits together     (http://ops.fhwa.dot.gov/freewaymgmt/publications/frwy_mgmt_handbook/images/fig5-1.gif)
 interested to see how u can do that with the RHW since the auxiliary lane is one continous lane bw exits n such..
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 27, 2007, 11:46:43 PM
That would be a good addition to the RHW, provided it can be done. Good thinking, Filasimo!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 28, 2007, 03:27:20 AM
I agree with Dustin (thundercrack) that this is indeed a great idea, Filasimo.  And yes, it is certainly possible.  I 'd probably have to do it via an on/off ramp puzzle piece as I have in the MIS (which basically just gives a ramp stub), designed specifically to add/subtract lanes like that.  I don't know if you'd necessarily have the shorter dashed lines for the entire length (probably just limited to the immediate area around the puzzle piece), but other than that, functionally, piece of cake. ;)  Except for the texturing. :D  Maybe one day I'll have to get off my lazy rear-end and figure out how to make decent textures. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 28, 2007, 04:25:40 AM
thanks guys i just figured it would be awesome to have those lanes bc we have them here in nashville,TN USA as for the dotted lines what ive seen here where i live that on the interstates, the aux lane has the same striping as the other lines BUT as u get say roughly 100-200 feet it turns into the shorter dash lines...hope that helps and i look for the day i see that ingame  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on May 28, 2007, 06:37:47 AM
well multiple offramp interchange lanes are used for over a mile about 30 minutes drive from me

[linkie] (http://maps.live.com/default.aspx?v=2&cp=51.296424~0.507195&style=a&lvl=15&tilt=-90&dir=0&alt=-1000&encType=1)

zoom in and you can see the main 6 lanes carriage way with two interchange carriageways separated by medians, with two lanes a piece. this new junction was constructed to replace two standard overhead roundabouts
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on May 28, 2007, 11:28:48 AM
That is looking great, alex! Great idea, Filasimo! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 29, 2007, 02:27:30 AM
I will try to post some pictures of the new textures in action by this Friday (this is when my teachers have a professional development day). I have tested the textures, but I can't seem to find or change the texture for the puzzle pieces, which still use an old texture. This could be because it is in a location that is different than the main RHW file. Can you please tell me file name and exemplar where that file might be located?

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 29, 2007, 02:35:12 AM
Well, Allan, the puzzle pieces actually use a 256x256 pixel texture, as is standard for them.  They should be in the main RHW .dat file, but you'll need to use FiSHMan to export them.  The IIDs should be as follows:

0x5EEE7300 (Rail-over-RHW)
0x5EEE7700 (Road-over-RHW)
0x5EEE7800 (OWR-over-RHW)
0x5EEE8200 (Avenue-over-RHW)

Hope that helps!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 03, 2007, 01:03:41 AM
Hey, Alex! Just thought I'd stop in and see how things are going with all your various projects. Hope all is well, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 03, 2007, 03:21:37 AM
Hey Tarkus, I just got the new NAM all installed with the RHW.  Just wondering, why is the building of the RHW much slower now?  I kinda liked that super speedway way from the "RHW 13A" version. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on June 03, 2007, 07:46:38 AM
Well, we changed the speed back to the default value. ;) The high-speed setting was only introduced because there were some paths missing in the previous version, so building the RHW took ages. If you're a bit familiar with the Reader, I can explain how to change it to super-fast again, of you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on June 03, 2007, 02:02:16 PM
Hey all, Ive wanted to use the RHW for ages now, but its never seemed to work for me. It installs correctly and the button appears at the top of the Highway menu, but it only ever drags ANT, and never turns into RHW.
Any suggestions?

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 03, 2007, 02:41:15 PM
Hello, Fred!

The same thing happened to me with the new NAM, but I installed the NAM Essentials and now it works. If you installed the NAM Essentials before you installed the RHW, try re-installing the Essentials. If that doesn't work, I'm not sure what the next step would be. I hope this helps!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 03, 2007, 08:42:06 PM
Well, we changed the speed back to the default value. ;) The high-speed setting was only introduced because there were some paths missing in the previous version, so building the RHW took ages. If you're a bit familiar with the Reader, I can explain how to change it to super-fast again, of you want.

Nah, it's ok.  I was just wondering.  Thanks for the back-story on it. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on June 04, 2007, 02:13:16 PM
@freedo50
just a question: you do drag ANT roads beside each other, as the ANT is there until you drag another ANT road beside it then it turns into RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on June 05, 2007, 12:52:05 PM
Would it be possible to just make the ANT a RHW without having to "double-drag" it? That would be great, because whenever I try to make a good multi RHW (8 lanes) it just changes into 2 parallel, normal highways  :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on June 06, 2007, 10:39:22 AM
Got the problem sorted by reinstalling the NAM essentials. Thanks for the help.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 09, 2007, 08:27:37 PM
@Sim Jesse: The variable width RHW has not been released yet. You can only make 4-lane divided highways (2 lanes each way) at this time. The variable width RHW will be available as part of another project.

It's not possible to make the ANT a RHW in the manner you suggested due to how the network is setup in the EXE. By default, the ANT is a single tile network. Tarkus and other NAM modders created a set of overrides to overcome this limitation and created the RHW with these overrides.

After talking with Tarkus the other night, I decided to continue with my cosmetic mod that I was working on for the RHW. I will also be helping him with the RHW MIS so he can get it released. So, here's what I have been up today:

(http://img87.imageshack.us/img87/2878/rhwguardrailsstartgr7.jpg)
(http://img243.imageshack.us/img243/3503/rhwguardrailsstart2yo3.jpg)
Starting the draw of the RHW with two parallel segments of the ANT.

(http://img245.imageshack.us/img245/1313/rhwguardrailsspeedlimitoz4.jpg)
Speed Limit Signs (70 MPH in this case, which is my personal preference for the network speed)

(http://img142.imageshack.us/img142/8273/rhwguardrailsrightcurvejj7.jpg)
(http://img142.imageshack.us/img142/6599/rhwguardrailsleftcurvewf9.jpg)
Curves. There are also setups for the opposites of each curve. (Sign props custom made by me)

(http://img354.imageshack.us/img354/8835/rhwguardrailsowendsjp7.jpg)
(http://img72.imageshack.us/img72/6040/rhwguardrailsaveendff0.jpg)
Ends of the RHW with One Way Roads and an Avenue

(http://img72.imageshack.us/img72/6004/rhwguardrailssidestreettc8.jpg)
Intersecting side street with a custom stop sign prop. The white sign on the bottom is a "Right Turn Only" (http://www.trafficsign.us/650/reg/r3-5r.gif) sign.

(http://img143.imageshack.us/img143/7320/rhwguardrailswideyh2.jpg)
Wide median between sides of the RHW with guardrails and a crossover.

The guardrail props are Jestarr's and are found in his MEGA Prop Pack Vol 01. I modified the exemplar for the 8 meter long straight guardrail prop so it will appear, even if a network tile gets flipped. All the signs and guardrails seen here have been placed via Type 21 exemplars (Network Lots). These exemplars are what make props appear on networks without needing transit-enabled lots. T21's will work for both texture- and model-based networks.

The dirt alongside the roadways are part of a custom mod that I created, which is based off of PEG's Rural Roadways Mod. I modified it to put dirt shoulders in rural/unzoned areas only. My mod affects several networks.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 09, 2007, 08:40:20 PM
jan,
is it possible to fix the centerline transition when u transition it from a OWR or ave to RHW? i notice that when transitioned the centerline abruptly becomes longer or gets cut up.
Ryan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 09, 2007, 08:48:05 PM
Filasimo,

That would have to be handled by the texture artists. My dirt-shouldered textures are simply copies of existing ones pasted onto a dirt texture that is floating around on my hard drives. I'm better at making vehicle skins than network textures. :(

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 09, 2007, 09:04:41 PM
its ok jan youve done alot of great work with ur latest update and visuals it would be cool if someone was able to create some sort of gentle sloping median kind of like a center ditch with gentle sloping sides....alot of interstates here in the US have them
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 09, 2007, 09:40:04 PM
Looking good, Jan! I do have a question, though: Is it possible to have wider curves (like the NAM road and rail curves) for the RHW? I think the more gradual curves would add some realism.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 09, 2007, 09:49:19 PM
Filasimo: Someone could probably BAT the median you are suggesting for where the RHW is wider. With careful terraforming, you could create the same result ;) I know what you are talking about though. SR20 in Washington State, between Anacortes and Mount Vernon, has a grassy median with a ditch at the center.

@Thundercrack: that would be up to Tarkus to decide. I'm just doing the Type 21 exemplars to "decorate" the RHW.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 09, 2007, 11:07:59 PM
Swamper77, you up for making an Eisenhower Interstate Shield Type-21 file? ;)  I can provide you a picture of the 50th Anniversary Shield that I've taken pictures of.  Only state that I've found it in is SC.  And then, it was just leaving the Welcome Centers.  Found it in two different places.  The SB Welcome Center on I-77, and the NB Welcome Center on I-95.  Have pictures of both, but I would send you the best one of the two that I.  So, you game?  If so, send a PM with your e-mail address so I can send you the picture. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on June 09, 2007, 11:13:20 PM
thats an excellent work swamper  :thumbsup: &apls

Im thinking in doing non-functional wide curves for RHW and others at my RHW project... thats a nice idea, thundercrack!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 09, 2007, 11:29:48 PM
@Thundercrack: that would be up to Tarkus to decide. I'm just doing the Type 21 exemplars to "decorate" the RHW.

I guess I should have opened the question up to everyone working on the project, as I meant to do. Sorry about that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on June 10, 2007, 06:00:03 AM
That is looking wonderful, jan! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on June 10, 2007, 06:25:24 AM
Wow great work Swamper, I came in here specifically to ask about a version of this I had seen over at ST some time ago. Isn't that a weird coincidence? Great work though!


Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on June 10, 2007, 07:41:31 AM
nice work jan, it really adds to the realism of the rhw.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 10, 2007, 10:27:46 AM
I've been working the past few days on a new transition piece for the RHW.  I'm open to questions and comments, as always.

(http://img175.imageshack.us/img175/2260/rhwtransitionlk9.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 11, 2007, 01:22:06 AM
burgsabre, a silly question i ask...is that a transition piece for the RHW-4 in which the right side lanes transition to 3 lanes? if so why not have the transition occur on the right side? unless its a euro version i would show an example when i get back in town in a few days...also a 3 lane to 4 lane transition piece would be good also to make the RHW-6 into RHW-8...well just some ideas and questions i had...hope u get my concept
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 11, 2007, 05:31:17 AM
I've been working on for the last few hours on some street MIS connections.  These are totally different from the street junctions that are currently on the mainline RHW.  So, how do they look to you guys?  Any suggestions?

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/streetxmisrampmt4.png) (http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/streettmisrampmt3eft.png)

BTW, these pieces mostly will only be able to be used with the Elevated-RHW when it comes out since there isn't any elevated street puzzle pieces yet. **HINT, HINT other NAM people. :P **  However, the Right Turn Only piece onto the MIS system below can be used almost anywhere in the RHD world.

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/streettmisrampmt3right.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 11, 2007, 07:10:18 AM
filasimo:  That's a transition for 2 two-lane sections of RHW traveling in the same direction merging.  The reason I had the extra lane come in from the right side was because it made sense to me.  (I'm really not sure why it did.)  Maybe I'll try bringing the lane in from the left.  There's also this piece's opposite - a splitter piece - forthcoming from me shortly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 11, 2007, 04:51:46 PM
rickmastfan67:  That's a transition for 2 two-lane sections of RHW traveling in the same direction merging.  The reason I had the extra lane come in from the right side was because it made sense to me.  (I'm really not sure why it did.)  Maybe I'll try bringing the lane in from the left.  There's also this piece's opposite - a splitter piece - forthcoming from me shortly.

Um burgsabre87, that was Filasimo that commented about your RHW merging piece, not me.  I made a post about new street interchanges for the MIS. ;)   BTW, how do you like them? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 11, 2007, 05:24:27 PM
i see now burgs bc it makes me think if there will be a RHW-6 and a RHW-8 wouldnt we just need a transition piece such as a RHW-4 > RHW-6 transition piece and a RHW-6 > RHW-8 transition piece?
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban on June 14, 2007, 07:21:54 AM
Hey

I installed the RHW after installing the new NAM but the ANT network does not show up in any menu  ()what()

can someone help me??? please
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 14, 2007, 07:43:50 AM
urban:  It sounds like you didn't get the ANT installed when you installed the NAM.  Try uninstalling and re-installing everything, and make sure you select the ANT Plugin when you re-install the NAM. 

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ardecila on June 15, 2007, 01:05:21 AM
Umm..  Tarkus, I have a couple questions.  First of all, is there a private thread here for contributors?  I'd like to be able to discuss some technical aspects of a project I'm working on.

Second...  there were two new roads that got me excited a few months ago.  One was a 4-lane road that fit onto one tile, by removing the sidewalks.  The other was a wider one-way road (I think that also fit onto one tile).  Who was making these, and are they still "in the works", so to speak?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 15, 2007, 01:21:45 AM
ardecila:  Glad to see you over here!  To answer your first question, see the PM I sent you.

As far as the second question goes, Shadow Assassin had done the 4-lane road awhile ago.  We had talked about doing a puzzle drag implementation on it.  I don't know if he's still working on it or not.  As far as the wider one-ways, that was something jplumbley and mikeseith were working on, and I've done some technical advising as well.  They have a thread on it here (http://sc4devotion.com/forums/index.php?topic=1076.0); it's still slowly progressing.

Hope that answers your questions!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban on June 15, 2007, 10:41:34 AM
@Tarkus:thanks it's working now  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 16, 2007, 04:55:16 PM
(http://img524.imageshack.us/img524/1034/rhw6052720071mh2.jpg)

And the RHW-8C (I realize I screwed something up with the textures--that will be fixed):
(http://img524.imageshack.us/img524/9529/rhw805272007dj4.jpg)

Hey Tarkus, pass over to me a copy of the RHW-6C & RHW-8C.  You have the e-mail address. ;)  I have an idea for a Puzzle piece that could start them out.  For instance, I'm thinking of making a puzzle piece that starts out as a RHW-4, then it gains a left lane and also gains a lane from the right from an entrance ramp for the RHW-8C. ;)  For the RHW-6C, just the left lane addition. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 17, 2007, 07:06:43 PM
ouu that sounds interesting rick good luck with starter piece....the entrance ramp starter piece, could that mean the beginning of an auxiliary lane i mentioned earlier in the thread?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 17, 2007, 07:20:10 PM
Filasimo:  I don't see why that couldn't be an option.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 17, 2007, 08:49:48 PM
if im not mistaken Alex mentioned that its possible so lookin forward to that
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 17, 2007, 09:32:42 PM
ouu that sounds interesting rick good luck with starter piece....the entrance ramp starter piece, could that mean the beginning of an auxiliary lane i mentioned earlier in the thread?

I'll look into doing it somewhat like that.  I don't think that should be that hard to do. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 23, 2007, 01:06:01 AM
Hi everyone-

I realize this thread's been a little quiet on the development front.  Have a few things in the works which I don't have ready to show yet, and RL will be beating up on me a good deal here soon.

At any rate, I do have something developed here--and available to download (attached to this post). ;) 

Edit as of 3/27/2008:  Attachment has been removed, as it is outdated and will not work with RHW v20 or later, as well as HSR v2 by Warrior.

(http://img257.imageshack.us/img257/1640/rhwhsrpmr0.jpg)

For those of you using the High Speed Rail Project (HSRP) mod by 3ddz and Murakumon (which replaces the Monorail network and can be downloaded here-Link Removed on 3/27/2008),  I have worked up a cosmetic patch, which prevents it from reverting to the old Monorail models when you drag it over an RHW (or ANT).  Just place the zz-RHW_HSRP_Patch.dat file in your Network Addon Mod\Rural Highway Mod directory.

Enjoy!

-Alex (Tarkus)



Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 23, 2007, 01:11:31 AM
w000t!! 1 Ring rules the....oops what am i saying?!? good job in releasing that out Alex!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 23, 2007, 07:31:28 AM
Here's something that I just made this morning.  This could be the default RHW-4 to RHW-8C Puzzle piece if Tarkus wants it to be.  Spent about 3-4 hours making this playing around with a few different settings in PSP7.

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW4-8C.jpg)

So, how do you guys like it?  It's going to be a 3x9 Puzzle Piece Starter.  Tarkus, try to hit me up later today on MSN and I'll pass on over the PNG format so we can see if we somehow can get it into SC4 because I've never done anything like that since I'm only a grapics kind of guy. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 23, 2007, 08:32:44 AM
awesome puzzle piece design rickmastfan, if u also want some inspiration and an idea how the RHW-4 to RHW-6C should look like, heres a link to a pic of how it executes and starts in an interstate where i live close to: http://maps.google.com/maps?f=q&hl=en&q=hermitage,tn&ie=UTF8&ll=36.173998,-86.49011&spn=0.002884,0.005021&t=k&z=18&om=1 later on the interstate forms a 4th lane each side
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 23, 2007, 08:57:51 AM
Rickmastfan,

Great puzzle piece! I'm really excited about RHW-6 and RHW-8, and thanks for contributing. I know Alex really needs your texturing skills!

However, there are two changes that would make it excellent:

1. extend the dotted white lines all the way to the yellow shoulder line, as well as removing the reflectors and replacing them with the dotted white lines.

2. Remove the yellow hash marks. They don't serve any purpose as drivers should be following the other markings and paid attention to the signs warning "Two Left Lanes End-1/2 Mile," etc. It would look much more realistic if there was blank pavement after the lanes begin to merge.

However, every state interprets the Federal Highway Administration guidelines differently. Until 2004, Mississippi didn't pay very close attention to their recommendations, however, new roads and repaving projects since then follow FHWA guidelines to the T. Alabama doesn't follow them closely at all, and they often get creative with their striping. For example, the end of the 6 lane on I-20/59 near Vance, AL (between Birmingham and Tuscaloosa) the far left lane runs out and it leaves and unmarked space about 400 feet long to merge! Louisiana does a decent job from what I can tell, Like Mississippi, the LADOTD has gotten better about striping in recent years.

If you have any questions let me know and I hope I've been helpful.

Cheers,
Kevin
Your local DOT Representative
Title: Re: RHW (RealHighway) - Development and Support
Post by: nwelsh on June 23, 2007, 01:07:45 PM
Thank you Tarkus for the High Speed Rail Plugin. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 23, 2007, 05:32:46 PM
Rickmastfan,

Great puzzle piece! I'm really excited about RHW-6 and RHW-8, and thanks for contributing. I know Alex really needs your texturing skills!

However, there are two changes that would make it excellent:

1. extend the dotted white lines all the way to the yellow shoulder line, as well as removing the reflectors and replacing them with the dotted white lines.

Ok, I'll do that.  Should have an updated image posted above in about 10-15 minutes.

2. Remove the yellow hash marks. They don't serve any purpose as drivers should be following the other markings and paid attention to the signs warning "Two Left Lanes End-1/2 Mile," etc. It would look much more realistic if there was blank pavement after the lanes begin to merge.

I think I'm going to keep it the way I have it.  Mainly because I modded this after a real-life highway that I've travel on several times.  It's I-77 in NC/SC.  The lanes that are going from 2 to 4 are based off the segment of I-77 SB just North of Charlotte, NC just South of Exit #23 I think.  The lanes going from 4 to 2 are based of I-77 SB just South of Rock Hill, SC near Exit 73 or 75.  Can't remember which one at this time without pulling up a Sat image of the area in Google.  However, here's a picture that I took from the car showing the Yellow striping in the left lanes as they end.  That's why I'm keeping it that way. ;)

(http://img.photobucket.com/albums/v645/rickmastfan67/Interstates/Img_1261s.jpg)




EDIT: The puzzle piece 4 posts above has been updated.  How does it look now?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 23, 2007, 11:20:53 PM
Here's another new starter piece.  It's the RHW-4 to RHW-6C starter piece.

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW4-6C.jpg)

Next up, a RHW-6C to RHW-8C.  Then some other versions that use exit ramps. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 23, 2007, 11:56:54 PM
Brilliant work, rickmastfan67! Those look fantastic! Keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ACEfanatic02 on June 24, 2007, 12:10:39 AM
rickmastfan67:  Nice work.

A few issues, though:
-  The shoulder along the added lanes should align with the lanes themselves.
-  Why are the merge areas different lengths?  IMO, it would look better if they were consistent.
-  Finally, the skid marks should align with traffic flow -- i.e., should not continue past the end of the merge lanes.

Sorry to be a such nit-pick.  They look great, though.

-ACE
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 24, 2007, 01:29:38 AM
Those look almost exactly like what I see on IH 990 (Lockport EXPWY), northeast of Buffalo.  Great work, and keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 24, 2007, 02:03:44 AM
Rickmastfan,

Looking great! It seems that what the FHWA recommends isn't always what State DOT's adhere to.

At any rate, I can't wait to see these in game and keep up the great work!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 24, 2007, 07:18:06 AM
rickmastfan67:  Nice work.

A few issues, though:
-  The shoulder along the added lanes should align with the lanes themselves.
-  Why are the merge areas different lengths?  IMO, it would look better if they were consistent.
-  Finally, the skid marks should align with traffic flow -- i.e., should not continue past the end of the merge lanes.

Sorry to be a such nit-pick.  They look great, though.

-ACE

1. It doesn't always happen.  I based the two puzzle pieces you see in this thread on real-life stretches of road that I've personally traveled on.  For the RHW-4 to RHW-8C, I based that off of two different segments on I-77 in NC and SC. (See post #157)  Also here's the Sat Image links to those areas.  Based them both sides on SB I-77's design and added a little bit of a personal flare to them.  Plus on the merge from 4 to 2 lanes, I made that shorter than what it looks like in real life because I don't think anybody would want a 3x30 puzzle piece that they couldn't add any off-ramps to if SC4 would have allowed it. LOL.  Anyways, here's the Sat images of those areas:
I-77 NC (http://maps.google.com/?om=1&ie=UTF8&t=k&ll=35.381291,-80.849022&spn=0.003998,0.007231&z=17)   I-77 SC (http://maps.google.com/?om=1&ie=UTF8&t=k&ll=34.90632,-80.985804&spn=0.004021,0.007231&z=17)
For the RHW-4 to RHW-6C, I made it similar to the other piece.  But with the RHW-6C to RHW-8C piece, I do plan on making the left shoulder follow the yellow line.

2. See #1.  However the RHW-6C to RHW-8C piece lanes will be similar when I have that completed.

3. Are you referring to the RHW-4 to RHW-6C piece, or both of them with that comment?  You want me to somewhat gray out the area past the yellow line on the RHW-4 to RHW-6C piece?  Because I can do that since I did that with the RHW-4 to RHW-8C piece.  Or did you have something else in mind?  If you did, please provide a picture in what you're thinking so we're on the same page.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on June 24, 2007, 01:28:38 PM
starting to put signs up on rickmastfan's lane merge transition:

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/1.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/2.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 24, 2007, 01:34:09 PM
Well, that looks simply amazing, blahdy! I can't wait to see more development. As I've said countless times here before--the work coming out of this thread alone is enough to boggle my mind! Great job to all of you who have been working here!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 24, 2007, 01:51:11 PM
Wow. Simply amazing.

I think I owe all of you a beer for this unbelievable realistic work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 24, 2007, 05:44:02 PM
starting to put signs up on rickmastfan's lane merge transition:

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/1.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/2.jpg)

Now that looks dam sexy. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 24, 2007, 07:44:37 PM
I think I owe all of you a beer for this unbelievable realistic work.
Wait just over a year, and I'll be able to take you up on that.   :P :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on June 24, 2007, 11:11:24 PM
rickmastfan:   thanks;  Btw, the lane painting for RHW does not appear to match on your texture.  The northbound lane paints and south bound lane paints do not have uniform termination to lot's edge. (i.e. look at the top.  the white lanes should start from the edge on *both* directions of the highway, where as in your case, only one direction of white lane paints is terminated to the edge, the other side has it starting after being striped blank for a bit..)


here's something new for RHW: Variable Speed Limit Signs
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/4.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/3.jg.jpg)


The sign is based off of Daktronics VS-5220 VSLS: http://www.daktronics.com/vms_prod/SL/SL-09868.pdfhttp://www.daktronics.com/vms_prod/SL/SL-09868.pdf (http://www.daktronics.com/vms_prod/SL/SL-09868.pdf)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glenni on June 25, 2007, 01:17:04 AM
Wow.. :shocked2:

How many pollies did you put into that baby, eh? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 25, 2007, 02:46:30 AM
if only we can really implement the ITS system in SC4 can things really get nasty!  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 25, 2007, 05:13:52 AM
rickmastfan:   thanks;  Btw, the lane painting for RHW does not appear to match on your texture.  The northbound lane paints and south bound lane paints do not have uniform termination to lot's edge. (i.e. look at the top.  the white lanes should start from the edge on *both* directions of the highway, where as in your case, only one direction of white lane paints is terminated to the edge, the other side has it starting after being striped blank for a bit..)

If I think I know what you're talking about, I just followed the pieces that Tarkus provided me.  As an example, I took the picture of the RHW-6C he posted in this thread and drew lines across it where the grid lines are. (picture below)  Depending on which direction you're going (NB/EB or SB/WB), the white middle line is only suppose to touch the edge of the way you're going.  Now, if you're looking @ Tarkus's picture of the RHW-8C, he said he messed up on the textures for that one.  I just corrected the left lane to match what the two right lanes show because I bet that Tarkus is only going to fix the left side of the NB lanes since the SB match up perfectly already.
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/rhw6052720071mh2a.jpg)
And the RHW-8C (I realize I screwed something up with the textures--that will be fixed):
(http://img524.imageshack.us/img524/9529/rhw805272007dj4.jpg)

here's something new for RHW: Variable Speed Limit Signs
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/4.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/3.jg.jpg)

That looks awesome!!!!!!!!!!!!!!! :thumbsup:  You are really the king @ the 3dsMax part.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on June 26, 2007, 02:20:26 AM

WoW you guys are simply amazing and sooooo much detail... will any of that be lost in render?
god i hope not cause i agree with what you said rickmastfan
Quote
Now that looks dam sexy.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 27, 2007, 10:31:32 PM
Just want you guys to know, I updated the RHW-4 > RHW-6C piece.  I hid the black area that had shown up after the yellow line.  So, how does it look to you guys now?

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW4-6C.jpg)

NOTE: You might have to do a hard refresh of the page to update the image.  If you don't know how to, all you have to do is this if you're using IE: Ctrl+F5.  Remember to hold down the Ctrl key when you're hitting the F5 Button. ;)

=====

Also, I should have time this weekend to do the RHW-6C to RHW-8C Piece. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 28, 2007, 12:50:08 AM
The striping is spot on, however, I would suggest changing how the "stain" begins/ends in the new far left lane. Keep up the good work!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on June 28, 2007, 02:26:21 AM
You make an excellent work here, guys  :thumbsup:

Looking at these pieces I had an idea (unfortunately I'm a newbie in computer graphics and I can't draw quickly what I think about, I'll try to explain)
Having the RHW-8C piece you can divide it to 2 RHW-4C and make the smooth exit this way.  However, I see 2 problems:
1. After the exit you will have 2 RHW-4C running parallel in the same direction. Didn't they affect one to the other? Maybe not, if the outside one will immediately turn right or inside one will turn left?
2. To make such exit it is necessary to have the RHW-8C 2 tiles width, and your version have about 1,5 tile width. But maybe it can be solved?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on June 28, 2007, 02:34:22 AM
 &apls &apls great job much better improvement :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 28, 2007, 03:10:55 AM
1. After the exit you will have 2 RHW-4C running parallel in the same direction. Didn't they affect one to the other? Maybe not, if the outside one will immediately turn right or inside one will turn left?
2. To make such exit it is necessary to have the RHW-8C 2 tiles width, and your version have about 1,5 tile width. But maybe it can be solved?

1. There is no such thing as a RHW-4C.  There is the default RHW-4 and I don't think there will ever be a RHW-4C since the default one is already 2 tiles wide, but that would be up to Tarkus.
2. Tarkus has created a RHW-8 that is 4 tiles wide compared to the RHW-8C that is only 3 tiles wide, but I don't know how much more Tarkus has done on the RHW-8.

I would suggest changing how the "stain" begins/ends in the new far left lane. Keep up the good work!

I'll look into trying something about this on the weekend.  But no guarantees that it will work.

&apls &apls great job much better improvement :thumbsup: :thumbsup:

Thanks. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 29, 2007, 01:00:21 AM
Hi everyone-

Sorry I've been a little quiet lately.  Dealing with some hardcore RL (moving, helping run a music festival, etc.) and I didn't have working internet in the new place until just a couple of hours ago (ISP being a pain).  So I'll probably be fairly scarce around these parts until about mid-July, when the festival ends.  I do have a couple updates for my MD essentially ready to go, but I likely won't have time to get any modding done.

blahdy and rickmastfan67, this stuff is looking fantastic!  To answer your question, rickmastfan67, about the RHW-8, I've basically just gotten some preliminary orthogonal RULs done (ditto with the RHW-6).  The non-compact RHW-6 is pathed, and 8 is almost pathed.  The "C" versions I need to fix some things with the RULs (that's what was causing the texturing glitch).  If you were to reverse the striping coloration on those RHW-4/6C transitions, it would work very well for the RHW-6 (the 4-tile one). 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 29, 2007, 05:51:07 AM
If you were to reverse the striping coloration on those RHW-4/6C transitions, it would work very well for the RHW-6 (the 4-tile one).

Do you mean have it add a right lane instead of a left lane?  I'm looking at the RHW-6 piece you sent me awhile ago and if that's what you're talking about, it shouldn't be that hard to do.  I'll see if I can work it into my timetable for the weekend.  Same with the RHW-4 > RHW-8.  But first objective this weekend it to try to add a correct stain following the yellow line to expand the highway correctly to the RHW-4 > RHW-6C, then to the RHW-4 > RHW-8C. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on June 29, 2007, 01:20:30 PM
nice work there!!

also, rickmastfan, may i request to leave those red/white spots away?

regards

Meastro444
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 29, 2007, 10:11:41 PM
Those red / white spots are reflectors embedded in the highway surface.  I happen to think they add a realistic feature to the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 29, 2007, 10:47:16 PM
Also, what is currently being developed is decidedly based on US and Canadian practices, which are governed by the United States DOT Manual for Uniform Traffic Control Devices. The MUTCD specifies that all roads are to have reflectors between lanes and on the shoulders. So, burgsabre87 is making puzzle pieces that reflect the current highway safety laws of North America.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 29, 2007, 10:52:30 PM
Also, what is currently being developed is decidedly based on US and Canadian practices, which are governed by the United States DOT Manual for Uniform Traffic Control Devices. The MUTCD specifies that all roads are to have reflectors between lanes and on the shoulders. So, burgsabre87 is making puzzle pieces that reflect the current highway safety laws of North America.

Cheers,
Kevin

I'm the one adding the reflectors. :P  But burgsabre87, if you need the reflectors for any pieces you're making shoot me a IM or a PM and I'll send it over. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 02, 2007, 05:54:31 AM
Ok guys, here's the weekend work report.  I was only able to work on the RHW-4 > RHW-6C piece's stain because of a power outage for most of Saturday due to a bird committing suicide out at the street and hardly any access to the PC on Sunday.  But what little time I did have, I got the stain added to the RHW-4 > RHW-6C piece.  Plus with the technique I developed doing it, adding it to the other pieces shouldn't be that hard at all as long as I have the time. ;)

So guys, here's the picture of the new piece.  How does it look to you all now? ;)

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW4-6C.jpg)

NOTE: You might have to do a hard refresh of the page to update the image.  If you don't know how to, all you have to do is this if you're using IE: Ctrl+F5.  Remember to hold down the Ctrl key when you're hitting the F5 Button. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 03, 2007, 03:57:30 PM
awesome update on the textures my friend, and poor bird may the lil fly fly birdie rest in piece er peace :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: shoreman905 on July 03, 2007, 05:43:37 PM
That is nice work, Sir. Another example of the hard work that goes into making this game special.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 03, 2007, 05:55:42 PM
I'm the one adding the reflectors. :P  But burgsabre87, if you need the reflectors for any pieces you're making shoot me a IM or a PM and I'll send it over. ;)

Sorry, I should have proofread better.


Edit: I didn't look at the textures very closely earlier and the stain is now perfect! Great work!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 04, 2007, 07:06:27 AM
Ok, I have a quick update for you guys.  I got the RHW-4 > RHW-8C piece updated with a stain on it and it's posted below.  Also, I was also able to get the RHW-6C > RHW-8C piece created and finished at the same time.

So, how do these look to you guys now? ;)

RHW-4 > RHW-8C:
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW4-8C.jpg)

RHW-6C > RHW-8C:
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW6C-8C.jpg)

Also blahdy, let me know when you want me to pass over to ya the updated PNG files. ;)

The "C" versions I need to fix some things with the RULs (that's what was causing the texturing glitch).

Alex, I think I know why the RHW-8C was having that texturing glitch that you showed in this thread.  You just didn't rotate it correctly.  All you did was "Mirror" it over and thus, created the problem for ya.  So, if you just do a flip of the NB/EB side of the middle piece in whatever painting program you're using, that should fix the problem in less than 10 seconds.  Just remember to have the NB/EB lanes selected, otherwise, you'll mirror the SB/WB lanes at the same time thus causing a whole new problem. lol. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 04, 2007, 10:11:30 AM
Damn. I can't wait until I get to plop these bad boys! Great work!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: flame1396 on July 04, 2007, 03:27:18 PM
Great textures... I may postpone my next xity until these babies are out :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on July 05, 2007, 12:06:32 PM
So this project is moved here now... Huh.

Are there going to be elevated puzzle pieces for theses? Bridges? Anything like that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 05, 2007, 02:06:02 PM
So this project is moved here now... Huh.

Yes.

Quote
Are there going to be elevated puzzle pieces for theses? Bridges? Anything like that?

Yes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 07, 2007, 12:21:37 AM
I love what has been happening with the RHW. However, I did notice one thing with the ANT network. I don't kno w if it's inheirent within the architerial structure. Basically, what I'm talking about is the climb rate of the road up the side of a mountain.
For example, if I place a default Maxis freeway up the hill, it has a climb rate say about 30% incline. Place the same RHW up the same hill and the climb rate is like 10%. It doesn't matter if you use dual highways or a single roadway. The result is the same. A very low climb rate. This would work fine if I'm using flat land, but in this case, I'm looking to design some rural highways in the mountains and hills.
So has anyone else noticed this or am I just plain crazy... Well, I am crazy, but you know what I mean.

-Susan Marie aka blunderclod
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shiftred on July 07, 2007, 08:54:56 AM
I have a slope mod that makes the ANT/RHW very restrictive in its climb rate, is it possible you have one of these mods?  I believe the restrictiveness was designed before the ANT was use much for transit as a tool to make extremely smooth slopes where other networks could be laid.  With the mod removed the ANT/RHW climbed inclines much steeper.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 07, 2007, 09:47:04 AM
Some people may wonder what happened to the RHW mod I was working on a while ago. Well, after a while of consideration, I've decided to start again from the ground up, using road markings extremely similar to the standard way of Australian markings on motorways. Also, note the addition of cats-eyes, to bring it in line with what's planned for the new incarnation of the RHW.

(http://img294.imageshack.us/img294/8459/aussierhwv2rt3.jpg)

These are the only pieces done. I apologize for the shoddy image quality. It seems Photoshop's decided to change my settings. Again.

Okay, here's the run-down. This texturing is based off standard road markings for motorways here in Australia (with the exception of Perth, since their freeways use American road markings :P). It's always - red cats-eyes on the outside shoulder, white for the lane cats-eyes, and these cat-eyes always appear in front of the lane markings, and yellow cats-eyes for the inside shoulder. Oh, and did I mention that some pieces are wealth-dependent? :P Also, the main road surface is almost always darker than the shoulders.

(http://img477.imageshack.us/img477/6269/aussierhwv2wdgp6.jpg)

Wealth-dependent pieces in action. (look, it's conveniently labeled!)

And blahdy, I certainly hope the RHW elevated network pieces will be easily skinnable. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mjig_dudy on July 07, 2007, 09:55:22 AM
That looks really awesome SA  :thumbsup:

They would be lovely for my cities  ;D

Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 07, 2007, 11:04:17 AM
Is there any chance that you could create a set of textures without those cateyes as well? They would make an awesome European RHW! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 07, 2007, 12:54:51 PM
Beautiful work, SA! I like the asphalt color!
Title: Re: RHW (RealHighway) - Development and Support
Post by: icfan on July 07, 2007, 01:34:15 PM
Alex -
I followed you here so i can keep up with the RHW and the TLA, only to find out more information on here than on ST.  Keep up the great work! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 07, 2007, 05:45:12 PM
Thanks Shifted.
The clue was the slope Mods. After doing a little searching I found it, temp. removed it and was able to build RHW over hills.

-Susan Marie aka Blunderclod
Title: Re: RHW (RealHighway) - Development and Support
Post by: icfan on July 07, 2007, 09:48:01 PM
I ran into a problem with the RHW.  I have the NAM RHW version, the latest.  I can not run the RHW inot one-way roads or even into ground-highways.  Plus I have only one icon the where the default ATN (or whatever its called, can not think of it off the time of my head) for the RHW, is this suppose to happen?

Thanks,

Tyler
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 07, 2007, 10:06:48 PM
Quote
Is there any chance that you could create a set of textures without those cateyes as well? They would make an awesome European RHW!

That's easily done - the cats-eyes are actually a separate layer from the rest of the texture - one of the most important things I've done is actually to separate the layers so for all four pieces (the straight, street intersection, and the inner street, as well as the outer street), all I need is the one PSD file.

icfan: I think it's a feature of the new RHW. Try starting the OW tile next to the RHW, and the game will do the rest. Avenues will work better, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 08, 2007, 02:56:05 AM
Later that day...

Got the corners done. Also Wealth Dependent. I have to do the underpasses next, as well as improving the OW/AVE-RHW transition.

(http://img294.imageshack.us/img294/7948/aussierhwv2cornersqj8.jpg)

If people are wondering about the wider RHW textures - if any are going to be done, etc, these will actually be done as soon as I find out the precise specifications of the textures (ESPECIALLY the RHWMIS :P). But it'll be pretty similar to what we're seeing with the expansion of the RHW pieces like rickmastfan's doing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 08, 2007, 08:09:21 AM
Sweet! Euro RHW, here I come!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: icfan on July 08, 2007, 02:31:05 PM
Shadow Assassin - Thanks for the tips, I am using the OW to transfer the RHW into the Big Dig lots.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 08, 2007, 08:17:26 PM
Shadow Assassin - Thanks for the tips, I am using the OW to transfer the RHW into the Big Dig lots.

yea, for now that's good idea as presently there is no RHW<->BIGDIG conversion lots available.

However, due to the recent bigdig-NAM merger, RHWMIS-BigDig components are being worked on.  So when they are released in the future, one-way enabled big dig lots should only be used for downtown/city arterial environments.  Dedicated RHW-BIGDIG highway pieces would be made, for being used in highway environment.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 08, 2007, 11:11:05 PM
new updated work for rickmast's lane merger texture:

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/10.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/11.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/12.jpg)


rickmastfan, there is another sign bridge gantry that's sitting empty that needs to have some signs on it.  if you have any particular signs that you want to request to be put up in the model, let me know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 08, 2007, 11:12:16 PM
I am shocked! Shocked at how realistic those signs look, blahdy! Excellent work, my friend! Excellent work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 08, 2007, 11:21:27 PM
VERY nice work, blahdy. Are they props, or will it include the ground texture? (I actually hope it doesn't :P)

I got my hands on some extra textures from Alex, and I'll post the end result below:

(http://img383.imageshack.us/img383/4913/rhw426transitionvn4.png)

This is the Aussie version of rickmast's texture. In Australia, that third lane beginning like that (on the right side of the image) is quite common.

And the RHWMIS offramp:
(http://img412.imageshack.us/img412/5206/rhwmisofframpme8.png)

Now, if some people are wondering why I've got the background a shade of grey rather than white, it's because the existing RHWMIS puzzle pieces have problems with white borders and the like. I have already spliced these textures up, ready for easy addition into the game when Alex releases his RHWMIS.

Next up: Doing the underpasses. The RHW has yet to have these done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 08, 2007, 11:46:15 PM
Shadow_Assassin: it will be a giant prop.  LOD work to show vehicle automata will be quite a challenge if the texture was to be included.  I'm using rickmast's texture in 3ds max to basically guide myself on where to place the signs and structures before rendering.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 09, 2007, 03:02:48 AM

WoW y'all what amazing progress here... great job and keep up that hard work
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 09, 2007, 07:14:07 AM
rickmastfan, there is another sign bridge gantry that's sitting empty that needs to have some signs on it.  if you have any particular signs that you want to request to be put up in the model, let me know.

I have to think about that.  Should have an idea later today.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on July 09, 2007, 07:19:22 AM
Great work SA  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 09, 2007, 08:01:02 AM
I need a little help here - does anybody know how to transit-enable for the RHW? I have a little problem because even though the lot plops onto the RHW just fine, I cannot draw the RHW into the lot itself to clean up the connection.

Is there any voodoo magic I have to do to get it to work? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: slincoln on July 09, 2007, 10:55:00 AM
With those lanes like that I wonder if it would be possible to make exit only lanes for the MIS exits, and then make entrances to the freeway have that 3rd lane for merging....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 09, 2007, 11:32:14 AM
I need a little help here - does anybody know how to transit-enable for the RHW? I have a little problem because even though the lot plops onto the RHW just fine, I cannot draw the RHW into the lot itself to clean up the connection.

Is there any voodoo magic I have to do to get it to work? :P

Shadow Assassin: In SC4Tool just TE the lot for road (make sure you have the directions the way you want), save and then in the Reader change the 13th rep of the tile you want TE'd for the RHW to 0x0000000B and save it sould now be TE'd for RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 09, 2007, 01:21:09 PM
@SA   Those interchange pieces if they are going to be part of MIS, should probably be puzzle pieces as that is what Tarkus is using for all the other MIS pieces.  It may even be possible to get that to be draggable if I had the textures  ::).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 09, 2007, 04:12:16 PM
slincoln: although that is a good idea that has already been mention itll eventually be worked on
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 09, 2007, 08:15:00 PM
With those lanes like that I wonder if it would be possible to make exit only lanes for the MIS exits, and then make entrances to the freeway have that 3rd lane for merging....

I plan on making some in the future.  However, right now, I have to finish the lane transitions for the default RHW-6/8.  Then I can get to Exit Ramps that have a lane end directly onto a MIS piece.

I have to think about that.  Should have an idea later today.

Ok, I have an idea.  How about a sign that says "West US-22 to I-376" and then under it "Harrisburg, PA" then under it "Pittsburgh, PA".  I can provide you the I-376 shield.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 09, 2007, 09:23:39 PM
Quote
Shadow Assassin: In SC4Tool just TE the lot for road (make sure you have the directions the way you want), save and then in the Reader change the 13th rep of the tile you want TE'd for the RHW to 0x0000000B and save it sould now be TE'd for RHW

I've done that - I think the behaviour of the RHW has changed quite a bit, though. It just won't allow a through route (unless I cheat and use roads, because the transition will act a little differently).

Quote
@SA   Those interchange pieces if they are going to be part of MIS, should probably be puzzle pieces as that is what Tarkus is using for all the other MIS pieces.  It may even be possible to get that to be draggable if I had the textures

Yup, I know, but I did some normal overlay textures for people to use in lots.

EDIT:

(http://img169.imageshack.us/img169/7108/morningonroute36ac3.jpg)
Morning on Route 36 - showing the RHW in action, as well as a lot with the offramp. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 01:34:09 AM
rickmastfan:  sorry, but it appears the VMS takes all needed space out of the sign bridge :/  but i've also changed the sign width for that large sign that had 495 on it.  So I can re-edit that sign to the content you wanted.  provide me with the shield and exact wording/configuration of how you want the sign to look and i'll get it done for ya... unless ofcourse, you think the current one i put up looks good ;)  up to you man..

Here is the completed type-21 exemplar for rickmastfan's texture:
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/20.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/21.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/22.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/23.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/24.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on July 11, 2007, 01:38:57 AM
blahdy everything is perfect, but the base texture looks odd I dunno how  :-[ maybe the road lines looks too wide
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 11, 2007, 01:41:04 AM
Looks good, blahdy. I have never seen a camera that high up, though. Here, they're usually sitting just above the sign gantry.

Love the flow sticky up thingies. :P They're awesome. They'd be perfect for use in tidal flow situations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 02:03:42 AM
blahdy everything is perfect, but the base texture looks odd I dunno how  :-[ maybe the road lines looks too wide

the base texture won't be part of my finished product, and I haven't updated my texture to rickmastfan's latest version yet (i will soon)  I'm just using the base texture to guide on where to place the structures and signs :)  When it becomes finalized, everything minus the texture will be rendered as a prop model, which then can be brought onto RHW as a type-21 exemplar by Tarkus, using proper texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 11, 2007, 02:08:20 AM
Blahdy,

For a T21, you will not want it all as one piece. A puzzle piece that size is made up of several models/textures, one for each tile that it covers. So you will want the gantry assemblies, the flow sticks, and the jersey barriers all as separate props.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 02:14:33 AM
Blahdy,

For a T21, you will not want it all as one piece. A puzzle piece that size is made up of several models/textures, one for each tile that it covers. So you will want the gantry assemblies, the flow sticks, and the jersey barriers all as separate props.

-Swamper77

roger that I'll group them separately as recommended before handing it over. ;)  thanks for the tip
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 11, 2007, 05:48:59 AM
Looks great blahdy.

rickmastfan:  sorry, but it appears the VMS takes all needed space out of the sign bridge :/  but i've also changed the sign width for that large sign that had 495 on it.  So I can re-edit that sign to the content you wanted.  provide me with the shield and exact wording/configuration of how you want the sign to look and i'll get it done for ya... unless ofcourse, you think the current one i put up looks good ;)  up to you man..

Well, since you're using I-90 stand along shields on the poles, would you be up to playing with both of the BGS's to a Pennsylvania flavor since I-90 visits PA?  Since we have two Interstate Junctions with I-90 here in PA (I-79 & I-86), how about we model the BGS off of one of them?  I'm thinking about the I-79 interchange myself since it has a A and B ramps since you have 2 BGS's on the signboards.
http://www.wrx900.com/I-90%20at%20I-79%20Erie.jpg
That's a link to a picture somebody else took going EB on I-90 @ the I-79 interchange.  I can provide you with a proper I-79 shield with no problems since I've personally worked up a personal 2di shield that I can change the numbers on it to anything I want.  Heck, it even works with a 3di Interstate on the 2di shield.  If you're wondering why I fiddled with that option for it, it's because of I-295 in Jacksonville, FL.  About 90% of the I-295 shields down there are on 2di shields.  No idea why, but it's like that.

So, I'll try to catch you later tonight on MSN with the I-79 shield. ;)  I'll leave the distance part up to you for underneath the control cities. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 11, 2007, 06:23:47 AM
... and the RHW asphalt mod's done.

(http://img366.imageshack.us/img366/7672/rhw001nb8.jpg)

(http://img178.imageshack.us/img178/9830/rhw002zv4.jpg)

(http://img329.imageshack.us/img329/7937/rhw003fi2.jpg)

(http://img149.imageshack.us/img149/3492/rhw004vt9.jpg)

(http://img63.imageshack.us/img63/9881/rhw005gn8.jpg)
The RHW in action in a built up area.

Will post it on the LEX soon, but I have to get permission first. :P

(until then, it'll be on the STEX soon :P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 11, 2007, 07:40:57 AM
maybe its just me, but those rickmasterfan lane merge textures are still far to aggressive to be realistic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 11, 2007, 08:19:30 AM
Download the RHW Texture Replacement Mod here! (http://www.simtropolis.com/stex/index.cfm?id=18407)

Have fun, folks!

--SA
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 11, 2007, 08:35:25 AM
@Rickmastfan  Is there a possibility of you sending me the textures you have created for the transitions you made?  Alex and I were coming up with some ideas last night in how to implement them and I am sure I can get them to work with RULs to make them draggable without the use of puzzle pieces.

@SA  Very nice!  That is an awesome set of textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 11, 2007, 08:51:44 AM
mightygoose hope this post answers your comment:

1. It doesn't always happen.  I based the two puzzle pieces you see in this thread on real-life stretches of road that I've personally traveled on.  For the RHW-4 to RHW-8C, I based that off of two different segments on I-77 in NC and SC. (See post #157)  Also here's the Sat Image links to those areas.  Based them both sides on SB I-77's design and added a little bit of a personal flare to them.  Plus on the merge from 4 to 2 lanes, I made that shorter than what it looks like in real life because I don't think anybody would want a 3x30 puzzle piece that they couldn't add any off-ramps to if SC4 would have allowed it. LOL.  Anyways, here's the Sat images of those areas:
I-77 NC (http://maps.google.com/?om=1&ie=UTF8&t=k&ll=35.381291,-80.849022&spn=0.003998,0.007231&z=17)   I-77 SC (http://maps.google.com/?om=1&ie=UTF8&t=k&ll=34.90632,-80.985804&spn=0.004021,0.007231&z=17)
For the RHW-4 to RHW-6C, I made it similar to the other piece.  But with the RHW-6C to RHW-8C piece, I do plan on making the left shoulder follow the yellow line.

2. See #1.  However the RHW-6C to RHW-8C piece lanes will be similar when I have that completed.

3. Are you referring to the RHW-4 to RHW-6C piece, or both of them with that comment?  You want me to somewhat gray out the area past the yellow line on the RHW-4 to RHW-6C piece?  Because I can do that since I did that with the RHW-4 to RHW-8C piece.  Or did you have something else in mind?  If you did, please provide a picture in what you're thinking so we're on the same page.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on July 11, 2007, 09:15:12 AM
maybe its just me, but those rickmasterfan lane merge textures are still far to aggressive to be realistic.

Agreed. Usually there's a bigger distance for the merge, or one of the right lanes becomes exit-only.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 11, 2007, 09:49:16 AM
Comon guys.  Rick's textures look just fine.  You need to remember there is RL and then there is a SC4 Balance, we need to realize that the Vanilla highway has on/off ramps of 3 tiles (speaking of aggresive), Rick is doubling that with 6 or more tiles in length.  If he goes much further, there will be people complaining that they are too long and it leaves a wide open space with no over passes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on July 11, 2007, 10:35:52 AM
Comon guys.  Rick's textures look just fine.  You need to remember there is RL and then there is a SC4 Balance, we need to realize that the Vanilla highway has on/off ramps of 3 tiles (speaking of aggresive), Rick is doubling that with 6 or more tiles in length.  If he goes much further, there will be people complaining that they are too long and it leaves a wide open space with no over passes.
Agreed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 11, 2007, 11:22:29 AM
Will post it on the LEX soon, but I have to get permission first. :P

What about uploading them with the NAM team account, like the other NAM stuff? I could also create a small installer, although I guess the file isn't that huge to justify one. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 12:31:00 PM
maybe its just me, but those rickmasterfan lane merge textures are still far to aggressive to be realistic.

There are actually lane mergers that happen at shorter distance, more often in urban/sub-urban environments in northeast US. 

Obviously, the modeling work I've done on top of rickmastfan's texture conforms with strict highway safety standards to realistically compensate for the short merger approach distance -- flashing lights on lane merger signs, flow sticks, etc are all recommended and approved practices by federal highway administration.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 11, 2007, 02:17:10 PM
What about uploading them with the NAM team account, like the other NAM stuff? I could also create a small installer, although I guess the file isn't that huge to justify one. ;)

I second that one.  Those are some really, really nice textures SA.

And I'll also come to the defense of rickmastfan67's textures.  They look more than fine to me.  The signs are looking superb as well, blahdy. :thumbsup:

I should actually have some developmental stuff to show here soon.  Some wild stuff. ;)

-Alex

Edit: And SA, the reason why the RHW is acting funny on the TE lots is because setting the Transit-Enabling to 0x000000B will set it for the default ANT (RHW-2).  It will require a custom path to work properly with the RHW-4.  The one you'll want is 0x5EEE0100.
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on July 11, 2007, 02:40:20 PM
I was wondering about the Maxis highways, and if they had yellow lines. So I did a Google image search, and found this:
(http://simcity.ea.com/images/about/inside_scoop/network_3.jpg)
It looks like an early screen shot. Note the single yellow line on the road, and the much different highway model.
This whole page (http://simcity.ea.com/about/inside_scoop/network.php) has a bunch of them.

Ah, here we go. From the first page of the ST thread on the RHW:
(http://www.simtropolis.com/idealbb/files//RHW1.jpg)
So there is not a yellow line on the inside of the MHW. So really it wouldn't be a change to use those new textures. I think I might just switch...
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 11, 2007, 06:25:33 PM
@Rickmastfan  Is there a possibility of you sending me the textures you have created for the transitions you made?  Alex and I were coming up with some ideas last night in how to implement them and I am sure I can get them to work with RULs to make them draggable without the use of puzzle pieces.

See the PM to ya. ;)

@ everybody:   To who have defended my transitions, thank you.  I appreciate it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on July 11, 2007, 08:14:58 PM
Comon guys.  Rick's textures look just fine.  You need to remember there is RL and then there is a SC4 Balance, we need to realize that the Vanilla highway has on/off ramps of 3 tiles (speaking of aggresive), Rick is doubling that with 6 or more tiles in length.  If he goes much further, there will be people complaining that they are too long and it leaves a wide open space with no over passes.

Yeah, I know. I wasn't complaining, I love the textures, and they're much better than anything I could create. I guess it's just the fact that we all live in different states in the US, and each state has their own way of doing things. :P

(And honestly, I've seen RL on/off ramps that would be the length as the vanilla ones, and not just in urban areas.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 11, 2007, 09:00:28 PM
What about uploading them with the NAM team account, like the other NAM stuff? I could also create a small installer, although I guess the file isn't that huge to justify one. ;)

I was actually thinking about asking one of you guys to upload on my behalf - by all means, go on ahead and upload to the LEX! :P

Well, it is pretty much NAM-related, yeah.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 11, 2007, 09:37:59 PM
i was not attacking them they just seem a little short however if such things do inded exist i eat my words...
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 11:15:55 PM
rickmastfan:  per your request, the sign configuration you ordered is now complete:

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/34.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/35.jpg)


Here are the final game view -like pictures.  I'll upload this soon so tarkus can work on it when he gets to it:
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/30.jpg)
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/31.jpg)
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/32.jpg)
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/mast/33.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 11, 2007, 11:21:06 PM
I don't know what to say! Incredible looking, blahdy! Absolutely incredible!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 12, 2007, 04:13:39 AM
I was actually thinking about asking one of you guys to upload on my behalf - by all means, go on ahead and upload to the LEX! :P

Well, it is pretty much NAM-related, yeah.

Ok, I shall upload it later this day, in the usual NAM format. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 12, 2007, 04:37:18 AM
Well, I have something new to show off to you guys.

It's the Highway reflectors V2.0.  How do they look to you guys?  I've remodeled the reflector to look like it's now embedded into the pavement.  I've also created the Yellow reflector to add beside the yellow line.

Here's what V1.0 looked like:
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW-4New.png)

And here's what V2.0 looks like:
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW-4New2.png)

So guys do you like the upgrade, or should I stick to V1.0?  I did this for another reason other than the transitions pieces I'm making in this thread that I'm just not ready to announce yet. ;)  But when I do, you will all like it. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 12, 2007, 04:51:41 AM
looks good rick! -eagerly waits for what he is about to unveil-  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 12, 2007, 06:48:29 AM
That looks much better. My problem with the old one was that the cats-eye was too big in proportion to the road marking.

Love the side reflectors. They're looking good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on July 12, 2007, 06:49:31 AM
I just wanted to say thank you to rickmastfan67, blahdy, Shadow Assassin, and anyone else for all the hard work you guys have been doing for the RHW. Your work is appreciated! 
 &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 12, 2007, 11:21:07 AM
The RHW Textures Replacement Mod has been uploaded to the LEX via the NAM Team account. :)

Download: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=969
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 12, 2007, 04:01:28 PM
Wow, blahdy!  That transition looks wonderful now!  At first I had second thoughts about it... but now they have been compromised.  ;D

Awesome job here on SC4D!  Those textures are looking great rickmastfan67!  Added defense here on your newer textures.   ()stsfd()

Shadow Assassin, your dark asphalt/Euro RHW texture looks awesome in game!  Thanks a lot for uploading it! :thumbsup:

Oh and by the way, I'm here now, well at least for a while.  ;)  I am seeing many projects moved here, and I can see why.  This site is well, different than ST, I'll give ya that :P.  We miss ya guys @ Simtropolis!  Be sure to reply there once and awhile for all the newbies there as well as the regular members!  By the way Tarkus, Qurlix is back, and is saddened with your sudden departure from the project @ ST &mmm. 

On all the development I have seen here (1st time viewer), my morale for RHW is boosted after seeing it take a dive when tarkus left ST.  Best of luck on the project anyways RHW Team!  Keep viewing Simtropolis for the latest updates there too!

     -Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 12, 2007, 05:33:05 PM
Hello all,

The transitions look great, blahdy's work on "signing" the transition is amazing.

I also like the new reflectors, they're pretty darn cool (not to mention that whole "realism" concept)!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 12, 2007, 06:56:27 PM
@Haljackey  For those of us who are working on the RHW qurlix's words publically did not seem very enthusiastic or warming.  He hasnt posted anything since.  If he truely is saddened about Tarkus leaving ST then maybe he should attempt to contact Tarkus.  But, its over Tarkus has left ST and is working here, qurlix hasnt been seen, but everyone is has been hoping that he will turn around and see whats happening here.  If you have his ear maybe you can show him that this isnt a bad place to be, and that its not "failing" in his words.

I can assure you that Tarkus has no plans of replying, helping or giving any support at ST.  Any "newbies" asking for help will have to find it from those who are there or come here to ask Tarkus himself.  There is reason for people leaving ST but this is not the place to deal with it.

I hope that qurlix comes here as you did and looks at this place without prejudices and sees that it is just another great SC4 site.  And a place where projects are flourishing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2007, 07:56:19 PM
Haljackey:  Welcome to SC4D!  It is good to see a familiar face over here.

As far as the situation regarding qurlix and ST, I personally feel that this would not be the proper place to comment on such matters.  You are more than welcome to send me a PM, however.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 12, 2007, 08:29:46 PM
Well, we all have our own opinions on the matter... but let us stick to the RHW here!  Whats done is done... The internet is a free country anyway (for now)... Great to hear from you guys again too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 12, 2007, 09:09:56 PM
Well, we all have our own opinions on the matter... but let us stick to the RHW here!  Whats done is done... The internet is a free country anyway (for now)... Great to hear from you guys again too!

Yes, lets please stick to the topic.  We have already discussed the matter thoroughly in the past, and need to move forward now.  Case is closed in my opinion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: hconline on July 15, 2007, 03:03:43 AM
Well, I have something new to show off to you guys.

It's the Highway reflectors V2.0.  How do they look to you guys?  I've remodeled the reflector to look like it's now embedded into the pavement.  I've also created the Yellow reflector to add beside the yellow line.

Here's what V1.0 looked like:
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW-4New.png)

And here's what V2.0 looks like:
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW-4New2.png)

So guys do you like the upgrade, or should I stick to V1.0?  I did this for another reason other than the transitions pieces I'm making in this thread that I'm just not ready to announce yet. ;)  But when I do, you will all like it. ;)

Should use V1.0 with yellow reflecors on the yellow line. That is how I have seen them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcs072488 on July 15, 2007, 08:13:59 PM
Is it possible to make Multi Level interchanges with the MIS ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Johnnyman7 on July 16, 2007, 04:19:04 PM
I posted this over on Simtropolis - I hope nobody stones me to death for asking it here. I just cant figure out my problem.  ()sad()  Any help would be appreciated:

But I just installed the new NAM and RHW last night, and unfortunately, it's not working for me. I followed Tarkus's instructions exactly - first deleting the old NAM, then installing the new one, installing the NAM Essentials, and then the new RHW.

When I fire up Simcity, the RHW icon shows up, but when I go to plop the highway the way I did before, it doesnt show up. In other words, it just stays as a ANT road - not switching to the RHW when its supposed to.

Am I doing something wrong? I used the prior RHW with no problems at all. Is there a certain order that the RHW has to be loaded in the Plugins folder?  %confuso  Thanks in advance for the help.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 16, 2007, 04:36:55 PM
@Johnny  If you want RHW-4 to draw, right now you have to drag 2, side by side ANT networks next to each other.  It will not change the textures unless this is so.  I hope this is what your issue is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 16, 2007, 05:08:52 PM
But I just installed the new NAM and RHW last night, and unfortunately, it's not working for me. I followed Tarkus's instructions exactly - first deleting the old NAM, then installing the new one, installing the NAM Essentials, and then the new RHW.

You forgot one important step - reading the readme file.  "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: jlouhill on July 16, 2007, 09:44:43 PM
OK. Having a little trouble with the new RHW euro texture replacement modd. The only way the hightway works is if I lay down two roads right next to each other. How do you get them to work with wider medians? Also I can't find these new curves and what not. I have the modd in the following folder:

C:\Documents and Settings\John Thornhill\My Documents\SimCity 4\Plugins\NetworkAddonMod\Rural Highway Mod

Is this correct or do I need to move it out of this folder and after the NAM essentials folder?

Thanks,
John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 17, 2007, 01:54:51 AM
If you are having problems with the new NAM, there is a thread for that to post your issues: http://sc4devotion.com/forums/index.php?topic=1444.0
thanks and good luck!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 17, 2007, 02:02:38 AM
OK. Having a little trouble with the new RHW euro texture replacement modd. The only way the hightway works is if I lay down two roads right next to each other. How do you get them to work with wider medians? Also I can't find these new curves and what not. I have the modd in the following folder:

C:\Documents and Settings\John Thornhill\My Documents\SimCity 4\Plugins\NetworkAddonMod\Rural Highway Mod

Is this correct or do I need to move it out of this folder and after the NAM essentials folder?

Thanks,
John

Try putting the RHW euro texture mod into a folder called \SimCity 4\Plugins\zzz_RHW\ and see if that problem goes away. It could be a file conflict.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 17, 2007, 01:04:14 PM
Being a graphic artist for 30 years and then retiring for 4, once again, I feel the creative juices starting to flow. This time in a slightly different direction than before. With that in mind, I would like to help with RHW project. In order to get underway in understanding how to set things up, I have a few questions to ask. Please don't throw me to the lions for this.
The questions are... What kind of programs are you using to Mod with? What do you use for creating pathways or automaticas? I'm willing to learn from scratch but I just need the right direction to start from. Any advice will be appreciated.
Thanks
-Blunderclod aka Susan Marie
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 17, 2007, 01:37:15 PM
@Blunderclod  Please PM me with your questions about helping out.  We can find attempt to find something in which you can help in.

Tools used in Transit modding:

SC4Tool (textures)
iLive Reader (RUL editing and other general modding)
Swamper77 (SC4 Path genius) Sometimes use Daeley's Path Creation Tool.
Gmax or 3DS (3D network models)
Paint, Photoshop, etc. (texture creation)
Lot Editor (T21 Exemplars)

Each of these areas have their own "experts" and it takes about 3 to 4 people to create a full new network.  Textures, Models, Modders (can be more than one modder).  PM me and I can try to help with details as best as I can.

It takes a very logical thinker to be a RUL editor, and you need to be able to visualize before its in-game, otherwise you will never understand.  It is hard to teach RUL editing it only comes from practice and patience.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Johnnyman7 on July 17, 2007, 03:14:36 PM
Hey Tarkus,
Thanks for the reply.

I used the RHW (prior version) in the past in my cities with no problems, so I know how to use it and how to lay the ANT network next to each other. After I switched over to the the NAM and the new RHW, I see the "RHW" button in my "highways" menu. I click it, lay two roads next to each other, but they stay as roads....they dont transition to the RHW.

I followed your post on how to install the new NAM step-by-step (which is excellent, BTW  &apls), and I've read the Read Me. I guess I'll read it again to make sure I havent missed anything, but am I doing something wrong? Does a certain file need to be located in the same folder as the NAM? Is there anything that needs to be "last loaded"?

This is my first-ever NAM/plugin file (been playing for 2 years)...I guess I'm no longer a Plugin virgin.  $%Grinno$%

@Johnny  If you want RHW-4 to draw, right now you have to drag 2, side by side ANT networks next to each other.  It will not change the textures unless this is so.  I hope this is what your issue is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 17, 2007, 03:25:00 PM
Swamper77 (SC4 Path genius) Sometimes use Daeley's Path Creation Tool.

Just a SC4 Path Genius? I'm a bit more than that, and you know that ;)

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 17, 2007, 03:27:58 PM
Just a SC4 Path Genius? I'm a bit more than that, and you know that ;)

-Swamper77

In no way did I mean for it to read that you only do pathing.  You are a SC4Path Genius though!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jlouhill on July 17, 2007, 09:34:45 PM
Thanks Shadow Assassin. I tried that and still no go. The only time anything changes is when I put two Rural Hwys next to each other. If I try to do it with a wider median I just get two roads. Also, I'm not seeing any of these new curves and such that comes with the RHW texture replacement. Any other suggestions would be greatly appreciated.

Thanks,
John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sir Charles of Dunlap on July 18, 2007, 12:57:16 AM
This is probably a waste of space to ask/say. But what if the RHW textures of the highway itself were wealth dependent rather than the sidewalks w/e it is along side them. So rural areas are more... Beat up looking, and urban areas are in better condition. Just a thought. Probably way to late.

-Charlie
Title: Re: RHW (RealHighway) - Development and Support
Post by: ACEfanatic02 on July 18, 2007, 04:02:58 PM
This is probably a waste of space to ask/say. But what if the RHW textures of the highway itself were wealth dependent rather than the sidewalks w/e it is along side them. So rural areas are more... Beat up looking, and urban areas are in better condition. Just a thought. Probably way to late.

-Charlie
Realistically, it'd be the other way around.

(Rural interstates are better roads than urban interstates, trust me.)

-ACE
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on July 18, 2007, 04:38:10 PM
^^ Agreed. Rural Interstates don't have as much traffic, so there isn't as much wear on the road. The only exception is when rural Interstates are about to be repaved, and urban Interstates have just been repaved.

I think the change would need to have transition pieces to make it look natural. I probably wouldn't notice, because my RHW is usually surrounded by things the game considers parks. (Noise barriers, seasonal trees, etc.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sir Charles of Dunlap on July 18, 2007, 05:30:01 PM
Right... I guess I got that a little backwards... lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 18, 2007, 06:00:44 PM
Well guys, here's my announcement.

I'm going to be working with Tarkus and jplumbley on overhauling the main highway pieces for the RHW to version 2.02.  The upgrades include a brand spanking new roadbed and the highway reflectors on each piece to match North America highway standards.  Right now, I only have a preliminary shot of the brand new RHW-4 Curves to show you all.  The pieces for the curves have been updated since this picture below, but I don't have an updated shot to show you all since I'm not at home right now.  So, enjoy this early shot, and hopefully, I'll be able to show off more to you all once I finish off another piece or two. ;)

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/NewRHWCurvesIn-progress.jpg)

Also, once I've finished off the RHW-4 pieces, I'll be working on a proper set of RHW-2 pieces that should be released with the next RHW per Tarkus's approval. ;)

Enjoy all. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on July 18, 2007, 06:02:23 PM
Very cool!!!! &apls  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 18, 2007, 06:27:09 PM
Way cool. Nice curves.

-blunderclod aka Susan Marie
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 18, 2007, 06:51:10 PM
That's looking really, really good.

I can't wait to see more!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: hoshattack on July 18, 2007, 10:49:10 PM
It looks awesome Rickmastfan67.  Can't wait to see those new pics!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 18, 2007, 11:04:58 PM
Those curves are looking good so far, my friend! Keep up the fantastic work! I'll be looking forward to seeing how it progresses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on July 19, 2007, 03:58:28 AM
Great curves, rickmastfan67! Looking forward to more...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcs072488 on July 19, 2007, 11:13:57 AM
Nice! Can't wait to see more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 19, 2007, 11:26:15 PM
Well guys, here's some more shots for ya to see.

First, a zoomed out picture of the new curves.  They aren't still fully finished because I still need to finish the rumble strips, but everything else for them are completed enough to show off this new preview.  You guys also get to see the new RHW-4 base piece.
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW_2.02_preview1.jpg)

Second, here's a more zoomed in shot of the pieces.
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW_2.02_preview2.jpg)

Third, you get to see the brand new RR Crossing as well as the Emergency U-Turn lanes.
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW_2.02_preview3.jpg)

Fourth and final, you now get to see the Street junctions with the RHW.  Just finished them overnight.
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW_2.02_preview4.jpg)

Enjoy everybody!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 20, 2007, 12:10:40 AM
rickmastfan67:  Holy mackerel!  That looks really good.  Better than I could ever do.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on July 20, 2007, 12:16:32 AM
Those curves look a million times better, but Im afraid I think those textures are too bright. I liked the brightness and shinyness of the original.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 20, 2007, 01:04:34 AM
I also love the curves but I prefer the original textures in the way of the brightness of the lines, and I personally like the old rail/RHW better, so if you added the reflectors to the old text and made curves using the colours of the current textures, I know I would find it better. But those textures are far better than anything I could have done.uk
Title: Re: RHW (RealHighway) - Development and Support
Post by: gt6282 on July 20, 2007, 01:05:24 AM
That is one Sexy Curves! nice job rickmastfan67..  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 05:56:11 AM
Im afraid I think those textures are too bright. I liked the brightness and shinyness of the original.

Well, I tried my best to base them off the colors they're using on I-77 in SC.  Here's a picture I took from the SC Welcome Center showing the highway going SB.

(http://img.photobucket.com/albums/v645/rickmastfan67/Interstates/IMG_1259as.jpg)

I know I can't please everybody, but I wanted to show you guys what I was using as my base. ;)


Oh, and BTW, I updated my post above with the Street Junctions with the RHW. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 20, 2007, 06:38:06 AM
Damn that looks good! Since some of us (read: me) use RHW has a rural divided highway system as well as an interstate, could there be the railroad crossing marking on the pavement?

Looking forward to seeing more!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 06:53:44 AM
Damn that looks good! Since some of us (read: me) use RHW has a rural divided highway system as well as an interstate, could there be the railroad crossing marking on the pavement?

Looking forward to seeing more!

Cheers,
Kevin

I'd love to, but it isn't really possible.  There isn't any extra room on the Rail/RHW piece. :(  It may look like there is, but it's just a normal RHW-4 piece connected to the RR Crossing piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 20, 2007, 07:23:07 AM
Darn. Is there a way to do it with Type 21 exemplars?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 07:44:21 AM
Darn. Is there a way to do it with Type 21 exemplars?

No idea if that would be possible. :(  But maybe one of the resident Type-21 gods can show up and answer the question. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on July 20, 2007, 08:16:41 AM
Absolutely fantastic Rick, this could get me using that RHW again, I have tried it so many times, but the textures just didn't seem right to me. They're fantastic now!

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on July 20, 2007, 11:33:32 AM
It looks nice but I'm having some concerns about the brightness of it...  ()what()

But we all know Rick does a wonderful job and thats what matters  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 20, 2007, 03:57:53 PM
a couple of nit-picks about the textures:

Railroad Crossing: If those are rubber panels in the roadway, I have never seen them with the roadway lines painted over the top of them.

The textures overall: The lines are too bright, almost glowing in the daylight. If you could use either the old colors or colors that are halfway between the current and old ones for brightness, they would look much better. They appear to "outshine" your reflectors at the moment.

As for the "RXR" marking for the pavement, it could be done with the following conditions:
- The terrain will have to be level with the tile that has the crossing
- You won't be able to have curves before the crossing.
What I have in mind is a planar S3D model (like the ped mall tiles) with the graphic of the "RXR" on it. The model will be offset by 16 meters so it will be on the tile before the crossing. The prop's location would be on the tile that has the railroad crossing on it:

|X|R|  X=where prop appears, R=railroad crossing tile

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 06:10:27 PM
a couple of nit-picks about the textures:

Railroad Crossing: If those are rubber panels in the roadway, I have never seen them with the roadway lines painted over the top of them.

I just found some more info about RR Crossings (http://epg.modot.org/index.php?title=903.17_Traffic_Controls_for_Highway-Rail_Grade_Crossings), so, that WILL be updated.

The textures overall: The lines are too bright, almost glowing in the daylight. If you could use either the old colors or colors that are halfway between the current and old ones for brightness, they would look much better. They appear to "outshine" your reflectors at the moment.

Guess alot of people think that as well.  I'll try again to darken them some more.  Hopefully, I'll find a happy medium that I and most everybody else can live with.  I'll work on it later tonight after I do my normal Friday night NR2003 racing. :)


As for the "RXR" marking for the pavement, it could be done with the following conditions:
- The terrain will have to be level with the tile that has the crossing
- You won't be able to have curves before the crossing.
What I have in mind is a planar S3D model (like the ped mall tiles) with the graphic of the "RXR" on it. The model will be offset by 16 meters so it will be on the tile before the crossing. The prop's location would be on the tile that has the railroad crossing on it:

|X|R|  X=where prop appears, R=railroad crossing tile

-Swamper77

Swamper (or anybody else that works with RUL's), would it be someway possible that I could "make" a special RHW title that a special RUL code could allow it to show up before RR Crossings as long as it isn't a curve?  Because if that's possible, I might work on one to go with the RHW-2 pieces as well once I finish off the default RHW-4 pieces which I still need to do. lol.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 20, 2007, 08:05:37 PM
Swamper (or anybody else that works with RUL's), would it be someway possible that I could "make" a special RHW title that a special RUL code could allow it to show up before RR Crossings as long as it isn't a curve?  Because if that's possible, I might work on one to go with the RHW-2 pieces as well once I finish off the default RHW-4 pieces which I still need to do. lol.

It should be possible if you make a RR Crossing texture with the X's to write a few overrides to make is so that when a Straight RHW is next to a RHW-RR intersection that the Straight tile will convert to a RHW RR-X tile.  We would even be able to have the rail crossing props on this tile if need be.  All I need is a texture.

Rick how many textures have you created so far for the RHW?  It may be a good idea to use your set when you get the tweaking done for the re-write.  Alex and I are going to re-write the RHW RUL code for draggable technolgy and have it more organized.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 08:52:41 PM
It should be possible if you make a RR Crossing texture with the X's to write a few overrides to make is so that when a Straight RHW is next to a RHW-RR intersection that the Straight tile will convert to a RHW RR-X tile.  We would even be able to have the rail crossing props on this tile if need be.  All I need is a texture.

Rick how many textures have you created so far for the RHW?  It may be a good idea to use your set when you get the tweaking done for the re-write.  Alex and I are going to re-write the RHW RUL code for draggable technolgy and have it more organized.

I think I should be 75% done on the current RHW textures that are in the RHW dat.  Still need to make the OWR-RHW connection, and AVE-RHW connection which I have the texture numbers for.  But there are some other pieces I plan on making as well for the RHW that currently don't have texture numbers for them.  Something like having the RHW ending @ a Street/Road/AVE @ a T-intersection.  Also plan on working up more RR-RHW crossings for the diagonal RHW-4 and also some diagonal RR's crossing a straight RHW-4 piece.  And also a Road-RHW junction where the RHW continues.  But I have several ideas to help complete the RHW texture pieces. ;)  I even plan on a better curve so if you want, you can move the RHW over just one tile instead of having to have a 2-tile medium between the RHW-4 textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 20, 2007, 09:27:44 PM
For anyone wondering what this railroad crossing pavement texture looks like in the real world:

(http://img247.imageshack.us/img247/7417/rrxingsq6.png)

This image is taken from the United States Federal Highway Administration's Standard Highway Signs Book, page 10-15 of the 'Pavement Markings' section.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 20, 2007, 10:13:02 PM
I have to ask, though, why are there railroad crossings on highways?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on July 21, 2007, 01:44:22 AM
I have to ask, though, why are there railroad crossings on highways?

True  :D :D :D also in less developed countries  ;D
I'm afraid the RHW/RR crossing needs some work to make a viaduct - imagine these traffic jams, hard swearing and riots at the one-level crossing  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 21, 2007, 03:31:08 AM
Not to mention that if we were to add crossing gates to it, they will not work even with the stop points defined. Since the ANT/RHW has the characteristics of a highway, none of the traffic on it will stop when a train runs through the crossing. It has something to do with how the network is defined in the EXE. &mmm

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 21, 2007, 07:49:25 AM
Oh yay. Another way for the Sims to kill themselves, courtesy of the NAM. :P Just drive through, without stopping to check if a freight train's coming by...

(that includes the elevated roadways being able to be plopped in water)

 ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: hconline on July 21, 2007, 12:32:12 PM
There generally aren't RR X-ings on a highway anyways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on July 21, 2007, 01:26:25 PM
But I think such signs have sense in the highway's surrounding (entrances, exits, service roads). Maybe this is the reason of putting them to the "Standard Highway Signs Book"? It would have sense also in SC4, if these additional roads would have the same texture as the main RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bulldog2010 on July 21, 2007, 01:42:54 PM
Yea, I have seen at-grade railroad crossings here in the U.S. before, but they were not on an interstate-type highway with exits and interchanges, just on regular four lane divided highways.  I agree with what Ennedi said in that it all depends on what type of highway it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 21, 2007, 01:46:04 PM
I don't think that the railroad crossings are meant to cross interstate highways, rather regular state highways. In PA, there are hundreds of different places where railroads cross state highways directly, and this type of marking is used in those circumstances. I think this is what they are going for in this situation, but I'm not sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on July 21, 2007, 05:54:06 PM
I'm pretty sure that by law there can't be at-grade railroad crossings on interstate highways, because of their purpose. With other roads it's fine (I think they're allowed on US Routes, but I'm not sure).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 21, 2007, 06:23:57 PM
I'm pretty sure that by law there can't be at-grade railroad crossings on interstate highways, because of their purpose. With other roads it's fine (I think they're allowed on US Routes, but I'm not sure).
Depends on the traffic volume of both the highway and the railway. On US 2 out here in Washington State, they build bridges over one another, depending on location. Sometimes the railroad goes over, other times under the road.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on July 21, 2007, 07:10:55 PM
I'm pretty sure that by law there can't be at-grade railroad crossings on interstate highways, because of their purpose. With other roads it's fine (I think they're allowed on US Routes, but I'm not sure).
Well, there aren't supposed to be. I'm sure there is one somewhere; every law in the US has an exception. That's just how we roll. There actually was an at-grade crossing on I-87 just north of Albany, though I don't know if it was I-87 yet before they got rid of it.

Anyway, the RHW isn't necessarily an Interstate. I can think of two roads in my area that look like RHW (Sligerlands bypass and that other bypass, Rt. 32 from 9W to Elm in Bethlehem). Neither has a rail crossing, but it's just for the point. I say make the crossing as realistic as possible, and if you don't want it, don't use it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 21, 2007, 07:40:30 PM
I'm pretty sure that by law there can't be at-grade railroad crossings on interstate highways, because of their purpose. With other roads it's fine (I think they're allowed on US Routes, but I'm not sure).

US-11 in PA goes right through the town where I live, and crosses over railroad tracks. But, as Swamper77 and simzebu pointed out, I think that each state has different ways of doing it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zaphod on July 21, 2007, 10:41:09 PM
I-45 south of houston had a grade crossing a long long time ago I think

Anyways, I agree its not realistic, but then again maybe for game purposes then Im for them

Hmm....You know if maybe that the crossings wouldnt work, then omit them, and make the road around the rails look all worn to give the impression that the tracks are lightly used industrial spurs and that a bridge wasnt necessary.

Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 22, 2007, 10:03:43 AM
Many many years ago, US 45 heading NW of Milwaukee was a multilane freeway. There was one at grade rail road crossing on the freeway. I remember this crossing well, as it struck me a bit odd to see a railroad crossing on a freeway.
Now a days, I look at satellite images and see that now there is a railroad bridge that spans over the freeway.
But at one time, it was an at grade crossing.

- blunderclod aka Susan Marie
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on July 22, 2007, 11:17:47 AM
Blunderclod is quite correct.

I know that stretch of road (US 41/45) very well.  I have traveled it often through the years.  At the time it was an "Expressway", a Wisconsin term for a divided highway with freeway speeds and a combination of at-grade and limited access intersections/interchanges.  There used to be a number of "at-grade" railroad crossing on that road, but they since have either been removed or bridged.  In one case they built the freeway under the tracks instead of over them.  Big mistake!!!  There is almost always flooding after a big downpour at that RR overpass (located on US 41 in Fond du Lac)  They are currently converting US 41/45 into I-41 - at least that is the word on the street.  In any case, WisDOT is certainly doing a lot of work on that road. 

US 151 is an example one of these Wisconsin "Expressways".  If you drive to Beaver Dam (WI), you will find an "at-grade" railroad crossing surrounded by road overpasses.  The speed limit on that stretch of road is 65 mph.  In every other way, that Beaver Dam bypass is Interstate Class, except for this RR-Xing.  It's strange, but true. 

So, having an "at-grade" RR crossing is appropriate to recreate rural Wisconsin "Expressways", but maybe not appropriate for the recreation of freeway/Interstate class hyways.  I am happy that the at-grade RR crossing are there for my purposes.   :)  Thanks for working on them.

Cheers,
Riponite

Many many years ago, US 45 heading NW of Milwaukee was a multilane freeway. ... -  blunderclod
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 22, 2007, 09:37:37 PM

There is anther stretch of RR-Xing at grade along 45 at least it was about last year in the vincinty of Port Washington... Well its not in Port Washington but along the way to i cant recall the city name as i only went
threw there twice, once going to Port and the other Leaving Port back to Summit Lake....
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 22, 2007, 10:15:10 PM
In Mississippi, Alabama, and Louisiana divided highways are built to the same standards as interstates, except for the whole "limited access" thing, which means there could be a grade crossing.

I was on US 61 north of Baton Rogue, LA earlier today and there is an industrial spur that crosses a four lane divided highway that has a few road overpasses.

If you look at the pavement and markings for US 49 and I-55 south of Jackson, MS they're exactly the same.

That's why I made the suggestion, so that all situations would able to be recreated with RHW.

Sorry if I caused any controversy.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 22, 2007, 11:38:11 PM
Well, if you don't want at-grade rain intersections, there exists an alternative with the latest version.  Use the raised rail (not to be confused with elevated rail) puzzle pieces included with the NAM and press TAB until you find the rail over RHW piece.  This will grade-separate the two networks.  A picture follows below:
(http://img528.imageshack.us/img528/1263/downtownfeb147118516283lh9.jpg)

Hopefully this will solve all of these "standards" for real/in game highway networks! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on July 23, 2007, 07:29:56 AM
The only problem with this is that in real life it would usually be the other way round, with the RHW over the railway, as train have a much harder time climbing slopes than cars do.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 23, 2007, 07:34:21 AM
Yes. But the MIS/El-RHW is likely to come out next version, probaly when the new textures are released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 23, 2007, 11:43:39 AM
Yes. But the MIS/El-RHW is likely to come out next version, probaly when the new textures are released.

We shall see.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on July 23, 2007, 01:07:39 PM
Yeah, either the highway is elevated over the tracks, but since we can't use that for RHW right now, you can make a portion of the RHW a sunken highway, then use the rail on-slop puzzle pieces to make it a straight track over the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 23, 2007, 01:53:41 PM
So I it's(MIS) not coming out next version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 23, 2007, 02:01:11 PM
So I it's(MIS) not coming out next version?

Im not confirming nor denying that MIS is going to come out in the next version of RHW.  The fact is we dont know.  It really depends on how much is done on it, and Tarkus has be blindsided by some real bad RLS.  We dont even know when the next release will happen.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 23, 2007, 03:13:43 PM
Hey everyone,  I am wondering if there is anyone out there with a copy of RHW-2, the only link I can find is dead.  I need to extract the textures for a test.  So anyone that has a functional link, or that can send me the original zip folder, I will be greatful.

Thanks in advance!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 23, 2007, 07:27:03 PM
Hey everyone,  I am wondering if there is anyone out there with a copy of RHW-2, the only link I can find is dead.  I need to extract the textures for a test.  So anyone that has a functional link, or that can send me the original zip folder, I will be greatful.

Thanks in advance!

Hit me up on MSN.  I got what you need. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zaphod on July 23, 2007, 09:05:04 PM
Im looking foward to MIS, just curious how broad are the curves tilewise? Im saving space right now

Hey, not highway related, but I found a used ELP cd at hastings that has your avatar and namesake song on it. Listening to it now, cool stuff :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 23, 2007, 09:30:19 PM
Ok guys, I got the colors darkened.  How do they look now?

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW_2.03_preview1.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on July 23, 2007, 10:15:52 PM
that looks good to me.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nwelsh on July 23, 2007, 10:41:33 PM
Awesome! :thumbsup:

Very nice rickmastfan67, keep up the good work.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 23, 2007, 10:59:08 PM
All I have to say is "Damn!"

You did a great job on these textures rickmastfan67!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 23, 2007, 11:00:37 PM
I didn't the last set looked bad, but now seeing the new ones, they are much better. Great job, rickmastfan67!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ACEfanatic02 on July 24, 2007, 01:32:43 AM
rickmastfan67:  New textures look perfect.  Great job.

About the RR crossings further upthread:  certainly, Interstate-grade highways do not have at-grade crossings.  But state highways, US highways, and really any non-interstate highway outside of a major city have at-grade crossings.  And since the RHW emulates them as much as Interstate-grade highways, wouldn't it make sense to include a realistic RR crossing as well?

-ACE
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 24, 2007, 04:19:36 AM
Thanks guys.  Here's a new piece that I just finished up a little bit ago.  It's really two pieces but you all know it as one. ;)  It's the Avenue connection to the RHW system.  Up next when I have the time, the One-Way Road connection. ;)

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW_2.03_preview2.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on July 24, 2007, 04:26:04 AM
A great new piece, rickmastfan67!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 24, 2007, 12:43:14 PM
The RHW-Avenue connection looks pretty good, rickmastfan67. I like the extra reflectors at the end of the RHW. Great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 24, 2007, 01:12:23 PM
well talking with tarkus surely this isnt really a rural highway but more of a total highway replacement. these are perfectly viable in urban areas as they are in rural.... maybe this should infact become the HAM.... highway addon mod.

anyway enough semantics....

i was wondering if anyone out their fancied giving me a hand with something me and Dusktrooper were talking about.

basically the idea is draggable sunken highway's, done as modelled puzzle pieces.... we know that automata can be spawned below grid, and we know that they can be pathed, so all i need really is a guy who is good with textures.... and a modding whizz.... to help me get this badboy off the ground....

here is the basic piece that i came up with.

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SHW2x1viewport.jpg)

and five adjacent....

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SHW2x5a.jpg)

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SHW2x5b.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on July 24, 2007, 01:13:55 PM
Nice work rick, is it possible to create a connection directly to highway for the RHW, because it would be much easier than doing RHW -> Avenue -> Highway.

Mightygoose, that would be amazing for urban areas, I really hope you can get someone to help you out with this!

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 24, 2007, 04:34:18 PM
@Mighty Goose:
You can't use BAT models for a draggable network. They will have to be converted to a True3D model, like the game's interchange pieces are. As a True3D model, you can't have the street lights as part of the model, but you can add them in via Type21 exemplars (network tiles). Also, the lighting for a network will have to be done with light cone models and not as rendered models. There are a few light cone models in the game, just not angled like your proposed street light. The light cone models in the game are vertical.

You will need a transition for this for where the highway goes from ground level to below ground level. You will also need to have a prepared trench in the landscape for it. Puzzle Pieces and networks don't do well with trying to show themselves below ground level.

@Fred:
There is a problem with the RHW-Ground Highway connection at this point, which is why you have to do the connections in that manner. The connection between RHW and the Ground Highway can be done, but the paths are not working on it so the traffic will not go through. Hopefully, this will be fixed in the next release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 24, 2007, 06:53:48 PM
swamper. as far as i was aware, from discussions with tarkus, that sunken models for model based transit netowrks would not require terrain modification. that was the entire point of making these models. these true 3d models. are all model based transit networks made of moels of this type? also is it possible to have angled lightcones in game as lightcones in the LE? i am fully aware that a transition piece is required as are curves and intersections, i just was using this piece as a generic straight piece as this is the only piece i have textures for....

is there a particular reason that true3D models dont like displaying below grid?
marrasts underpass lots, the pathed versions were below grid and had no problem displaying themselves or automata. why did they not require any trench, why did ardecila's sunken GLR not require any trench?

hopefully you can answer all my questions, if you can then i will have a much clearer understanding of what is required.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fukuda on July 24, 2007, 07:07:48 PM
All puzzle pieces or 3D draggable network pieces must be true 3D. You'll need to model your own lightcones (there's a tutorial at simtropolis, I think) and add them with Type 21 exemplars as Ardecila pointed out.

Transition pieces and all kinds of intersection models (a real pain in the neck) will be required, indeed

The grid is only "dug" with tunnels or TE lots, it seems, and transit pieces are not lots nor tunnels, marrast's lots are simply TE lots with fake underpasses ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 25, 2007, 01:38:18 AM
Also, they've had some LOD work done to them so they could appear the way that they did.

Mightygoose, the only problem I see with your idea - is it at all possible to change the textures between the two RHW texture mods?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 25, 2007, 01:58:39 AM
Mightygoose, the only problem I see with your idea - is it at all possible to change the textures between the two RHW texture mods?

Only if he makes them True3D like any other puzzle piece/interchange model &mmm

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 25, 2007, 06:46:28 AM
right OK, firstly can what i propose be done, no matter the difficulty. can it be done?

secondly, shadow assassin, all my models are done with what i call texture plates. these are the bits of the model that are placed specifically designed for having the RHW textures added to them. if the textures are supplied i can add any flipping texture you want to them. rail road RHW OWR anything lol. however for the intersections i will need a guy who is clever with textures... maybe you SA for your texture mod, who can work with me to make textures to fit the pieces i make, if of course this is all possible.

EDIT:

well anyway, i have completed a slope piece...

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SHW2x8a.jpg)

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SHW2x8b.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 25, 2007, 05:09:54 PM
That looks preatty good mightygoose.  If you want, I can pass over to you the newest RHW-4 piece that I created for the RHW overhaul so you can use it in the shots instead of the old one.  Just PM me your e-mail address and I'll send it on over. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 25, 2007, 05:12:22 PM
Wow, mightygoose! This looks excellent! I hope it can be done. I do have a question, though: Do you plan to expand them so you have more than two lanes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 25, 2007, 05:40:38 PM
well talking with tarkus, i intend to make this compatble all the way up to RHW18
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 25, 2007, 06:15:03 PM
well talking with tarkus, i intend to make this compatble all the way up to RHW18

I personally don't think we will ever see RHW-18 come to life, but I do think we will get to at least RHW-10 being completed.  When, I have no idea, so don't ask me. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 25, 2007, 07:13:45 PM
Is there any way this great looking model could be turned into an underpass, as in putting RHW below other networks?

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 25, 2007, 07:16:40 PM
Is there any way this great looking model could be turned into an underpass, as in putting RHW below other networks?

Cheers,
Kevin

That would be a good idea there.  I'd support it. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 25, 2007, 07:19:30 PM
As a BAT with custom LODs on a Lot, yes.
As a True3D model as a draggable network, no.

We do have puzzle pieces for when the RHW is at ground level and another network goes over on raised puzzle pieces, though. As a draggable network that is composed of True3D models, you would only see what is at or above ground level. The rest would be there but hidden by the terrain. Marrast's models are BATs with custom LODs which allow the vehicles to be seen on the Lot when they travel on it.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 25, 2007, 07:54:42 PM
so what about if they were transit enabled RHW lots with overhanging props with the clever LOD's, that way no true 3d models but to any observer it looks like a continuous sunken network???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 25, 2007, 07:58:54 PM
Mighty Goose,

That would work with one exception: paths cannot overhang a Lot. They must exist on each tile and not beyond the borders of each tile.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 25, 2007, 08:07:47 PM
so it would be automataless.... well thats a bummer.... unless we supplied progressively larger sections.... like up to say 20-30 tiles long, so a good stretch of automata... you just wouldnt have any on diagonals.... but thats a  fair compromise is it not
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 25, 2007, 09:03:59 PM
@Mightygoose  If you want my opinion, your efforts could go into somthing else with better results.  Sunken draggable networks are not possible and in my honest opinion TEd Lots acting as a network are just a "cheap" substitute to a game limitation.

Your efforts could be better used by making an alternative to the exsiting GHW system, or modelling new El-RHW pieces that have better detail.  Or if you are such "obsessed" with having Sunken RHW make a new lot set for the sunken slopes.

Im not meaning to be harsh or disrespectful, your work is great and I am glad you are trying.  Its just not something that can be done properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sir Charles of Dunlap on July 25, 2007, 11:12:12 PM
Would it work to make the network with no models on it, and then have lots and place one every so often to make the network viewable?

-Charlie
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 26, 2007, 12:04:43 AM
Would it work to make the network with no models on it, and then have lots and place one every so often to make the network viewable?

-Charlie

Sure, it could work.  But the issue is you will never be able to make intersections pop up without them being a TEd Lot, and if you have pre-determined lengths there will be many situations that you will never be able to include.  For instance since they will use TE lots you will not be able to have 2 intersections next to each other.  Another issue would be if you want curves, turns etc in the network your pieces are going to start getting too clos together or you are going to start having repetitiveness because the pieces will be standard pieces.

Have I ever stated how much I think TE lots are useless for networks?  They are good for bus stops, train stations etc. not the actual network themselves.  The paths never work properly, you can get sims using the lot as a short cut when its not.  I am totally biased towards the use of TE lots for transit networks, if you want eyecandy you might aswell make it no functional.

True3D is the way to go.  There is a helpful tutorial called Red Lotus' Interchange Tutorial.  Its alot of reading but then you are only working on one piece of it.  I still think that Mightygoose's time is better off being spent on re-moddeling the existing GHW or a puzzle piece set.  Sunken networks just simply dont work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mjig_dudy on July 26, 2007, 01:43:03 AM
ok then... How about a draggable network, where MG's models are added to the appropriate network tiles with T21 exemplars, This way there would be no messing around with True 3D models. If using custom LOD's the paths assigned below groud on te network tile should show up, or am i mistaken?
Another advantage is that you could, in theory make diffrent models or diffrent wealth and have them all on one network where the props change depending on the surrounding wealth.
This wouldn't allow placing them on sloped peices, but it would a lot better than messing around with TE lots.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 26, 2007, 02:33:55 AM
Mjig,

Dragging the network is physically possible.  The T21s will work physically, but because a transit network requires a texture the "sunken" porting will not be visible.  The network cannot have an invisible base like lots and the terrain textures are not removed like with lots.  Meaning anything below ground level will not be visible for any type of Custom LOD you create.

Automata is not visible below ground level except for within specially modified lots.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on July 26, 2007, 04:18:41 AM
Will the next RHW include flyover ramps, loops, cloverleafs, etc. ?  &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 26, 2007, 06:09:01 AM
That's up to Tarkus, but it seems he's been away for the last week or so - RL beckons, but he's got the pieces working for that.

It probably will, but then again, it might not.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 26, 2007, 07:16:04 AM
jplumbey the problem is you cant really make more detailed models of draggable model based networks as you are limited to about 600 poly's per model

i will make an underpass
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 26, 2007, 07:25:52 AM
jplumbey the problem is you cant really make more detailed models of draggable model based networks as you are limited to about 600 poly's per model

i will make an underpass

It doesnt matter, there is nothing you can do but make True3D models.  If you dont want to make True3D models for Transit networks, then you might as well not even start.  Believe me I know there are limitations, but there simply is not a better way.  You guys are in puruit of something unobtainable with the game limitations unless you want a crap substitute called a TE lot system.  And crap is being nice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 26, 2007, 12:03:40 PM
ok well i will make an underpass at least and take it from there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 27, 2007, 03:24:51 AM
I'm not sure about this, but I think 600 polys is just a recommendation. You could probably go higher, but I'm not sure about that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 29, 2007, 05:42:19 AM
Hi everyone-

I know I've been quiet here as of late.  RL plus not having a stable internet connection for the past couple of weeks. 

To answer a few questions:

Regarding the sunken RHW and polycount: That's a very nice model you have there mightygoose. 

ardecila once did something very similar to this sort of thing with some Underground Rail pieces he did awhile ago, through which he did get the automata to show: 
(http://farm1.static.flickr.com/146/346372147_acf77be9f3_o.jpg)
If I remember right, it was through an overhanging prop on a lot placed next to the Underground Rail.  So that's one method through which that could work.  I've done some work with an underground RHW, which will be at 10m below ground level (as per specifications blahdy and I worked out for the BigDig/RHW/MIS Portal).  There's also no transit enabling involved, since the lot is merely eyecandy.

The other way would be if the model were broken into 16m x 16m pieces (if it isn't already), it could be made draggable.  With regards to the poly count, redlotus said in his interchange tutorial that anything over 500-600 tends to crash the game, so it's more or less a rule as opposed to just a suggestion.  What you can do to get around that involves making the base model for the draggable network under the poly limit, and adding the extra details in via Type21 Exemplar.  You will need to make the base model be in True 3D as jplumbley pointed out, which basically just involves some Complex LODing and altering the BuildingMill script.  If you're using 3DS Max, however, you should be able to export the models as .3ds files, and iLive's Reader supports direct .3ds import into the Maxis-native S3D files.

I'd also concur with jplumbley that it's best to avoid TE Lots whenever possible, unless you're doing a transit switch (in which case it's necessary).  It's a nice model, and I think putting in the effort to get everything working right is worth it. ;)

Regarding the future of the RHW/MIS/NWM:  warrior, to answer your question, the next major public release of the RHW, which should come in the form of Network Widening Mod (NWM) Beta version 1, will most definitely include the MIS.  I can't say entirely what all will be included--that will depend on how development goes on various other projects like the TLA, OWR-5 and the Wider RHWs (which, for the time being, will go up to RHW-10).  As far as the current status of the MIS, in case anyone is wondering, it kind of got derailed in the wake of having to make an "emergency" release (v13, to solve the compatibility issues with the January NAM).  Then came the June NAM release and RL.  It's been one thing after another. :D  I've been trying to salvage the old RUL entries I did for it, but it appears that for a variety of reasons, I am going to have to completely rewrite them, beyond making the MIS draggable

The Ground Highway-to-RHW transition has been fixed as of about 5 minutes ago.  The issue was not a bad SC4Path file, but rather a mis-assigned Group ID for a network-specific exemplar, required for the model (and path) to work properly.  The intersection RUL coding (in 0x10000001) had also been disabled at some point.  I'll likely wait for the NWM Beta v1 release to include it, since it requires modifications to the NAM Essentials file.

Hope that clears some things up. :)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on July 29, 2007, 07:49:08 AM
Thanks for the update Tarkus.   I know we all appreciate it.    I myself was startig to wonder what was happening.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 29, 2007, 10:51:43 AM
Alex,

Thanks for the update. Glad to see you reappear, I (and I'm sure I'm not the only one) was getting worried about you, even though your sig did indicate you had RLS going on.

I hope life is back to normal now and that all is well.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: gt6282 on July 30, 2007, 01:03:15 AM
Thanks for the update Tarkus..  I hope I could help you guys. well, actually I'm planning to make a 3d model of a double decker highway. I also intend to use either asphlat RHW texture or rickmastfan67's texture..  ;D

OT: could anyway give me a link where can i download the Bat4Max? Thanks..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 30, 2007, 01:10:17 AM

Hey Alex im glad to hear you are still alive and kicking i was about to send out the search and rescue teams out for ya's... Ty for the update and project status as well take care and remeber us once in awhile - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: stewart_garden on July 30, 2007, 05:13:32 AM
Alex,

Thanks for the update.  I am looking forward to the "Network Widening Mod (NWM) Beta version 1".  Yet again this community is surpassing my expectations with content that I am sure will greatly enhance the game. I'm very grateful.

Stewart
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2007, 05:38:32 AM
Hi again everyone-

Thanks for the warm welcome back, and I'm glad to be back in the swing of things.  I missed you guys. ;)  Just wanted to show a screenie of the aforementioned RHW-Maxis Highway transition with DrawPaths turned on. 

(http://img405.imageshack.us/img405/3900/rhwfhwtranshl1.jpg)

I also managed to get the MIS On/Off Ramp pieces working again just a few minutes ago, and I now just need to further edit them to prevent the infamous "NAM Sinkhole" issue, as well as adding in the "false intersection" for the puzzle drag starter.  And so they'll actually be usable, a working Preview Model. :D  I should have some screenies on that end here shortly as well.  There are some other rather "interesting" things you'll be seeing more of soon as well. 

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 30, 2007, 05:50:14 AM
Just a quick pop-in to say that I've had a few minutes to play around with RHW-6 and RHW-8, despite RL. Here's some screenies:

(http://img510.imageshack.us/img510/4153/rhw6previewff0.jpg)
RHW-6C

(http://img171.imageshack.us/img171/5880/rhw8previewoi6.jpg)
RHW-8C

Disregard the fact that the lines seem to be facing the wrong direction (the catseyes should be facing the driver; as in they should be in front of the line). That'll be easily fixed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on July 30, 2007, 07:28:51 AM
Great pictures of the RHW, SA & Tarkus! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 30, 2007, 08:23:05 AM
Great looking stuff, Alex and SA. I like to look at non-North American textures and dream about the MIS some nights...

Ok, well, maybe I don't dream about the MIS, but I'd really, really like to have it for the usual purposes.

Good luck getting the MIS function properly, Alex. After reading up on RUL's I think its a much luck as anything else...sort of a black magic (or dark art for you Harry Potter fans), if you will.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 30, 2007, 08:57:42 AM
Wow!  Some very nice progress here!  I like it!   ;D

It also makes me happy to see that the ground highway-to-RHW connection is fixed now, for that will make it much easier to connect the two networks.  Also, those darker asphalt networks look great too!

Concerning the RHW-6/8C, I know there is a model in development for the transition to the RHW-4.  But, how about another transfer/transition for the ground highway as well? 
-The RHW-6C would just need to spread out a tile, not losing/gaining any lanes at all.  This would be the perfect transition to biuld between urban and rural environments, because the ground highway is even more compact than the RHW-6C.  This also keeps the name "Rural" true in this situation.
-The RHW-8C would be similar, but would gain/lose a lane at this transition.

Anyways, I know these are two more requests in a request-cluttered project, but I think that it would benefit the connectivity of the RHW, since this is (currently) the only way to connect ground highways and the RHW.  Once again, great work and looking forward to seeing more!

-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 30, 2007, 09:58:02 AM
trouble is with 2 tile to 3 tile networks you can't maintain symmetry.... which is a big pain in the backside. i'd personally suggest having diagonal corner  transfers... so a two tile wide diagonal network turns to the orthogonal and spreads to the the 3 tile wide netowrk on the corner. thus not looking odd
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 30, 2007, 02:13:58 PM
Welcome back, Alex! Glad to see some more development here. I'll definitely be looking forward to seeing what the "interesting" things you have for us are.

SA: The RHW-6 and -8 look fantastic! And don't worry about the cat's eyes--just rotate the tile and they'll be right!
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on July 30, 2007, 02:41:04 PM
Great to have you back. Will their be a RHW 12-C included?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 31, 2007, 01:32:03 AM
Quote
SA: The RHW-6 and -8 look fantastic! And don't worry about the cat's eyes--just rotate the tile and they'll be right!

Actually, all that needs to be done is the line markings have to be flipped vertically. It only takes me a second in Photoshop.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 31, 2007, 04:08:08 AM
The MIS returns . . .
(http://img508.imageshack.us/img508/2816/mis17312007gm7.jpg)

(http://img508.imageshack.us/img508/7084/mis27312007jk9.jpg)

(http://img508.imageshack.us/img508/8215/mis37312007ux0.jpg)

(http://img126.imageshack.us/img126/9966/mis47312007ov5.jpg)

. . . and it's now draggable.  Well, the RULs still have a long way to go, but it's a start . . .

And another thing I managed to make draggable awhile ago which some of you may be interested in.  These screenshots are from back in March, actually, and the result of the first puzzle drag starter I ever made.  This was a very early proof of concept of it (it'll be shifted 15m higher in the final version). 

(http://img362.imageshack.us/img362/8998/ddrhwdraggable1vc9.jpg)

(http://img362.imageshack.us/img362/4840/ddrhwdraggable2hw7.jpg)

Yes, that's a double-decker.   ;)

To respond to a few comments:

Shadow Assassin:  Those textures look absolutely brilliant as always! 

Kevin (BigSlark):  Thanks for wishing me luck.  I'll need it. :D  I've still got quite a bit to do on it, but hopefully these development screenies hit the spot a little.  And I do dream about the MIS . . . mainly, getting it done, so you guys can finally play with it. :) 

Haljackey:  Thanks for the compliments, and the feedback on the RHW Compact versions and the transitions.  I've been thinking through a few different scenarios.  I'm strongly leaning toward doing a complete redesign of the Maxis Highways to make them fit better with the RHW aesthetic.  I've also toyed with the idea of redesigning the RHW-6 a bit by using a T21-initiated overhang for the shoulders, which won't require redoing any of the transition textures rickmastfan67 has supplied me with, but would allow the RHW-6 to fit on a smaller footprint (2 tiles) without diminishing anything with the textures.  The overhang shoulder could also be eliminated/built on by the user without any additional modding.  The current setup with the RHW-6, the third tile with the "C" version, as well as the two extra tiles on the "S" version, contain nothing but shoulders, and have no transit function at all.  This could potentially free some stuff up as well.  Just thought I'd throw that out there.

mightygoose: The way Maxis set up diagonals is indeed a pain with regards to scaling and whatnot, and thanks for the interesting suggestion on dealing with it.  That's something I've considered with some of the TLA stuff.  I've managed to find a way to cover more of the diagonals with usable road surface but still managing to get them to line up with some of the TLR-3 textures I've worked up (which I hope to be able to show here soon), which solves some of the problem.  The diagonals are definitely going to be interesting regardless, though . . .  :D

Dustin (thundercrack83):  Thanks!  Glad to be back!  Hope these developments were interesting enough, and I've got some further stuff in the works which may be of interest as well. 

godjcjk12:  Thanks for the welcome back!  As far as an RHW-12, jplumbley and I decided awhile ago that we're going to stop once we hit the RHW-10.  ;)

-Alex




Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on July 31, 2007, 04:16:25 AM
@Tarkus,

These RHW exits are very important. They are the first highway exits wchich don't look ugly.
Maybe it would be good to make also the second version of them, turning right/left by 45o?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 31, 2007, 04:23:57 AM
i also agree with ennedi and also a gentle MIS curve piece would be crucial specially when u make certain avenue junctions
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 31, 2007, 06:53:45 AM
Indeed. It looks very good, Tarkus. I'll get back to you regarding the models, see how I can do them.

I'll be working on a cosmetic mod for all the elevated road pieces so they at least look attractive. Right now, they look fat and ugly. :P All that's needed is some extensive plastic surgery...
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 31, 2007, 07:38:41 AM
Alex,

I just drooled on my keyboard. Thankfully has proved to be relatively liquid proof over the years.

Keep up the good work and thanks for keeping us all posted.

Chees,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 31, 2007, 07:59:32 AM
hey tarkus if you want some support props for the type 21 exemplars just give me a shout via PM or MSN. anyway should have some more bits for showing later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 31, 2007, 11:47:03 AM
Outstanding work, there, Alex! Both the exit ramps and the double-decker RHW are absolutely indescribable! I can't wait to see more progress!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 31, 2007, 03:24:18 PM

WoW Alex this is looking wonderfullllllllllllllll omg its sweet....   :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on August 01, 2007, 01:43:43 AM
may I suggest using this RHW texture ive made  ;)
(http://img124.imageshack.us/img124/5720/rhw1ca6.jpg)
thanks!

i've based this from I-40 in US
(http://i126.photobucket.com/albums/p110/HabLeUrG/DSC00028.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 01, 2007, 05:26:31 AM
hableurg we already have a new replacement RHW texture.... and for that one we have curves and stuff.... look back at rickmasterfans work
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 01, 2007, 05:43:37 AM
not bad looking texture hableburg......
RE: mightygoose: it wouldnt hurt to have another texture variation just like how  SA made a asphalt texture. There are different types of highway layouts just so you know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on August 01, 2007, 06:37:50 AM
I think RHW-10 is probably as much as is needed. If more lanes are needed one can always have multiple carriageways in each direction (ie a collector distributor system). One would only need to separate them by a tile. The few circumstances where motorways/freeways are wider are usually somewhat split anyhow.

On that point, some puzzle pieces to facilitate that sort of thing would be nice.

Oh, and some way to have centre off-ramps would be nice - even if it means merging two MIS off-ramps into a road.

Just ideas, you don't have to get them into this build or ever, but thought I may as well throw them out there.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 01, 2007, 11:45:49 AM
HabLeUrG: That's another great looking texture you've made there! Great job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on August 01, 2007, 02:27:09 PM
Howdie Mayors, My name is Steven. I think that the wider avenue will solve my traffic problems. I'm just curious when will you guys have a new update?
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on August 01, 2007, 06:24:01 PM
The MIS is looking great, as is everything else. And thanks for making it draggable. That will save my sanity for sure (though I'm not sure about yours. :D All this work must be driving you near insane!). SA, those textures are AWESOME.

Thanks for making the section of the MIS that connects to the RHW a smooth one. That's one thing that always bugged me about the Maxis standard exits. As I've just said to the folks in the SAM thread, keep up the great work, and take all the time you need to get this done properly. I know I'll definitely be appreciating it when the new release does finally come out.

Are any bridges in the plans? If you're overwhelmed, I don't mind it being on the backburner, but it strikes me as something that'll eventually be needed.  The problem of crossing rivers though will be largely reduced I suspect thanks to the collaboration with blahdy. I'm only querying about the RHW-4 and RHW-2, It's pretty much a given to my mind that anything else would not be possible due to game limitations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2007, 02:32:13 AM
Actually, yes, there are some bridges in the works. Last I heard, fukuda was working on new bridges for the RHW (mainly a retexturing of the new level bridge that's been included a few NAMs ago).
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 02, 2007, 04:06:11 AM
Wonderful work, Tarkus! The exit ramps and the double-decker of the RHW are looking beautiful! Great texture, HabLeUrG!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2007, 05:02:48 AM
Just playing around with the possibilities of the RHW:

(http://img166.imageshack.us/img166/2030/rhwfhwmodifiedab5.jpg)

Say hello to the Urban RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on August 02, 2007, 06:04:33 AM
SA, you are the man for the people from Europe!!!  the euro style RHW looks amazing and now you have an urban RHW that totally fits into euro style cities!! awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 02, 2007, 06:55:31 AM
isnt urban rural highway a mistake lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 02, 2007, 07:17:07 AM
The work going on around here is simply amazing,
SA: Is that two highways joining? It's awesome. Surely urban rural hghway doesn't make sense, more like UHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 02, 2007, 11:01:13 AM
Please, somebody pinch me! This isn't a dream, right?  :o  Sure, "urban RHW" sounds a tad odd, but the prospect to get draggable elevated "avenues", probably even with some nice on- and off-ramps, is beyond awesome!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on August 02, 2007, 12:48:29 PM
What the...
Wow, that totally came out of nowhere! Is that a new draggable elevated highway or what? How does it differ from the original, other than looking much better?

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 02, 2007, 12:56:27 PM
Incredible, SA! Those textures look amazing! I can't wait to see what else you're playing around with!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mayor Abe on August 02, 2007, 01:50:34 PM
To be honest, as long as that is RHD, I actually could use those in my (American themed) cites. In fact, asphalt textures are universal. I have than for the Maxis highways too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sir Charles of Dunlap on August 02, 2007, 09:59:16 PM
It would be cool to have the elevated rhw, but could there be two? One at the normal height, and one that's twice that?

-Charlie
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on August 02, 2007, 10:47:14 PM
Please, somebody pinch me! This isn't a dream, right?  :o  Sure, "urban RHW" sounds a tad odd, but the prospect to get draggable elevated "avenues", probably even with some nice on- and off-ramps, is beyond awesome!  &apls

Yuppers Andreas took the words outta my mouth... WOW  &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 03, 2007, 12:01:12 AM
FYI: For those wondering why my lines for the RHW are a tad longer than SA's, it's because Tarkus wanted them that way. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on August 03, 2007, 12:09:08 AM
isnt urban rural highway a mistake lol

Nah, it's an urban Regional highway.  ;)

See, no acronym change needed.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 03, 2007, 12:10:41 AM
Well, the reason why I called it the "urban RHW", was of course, a reference to how Tarkus calls the default highway the FHW (Fake Highway), and he called the RHW the "Real Highway", so it's really Urban Real Highway. :P But Urban Highway will work too (so will Urban Regional Highway).

It's really a re-texture of the default Maxis highways. Paths will probably have to be redone so they're two lanes, not three.

And the on-ramps, of course, will get retextured. But I'm gonna cheat a little and use the Asphalt highway textures for those off/onramps, mainly because they're so damnably difficult to texture properly, and since thorvin's pretty much done most of the work, might as well use them, eh? And even better, it only takes me five minutes to do the texturing for well, everything. The only thing that will be of difficulty is actually the tunnels. They'll most likely have to be reBATted.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 03, 2007, 12:27:30 AM
SA,

Great looking work! Is it possible to repath the maxis standard? I didn't think that was something that could be done.

Y'know, the whole "RHW bridge" issue could be easily fixed with this...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 03, 2007, 12:29:48 AM
It is indeed possible to repath Maxis highways. The problem is trying to find the bloody things in the SC4 files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 03, 2007, 01:01:50 AM
It is indeed possible to repath Maxis highways. The problem is trying to find the bloody things in the SC4 files.

Who needs to repath when you can make those El-URHW into a draggable variation of El-FHW?  If I am not mistaken, Alex has already found that it is possible to override 3D networks in somewhat the same fashion as is possible with the SAM project.  I am not exactly sure how Alex did it but I think he made a draggable version of El-RHW already as a test.  If this holds true then you can make HSRP a variation of Monorail, have all the El-Puzzle Pieces draggable, etc.

But, if these were a separate variation for El-FHW then you could have separate path files.  Meaning no surfing through the SimCity_.dat files for missing paths, you could make your own.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 03, 2007, 01:13:24 AM
He indeed has found a way - using the puzzle-drag method.

But I (and quite a few people will actually agree with me about this) would very much prefer FHW to be eliminated from the game entirely, as it will be replaced with this mod. But this is not a high priority compared to retexturing the MIS and NWM (which actually has already been done on the RHW front, so only the RHWMIS will need to be done).

The HSRP can be made seperate from monorail. Remember GLR and how it was implemented?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 03, 2007, 01:24:09 AM
But I (and quite a few people will actually agree with me about this) would very much prefer FHW to be eliminated from the game entirely, as it will be replaced with this mod.

The HSRP can be made seperate from monorail. Remember GLR and how it was implemented?

Yes SA, I have to agree with you.  But one of the fundamental rules of the NAM is not to remove anything, only add.  Since it is a possibility that we can make El-URHW a variation of the El-FHW, then I would have to say that by the Team's Rules we must attempt to do it this way so we are not removing the El-FHW.  I personally wouldnt want the El-FHW or the FHW in the game anymore but there might be one person out there that does.

I know its possible  ;)  I was just bringing up an example of how it could be implemented but leaving some "doubt" just in-case it was proven to be an unrealistic project.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 03, 2007, 01:29:54 AM
Hmm, I suppose. Though people would have the option of having this or not. It'd be entirely optional.

Very little work would be required, actually, if you wanted to keep the normal El-Hwy (and GHW), since all that would be needed is a starter puzzle piece, retaining the existing models.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 03, 2007, 01:48:39 AM
Well, SA, there is a bit more that needs to be done beyond the puzzle piece.  But that has to do with the override RULs.  This is where the biggest work is for the draggable variations of networks (after the actual texturing or modelling), because hundreds maybe even thousands of lines will have to be written to override everything properly so both may co-exist.  Its not so bad once you get the hang of it though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 03, 2007, 04:10:27 AM
I think the only reason why I haven't used HSRP so far is the fact that it uses the monorail network. I used monorail extensively in quite a few cities, and I don't want to lose it. And although I rarely used elevated highways since the release of Rush Hour, it's still an option for some places, so I'd appreciate if the new pieces could be made additional. It's certainly quite some work, but I guess it's worth in the end. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 03, 2007, 05:53:52 AM
for those who look at the bridge engineering department, the gibralta bridge..... anyone fancy working with me on making it a bridge for the RHW6..? i think its just about possible to do isnt it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 03, 2007, 08:03:33 AM
It'd be possible, but you'd probably would need puzzle pieces, as well as getting rid of the shoulder (so that'd mean a wide bridge deck). I wonder... hey, that's a great idea, RHW6 on two tiles, solely for the creation of bridges - that means no shoulder, just a concrete barrier. :P

As for the FHW texture replacement, I was considering just making it replace the normal FHW for the time being, until the starter pieces can be done. Remember, it's a low priority thing. By the way, jplumbley, the FHW actually uses the same textures on the orthos as it does on the diagonals - so that could mean one set of textures being replaced, but would still require the paths. Anyway, this is just a simple texture replacement mod for the moment - it's only eye-candy right now.

Though, it'd look odd having three lanes of traffic on a road marked for two. Both ground and elevated highway will be affected by this mod.

I suppose the following starter pieces would be done:
- GHW to RHW (RHW to El-RHW not necessary since it has to enter GHW first)
- Avenue to GHW

With diagonal variants, perhaps?

Anyways, I'll look and see how it can be implemented. I'm learning how to path (it should be quite easy to do once I get the trick, especially when dealing with paths that go over multiple tiles), but this has to be put on the backburner for the next month or so. I'll have two weeks then towards the end of August to work on it, and then it's study, study, study (with breaks, of course. I'd burn myself out if I didn't take a break) for my final exams.

So, here's how it's gonna pan out: The replacement mod will be done first (most likely won't be released, as it's more for testing purposes - this means that if the path files are done beforehand, replacing the FHW, all that would be needed is for the path files to be given a new IID and the RULs changed to refer to that IID), then I'll talk to Tarkus or jplumbley about the starter pieces and RUL overrides. I'm only a texture person, but hopefully I should expand my forte of skills with transit related networks.

After my final exams, I'll probably look at replacing the NAM overpass models with something that looks better, and match up the diagonal styling with the ortho styling. That means that the footpath on the elevated sections will need to be removed. It's unfortunately necessary. I will have a model ready to show before long.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on August 03, 2007, 11:29:40 AM
Hey SA, sounds like you've got it all planned out and ready to get started, but I was just wondering if it would be possible to do a 3 lane version of these new textures too, because most motorways/highways in urban areas are at least 3 lanes in my experience. That tends to be the case in the UK anyway.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 03, 2007, 12:44:30 PM
no the gibralta bridge has a gap between the two roadways as wide as each roadway which is why the RHW6 sprung to mind....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 03, 2007, 04:31:39 PM
Hey SA, sounds like you've got it all planned out and ready to get started, but I was just wondering if it would be possible to do a 3 lane version of these new textures too, because most motorways/highways in urban areas are at least 3 lanes in my experience. That tends to be the case in the UK anyway.

Well, the regular in-game elevated highways have three lanes already, so it would be somewhat pointless to re-create them with a slightly different texture (thorvin's Euro highway textures should do the trick).
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on August 04, 2007, 01:08:08 AM
okay,  Big Dig -over- RHW-4 Overpass is completed;  Comments welcome.  it will be uploaded to NAM repository soon..

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/crossover-xm1/xm10.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/crossover-xm1/xm11.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/crossover-xm1/xm12.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/crossover-xm1/xm13.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/crossover-xm1/xm14.jpg)

(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/crossover-xm1/xm15.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 04, 2007, 01:11:34 AM
That's very well done.  I can't wait to use it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: stewart_garden on August 04, 2007, 03:10:26 AM
Blahdy,

I'm a bridge engineer and that is pretty much to most realistic overpass I have ever seen in SC4. Great work!

Stewart
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 04, 2007, 09:34:38 AM
blahdy,

Wow. You're the master of 3DSMax9. Excellent work and I cannot wait to see what you come up with next.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: mjig_dudy on August 04, 2007, 09:49:04 AM
blahdy: Wow! that looks awesome!  &apls

any chance of a with SA's textures?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on August 04, 2007, 10:04:07 AM
The only problem is that its too good for Sc4, all your recent BATs loose alot of the amazing detail when you render them, damn you SCS for sucking!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Artman on August 04, 2007, 11:09:35 AM
&apls oh wow im speechless--thats one heck of a creation
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on August 04, 2007, 12:08:24 PM
OMG. Yet again blahdy, you have surpassed yourself, this is probably the best model I have seen since, well... since your last one!
Keep up the good amazing work!

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on August 04, 2007, 12:10:42 PM
That is very cool, Blahdy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 04, 2007, 12:42:41 PM
Amazing! Simply amazing! Excellent work, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on August 04, 2007, 01:54:30 PM

Blahdy im total speechless....................  &apls :thumbsup: &apls :thumbsup: &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on August 04, 2007, 04:39:14 PM
It really is too bad you loose all that great detail in the game.     This is really a work of engineering art.   Absolutely georgeous.     I'd love to see a mod that makes ALL my overpasses look like that.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on August 04, 2007, 05:07:40 PM
Outstanding model as usual Blahdy  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 05, 2007, 05:25:24 AM
That overpass is looking very beautiful, Blahdy! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: stewart_garden on August 05, 2007, 06:12:22 AM
Just one quick question Blahdy.  Would you be able to release a version with the gantries turned the other way around for those of us who have versions of SC4 where the cars drive on the left?  I appreciate this might be a bit of an undertaking, but if it is relatively simple and you could find the time in what must be a packed modelling schedule, there would be much applause from the UK, Australia, New Zealand, Japan ...

Stewart
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on August 05, 2007, 09:12:16 AM
blahdy:  &apls That's a great B.A.T. you got there. &apls

Also, i have a suggestion, instead of that one hazmat sign, make it like this but keep the 55 MPH sign if you want to.

(http://img295.imageshack.us/img295/7750/freewaysignsuggestion1lg2.th.png)

Thanks,
sc4luv2


PS:

WELCOME TO PAGE 23!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 06, 2007, 06:48:23 AM
Ok guys.  I have a new update for ya.  I now have the OWR/RHW-4 transition completed.  I also updated the AVE and RR Crossing ones as well.  Below is a picture of all three together.  So, what do you guys think? ;)

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW_2.03_preview3.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on August 06, 2007, 07:54:14 AM
rickmastfan67:   
;D &apls Those textures are so great, i think it's impossible to have a word about em'. &apls ;D

Thanks
sc4luv2
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on August 06, 2007, 10:53:30 AM
MOD EDIT: Please don't quote two full replies, including pictures, it doesn't add anything, and it disrupts the flow of the thread. - Fred

An urban rural highway, isn't that an oxy moron? j/k ;) but really though, that looks great, I was hoping for an elevated two lane highway and right now the only real option is the elevated avenue, which is a bit under speed.
And as for those big dig/RHW crossings, words can't even begin to describe it! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 06, 2007, 11:05:15 AM
yoshi you dont have to carry updates over if u want to reply to them specially if they have a bazillion pics on them just so u know next time  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 06, 2007, 12:19:27 PM
Great picture of that, rickmastfan67! Wonderful work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on August 06, 2007, 05:46:17 PM
Ok guys.  I have a new update for ya.  I now have the OWR/RHW-4 transition completed.  I also updated the AVE and RR Crossing ones as well.  Below is a picture of all three together.  So, what do you guys think? ;)
Rick,

The textures look much better. ;D

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on August 06, 2007, 05:58:27 PM
Rick,

The textures look much better. ;D

-Swamper

100% agree  :thumbsup:

Shadow Asassin, it can be great thing - completely new possibilities  &apls But I'm very curious, what is to the right of this picture?  &Thk/( 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on August 06, 2007, 06:10:49 PM
Shadow Asassin, it can be great thing - completely new possibilities  &apls But I'm very curious, what is to the right of this picture?  &Thk/(

That is the NAM's Gradual Elevated<-->Ground Highway Transition Puzzle Piece.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on August 06, 2007, 06:54:10 PM
It seemed to me it's a highway exit - I'm an idiot (there is only 2 hours of new day and I say it second time  :D - first time in the tanslations thread) - this day looks very promising  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 07, 2007, 06:17:24 PM
Some great stuff being developed here.  I like it!  Keep up the excellent work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 07, 2007, 11:18:36 PM
More pics of the Urban HW. :P The textures need to be tweaked a little, but otherwise, it's all good.

(http://img367.imageshack.us/img367/4646/rhwfhwcloverleafnk7.jpg)

(http://img58.imageshack.us/img58/2193/rhwfhwexitslf6.jpg)

(http://img58.imageshack.us/img58/3926/rhwfhwnaminterchangehu2.jpg)

(http://img58.imageshack.us/img58/6553/rhwfhwoverpassnz9.jpg)

(http://img187.imageshack.us/img187/6320/rhwfhwstackyd4.jpg)

That's pretty much it. All that's needed is fresh new paths, and it's set.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 08, 2007, 12:25:09 AM
Wow, SA! Excellent job! I love these textures!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on August 08, 2007, 12:59:39 AM
@SA-That would be pretty sweet with the other RHW textures.  The only problem that I see is that bridges and toll booths would have to be completely redone. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 08, 2007, 01:32:29 AM
SA: Wow, Fantastic I'm speechless. Just one thing, is this going to replace the maxis highways or use a draggable puzzle piece?
 &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 08, 2007, 02:53:54 AM
Well, the version I am showing replaces the Maxis highways. A draggable puzzle piece will most likely be done in the future. The priority of this, I'm afraid, is quite low - the MIS has to be done first. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on August 08, 2007, 03:07:12 AM

WooooooooW that is awsome progress on UHW  &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 08, 2007, 03:24:14 AM
Well, even if it replaces the Maxis highways for the time being, I need this soooo badly. Excellent work!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 08, 2007, 03:30:10 AM
Is it just me or do the Maxis Highways look a bit dated now? lol

The RHW/UHW project has some screens of 3-lane highway further up the thread as a possible highway replacement.

(http://img510.imageshack.us/img510/4153/rhw6previewff0.jpg)

Image courtesy of the Urban 'Highway' Cowboy of Shadow Assassin. Not mine
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 08, 2007, 03:38:48 AM
Well, that's unfortunately not possible, since that 3 lane highway is 3 tiles wide. So it wouldn't work for that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 08, 2007, 03:45:29 AM
Ok no problem, I always thought the Maxis highway looked squashed!

The 3 tile wide 3 lane RHW/UHW would make an excellent 'indirect' highway replacement though. Combined with the 2 Lane UHW 'direct' highway placement....outstanding.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 08, 2007, 08:52:14 AM
Don't have access to my pc, but i do have access to my wii... and it's crazy typing with a wiimote - brings a literal meaning to point and click. :p

Anyways, that is intended to be a part of the nwm, and well, you'll just have to wait till then! :p

It's really dependent on when Tarkus gets it ready - as I only make texture modifications at this point in time, as I leave the the RULing to Tarkus and jplumbley (really should learn, eh? :P).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 08, 2007, 10:59:27 AM
So, would the new ground/elevated highway be called the UHW?  Is that right? 

Anyway, the only real problem with that network that I see is the pathing it uses.  The Ground/elevated highway are 3 lanes, the UHW is 2.  That may take some work to get it working right.  Also theres the factor that may people may not want to use this network because you lose a lane.  A 2 lane UHW would look good in suburbia, but the regular 3 lane highways look more realistic in dense urban areas where highways are generally wider to accommodate higher volumes.

I know She Who Will Not Be Named over at Simtropolis is working on a newer ground highway, and this one is still 3 lanes and features a paved shoulder.  I think it starts on page 3. Heres a link to the project:
http://www.simtropolis.com/forum/messageview.cfm?catid=154&threadid=83281http://www.simtropolis.com/forum/messageview.cfm?catid=154&threadid=83281 (http://www.simtropolis.com/forum/messageview.cfm?catid=154&threadid=83281)

Heck, the "UHW" looks similar to the the highways used back in Sim City 3000, as they were only 2 lanes as well.  Nice work with it!  It shows a lot of potential!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 08, 2007, 11:04:33 AM
SA: Ask Jplumbley or Tarkus for Tarkus's Tutorial, that's how I learn't how to make Starter puzzle pieces and it gives help on RULs
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 08, 2007, 11:04:54 AM
Haljackey

I wouldn't get your hopes up to much about that highway project over at ST because of this post here (http://sc4devotion.com/forums/index.php?topic=1860.0)

Sorry...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 08, 2007, 11:10:15 AM
Haljackey

I wouldn't get your hopes up to much about that highway project over at ST because of this post here (http://sc4devotion.com/forums/index.php?topic=1860.0)

Sorry...
Hmm... I guess never mind then &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 08, 2007, 12:01:40 PM
Where to start... hmmm.

Nice textures SA, they really do look awesome and more realistic.  I would like to make a quick comment about those who think these new textures are not "fitting".  Tarkus, told me the other day that he was rummaging around in the Simcity.Dat files and found an old set of textures for ground and El Highway, these textures were only 2 Lanes.  Why would MAXIS have a 2 Lane texture unless they changed their minds for some reason later to goto a "squashed" 3 Lane texture?  It seems as though they were tossing around the idea "realistic width" vs "standard number of lanes".  Obviously we know what they chose.

Now, someone mentioned something about the paths.  Making new SC4Path files is actually fairly easy, there is just alot of them to do for the entire network but, whatever it will get done.  At first, this mod can be released without new path files if it is wanted bad enough, the only difference is it will have 3 paths instead of 2.  The texture on the model does not in any way shape or form effect the path files.  This means you could have a texture that makes the El Highway look like a water aqueduct and you could have cars "floating" in the water down the highway aqueduct.  Also, the number of lanes on the highway have no effect on the in-game capacity of the highway.  The capacity is set in the NAM files.  This mod will not change the actual capacity of the network, its just a visual guide.

Can this be turned into an alternative puzzle drag? Yes.  It means copying the models from the Simcity.Dats put the new textures on them and give the models new IIDs.  Then a puzzle starter piece is needed and alot of RUL overrides to complete this.

Can this be made into "wider versions"?  Yes, but not easily and it will take ALOT of time.  New models will have to be designed for everything including interchanges.  There are not very many people who can make these models either.  I think the handful includes Arkenbergejoe, Jeronij, and anyone who has created a bridge.  Making interchanges follows very closely to bridge making except that the models used for the bridge can only a few pieces, where as an interchange will have alot of pieces (one for each tile).  Maybe, if we can get these guys together and Alex and I as a team we might be able to pump out some new interchanges.  But right now I dont see this happening since all of us have different projects we are working on.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 08, 2007, 08:09:12 PM
You know what'd be cool?

If Maxis had the original two-lane path files for the highway. :P

I remember that, the original two lane textures... they were actually quite good. Can't believe they got rid of it...

The only problem with this texture mod replacement is that it makes a few of the interchanges appear odd, because of the way they were set up in the spaghetti-bowl.

Haljackey

I wouldn't get your hopes up to much about that highway project over at ST because of this post here (http://sc4devotion.com/forums/index.php?topic=1860.0)

Sorry...

It's possible to take up that project where he left off - unfortunately, to redo that would take a lot of effort. However, it's probably a lot better to get these projects finished and organised. As for the wider UHW, making new models is quite simple, since the normal model is a low-poly model. In fact, I've modified an example of it in 3dsmax, but I've got no pics, seeing as I ah, misplaced the models. Interchanges, of course, are a different matter - but on the bright side, we can get rid of those tiny little T interchanges and make em bigger with different styles. But one problem - the side road would need to stay standard, wouldn't it, otherwise we'd have huge problems making say UHW6 interchanges connecting to UHW4, and so on. The MIS might provide a solution to that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 09, 2007, 03:29:26 AM
Quote
The MIS might provide a solution to that...

I agree that the UHW/RHW should take priority as it is highly anticpated due to the MIS! I agree that the slip road would need to be 1 lane as it makes it simpler to join different sized road systems together. I think it would be a fair compromise between realism and SC4 (plus being a great starting point). I am not saying now but I suppose in the distant future the MIS system could be adapted so that larger slip roads were possible between the various forms of UHW and RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 09, 2007, 04:27:17 AM
Hi everyone-

Just thought I'd weigh in on a few things here.

Shadow Assassin, the UHW is looking extremely nice, and it's really good to see the old Maxis "FHW" (Fake Highway, for those of you who are wondering ;)) look like a real highway.

Now, for those of you wondering what my thoughts are on how the UHW should be integrated into the grand scheme of NAM/RHW/NWM stuff, here's my reasoning.  Yes, if the UHW were released as is, it would effectively replace the existing Maxis Highway setup, and we do generally try to avoid replacing things on the NAM.

However, I'm fully in favor of SA's UHW completely replacing the old Maxis Highways.  Here's my reasoning. 
-It brings the original Maxis Highway networks up to scale (it's 50% of the size it needs to be, considering both SC4 and RL scale).
-It simply looks better, in my opinion. 
-It was what Maxis originally intended to do with the highways.
-The pathing on the diagonals for the original Maxis 3-lane setup is so tightly packed the cars are actually running into each other.
-The Network Widening Mod (NWM) will require modifications to the Transit Simulator Exemplar, which affects the speed and capacity of SC4's transit networks, in order to function properly.  With the modifications I have made, the RHW and the 2-lane UHW will have equal capacity.  The loss of a lane will, in effect, have no impact on capacity.  (Even without the modifications, the way the exemplar works, unless there's some highly unlikely deal with the pathfinding relating to the number of paths, the capacity will not be reduced anyway).
-Everyone wanting a 3-lane-per-direction highway will have the option of using the RHW-6C or RHW-6S.  For those of you concerned about the additional space consumption of these two networks, the shoulder of the RHW-6S occupies only about 1/4 of the second tile added to either side of the RHW-4 setup.  Thus, through the use of overhanging lots (this could include signage, sound barriers, or even buildings), this remaining 3/4 of a tile left on the sides of the RHW-6S can in fact be utilized.
-While a puzzle drag override can be used to add the UHW without replacing the Maxis Highway, there are many special circumstances that must be taken into consideration because of the characteristics of 2-tile networks, like the Maxis Highways and the Avenue network.  This greatly complicates the override and puzzle drag creation process.  I've experienced this firsthand when I tried to implement the AVE-6 through an override involving the Avenue network.  It is also why the Avenue Roundabouts had to be implemented via puzzle piece, rather than a draggable override like the other roundabouts in the NAM.  These complications would also make it infinitely more difficult to widen the UHW or Maxis Highways as has been done with the RHW, the TLAs, OWR-5, etc.
-I'd be willing to interface the MIS with the new UHW. ;)

And speaking of the MIS, SA, you couldn't be more right about the purpose of the whole thing.  If one were to make a traditional "mega-plop" interchange (like the existing Maxis and NAM interchanges), the design is cast in stone.  If there was need to lengthen a ramp one tile, or have a Road cross under one tile of it, it would require a completely new "mega plop"--new models, new RULs, new paths, new everything.  All for just one slight variation.  The entire reason for the MIS was to eliminate the need for new "interchanges" (by that, I mean traditional mega-plops) by breaking everything down, to allow the user nearly infinite variation while greatly decreasing the amount of work needed, while improving aesthetics and functionality.  While there isn't really much functional difference between the Maxis Cloverleaf and the NAM Stack interchanges, where and how you place the ramps with the MIS will make a noticeable difference.  (It's not just for show, you know. ;))

And to answer your question, le_harv, at some point, there will be various widths available for the MIS.  It may not be as distant as you think. ;)

Hope that answers some questions.  I'll hopefully have some new developments to show here with the MIS, as well as some stuff over at the TLA project (which is still alive)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 09, 2007, 07:10:51 AM
Quote
le_harv, at some point, there will be various widths available for the MIS.  It may not be as distant as you think.

You guys know how to keep the suspense going eh? lol

Just so I got this right in my head in terms of realism (e.g. I want to eliminate the Maxis Highway from my cities completely)...

The loose road heirachy I will use is as follows (I appreciate that the FHW will still be in there somewhere and that the NWM might not be technically faster than RHW/UHW but from a looks point of view will be excellent)...

Street
Road/OneWay
Avenue
RHW/UHW (indirectly replaces Maxis highways as a two lane dual carriageway)
NWM (larger freeways/motorways possibly 3 to 5 lanes in each direction?)
MIS (For creation of larger interchanges, however u wish to plan them between roads/avenue/RHW/NWM, with a future possibility of wider slip roads for more seamless linking between different width roadtypes)

Because if so.... AWESOME...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 09, 2007, 07:11:08 AM
Well, for the UHW, all that would be needed is for the exit ramp on the adjacent tile to be made, and then a conventional MIS could be drawn from that... unless you'd like to see the MIS with barriers like on the UHW? :P

And yes, le_harv, that's the whole point of the NAM - to add all that stuff. Goodness me, I remember the days when the old crowd said "this isn't possible, we need the .exe to do it"... and look at what the NAM's become!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mayor Abe on August 09, 2007, 04:10:59 PM
While I disagree wit Tarkus's characterization of the Maxis highways as "fake" (after all, there are 3 lane elevated highways in real life), I like the progress of the UHW Good work, SA!
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on August 09, 2007, 06:02:15 PM
While I disagree wit Tarkus's characterization of the Maxis highways as "fake" (after all, there are 3 lane elevated highways in real life), I like the progress of the UHW Good work, SA!

Actually, I believe the "Fake Highway" moniker came from the fact that there aren't any ground or elevated highways IRL that look like the Maxis ones, and that the scale is off for the two.

Oh, and great work on the elevated highway SA! It kinda reminds me of the upper deck of I-35 here in Austin, but not separated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 09, 2007, 07:57:43 PM
Welll... the scale might come into debate because on a motorway near here on a 2km stretch, the lanes are that narrow. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 10, 2007, 04:01:13 AM
well hmm so interchange models have to be made in 1x1 segments, is that not what jplumbey was implying.... thats not too difficult....hell i would be game for doing all the highway pieces two lane up.... provided i had the relevant modding support....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 10, 2007, 04:05:57 AM
Quote
This means you could have a texture that makes the El Highway look like a water aqueduct

Hmm, interesting. Who's game for that? :D It'll be good for making canal bridges, the paths could be changed. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 10, 2007, 04:47:57 AM
Having an aquaduct would be awesome, but that would have to be using a draggable puzzle piece otherwise we wouldn't be able to have your amazing textures
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on August 12, 2007, 01:18:09 PM
I believe the Maxis highways are "fake" to some extent, because the lanes are so narrow when I do the bus UDI the cars next to me always get bumped off...
Title: Re: RHW (RealHighway) - Development and Support
Post by: nwelsh on August 12, 2007, 03:46:28 PM
Hello everyone

I have made a slope mod for the RHW.  I did not like the original slopes, so I adjusted them.

Here are some pictures (click to enlarge).

Before:
(http://img117.imageshack.us/img117/2355/namtestjan1500118693776my5.th.png) (http://img117.imageshack.us/my.php?image=namtestjan1500118693776my5.png)

After:
(http://img405.imageshack.us/img405/8994/namtestjan1500118693833sm1.th.png) (http://img405.imageshack.us/my.php?image=namtestjan1500118693833sm1.png)

This mod only affects the RHW. It is designed to be used by itself OR with other slope mods, as long as the

RHW slope mod loads after the other slope mod(s), the RHW itself, and the NAM. 

I have attached it bellow.  I hope you find it useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schradinator on August 12, 2007, 05:27:16 PM
Hello everyone

I have made a slope mod for the RHW.  I did not like the original slopes, so I adjusted them.

Here are some pictures (click to enlarge).

Before:
(http://img117.imageshack.us/img117/2355/namtestjan1500118693776my5.th.png) (http://img117.imageshack.us/my.php?image=namtestjan1500118693776my5.png)

After:
(http://img405.imageshack.us/img405/8994/namtestjan1500118693833sm1.th.png) (http://img405.imageshack.us/my.php?image=namtestjan1500118693833sm1.png)


I have attached it bellow.  I hope you find it useful.


Thanks for posting this - it will certainly make the highways look even more realistic!

Does this address only the RHW?  I have slope mods installed already that address the other transport networks and I don't want to mess too much with the rules I've already grown accustomed to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on August 12, 2007, 05:48:38 PM
Great work on this so far!

I was wondering though, for the MIS, is anyone making small toll plazas for on/off-ramps? Just placing the toll plazas on the highway aren't enough IMO, since realistically there should be some on the on/off-ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nwelsh on August 12, 2007, 06:15:14 PM
@schradinator

Sorry I did not make that more clear.  This mod only affects the RHW. It is designed to be used by itself OR with other slope mods, as long as the

RHW slope mod loads after the other slope mod(s). 

I hope this clears things up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on August 12, 2007, 07:30:16 PM
Could we get a little update on the RHW? Nice work by the way on the slope mod 4 RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 12, 2007, 08:52:56 PM
Could we get a little update on the RHW?

All in good time.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 12, 2007, 09:56:08 PM
Could we get a little update on the RHW? Nice work by the way on the slope mod 4 RHW.

RHW is undergoing a re-organization to fit within the Structure of the Network Widening Mod.  Right now RULs are setup for the 1-tile wide networks, Ortho and Diagonal.  The 1-tile networks include TLA-3 and RHW-2, RHW-4 may be included as a 1-tile network if we can get it to draw properly as one tile instead of side by side tile.

2-Tile networks like RHW-4, 10, TLA-5, Medianless Avenues, OWR-5 are currently being worked on.  I will be picking up on writing the RULs at the end of the week along with working on the final stages of getting a BETA release ready for SAM.

3-Tile networks like RHW-6c, 6s, 8, TLA-7, AVE-6 and AVE-8 are currently in the planning stages.  RULs and IIDs will be in the process of determination a little later in the process of the NWM.  These networks will be much harder to RUL since there are more possibilities at the intersections to override.  The intersections will take upto 9 tiles in a 3x3 configuration.  Lets just say that they can easily hit 15 lines or more of RULs to get working.  These networks are probably not going to be part of the first BETA release of NWM.  Maybe only Straight runs with a merger to a 2-tile wide network.  Intersections will be few and far between in the begining.

This is the best update that we have at the moment.  RHW will probably not have an interm release before NWM because the more work that is done in the previous structure (or non-structure) that RHW will create more work for us, in a sense doubling up on the work that we would be doing.

Will MIS be released during the release of NWM?  Maybe, it depends on how far both projects have reached.  MIS is in the process of becoming draggable and it is not sure at what state MIS will be in when NWM is released.  Obviously NWM has priority.
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on August 14, 2007, 06:40:21 PM
Thanks for the info. Good luck on finishing the project. Hope it comes out very soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 15, 2007, 06:03:46 PM
Has anybody suggested changing the name of this project from Rural Highway Project to Realistic Highway Project? I mean, several pages ago... SA (Shadow Asassin) showed us some pics of some in-progress "Urban" Rural Highway Textures, and that just shows how this project is now no longer limited to the countryside. With this small rename, the RHW acronym (is that what it is called?) can still be kept, but instead of using the word rural, it uses the word realistic, which the project is basically aiming for, isn't it?

And many nice textures and developments people!

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 15, 2007, 06:41:12 PM
Hows about we just call it NWM - Network Widening Mod.

There will be no new releases of RHW on its own anymore.  It is being integrated into NWM.

This can be taken as an Official Announcement as to what NWM will consist of:

Turning Lane Avenues:

Turning Lane Avenues has 3 versions in production.  A 3 lane 1-tile road variation.  A 5 lane 2-tile wide avenue variation.  And a 7 lane 3-tile wide variation.  The first version of NWM will include TLA-3 and some sort of BETA for TLA-5.  TLA-7 will be worked on and if enough progress has been made it will be added to future BETAs of NWM.

5 Lane One Way Roads:

This will either be an override of side by side One Way Roads or an override of the avenue network.  It will be 2-tiles wide with 5 lanes.  Hopefully will be part of the first NWM BETA release.

Wider Avenues:

New variations of Avenues are being created.  There will be a new 6 lane Avenue over 3 tiles and an 8 lane verion over 3 tiles.  These may not be part of the first BETA of NWM because of the width of the networks.

Also a meadianless Avenue is planned.  Memo started working on some textures for this and testing an Avenue override with puzzle drag.  Hopefully more textures can be created in time for a NWM BETA release.

RHW (URHW, Real Highways, etc.):

RHW will have multiple versions.  We are working diligently to get RHW-2, RHW-4 and RHW-10 ready for the first NWM BETA release.  RHW-6c and 6s and RHW-8 will be added later.
_____________________________________________________________________________

Please do not take this as a "hint" that NWM will be coming out relatively soon.  We still have many textures to re-index along with hundreds of RULs to write.  Essentially, the 1-tile networks are ready including diagonals.  2-tile networks are in the process of being written RUL wise and when we have them setup it will be easier to copy from network to network.  When the 2-tile networks are ready, we should be able to release the first version of NWM.

This could be 2 weeks or 2 months we just dont know the timeframe so please dont ask.  RLS does not allow us to give a date for release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on August 15, 2007, 06:46:27 PM
sounds interesting, i cant wait for it releasing  ;) if you guys are interested in new textures i can make some  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 15, 2007, 09:10:41 PM
A RHW-2 mod to go with my texture-replacement mod for the RHW-4 is underway.

jplumbley, I might have to talk to you about the various textures required for the RHW-10. The RHW-8 and 6 (both S and C variants) have already been textured. The UHW is on hold for the moment - I want to finish the RHW-2 and RHW-10 mods first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on August 15, 2007, 10:35:06 PM
is there any chance to make the rhw visible (or is it viewable?   :-[) in the transportation map of the region view?
just a thought.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 15, 2007, 11:14:43 PM
It appears in transportation view, but it's not obvious. If you're using the default RHW, it'll appear light grey. If you're using the texture replacement mod, it'll appear black.

It depends on your terrain mod, that's the thing - your terrain mod will affect how visible it is in transportation view. I don't think it's possible to change it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on August 15, 2007, 11:54:17 PM
thanks for the answer. anyways, it is not that important
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 16, 2007, 04:16:42 AM
Also, to add further to jplumbley's announcement about the NWM, the MIS will be a part of the NWM, since it is a part of the RHW.  The RULs that the MIS (in its new draggable form) will require are very similar to those utilized by the TLA-3, so there is a good chance that the MIS in some form may be a part of the initial NWM BETA release.  I can't guarantee it, however.  And of course, there is no scheduled release date.  We've got RL, so there's no telling how long it might take, plus weird stuff happens quite frequently with modding.  And besides, aren't surprises fun? ;) 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on August 16, 2007, 11:58:58 AM
Hey Alex, Looking forward to seeing the new network widening modd(NWM). Hope it will solve our traffic problems in SC4 LOL.

Your Friend;
Mayor Of Stevens Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 16, 2007, 10:58:37 PM
NWM Team,

Glad to see that a definitive plan for the NWM exists. Heck, even without a release date I'm pretty damn excited. You all are doing great work and after attempting to understand RUL's I have come to realize that the pretty textures are the easy part.

I cannot wait to see more and if you need any inspiration I'm always around. I just traversed over 3000 miles of America's interstates and highways and have seen all sorts of neat things to replicate.

Cheers,
Kevin

Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on August 17, 2007, 12:34:32 AM
Will there be diagonal TLAs and RHWs over 4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 17, 2007, 12:51:30 AM
Will there be diagonal TLAs and RHWs over 4?

Eventually.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 17, 2007, 06:30:45 AM
i am eagerly waiting,
 ;D
maybe the topic title should be changed into NWM? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 17, 2007, 10:33:11 AM
i am eagerly waiting,
 ;D
maybe the topic title should be changed into NWM? ;)

Meastro444, The NWM is the modd that incorporates all of these NAM projects.  Inside the NWM, there is the RHW (which the abbreviation should stick because it rolls off the tongue so well.  I am all for changing the "Rural" to "Real" because it keeps the "R" in "RHW"), the TLA project, the MIS (for the RHW), wider One-way roads, and wider Avenues.

Having all these topics put all into one thread called the NWM would flood the thread because of all the projects in the NWM and would confuse the people browsing the pages.  So I think its best to leave this one for the RHW, and other NWM threads on their own to avoid this confusion and help keep things more organized.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 17, 2007, 10:49:28 AM
So are we all for changing the name now? I also cant wait for it to come out, it will save me some trouble aswell

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 17, 2007, 11:13:54 AM
Whats in a name?

It really does not matter what it is called as long as it is created.  This is really a waste of time debating whether the name should be changed.  I tried to end this by changing the discussion to the new Official Announcement of Network Widening Mod.  The RHW is called RHW, what ever that means to you it means to you, whether is "Rural Highway Mod" or "Real Highway Mod".  Who cares, the acronym is staying RHW and not changing and pretend it is whatever you want it to be.

For those who think the name of this thread should be named for the NWM.  I have to disagree.  This is and always where you will go for RHW.  The TLA thread will be and always be where you go for TLA, eventually OWR-5 will be given a new home here in this forum and Wider Avenues will aswell.

I hope this makes it clear.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 17, 2007, 11:18:35 AM
The name is somewhat irrelevant indeed. Quite often, the name of a project just sticks, like it happened with the GLR that is included in the NAM. I guess nobody in real-life says "ground light rail" to a tram system, but we all know what GLR is, since it became a handy acronym.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 17, 2007, 11:19:59 AM
ok im sorry, didnt know you would want it the same, just thought it best to keep the name of the thread up to date

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 17, 2007, 03:22:20 PM
guys relax,  it was a suggestion, not an attack on anyone!!!

i still like this project, no matter what it is called!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Emperor Stormont on August 17, 2007, 07:31:23 PM
All this just sounds fantastic, love the ideas of wider/medianless avenue and wider one-way roads.

Simply wonderful work indeed  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on August 18, 2007, 03:13:41 AM
HI!

First of all, GREAT WORK on the NAM and the RHW. I am experiencing a problem though and was wondering if anyone can help. I cannot seem to get one of these highways working! Is there a help file or anything that I can read to help me learn how to build one of these beautiful things?? I am either too dumb to figure it out or I am just not doing something right...HELP!!  &hlp

Kalanc69
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 18, 2007, 03:51:08 AM
Well, I have to agree here with jplumbley and Andreas.  The "RHW" has stuck, whether you interpret it as Rural Highway, Real Highway, Redesigned Highway, or Rabbit Hating Widget. :D  Perhaps if any thread name changing is necessary, I'm thinking perhaps removing "Rural Highway" from the title, just leaving it simply as "RHW".  I do understand where you're coming from, though, Meastro, and I'm thinking perhaps a locked sticky may be in order, linking to all the topics for the various NWM components.  How does that sound?

kalanc69, to answer your question, there is a readme included with the most recent version of the RHW (v13b, released on June 1st), and there's additional info in the NAM Readme and "Read First" documents.  From the sounds of it, either a) you may have installed the NAM Essentials file before installing the NAM, which would have overwritten the RUL files in the NAM_Controller.dat file to the default NAM ones, which don't include the RHW, or b) you have an older high-level transit mod (involving RUL modifications) that is conflicting with the new NAM and RHW.  I'd recommend uninstalling the NAM, running the NAM BSC Cleanitol definitions, and then reinstalling the NAM.  I posted a detailed step-by-step guide awhile ago as well, which can be found here (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=89350&enterthread=y&STARTPAGE=4#1137943).

Hope that helps!

I'll be back with some developments here quite soon. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on August 18, 2007, 05:04:34 AM
An alternate plan with regards to the threads may be to retain the separate threads until such time as the NWM is released. Since the NWM actually doesn't exist in the public domain yet, this may be a worthwhile option.

Just an idea.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 18, 2007, 05:15:47 AM
I would hate to echo the previous comments Alex and Plumbey stated but as Plumbey has mentioned the threads will be as they are for no reason is there to change it....


as momma always sed "If it isnt as broke then it aint isnt as worth fixin'"  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on August 18, 2007, 05:25:21 AM
Tarkus,

Thanks for your help, I really appreciate it. I am starting over because I had to reformat my drive, so the only thing I have on my SC4 right now are the nam and rhw files. One interesting thing I am encountering is when I try to make an avenue an rhw style road...The portion that I am connecting the rhw to disappears, unless I put a highway over it..then it appears, until I try to delete the highway then it disappears again...Any suggestions???  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 18, 2007, 08:14:37 AM
Tarkus,

Thanks for your help, I really appreciate it. I am starting over because I had to reformat my drive, so the only thing I have on my SC4 right now are the nam and rhw files. One interesting thing I am encountering is when I try to make an avenue an rhw style road...The portion that I am connecting the rhw to disappears, unless I put a highway over it..then it appears, until I try to delete the highway then it disappears again...Any suggestions???  ()what()

Do you have a screenshot of this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 18, 2007, 05:19:35 PM
Tarkus,

Thanks for your help, I really appreciate it. I am starting over because I had to reformat my drive, so the only thing I have on my SC4 right now are the nam and rhw files. One interesting thing I am encountering is when I try to make an avenue an rhw style road...The portion that I am connecting the rhw to disappears, unless I put a highway over it..then it appears, until I try to delete the highway then it disappears again...Any suggestions???  ()what()

Kalanc,

I had the same problem myself and the reason was that there are 2 NAM locations on this site, for a while the one accessible from the landing page was the old version even after the new one was released. I had the exact same problem. Basically redownload the NAM from the LEX NOT the landing page and it will work for you. For more information read the following thread as it outlines the problem I had but also the solution...

NAM PROBLEMS THREAD (http://sc4devotion.com/forums/index.php?topic=1444.40)

Hope that helps!

Le_Harv
Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on August 19, 2007, 02:19:30 AM
Le_Harv,

Thanks for your response! I was able to get everything to work (at least I think so) by re-downloading the NAM. I am not sure where I got the first one, but the second one seems to be doing the trick...Now I just need to get used to using it
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 19, 2007, 08:07:14 PM
Now Released!!!!  The updated RHW-4 textures that you've seen in this thread.  They are uploaded right now @ the LEX under the "NAM Team" banner.

Enjoy everybody!!!!!!!!!! :thumbsup:

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW_Release/readme1.jpg)(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW_Release/readme2.jpg)(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW_Release/readme3.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 19, 2007, 08:13:06 PM
Speaking of which, does anyone have a copy of the RHW-2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 19, 2007, 08:15:20 PM
Speaking of which, does anyone have a copy of the RHW-2?

Talk to Tarkus. ;) **HINT, HINT**
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on August 19, 2007, 08:43:46 PM
Speaking of the RHW 2 - which I truly love by the way...  I have a quick question - and please forgive me if I missed the answer somewhere else.  Is there a bridge puzzle piece that allows a Road to cross the RHW 2?  ...Or am I just missing it?  I have already used the one that allows a Road to cross the RHW 4. 

Beyond that, keep up the great work, and thanks for your patience with my question.   :)

Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 19, 2007, 08:46:41 PM
Speaking of the RHW 2 - which I truly love by the way...  I have a quick question - and please forgive me if I missed the answer somewhere else.  Is there a bridge puzzle piece that allows a Road to cross the RHW 2?  ...Or am I just missing it?  I have already used the one that allows a Road to cross the RHW 4. 

Beyond that, keep up the great work, and thanks for your patience with my question.   :)

Riponite

No, there isn't a puzzle piece at this time for the Road to cross the RHW-2.  Hopefully when the next RHW comes out, there will be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on August 19, 2007, 10:43:26 PM
Nice texures!!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 19, 2007, 10:52:10 PM
Great work, rickmastfan67! Congratulations on the release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 20, 2007, 12:19:12 AM
Speaking of which, does anyone have a copy of the RHW-2?
Yes I do!  Here is the link:

http://www.simtropolis.com/forum/attachments//twoway%20RHW2%2Ezip (http://www.simtropolis.com/forum/attachments//twoway%20RHW2%2Ezip)

Anyways, My comments on the textures:

I like how it looks like the regular RHW and the new Euro-RHW put together. With 3 textures now, the network can now look like a highway in nearly every region of the world (though we are missing an Asian-RHW but you see my point).

Of the 3 textures, I got to say this one looks the best in comparison to my country (Canada), while other country/region may still prefer another RHW texture. I really like this network veriety because it represents a more worldwide view.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 20, 2007, 01:02:01 AM
Quote
(though we are missing an Asian-RHW but you see my point)

An Asian RHW is really very similar to the Euro RHW. The road markings might differ slightly, but the differences are almost non-existent. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 21, 2007, 03:05:09 AM
I've started work on the RHW-2. When completed, it will be integrated into my texture replacement mod for the RHW-2 (formerly known as the ANT).

(http://img523.imageshack.us/img523/5505/rhw2prevag4.jpg)

I'm actually having problems with the diagonals at the moment - the textures don't line up properly (they are 1 pixel off).

EDIT: Corrected a little error. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 21, 2007, 05:36:10 AM
awesome! cant wait SA!! &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 21, 2007, 07:08:13 AM
Yeah, Maxis did a sloppy job with the diagonal textures - frimi had to correct them in the Euro Road Textures Mod as well (and the latest NAM contains a fix for the one-way-road textures, if I'm not mistaken). I never used the ANT because of the US textures, but now the time has come where this will change. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on August 21, 2007, 10:14:46 AM
Very nice texture SA  :thumbsup:

It fits perfectly in wild and rural environements.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 21, 2007, 10:39:42 AM
That looks very great, SA! Looking forward to it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 21, 2007, 11:27:36 AM
That texture looks magnificent, SA! Great work, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on August 21, 2007, 01:22:15 PM
ALL: Sorry about what happened earlier, and I'll do better in the future

Shadow Assasin: I was looking at your Urban RHW and could tell it utilized the original Maxis highways, but has a two lane texture instead of three.  Will it replace the original Maxis highways, or will it be an additional network like the TLA and GLR?
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 22, 2007, 12:01:04 AM
Look a few pages back because I think SA explained it already.

If I remember clearly, SA was thinking of replacing the dangerously narrow ground and elevated highways with the new textures, but he has stated that it is on the bottom of his to-do list.

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 22, 2007, 02:21:10 AM
Yup, that's right - as I have said: It's at the bottom of my to-do list because I want to finish the RHW-2 and other RHW variants as well as the RHW MIS. Luckily, they all have been started, but fine tuning is necessary for all these pieces.

I'll post my list here again (some things actually have been changed) [note: things in blue are things that MIGHT be done]
- Completing the RHW-2 textures using only the textures that actually are included in the ANT... however, this might be a little issue considering the nature of some of the pieces (I will have to cheat blatantly with these - jplumbley or Tarkus - is there any way RUL-wise to make a texture act a particular way - for instance if a normal road crosses a RHW2, the texture would be oriented that way, and not stuffed up on other orientations?).
- Fixing the Instance IDs of the RHW-4 and RHW-2 as part of the NWM update.
- Adding RHW-10, as part of the NWM update.
- Adding the RHWMIS pieces when they are completed (possibly as part of the NWM).
- Tweaking the rail RHW-4 piece so it lines up correctly (this may not be required, since it is merely a detail thing - the piece itself is fine).
- Replacing the Maxis Highways (or rather, more likely adding them as a supplement). This is not really important, because it only adds an extra part to the existing RHW. There are, essentially, only a few textures to replace, and they've all been done, but there are minor cosmetic tweaks that still need to be done.

In the future, though, it's possible that I may add a series of new mods dealing with the NWM, expanding what's being added to include a few new things.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 22, 2007, 04:16:31 AM
- Completing the RHW-2 textures using only the textures that actually are included in the ANT... however, this might be a little issue considering the nature of some of the pieces (I will have to cheat blatantly with these - jplumbley or Tarkus - is there any way RUL-wise to make a texture act a particular way - for instance if a normal road crosses a RHW2, the texture would be oriented that way, and not stuffed up on other orientations?).

Hey SA,

Im not sure what the issue is if you are replacing textures...

What I have noticed from old mods, like ATL in the NAM, some people have made more textures than actually are needed.  For example, for the ATL the intersection between 2 Avenues is a 2x2 tile square.  There are 4 different textures in the ATL at the 4 different rotations for this.  At first, I thought the difference would be the SC4Path files, but I was wrong.  All the SC4Path files are the same except that everything has been rotated 90 degrees in orientation.  I dont know if the ATL was made before some of the discoveries in the RULs, but I know that it is possible for me to write the RULs using only one of the textures.  This would eliminate the need of 3 textures x 5 zooms x 4 wealths = 60 FSH files, 3 SC4Paths and 3 T21 exemplars.  Because of this one inefficiency we have 66 extra files within the NAM files.  Now, the size of these files are probably only about 125 to 150 kb but its still an inefficiency.  Thats something for another day.

To answer your question the best I can.  Only one rotation is needed for any texture, there are 8 separate rotations we can RUL with the texture.  These rotations are 0, 90, 180 and 270 degree rotations and mirrored 0, 90, 180, and 270 degree rotations.  Any possible orientation of the texture can be made in game is possible to be RULed off of one texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 22, 2007, 04:21:53 AM
wow that is some to-do-list, SA
Ithought if you were replacing textures you didn't need to RUL anything?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 22, 2007, 04:23:14 AM
That's exactly what I needed to know, because for some of those textures, RULs would be required to ensure they stayed in the proper orientation when intersecting with other road types.

Warrior: For the RHW-2 (and I suspect the RHW-4 may need it), RULs may be needed for intersection textures to keep them oriented in the right direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 22, 2007, 04:25:04 AM
I thought the RHW-2 was exactly like the ANT except it looked different? NOT saying that thats bad or anything like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 22, 2007, 04:29:34 AM
It is. The reason for those RULs is because of the intersections. If you look at the default ANT texture intersection, you'll notice something very important: it's able to be rotated in any direction because it's got a standard crossing texture - plus it's the same as the default road texture. And incidentally, that same intersection texture (I think) is used both for RHW-RHW T-intersections and Road-RHW T-intersections (which are most likely needed to be edited in the RUL). The RHW-4 is much simpler because the RULs have been done for it.

edit: Didn't realise you had edited this post till after I posted this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 22, 2007, 10:21:53 AM
Shadow Assassin:  It looks as if you have everything well planned out.   If you need anything else (like the RHW-2 textures or RHW-8 setup) I can see what I can do to help out!  Best of luck with your work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jugioh1012 on August 22, 2007, 11:59:29 AM
The button that says RHW is only a road,well it appears as a road.Why is that? :sunny:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 22, 2007, 12:20:36 PM
First have you read the manual/readme?
Next did you install the NAM essentials files before the RHW files?

Hope this helps

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 23, 2007, 07:22:18 AM
Shadow Assassin:  It looks as if you have everything well planned out.   If you need anything else (like the RHW-2 textures or RHW-8 setup) I can see what I can do to help out!  Best of luck with your work!

Well, all's fine on the texturing front, so that's alright. RHW-8 setup - you mean the whole override thing (well... the textures have been done ages ago for that)? That's being handled by someone else, or are you referring to something else? :P

Thanks, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: hoshattack on August 23, 2007, 04:48:06 PM
Is there a way to sort of combine the features of the UHW with the larger lane versions of RHW?  I really like having the wall barriers between the sides of the highway rather than grass.  It just makes it feel like it was made for a more dense area.

So it has the urban feel of the UHW but has like 5 lanes on each side.
 
Just thinking..   &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 25, 2007, 04:08:27 AM
Hi everyone-

Just thought I'd drop by and share a few little developments.

I finally got around to making the Elevated RHW draggable. ;)

(http://img509.imageshack.us/img509/6227/rhw4el082520071az0.jpg)

(http://img463.imageshack.us/img463/4590/rhw4el082520072jq2.jpg)

The way the El-RHW is set up, you'll basically have a puzzle drag starter which creates one side of an El-RHW-4. 

And I've also stabilized some things with the RHW-6C.  Here's a test stretch I dragged out, using rickmastfan67's textures.
(http://img401.imageshack.us/img401/2300/rhw6c08252007dj5.jpg)

I've got some other interesting developments relating to these two components of the RHW/NWM which I'll be able to show you quite soon.

hoshattack, to answer your question, the wider RHWs will receive some sort of Type21-Exemplar treatment which will place barriers under certain conditions.  It will likely end up looking something like the El-RHW above.

And SA, that RHW-2 texture looks fantastic!

I'll be back with more here in the next few days.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 25, 2007, 05:22:02 AM
That's great, Tarkus! Wonderful work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 25, 2007, 06:32:36 AM
And I've also stabilized some things with the RHW-6C.  Here's a test stretch I dragged out, using rickmastfan67's textures.
(http://img401.imageshack.us/img401/2300/rhw6c08252007dj5.jpg)

I'll soon have an overhauled strait RHW-6C piece for ya Alex.  Got some other personal things I have to get dealt with first before I can get to it. ;)

Also, for that draggable ERHW-4, that looks sweet!!  Is that the texture for the strait piece that I released with the rest of the RHW-4 Update Textures, or an earlier version before I dulled the paint some?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 25, 2007, 01:18:29 PM
Oooh, the Elevated RHW looks fantastic, Alex! And making it draggable is always a plus! Excellent work, as always, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 25, 2007, 01:30:37 PM
Excellent work, Alex!  :thumbsup:

Thanks for the update!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 25, 2007, 01:57:09 PM
Hmm... is the ERHW 4 a hint to bigger things? (thinks of draggable overpasses for roads, avenues, and one-way-roads)

The RHW might need two-laned high-capacity entrances and exits for busy intersections. In these cases however, it might be good just to use the existing OWR 2 to a puzzle piece that merges the OWR 2 into the RHW to save you some work.

And wow... how many networks are the NWM team working on now? I already saw these so far in various threads:

TLA 3 *
TLA 5 *
TLA 7
AVE 2
AVE 6
AVE 8
RHW 3 (planned)(single-laned highways with alternating passing sections)
RHW 4 ^
RHW 6
RHW 6C (compact version)
RHW 8
RHW 8C
RHW 10 *
ERHW 4
DDRHW 4
RHWMIS 1 *
PSR 3 (Passing Lane Roads)
RD 4 (4-laned road with no median) *  **
OWR 5 *

* means Jplumbley has indicated that the project might be included in NWM Beta 1.0.
^ means that the project already completed.
** I cannot treat RD 4 as an avenue specifically because it does not have a median.

You people seem to be going somewhat overboard with the NWM. (no offence) :D $%Grinno$%

Anyways... nice work as always!

- Allan K.

MESSAGE EDITED: Inclusion of DDRHW 4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 25, 2007, 03:01:12 PM
Quote
You people seem to be going somewhat overboard with the NWM. (no offence)

And that's definitely a good thing! I can't keep track of all the projects involved in this, much less all the abbreviations, but I sure think that it's going to be great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 25, 2007, 03:27:46 PM
Add TLA7 to the "in progress" list, Allan. Tarkus once shared a photo of it in a thread...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 25, 2007, 06:18:37 PM
It's there... look closely... Jplumbley however has mentioned that the network is somewhat tricky to work on (being 3 tiles) and therefore might not make the first BETA of the NWM.

- Allan K
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 25, 2007, 06:23:45 PM
maybe somebody should make this its own topic. maybe even a sticked topic...

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 25, 2007, 08:48:58 PM
Uh why? This is kinda related to the RHW discussion. Okay... maybe the TLA stuff that i discussed in my last post does not count.

And everyone is getting off-topic here. So... let's just get back into being amazed by the stuff Tarkus and the NWM team are making.

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 26, 2007, 03:54:06 PM
Hi again everyone-

Glad you enjoyed the ERHW-4 pics.  And yes, Allan, you will be able to drag the ERHW over networks to produce overpasses.  It will work similar to how the Maxis Elevated Highways work in that regard.  (Thanks for the list of NWM stuff, too.  I had no idea we were working on that much stuff :D--though you did forget the double-decker, or DDRHW-4. ;))

Just stopped by to show some progress on a few more things here.

First things first, last update you saw the RHW-6C, so here's how things are shaping up with the RHW-6S.  The orthogonal RULs are in place. 

(http://img403.imageshack.us/img403/2923/rhw6s082620071eg7.jpg)

(http://img403.imageshack.us/img403/8652/rhw6s082620072li2.jpg)

(http://img265.imageshack.us/img265/3149/rhw6s082620073ay3.jpg)

A couple curious things to note here.  Some of you probably have wondered what the "S" and "C" designations actually mean.  The "C", of course, means "compact", but the "S" means "separable" (not "standard" as some have speculated), such that you can have various widths of medians.  They function just like the RHW-4 and the future RHW-10.  The C versions take up less space, but the median is always the same size.  Getting to the point of this rumination, you may notice in that series of images that there's actually only 5 lanes instead of 6.  The fact is, since the network is separable, it is possible to only apply the widening overrides to one side, allowing for an RHW-5.  In essence, with the S versions, you'll have numerous options with regards to lane configurations, including asymmetrical divisions like this.

The second little item I should point out--does that starter piece used in creating the override look familiar?  That's because it is the exact same piece used to create the RHW-6C.  (We Oregonians like to recycle.  :))  The way the override is set up, dragging the starter between two RHW-4s separated by one tile creates an RHW-6C, while dragging to the outside creates the S version.  In my files, I actually have the starter labeled as a "RHW +1 LPC" (LPC=Lane(s) Per Carriageway).  In essence, it will add one lane to any RHW carriageway.  And I do mean any.  If you catch my drift. ;)  (With the 6C, it's actually adding two lanes, because it is effecting two carriageways).  The RHW-8 will be set up exactly the same, except that a "RHW +2 LPC" starter will be used.  For the RHW-10, you'll only have to drag the good old ANT to the outside of an RHW-4.

The RHW might need two-laned high-capacity entrances and exits for busy intersections. In these cases however, it might be good just to use the existing OWR 2 to a puzzle piece that merges the OWR 2 into the RHW to save you some work.
[/font]

I have a rather interesting solution to show you for just such a thing . . .

(http://img61.imageshack.us/img61/605/rhw4drag082620071xi1.jpg)

(http://img61.imageshack.us/img61/6144/rhw4drag082620072iy2.jpg)

Basically, I simply took the RHW-4 and made it into a puzzle drag.  What does this mean?  Well, several things. 

1) There will be two methods for producing the RHW networks in NWM Beta 1--the side-by-side method you're all familiar with, as well as this new puzzle drag.  (All of the RULs I have written for the wider RHWs take into consideration both versions, so either way, you'll be able to widen them.)
2) It will allow for easier construction of C/D lanes, like those produced with Haljackey's Multi-RHW setup.  The puzzle drag RHW-4 will not override itself, nor will it override a traditional RHW-4, eliminating many of the issues that arise in Multi-RHW construction.
3) I can tack the puzzle starter onto the end of an MIS ramp starter, allowing for 2-lane MIS ramps (it's also an MIS-2).  Also, taking into consideration the fact that this RHW-4 drag can also be overriden using the widening techniques, it will be possible to produce even wider MIS ramps.  In addition, it will not suffer from the much lower network speed that the OWR-2 has (which, as I've seen in my testing, results in severe negative impact on one's highway system).
4) All the textures are the exact same as the RHW-4, and the RULs can be taken from other 1-tile NWM networks and appropriated through automated modification to the correct IIDs.  Very little additional modding work is necessary.

Hope that answers some questions. ;)

-Alex (Tarkus)

 





Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 26, 2007, 04:27:55 PM
thanks for another awesome update, this is all really starting to come together now
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 26, 2007, 05:07:02 PM
Thanks for the update, Alex. I'm salivating at the NWM release...salivating I tell you!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 26, 2007, 07:21:57 PM
And I have something that I want to show off.  I just came up with this idea last night working up the brand new RHW-6/6C piece for Alex.  I'd like to call it the RHW-6SC.  I'm thinking it could be just a strait piece set with extra pieces for only exits and transitions from the RHW-4 and maybe RHW-6/6C.  This would mostly be for people who don't have the ROW for major expansion in an urban area and just have the ROW for 2 tiles plus 1 for exit ramps.  Right now, I just temporary used the RHW-4 strait piece id so I could test it out.  Also, with the help of Type-21 stuff, this could have something like the Ontario "Tall Wall" in the middle to prevent crossover wrecks.

So, what do you guys think?

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/RHW-6SCPreview.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on August 26, 2007, 08:32:25 PM
It looks exactly like Freebie 90 through Albany, just without the divider. Very nice. Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Emperor Stormont on August 26, 2007, 09:45:26 PM
wall or crash barrier, something simple and clean. That looks simply fabulous.  &apls

I keep saying this. With all these fantastic transport options and the various highway/avenue/road options being developed. I fail to see the need for SC5, at least the one planned.

Amazing work, I so wish I have the talent and patience to create things like this. I'll just stick to building beautiful cities filled with wonderful custom content like the above  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on August 26, 2007, 10:17:48 PM
I agree that looks fantastic  &apls. Keep Up The Great Work. Cant wait to use them already  ;D.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 26, 2007, 11:51:14 PM
Interesting progress there.  It looks, to me, a little weird how the RHW 6-C or RHW 6-S(?) are drawn, but I'm sure that I will figure it out,  Keep it up everyone, the project is looking just fantastic! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on August 27, 2007, 02:40:34 AM
looks nice, though it's difficult to visualize the whole system without ramps having been shown (at least not in a while). And the lane reduce/add points. (Will we have an option of a new lane starting from an on ramp? or lane ending at off ramp?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 27, 2007, 04:12:48 AM
(Will we have an option of a new lane starting from an on ramp? or lane ending at off ramp?)

As long as textures are made for them, almost anything is possible. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 27, 2007, 10:55:52 AM
The shoulders seem to be too narrow... it reminds me of the Sea to Sky Highway in BC. The province is currently upgrading and expanding it, and from what I have seen driving through there in August, the upgraded and widened portions will still have sections with narrow shoulders.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 27, 2007, 11:01:40 AM
Allan,
actually here where i live in Nashville,Tennessee, some of the interstates shoulder are very narrow due to the fact that when they were built decades ago, they didnt have room to add shoulders bc of the rocky terrain here
http://maps.google.com/maps?f=q&hl=en&geocode=&q=nashville,+tn&ie=UTF8&ll=36.145852,-86.741644&spn=0.001438,0.002511&t=k&z=19&om=1
Title: Re: RHW (RealHighway) - Development and Support
Post by: vester on August 27, 2007, 11:29:41 AM
Filasimo
Instead for just pasting the link into the post, please add some coding like this :
Code: [Select]
[url=http://......]Nashville,Tennessee[/url]That long link mess up the page making the thread harder to read.

That will in your case looks like this: Nashville,Tennessee (http://maps.google.com/maps?f=q&hl=en&geocode=&q=nashville,+tn&ie=UTF8&ll=36.145852,-86.741644&spn=0.001438,0.002511&t=k&z=19&om=1)
It's not that hard.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 27, 2007, 11:43:26 AM
my bad.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on September 01, 2007, 06:50:41 PM
Several days and this forum has been awfully quiet... hmmmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 01, 2007, 08:06:56 PM
It's most likely because we're suffering from RLS.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 01, 2007, 08:53:02 PM
It's most likely because we're suffering from RLS.  ;)

I'll second that. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 01, 2007, 11:32:37 PM
ill third that  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 09, 2007, 07:46:37 PM
Where would I find a tutorial of how what things can and can't interchange with the current RHW?

On and offramps are (currently) done with avenue replacement, avenue intersections, yes?

How do I bridge?  Avenue replacement, then one-way street or highway segments?

Can traffic path through parallel, same direction RHW segments?  (8+ lane projects, etc)

Where's the overpass segments for RHW?  Are there any?

-Crissa

PS:  Everyone keeps saying they need textures.  How are textures inserted/aligned for plugins?  Because I have alot of graphical software (Adobe, Maya, etc) and can output in nearly anything.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 11, 2007, 05:52:49 AM
The shoulders seem to be too narrow... it reminds me of the Sea to Sky Highway in BC. The province is currently upgrading and expanding it, and from what I have seen driving through there in August, the upgraded and widened portions will still have sections with narrow shoulders.

- Allan Kuan

Meh. It wouldn't be hard to create a series of lots or perhaps a street-based puzzle drag that provides a shoulder. It's pretty low on the priority list, though, IMHO.

Tarkus & rickmastfan: everything is looking wonderful. I really like the puzzle-drag RHW-4. It has an additional advantage aside from MIS and collector-distributor systems -- one can emulate successfully a one-way motorway, as pointless as they are.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 11, 2007, 06:56:23 AM
Quote
one can emulate successfully a one-way motorway, as pointless as they are.

Try telling that to the people who made that motorway in Adelaide. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on September 11, 2007, 07:00:28 AM
PS:  Everyone keeps saying they need textures.  How are textures inserted/aligned for plugins?  Because I have alot of graphical software (Adobe, Maya, etc) and can output in nearly anything.

Textures are created as 128x128 pixel PNGs using PSP, PS, etc.  These are then taken by a modder and made into FSH file (SC4 Textures) using SC4Tool or FiSHman.  The issue is, Modders are generally very basic texture artists at the most.  For the most part Tarkus and I are good at copy/paste/overlay type functions and getting better at making the textures.  But, for additions that are totally new and there is no base texture provided for us, we have troubles making these.

If you would like to get into texturing to help make these and other projects go faster, send me a PM.  Texturing is one of the easiest ways to help out, its just in most cases you need to have a talented eye for making them and a little bit of patience.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 11, 2007, 07:46:35 PM
I can totally mod up any 128 texture PNGs you want.  Do they have an alpha channel or no?

Totally I can do that.  It'd be nice if I had a sample or two from a modder so I know what brightness is apprpos for projects, and I'd be working in a vaccum, but I can totally make any PNG blend, rotate, or pattern you'd like.  I was making some tire tracks for some 3D virtual world projects and 128 textures are a whiz to make by comparison.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on September 11, 2007, 08:05:36 PM
@Crissa  If want to help send me a PM, it will take a couple of days to extract some old textures for you to investigate.   If any other members who need texture help for an upcoming mod, please speak up.  If not I will find something that can be done!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 12, 2007, 04:25:49 AM
Actually, I'd need some texturing help. :) I always wanted to edit Marrast's road underpass for the Euro Road Textures Mod, but my attempts so far have shown mixed results. For more information, look here: http://sc4devotion.com/forums/index.php?topic=210.msg70258#msg70258
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 12, 2007, 05:53:44 AM
FYI: I hope to be posting an update soon on the Upgrade process of the RHW-2 system.  When I do, you guys will be shocked at some of the ideas I have and hope to be implemented into the system for you realistic buffs. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 12, 2007, 07:10:02 AM
Try telling that to the people who made that motorway in Adelaide. :P

My point exactly.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on September 12, 2007, 12:59:59 PM
Rickmastfan67, I'm looking forward to it. 

The "Super 2" is an excellent aspiration.  I use the "RHW 2" in some of my country connections between cities where there isn't enough traffic to warrent a full freeway, but where a speedy route with sufficient volume is still required to handle traffic.  Your additions will, no doubt, make some of my dreams for this type of network a reality.  Thank you for your efforts. 

Riponite

FYI: I hope to be posting an update soon on the Upgrade process of the RHW-2 system.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 12, 2007, 06:42:02 PM
Rickmastfan67: The RHW-2 has a ton of potential!  (Well, just like the rest of the "RHW family")  What we have now is a start, but I would like to see where this network has gone after leaving the starting line.

As for the rest of the project, how's it going?  I know things are slow right now for all of us (university is taking most of my free time away), but that doesn't mean that we can't still comment/compliment on this network!  Anyways everyone, best of luck with the further development of the RHW!

Patiently waiting,
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 12, 2007, 08:23:56 PM
Rickmastfan67: The RHW-2 has a ton of potential!  (Well, just like the rest of the "RHW family")  What we have now is a start, but I would like to see where this network has gone after leaving the starting line.

Well, as soon as Tarkus gets off his behind and writes the new RULs for the new pieces I have made, I might have something to show. lol. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 13, 2007, 03:39:07 AM
Well, as soon as Tarkus gets off his behind and writes the new RULs for the new pieces I have made, I might have something to show. lol. :P

Actually, I need to sit down to mod. :P  Once I get a few last details ironed out with the SAM. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 13, 2007, 08:59:34 PM
Hmm, I saw RHW2 - Avenue on a diagonal in a screenshot, but I don't seem to be able to do it... Is there any way to join on the diagonal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 14, 2007, 12:02:08 AM
Actually, I need to sit down to mod. :P  Once I get a few last details ironed out with the SAM. ;)

-Alex (Tarkus)

Glad to hear it, Alex! Good luck with the SAM and I'll be looking forward to your return here!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 14, 2007, 03:45:29 PM
Hey, since I loaded http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1063 I don't seem to be able to spawn RHW8.

Is this a known issue?

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Olasz on September 14, 2007, 04:02:46 PM
Likely yes  ()what()
 
Lot Description:
The Rural Highway Mod (RHW) is an optional NAM component (downloaded separately) which utilizes the ANT Network, allowing you to transform it into a 4-lane, 2-tile Highway-style network, with a variable width median. The RHW is activated by placing two parallel stretches of ANT network side-by-side.

 
-Olasz
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on September 14, 2007, 04:08:35 PM
How far off is an update of the RHW containing proper on/off ramps? Imo, that's the most important feature that needs to be added.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 14, 2007, 04:27:31 PM
Hey, since I loaded http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1063 I don't seem to be able to spawn RHW8.

Is this a known issue?

-Crissa

My update is just a texture update mod for the RHW-4.  It's a temporary update for the textures till the next release of the RHW. ;)  So, no, you can't make a RHW-8 unless you do it the way Haljackey says in his signature.

How far off is an update of the RHW containing proper on/off ramps? Imo, that's the most important feature that needs to be added.

No idea.  As part of the NAM Team, we don't release dates as to when something might be released.  Plus RL is hitting some of us hard slowing down production.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 14, 2007, 05:05:19 PM
How far off is an update of the RHW containing proper on/off ramps? Imo, that's the most important feature that needs to be added.

I'd agree with you there. ;)  There's a few holdups with that right now, though.  The big thing at the moment is making the MIS setup draggable--there's a few things I need to do with the diagonal RULs before any of that's ready to go.  After that, it will need some texture cleanup, and with the implementation of the elevated version, a little modeling/T21ing.  I've got good people in place at that end, fortunately. ;)  If RL and the RULs don't throw too many loops at me, it'll be before you know it.   ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 14, 2007, 08:59:22 PM
Yeah, just having annoyances, that's all:
(http://crissa.twu.net/SC4/Snapshot%202007-09-14%2014-07-40.jpg)

I don't seem to be able to pull out the outer lanes first, which makes 'saving' them to be annoying.  But most of all is this bug I get when I try turning... I hope we get some s-curve puzzle pieces.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 14, 2007, 10:10:11 PM
Yeah, just having annoyances, that's all:
(http://crissa.twu.net/SC4/Snapshot%202007-09-14%2014-07-40.jpg)

I don't seem to be able to pull out the outer lanes first, which makes 'saving' them to be annoying.  But most of all is this bug I get when I try turning... I hope we get some s-curve puzzle pieces.

-Crissa

I plan on making S-Curve pieces for both the RHW-2 and RHW-4. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 14, 2007, 11:06:42 PM
I plan on making S-Curve pieces for both the RHW-2 and RHW-4. ;)

How gradual do you plan on making the S-Curves? Since they're for highways, I would make them too sharp or else cars wouldn't be able to maintain speed on them. Just a suggestion!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 15, 2007, 07:17:05 AM
How gradual do you plan on making the S-Curves? Since they're for highways, I would make them too sharp or else cars wouldn't be able to maintain speed on them. Just a suggestion!

Quote
I would make them too sharp

Don't you mean wouldn't? :P lol.

Truthfully, I don't know how I'm going to set them up yet.  Right now, I'm working on some other pieces for the RHW-2.  So, I'll cross that bridge when I come to it. ;)  But in basic thought, I think they will be 2x3 pieces.  Maybe 2x4 if I fell it's necessary.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on September 15, 2007, 11:22:26 AM
If RL and the RULs don't throw too many loops at me, it'll be before you know it.   ;)

-Alex (Tarkus)

This why you're the most maddening transit modder of the them all!  :D

I'm looking forward to more RHW fun.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: delta9 on September 15, 2007, 06:00:15 PM
Hey guys, first post, been around the community for a while, mostly ST. New here but I'm astounded by what is here, especially the CAM... Anyway that's another post, I've been following the individual developments in the NWM for a little while, especially this one and the avenue/owr widening mods.  That draggable ERHW leaves me intrigued because I've read some people talk about possibly in the end completely revamping the UHW system too, considering its poor scale and aesthetics. Seeing that makes me wonder, could we (and by that I mean you amazingly skilled and innovative modders and artists... I contribute nothing  :-[) completely revamp the highway system, changing the ground and elevated highway buttons into RHW and UHW? But I wonder what distinction would there be if the UHW was revamped anyway.  Or is a 2-tile network much much harder to mod in that fashion?  I would guess so.  If that's not possible maybe the ANT could be utilized in the same way, but then you'd be stuck with the same capacities, right?  Damn... I thought I had a cool idea.  My first post sucks now.  :(

 ()stsfd()

Maybe I should read the other threads and edumacate myself some more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange Julius on September 16, 2007, 03:57:42 PM
I have not paid much attention to this project for several months (as the Simtropolis thread slowly quit being updated) but what big-big-big things have happened in the last six months? (without browsing through 30 or so pages)

Also, back in the day, jplumbey released the RHW-2. I thought it looked pretty cool. Is it still around?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 16, 2007, 06:18:12 PM
Don't you mean wouldn't? :P lol.

Truthfully, I don't know how I'm going to set them up yet.  Right now, I'm working on some other pieces for the RHW-2.  So, I'll cross that bridge when I come to it. ;)  But in basic thought, I think they will be 2x3 pieces.  Maybe 2x4 if I fell it's necessary.

Oops! Yes, I did mean "wouldn't." Sorry about that! And thanks for the answer, too! I'm looking forward to seeing what happens when you get to "the bridge!"
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 17, 2007, 03:43:24 AM
Here's a couple signs of progress on the MIS with the textures.  I just worked these up based off of rickmastfan67's texture set.  (The image quality may be a little off, due to JPEG compression.)  The Onramp piece isn't final yet, and there's a few things I still want fix on it.  I'm also not sure if the transition is smooth enough (in terms of the angle the ramp branches off).

The Onramp piece
(http://img455.imageshack.us/img455/3108/rhwmisramppreview091720ma0.jpg)

The orthogonal MIS piece
(http://img461.imageshack.us/img461/8418/misorthpreviewwc6.jpg)

I've also got some of the diagonal pieces ready for it as well, and I'm working with the orth-diag transitions.  Gradual curve pieces and a variety of different ramp setups are also in the works.

delta9, your first post doesn't suck, and in fact, I'd say you brought up some interesting points.  As far as the plans are right now, the revamped UHW and the RHW will have the same lane configurations, but the RHW, being essentially a 1-tile network, has the option of a variable width median, which the UHW does not (being a 2-tile network).  Hope that answers at least part of that for you.

Orange Julius, there's plenty of stuff that's gone on in the past six months, namely with new configurations for the wider RHWs, along with draggable versions of the Elevated and Double-Decker RHW.  The MIS is going draggable as well, in addition to getting a textural makeover (which is why it hasn't been released yet).  And the RHW-2 you're referring to was actually done by mjig_dudy.  There's a new set of RHW-2 textures that rickmastfan67 has in the works.

Hope that whetted everyone's appetite for the moment.  I'll be back with more soon.  Things may be a little slow from time to time for me, though, due to RL.  University's starting up again for me next week.  We'll get it done eventually, though. ;)

-Alex (Tarkus)

PS--600th post in the SC4D RHW thread!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on September 17, 2007, 03:46:37 AM
Finally some progress on the MIS. Looks great!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Boernie on September 17, 2007, 04:20:40 AM
That's looks really great. Intresting will be also two-lane-ramps... Just an idea..
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 17, 2007, 06:34:47 AM
Alex, check your PM's about the MIS system. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on September 17, 2007, 08:36:40 AM
Oh Tarkus! Youdid wet my appettite!!!! ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 17, 2007, 12:53:12 PM
That's looking great, Tarkus! Wonderful progress! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Madeira aka Constantina on September 17, 2007, 12:59:29 PM
it is nice and wonderful, setting a major part of the identity of the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 17, 2007, 02:31:53 PM
We have an on/off ramp!  I love the texture detail too!

I have only one recommendation:  Would you be able to add a broken white line between the on/off ramp and the roadway? 
A quick example follows:
(http://www.onthighways.com/hwy_402-403_images/402_cl_4_west.jpg)
See the broken white line on the outer sides of the highway?  Thats what I'm looking for. 
(I'm still learning how to post pictures here, a little different than ST)

I know thats its still early, but its just a request.  Best of luck with the project!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 17, 2007, 02:36:20 PM
Whoa, the ramp looks great, Alex! I'm always happy to see progress in this thread! Keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 17, 2007, 11:10:46 PM
Quote
(I'm still learning how to post pictures here, a little different than ST)

If you know how to post pictures here, you know how to post pictures on the majority of forums across the Web. And I've seen that pic so many times now :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 18, 2007, 01:44:53 PM
RHW, TLA, MIS, UHW....god, so much stuff.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 18, 2007, 01:56:08 PM
Dumb question, Tarkus... Because the ramps are only one lane, would we be able to use wider curves in single tiles and diagonal pieces than for a normal road?

Or would the squares make the funny?  I don't know how much control you have over nearby pieces.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 21, 2007, 04:53:04 AM
Hi everyone-

Thanks for the feedback!  Back again with something you might enjoy:

The MIS onramp is in game. ;)

(http://img219.imageshack.us/img219/4444/mis092120071nm7.jpg)

and pathed
(http://img219.imageshack.us/img219/3972/mis092120072nw9.jpg)

I've added a dashed line to the part where the ramp splits from the RHW, based not only on Haljackey's suggestion, but also on what I saw driving down Interstate 5 here in Oregon.   If anyone is wanting an extended accel/decel lane joining into the ramp, I'm planning on a new version where the extended lane is provided through a connection to an RHW-6S (which will allow the merge lane to be as long as you want). 

Crissa, to answer your question, it certainly would be possible to make the one-lane MIS ramps have a little bit smoother curves.  It's a little tricky sometimes, but it can be done. ;)  If the curve ends up not being smooth enough for everyone, it may be necessary to produce a puzzle piece, similar to the NAM Wide Radius Road and Rail Curves.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 21, 2007, 07:19:20 AM
Now that is amazing, I feel like its coming soon. May have to reinstall windows.

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on September 21, 2007, 08:28:28 AM
David,

That looks great! Per the MUTCD, having a dashed line and no deceleration lane is perfectly fine for low traffic off ramps.

Keep up the good work and I can't wait to see more!  :thumbsup:

Cheers,
Kevin

Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 21, 2007, 10:05:39 AM
Well, that looks great, Tarkus!  Its also awesome that you said that you could extend the accel/decel lanes further.

I just have one question with what you ment by that.  Does that also mean that we can add an extra lane when a ramp enters/exits the RHW?  (from RHW-4 to RHW-6)

Thanks and keep up the good work!
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 21, 2007, 10:14:43 AM
@ Haljackey: I do believe I mentioned to Tarkus about developing an auxiliary lane which is a lane that exits off into the onramp and starts again at the offramp and it is possible to develop. Im looking forward in seeing that as well since there are alot of them where I live in Nashville. As a matter of fact there are a few dual auxiliary lanes around here as well where one lane does end at the onramp and another lane splits into the onramp and also goes straight. Well have to stay tuned to see how this comes into play
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on September 21, 2007, 12:53:33 PM
Okay, now Im on the edge of my seat  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Madeira aka Constantina on September 21, 2007, 01:27:28 PM
its very innovative  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 21, 2007, 02:16:29 PM
Oooh, that looks great, Alex! I do have one question for you, though: Is it going to be possible to put anything (trees, etc.) between the ramp and the road that it extends from?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 21, 2007, 06:38:08 PM
Well, since you can plant trees through highway tiles, I would expect the answer to be yes.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 21, 2007, 06:47:13 PM
so would i, but who knows?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 21, 2007, 08:15:21 PM
Well, since you can plant trees through highway tiles, I would expect the answer to be yes.

-Crissa

Good point! Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on September 21, 2007, 10:41:04 PM
that's amazing Tarkus :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on September 22, 2007, 02:12:23 AM
Yay! More progress!

The ramp looks fantastic!

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 22, 2007, 03:56:51 AM
Dustin (thundercrack), to answer your question, the setup I just showed (with the MIS ramp right next to the RHW-4) will not allow trees in between the RHW and the MIS ramp, unfortunately.  However, once the distance between the MIS ramp and the RHW is increased, it's definitely possible.

In fact, in the early puzzle piece-based prototype I worked up awhile ago (which, as you can see, is very rough looking, if not outright hideous--the new version will look nothing like it ;)), I did a cloverleaf with several buildings inside the open space.

(http://img95.imageshack.us/img95/4040/cloverleaf2qk9.jpg)

Hope that answers some questions.  The next big thing I have to do on development is getting the diagonals working, after which point things will move rather swiftly. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 22, 2007, 04:16:32 AM
awesome pic ya got there Alex! ya really should hook up with blahdy ( if hes still alive and if you can drag him away from the game world in conflict) to make the models for you hehe. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 22, 2007, 04:23:33 AM
yes, that's looking very great! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flo8472 on September 22, 2007, 06:29:30 AM
 :thumbsup: good job
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange Julius on September 22, 2007, 08:09:54 AM
Actually, Filasimo, prior to leaving ST, Tarkus did talk about teaming up with Blahdy and the Big Dig. Hm, a McDonald's near a highway. That's great. Now hungry/weak-bladdered SimFamilies can get off the highway for a bathroom break and a Big Mac™! $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 22, 2007, 11:28:08 AM
@ OJ and not OJ Simpson: fyi blahdy is on the NAM ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 22, 2007, 07:39:18 PM
Very nice work, Tarkus!

Is there any progress on adding RHW to bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 22, 2007, 07:41:24 PM
Well, before we move to the next "generation" of the RHW network (MIS system), I just wanted to show what different networks are possible with the current RHW.

Heres are the compressed images.  Follow the links below to see them in FULL RESOLUTION! (1440x900 pixels)
(http://img401.imageshack.us/img401/8113/downtownnov313611905048pa5.th.jpg)
Here we see the RHW in 3 formats.  Divided by one tile (left), undivided (bottom left), and one tile divided multi RHW (right)

And the same area zoomed out.
(http://img231.imageshack.us/img231/96/downtownnov313611905059tm2.th.jpg)
Here we see an additional RHW with a large median (2 tiles).  Also, the median can be filled in to create a undivided multi RHW (right).

Link (zoomed in):http://img231.imageshack.us/img231/820/downtownnov313611905048id1.jpg (http://img231.imageshack.us/img231/820/downtownnov313611905048id1.jpg)

Link (zoomed out): http://img296.imageshack.us/img296/6840/downtownnov313611905059jd2.jpg (http://img296.imageshack.us/img296/6840/downtownnov313611905059jd2.jpg)

Also, I want to say that that cloverleaf shows the flexibility of the RHW quite nicely.  Good luck with the development!

Best,
-Hal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 22, 2007, 07:56:30 PM
i wasnt going to show this til i was feeling ancy but here goes it. a gift for the hard workers of the NAM team and company and for all you transit fanatics:

(http://img257.imageshack.us/img257/5863/dividerslw6.jpg)


after the plaza mall lotting is completed ill go back to this lil dirty secret of mine of a project and make smaller pieces to make it modular at any length but for now enjoy!  :thumbsup:



btw the divders are from frankies highway dividers he made and the lights are from the great chozo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on September 22, 2007, 10:35:06 PM
Once again this is some really exciting stuff.   I can't wait to see it happen.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on September 22, 2007, 11:06:09 PM
Once again this is some really exciting stuff.   I can't wait to see it happen.
can i say something else?
this is great, and those median dividers look awesome
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on September 23, 2007, 12:06:36 AM
I'm impressed with both the MIS and what's been done pre-MIS.

And Filasimo, I want those dividers!  ;D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 23, 2007, 04:47:25 AM
Oh, hmm, is there any way to make sure that RHW procs traffic lights when it intersects with Avenue?

It doesn't need it with road, a stop sign would be nice, but somehow I think it got forgotten in one of the texture packs...

(http://crissa.twu.net/SC4/Snapshot%202007-09-23%2002-35-17.jpg)

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 23, 2007, 05:40:53 AM
Oh, hmm, is there any way to make sure that RHW procs traffic lights when it intersects with Avenue?

It doesn't need it with road, a stop sign would be nice, but somehow I think it got forgotten in one of the texture packs...

(http://crissa.twu.net/SC4/Snapshot%202007-09-23%2002-35-17.jpg)

-Crissa

At this time, no it isn't possible to have Traffic lights show up.  But in the future there might be away. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JereUsa1 on September 23, 2007, 10:35:43 AM
I know that you guys were talking about having merge lanes as long or short as you want, but could you have one of those merge lanes just have a exit only lane to the next offramp? (Very Common in Oregon).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 23, 2007, 11:01:05 AM
Jereusa: I already mentioned those type of lanes in prior posts which are known as auxiliary lanes and it is possible to develop if thats your question
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on September 23, 2007, 07:22:17 PM
About that RHW-MIS exit ramp, it looks good, though it could use some work--including proper road-split markings, proper shoulder transitions, and some darkening as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on September 23, 2007, 09:53:30 PM
    Okay I have noticed a trend in the RHW developement.    It seems like it has taken on a life of it's own, as it were.    Originally it was gonna be a "divided rural highway".   Similar to what I saw growing up in the south.    (And for that matter here in the Mid West)    Something between a ground highway (ie: Interstate) and an avenue.    It would have a wide grass median and more or less unlimited access (not alot of exit/entrance ramps) but direct road connections.   It seems to have become a rural interstate, with limited access via on/off ramps.      This is of course a fantastic developement in itself.   It will be very usefull to connect cities.    Or actually connect urban ground/elevated highways from one city to the next.
    I suppose what I am wondering is if there is still any work going on on the original RHW stuff or has everything switched focus to this newer concept of a rural interstate.   I'm asking because I was trying to figure out how to change a 4 lane RHW to a 2 lane RHW and back again.     This occurs quite frequently around here and also in the south.
    Anyway, these random thoughts happened to pop into my mind today and I thought I'd better let them out.    ()what()


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 23, 2007, 10:11:26 PM
I'm asking because I was trying to figure out how to change a 4 lane RHW to a 2 lane RHW and back again.     This occurs quite frequently around here and also in the south.

That will be an option soon. ;) ;D  However till then, you need to do RHW-4 > AVE > RD > RHW-2 so you have a proper transition. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: abcd on September 24, 2007, 01:33:40 AM
Hey  is there a way to make the RHW visible in region view? That's the only reason I'm not using it in my cities.
I know it has to do with the code or so but still I would like to know. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 24, 2007, 03:56:03 AM
@ abcd: atm the answer to your question is no. Due to the fact that the RHW concept is based on the ANT (Additional Network Tool) and was never completed by Maxis Developers. We have to be thankful that our lovely transit modding team has gone this far to implement and further develop the network to where we are now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 24, 2007, 09:07:43 PM
@ abcd: atm the answer to your question is no. Due to the fact that the RHW concept is based on the ANT (Additional Network Tool) and was never completed by Maxis Developers. We have to be thankful that our lovely transit modding team has gone this far to implement and further develop the network to where we are now.

Couldnt a dll plugin be used to fix this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on September 24, 2007, 09:24:56 PM
Noooooooo!!!!!!!!  Keep it Mac compatible.....or I will hunt you down $%#Ninj2







 :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 24, 2007, 10:35:06 PM
no, a .dll wouldn't work bec. the extracheats.dll was already built into the .exe file, but this one would not be already in the .exe's load instructions and so would not be loaded.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 25, 2007, 12:54:35 AM
Thanks for all the comments and suggestions everyone.  Haven't had too much time to do any development work the past couple of days--university started up for me again today, though my schedule is, at the moment, light. ;)

pilotdaryl:  Thanks for the feedback.  Fortunately, the textures used on that MIS ramp are merely in the prototype stage, so the final product will look different.  The main thing was just to get it functioning at this point. ;)

Crissa:  It would be possible to have traffic signals added via T21 exemplar, but since the RHW network is a Highway-type network, it does not respond to StopPath commands in the SC4Path files, so the signal would not function.  However, there is a "workaround" I have come up with for such situations, which I should be able to unveil shortly.

Gaston:  Those are some very good point--the RHW has kind of "shifted gears", so to speak, and the goal I've personally had in mind was to make the RHW an all-purpose highway network, which could not only fit its "rural" moniker, but also be at home in suburban and even urban areas, at a wide variety of widths (no pun intended :D).  It was kind of an inevitable step, and one that qurlix had begun taking back before I even got involved in transit modding, with his initial work on the Wider RHWs. 

As far as adding in some new functionality to fit back in with the "rural" part of it, I had been planning on adding in the long-awaited Road/RHW-4 at-grade crossing to the next release (note the cryptic italics . . . ;)), and perhaps even some diagonal at-grade crossings.  The RULs would be quite easy to add in, existing paths can be cloned, and all that would be needed is just a few textures.  How does that sound? :)

abcd:  I've actually looked into the matter myself, and can explain it in terms of how the Region Transportation Map view actually works.  Each of the networks shown has a specific code which allows the game to show it on the map.  The standard networks already have their codes entered into the files that allow the map to work, but the ANT/RHW one is nowhere to be found.  The network is not even mentioned in the files.  If the code were to be found, it might be possible, but it is believed to be in the EXE.  There is one workaround, however, that I came across some time ago.  If you have the extracheats.dll file from Buggi, there's a DrawPaths cheat enabled.  Run that cheat in a city tile, then save the tile, and exit back to Region View.  All networks will be visible, with the coloration from the DrawPaths cheat.  The only drawback is that the DrawPaths coloration also effects the normal Region View.

(http://img373.imageshack.us/img373/1552/drawpaths09252007yx9.jpg)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: abcd on September 25, 2007, 03:47:16 AM
Hey thank you all for the information. If there is no way to get around this problem let it be as it is.
Of course it is still a great and useful mod. &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 25, 2007, 06:41:20 AM
Oh, glad you already thought about it ^-^  I was wondering why it didn't 'stop' at large intersections.  For now, I'll downgrade to a lower type of road at intersections that need to 'terminate' the highway.

On another point, that nice hov-lane texture that was offered... Will we be able to have a center hov or two-way tile in an RHW-6 (three-tile wide RHW)?  If the center lane had to be another draggable, that'd be okay, but honestly, I'm not sure if what I'm suggesting is possible.

Also, do routes cross lanes across an RHW-8, even if the animations do not?

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 27, 2007, 03:32:44 PM
Who said the RHW was incompatible with the January NAM?  It worked fine.  I have the June NAM now, and it still works as well as RHW13 did back then:  imperfect because of incompleteness...can't wait until the next one is released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 27, 2007, 03:58:25 PM
So... The RHW CAN be located on the transportation region view.  Nice :satisfied:

One question about the release of the RHW/NWM.  Do you think it may be possible that there could be a co-release between the RHW network and the RHW UDI-compatible tunnel entrance/exit Blahdy is working on?  There is no problem if they are released separately, but, they would make a great bundle with the rest of the NWM.

Keep it up everyone!
-Hal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 27, 2007, 04:10:21 PM
You guys are missing what we always say: Itll be released when its released  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on September 27, 2007, 04:13:39 PM
You guys are missing what we always say: Itll be released when its released  ;)

Haljackey wasn't asking when the next version of the RHW/NWM would be released, he was asking if it and blahdy's tunnel entrance could be released at the same time. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 27, 2007, 08:17:27 PM
Quote
the RHW UDI-compatible tunnel entrance/exit Blahdy is working on?  There is no problem if they are released separately, but, they would make a great bundle with the rest of the NWM.

In the same package, no, because Blahdy's tunnel entrances are lots; and the NAM has a policy of not including lots with their downloads. However, companion lots (such as those tunnel entrances) can be released at the same time, just in a separate download.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 29, 2007, 06:52:14 AM
abcd:  I've actually looked into the matter myself, and can explain it in terms of how the Region Transportation Map view actually works.  Each of the networks shown has a specific code which allows the game to show it on the map.  The standard networks already have their codes entered into the files that allow the map to work, but the ANT/RHW one is nowhere to be found.  The network is not even mentioned in the files.  If the code were to be found, it might be possible, but it is believed to be in the EXE.  There is one workaround, however, that I came across some time ago.  If you have the extracheats.dll file from Buggi, there's a DrawPaths cheat enabled.  Run that cheat in a city tile, then save the tile, and exit back to Region View.  All networks will be visible, with the coloration from the DrawPaths cheat.  The only drawback is that the DrawPaths coloration also effects the normal Region View.


It really is a shame there's no way to add it in the transport view aside from the DrawPaths cheat. Still, at least the DrawPaths cheat enables you to pinpoint it for photoshopping of standard transport views...

MOD EDIT: Please try to only quote the relevant part of posts in future, including a whole post is bad netiquette - Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 02, 2007, 02:53:27 PM
I am very excited by the RHW/MIS and the whole "modular interchange" concept and I hope it's OK to think out loud.  I was just custom-tuning my traffic settings, and hit across an idea:

As long as the RHW, UHW, and MIS are on the "dirt road"/ANT network, they'll all have the same capacity and speed. But..

Suppose RHW-4 did become a replacement for the Maxis "ground highway."  We could then set its speed and capacity in the pathfinding engine, say 100 kph, 1200-1800 cars per lane for a total of 2400-3600 vehicles/tile, something like that.

If there's also a 3-lane-per-tile UHW-6 in the works, suppose that replaced "elevated highway."   We could then set its capacity separately, say to 3600-5200 vehicles/tile.  Or whatever.  The point is, when someone upgrades from RHW-4 to UHW-6, they could really be increasing capacity, just as the visual representation suggests.  (Combined with the requested add-lane entrance and exit-only ramps, hello realistic cloverleaf with "weave lane" and realistic traffic modeling for the same.)

Oh, and both would then show up in the Transportation Map in Region View. 

Doing this frees up the "dirt highway" network, which also provides no frontage and is speed/capacity tuneable separately from the other networks.  Maybe the MIS could go there, with single lane capacity and lower speed?  Then you're looking at fully-modular upgradeable interchanges and no worries about peds walking on the ramps in densely-built areas.  A few pre-made pieces would be handy (the 270-degree turns inside cloverleaves, for example, which would also make a great realistic ground-elevated ramp), but mostly people can just drag what they need.  The ramps won't show up in the transpo map, but they'd just look like blobs on it anyway. 

When those clog up and people need more capacity at an interchange, they'd have to upgrade it to a multi-lane exit (onto a 1-way?), just like real life.  And only the ramps that carried the heavy traffic would need to be upgraded; the smaller ramps for the low-traffic directions can stay... and all of it modeled accurately for speed and congestion inside the interchange, automatically, thanks to the way the game already works.  [No more single-lane offramps dumping an entire highway onto your surface street grid in one place, at least not unless you intentionally built a ramp big enough to handle that!]

The only pre-made "exits" from the RHW/UHW that would be needed are 45-degree "ramps" (MIS and 1-way attachment points) and "splits." We can drag out what we need in the necessary directions from there).  I think this is where the MIS is headed anyway? 

Again, just thinking out loud, and for all I know there's some Really Good Reason(tm) why this is impractical.   Thanks for reading all the same.

PS: TLA project is looking sweet too.  That's going to free me up to use avenues as proper parkways, with higher speeds and overdecorated median junk that actually makes some modicum of sense, while TLAs handle slower, heavy traffic in town.   :thumbsup:  Hey, using the one-way-road trick to break the medians, wouldn't this TLA project let the avenue become, in effect, a "rural highway," freeing the existing xHW project(s) to generalize?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 02, 2007, 03:44:56 PM
@Mott... The biggest problem with your suggestion is RHW is made of single tile netwroks side by side.  MAXIS highway is a 2 tile wide network by default, we cannot, at this point in time make the MAXIS Highway draw as a 1 tile network.  Meaning, unfortunately for the "wider" RHWs that are 3 or 5 tiles wide, we cannot compensate these.

Now, if we were to come up with a NEW 2 tile network, it could be a replacement for the MAXIS Highway Systems.  But, that would be a replacement mod, along with ALOT of extra work compared to what we have been doing with the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 02, 2007, 05:29:00 PM
@jplumbley: 2-tile networks, there's that Really Good Reason(tm).  Thanks for the thoughtful response. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 03, 2007, 10:51:58 PM
Getting part of the way there with the diagonals . . . (note these aren't the final textures, and the RHW-2 sticking out of the end is just a part I haven't overriden yet)

(http://img402.imageshack.us/img402/7149/draggablemis0000ea4.jpg)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 03, 2007, 10:53:26 PM
I'm always happy to see new progress here, Alex! I've said it many times, this is definitely re-inventing the game! Excellent job, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 03, 2007, 11:25:31 PM
OOO... Ah....

All those possibilities....  I thought we had a lot of possibilities with what we already have, but then I saw this.  Thundercrack was right.  This will re-invent the game  ;D

Keep up the great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 04, 2007, 02:49:42 AM
Wow... wish i had those textures so that I could edit them... =P

Anyways... I was amazed by the asphalt-dark colours that Shadow-Assassin used, but they were in a sense not to my style, especially since I'm used to yellow lines on the left! Anyways, that matter aside, I took those textures, mixed them up a bit with those of rickmastfan67, and the result looks promising... especially when I made these with only MS Paint and Paint.net! by the way, I have a whole texture set ready... just wondering though if anybody is willing to use it. Anyways, the US asphalt texture for the RHW-MIS exit is attached.

Opinions welcome!

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 04, 2007, 03:36:23 AM
That is looking wonderful! Great progress! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 04, 2007, 05:06:53 AM
Not bad there allan_kuan1992.

Anyways, you could get my name correct at least.  :P

I took those textures, mixed them up a bit with those of rickmanfast, and the result looks promising
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 04, 2007, 05:47:50 AM
sounds like breakfast  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 04, 2007, 10:44:28 AM
Thats some really nice work there allan_kuan1992!  Great job! I really like it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on October 04, 2007, 11:19:03 AM
alex- its looking good  :thumbsup:
allan- the textures turned out nice
rickmanfast- i kinda like the new name  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 04, 2007, 11:33:54 AM
allan_kuan1992: Looks pretty good, my friend! Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Envirotechture on October 04, 2007, 04:38:57 PM
I don't know if you have already done this or not, but I would like to see a MIS under Raised RHW piece. That way, it would be possible to have ramps going under the RHW. It would be helpful for making exits that go to a road that is only on one side. It would also make more interchange types possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 04, 2007, 05:01:02 PM
allan, I really like that texture you posted--it really hybridizes the two sets well.  Excellent work. :thumbsup:

Envirotechture, I can confirm that there will indeed be a MIS-under-Elevated RHW piece, as well as a MIS-over-RHW piece.  I'm trying to figure out how exactly to implement them.  I can always just do a puzzle piece, but I may experiment with seeing if I can get it draggable. ;)  As far as exits that only go to one side, that's also in the works.   :)  Hope that answers your question.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on October 04, 2007, 07:39:23 PM
allan_kuan1992: looks good  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 05, 2007, 01:43:12 AM
Whooops! >.<

Name corrected.

EDIT:

When textures come, they come in bundles. Attached is an interim RHWMIS2 exit layout and an interim RHW3 layout.

EDIT #2:

I know that the RHWMIS2 exit layout looks funny at the moment, and also the RHW3. One thing i can explain though is why the RHW3 looks funny; I couldn't center it to allow the RHW4 to be able to merge into the RHW3. Of course, merging this into an RHW2 is now harder to do, but we'll see...

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 05, 2007, 07:09:04 AM
Well guys, I don't have any new shots to show you yet of the RHW-2 rebuild (Alex hasn't gotten some of the pieces into SC4 yet), but I do want to confirm two things about it.

1. Yes, when it's released, there WILL BE a RHW-2 > RHW-4 connection.  However, it will be in puzzle piece format, but you will be able to drag RHW-2 and RHW-4 from it.  It will be 2x6, so you guys can set up any future area you need for it. ;)

2. Here's a small incite into some of the new pieces you will see for the RHW-2.  And this is the only thing I'm going to say about new pieces, so don't ask what other pieces will be included (I'll announce some of them later once I have pics inside of SC4).  The RHW-2 WILL HAVE ACCESS TO THE MIS SYSTEM. ;)

That is all.  ;) $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 05, 2007, 07:50:29 AM
You have made my day. No, seriously. I'm not joking.

The Super-2 (http://en.wikipedia.org/wiki/Two-lane_freeway) concept has fascinated me for years and the ability to add it to SC4 is simply amazing.

Great work, James and Alex.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 05, 2007, 08:42:17 AM
Hey allan_kuan1992, that first image you posted... Can that directly connect with a One-Way road? 
If not, would it be possible to do so?  That would add a LOT to the connectivity issues of the RHW network (right now you have to downconvert the RHW to a One-way road/ave to get another one-way road to connect with it.)

And about the RHW-2 being "MIS-compatible", well all I can say is that Thats Awesome!

Keep it up everyone!  This hype keeps getting bigger and bigger!
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 05, 2007, 11:47:53 AM
Can that directly connect with a One-Way road? 
If not, would it be possible to do so?  That would add a LOT to the connectivity issues of the RHW network (right now you have to downconvert the RHW to a One-way road/ave to get another one-way road to connect with it.)

Haljackey, there are actually some issues with using OWRs as highway ramps, which seem to be because the network speed is too low, and thus, unfavorable according to the Traffic Simulator.  The two-lane connections will actually be served by an MIS-2 (which looks identical to the RHW-4), and all the modding I've done for the single-lane version can simply be copied and pasted.  I've actually done tests with on one particular interchange, re-building it using three particular methods: a) OWR ramp, b) Maxis Elevated Highway/Diamond interchange, and c) an extended setup with the puzzle piece version of the MIS. 

The OWR ramp made the motorists prefer to stay on surface streets and stay off the highway, while the Maxis interchange had some of them using it again.  I thought at first it was the purported issue with interchange ramp length, but the MIS ramps I built were longer than either and encouraged a lot more motorists to use highway.  I tried several different lengths with the OWR ramp, with the same results.

There will, however, be ways to connect the MIS ramps into OWRs to allow for frontage setups.

allan, the textures look fantastic, though I don't think I've seen any two-lane ramps that spawn off of two-lane highways before.  I'd suggest adding a third "exit-only" lane that merges into the right lane of the ramp, which will allow it to connect to the RHW-6S on one end.  That RHW-3 texture is spot on, though--it's exactly what I had in mind. :)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 05, 2007, 01:12:46 PM
Haljackey, there are actually some issues with using OWRs as highway ramps, which seem to be because the network speed is too low, and thus, unfavorable according to the Traffic Simulator.  The two-lane connections will actually be served by an MIS-2 (which looks identical to the RHW-4), and all the modding I've done for the single-lane version can simply be copied and pasted.  I've actually done tests with on one particular interchange, re-building it using three particular methods: a) OWR ramp, b) Maxis Elevated Highway/Diamond interchange, and c) an extended setup with the puzzle piece version of the MIS. 

The OWR ramp made the motorists prefer to stay on surface streets and stay off the highway, while the Maxis interchange had some of them using it again.  I thought at first it was the purported issue with interchange ramp length, but the MIS ramps I built were longer than either and encouraged a lot more motorists to use highway.  I tried several different lengths with the OWR ramp, with the same results.

There will, however, be ways to connect the MIS ramps into OWRs to allow for frontage setups.

Wow, it seems as if you have everything planned out.  I guess I'm just used to using One-way roads as ramps for the RHW because of the current limitations of the network.  However, I guess I could just replace my one-ways with the MIS system if that will increase the "speed" of the network.  If the MIS ramps encourages commuters to use the highway, then I guess my RHW systems will finally be put to good use  :thumbsup:!  With my highway network fully functional, I can help eliminate the huge congestion on my main city arteries.  I could also use that exit to connect to a "Multi-RHW" network, for which I have used in many of my cities (it actually works extremely well).

Have I said that this project is really interesting?  Who in their right mind would have known that the RHW has the power to change the whole game for the better!?!?  When I first started following this project back in 2005, all I thought it was was a rural version of the Maxis highway network.  Now look where we are here!  Things have come a LONG way from humble beginnings.  Best of luck with the completion of the RHW network and the release of the MIS (as well as NWM) network! 

I can't wait to get my hands on this stuff and see what I can whip up.  The current RHW has so many combinations, but the next RHW with the MIS will have nearly infinite combinations!  I will be patiently waiting as always! ;)

-Haljackey.

Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 05, 2007, 01:26:57 PM
allen_kuan192: I love that passing lane one you did! It would be great for hills! Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on October 05, 2007, 03:00:19 PM
just wanted to let you know that i did receive first set of MIS network piece specifications from Tarkus for modelling in 3ds Max.

I will start working on those within few weeks and post pictures of progress.

Other models I have made in the past for RHW should be posted in the usual upload place, but please let me know if they are not posted, so i can upload them for you guys to integrate in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RSC18 on October 05, 2007, 10:26:22 PM
I'm am really enjoying the progress of this progress, and can't wait for it to be released. I have a few questions about texturing:

1) Is it possible to create textures off of Microsoft paint?

2) Is there a tutorial on road textures on SC4 Devotion, if so, what is the link?

3) If so, could someone send me the textures (so that I can ATTEMPT) of RHW-2,4,6,8, and 10; AVE-6,8, and the 4 lane road (if it exists; I assumed it did because of the 3-lane road).

Sorry if this has been posted in the wrong area.

Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 05, 2007, 10:48:01 PM
You have made my day. No, seriously. I'm not joking.

The Super-2 (http://en.wikipedia.org/wiki/Two-lane_freeway) concept has fascinated me for years and the ability to add it to SC4 is simply amazing.

Great work, James and Alex.

Cheers,
Kevin

Glad I was able to. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 06, 2007, 07:45:07 PM
I don't think I have seen a super-2 highway in Vancouver, although there are some that are close to making the designation.

Anyways, a texture for a RHW2 exit to the MIS is attached below. Also attached is a diagonal RHW2 piece which I think needs work.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: RSC18 on October 06, 2007, 10:33:04 PM
Does anyone know where I can get the base textures of a regular road, an avenue, Ave-6, Ave-8, a four lane road, and the wider RHW (6,8,10) and the TLA's, so that I can try to texture some interchanges for this project ()what() ()what().

If they have to be sent, could someone that has them please send them to the e-mail address located in my profile?

Thanks  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 06, 2007, 11:14:55 PM
Lemme see... the four-lane road, the wider RHWs, and the TLAs are in the hands of the people who are developing them. To get those, you may need to ask some people, like memo (working on the four-laned road) and Tarkus (working on the RHWs and the TLAs).

However, for base network textures, like the two-laned road, the two-laned one-way road, the avenue, the streets, and the standard elevated and ground highways, you will need to get three tools from Simtropolis; namely SC4Tool, Ilive Reader, and FiSHman. SC4Tool is the more straightforward of the three, and you can extract any texture from any game DAT-file (including the main game files and modder-created files like the NAM) as long as it is 128 x 128 in size. It's quite rare for network textures to not be 128 x 128, but irregular sizes do exist. If it isn't 128 x 128, or if it has an alpha map (two textures in one, essentially, but the second black-and-white texture tells the game what part of the texture to make transparent), then you will need to get Ilive Reader and Fishman to extract them. And that is where things get complicated...

Good luck in your texturing adventures =)

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RSC18 on October 08, 2007, 09:10:51 PM
allan_kuan1992: THANK YOU SO MUCH for the helpful and detailed information; I will look into gathering these needed programs, and if sucessful, post some result (although it may be a while, due to "RLS").
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 14, 2007, 07:29:34 PM
Hey everyone, if you don't mind, I would like to ask a few questions regarding the future of the RHW network.  These answers will give me a better understanding of what to expect for the network itself, as well as giving other members and myself additional information regarding the workings of the RHW network.

1.  Would you be able to list the new items/upgrades that will be included with the next release of the RHW?  Also, what would the new release enable us to with the RHW network that we currently cannot?

2.  As you may or may not know, I have been experimenting with the RHW network ever since its initial release back in 2005.  Since then, I have been able to experiment with the RHW to figure out how it works and interacts with other networks.  Using these tried-and-tested methods, as well with a little creativeness, I have been able to adapt the RHW network to fit almost every environment in SC4.  Additional releases have either added to or have actually hindered the flexibility of the network (drawing the network is now more difficult near overpasses or transitions in the current release than in older versions).  Will the RHW and the MIS system be able to work well together without these network difficulties?  (hence having 3 tiles next to each other in order to convert to the RHW).  I know that there have been "puzzle piece" starters in the works for the RHW, but will these have to be added each time you want to draw the network? (ex. Is one starter enough for a whole highway or will you have to place it after each exit, entrance and overpass?)  Thanks.

3.  Will you be able to easily draw sections of the RHW network in the same direction without the inner section automatically reversing?  This has been a problem in the past for me and others, (although the Multi-RHW guide helps this problem somewhat, but there are still severe limitations such as turning) and I was wondering if these "puzzle piece" starters would indefinably end this problem.  My ultimate  goal is to make something like this in SC4 (see picture below), and I was wondering if RHW-RHW transitions/ramps are attainable with the MIS system.  Thanks

Photo in relation to question #3 (focusing on lane transfers):
(http://img85.imageshack.us/img85/1900/666155gl3.jpg)

4.  There have been questions regarding the connectivity from the RHW to another network in the past (such as road, one way road, and street intersections/transitions).  Some of them include:
"As nice as the MIS ramps are, what would be nice, is a one lane road tool, not just for RHW but as another network, maybe in SAM",
"An exit needs both a deceleration & split lanes so that vehicles aren't weaving at the breakaway point, so will the MIS include them?",
"I have everything I need to make the RHW work, and I'm following the instructions; But when I lay two ANT Network pieces, they stay looking like roads, however they are notified by the game as Rural Highway. Is there some other known mod that might cause this?",
"I am unable to connect one-way streets or Highways or anything else directly to the end or side of a RHW",
and the list goes on.  Will the connectivity issues be fixed or at least somewhat repaired with the next release (namley the "puzzle piece" starter)?  This would make the network a lot more flexible, and therefore easier to implement in more environments.

Here are two examples of a connectivity issue: (I am sure you know about all the other other examples too  :P)

RHW defaulting to its ANT (RHW-2) texture due to a road intersection
(http://www.simtropolis.com/forum/attachments//RHW%20Xchange%2EJPG)

Texture problems from monorail line and one-way road overpass
(http://img508.imageshack.us/img508/9409/escapedec7221178317593mcx6.jpg)
Also note that in both images the RHW texture under the overpass does not line up with the current texture.  This ALSO applies to an elevated highway underpass, where there are also pathing problems.

Anyways I hope that wasn't too overboard.  Take all the time you need to answer the questions.  Anything that will help clear up the confusion about the network would be greatly appreciated.  Best of luck with this bad boy!  :thumbsup:

-Haljackey (and by the way, its not my real name, so don't call me Hal or something like that  ;))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 14, 2007, 09:07:31 PM
Haljackey, those are some interesting questions you've presented, and I'll do my best here to answer them.

1.  As far as the new items/upgrades that will be included with the next release of the RHW, it will depend a lot on how RL is treating me and everyone else involved on the project.  Contrary to previous speculation, the next RHW will not be packaged into a larger "NWM" package.  (The NWM components will be released individually.)   The version number for the next RHW release is still undetermined (perhaps v20, or RHW+MIS v1).   

The highly-anticipated Modular Interchange System (MIS) for the RHW will definitely figure into the next release, in some form or another.  (It would be pointless to make another RHW release without it.  ;))  At least 3 ramp interface designs will be included for the RHW-4 and RHW-2 to interface with the single-lane MIS, and in addition, as Filasimo and I have mentioned many times (though no one seems to have paid attention :D) there will be a version to allow for auxiliary or merge/deceleration lanes.  The extra lane will be created through a puzzle-drag stub allowing for the construction of an RHW-6S (which will be included in at least a preliminary orthogonal form), allowing one to make the lane as long or short as needed. 

Here is an initial prototype texture, not necessarily indicative of the final version:
(http://img187.imageshack.us/img187/2359/rhw4onramptypedms8.jpg)

It is likely that both single and double-lane MIS ramps will be included.  All MIS ramps will be based on the ANT Network, allowing for higher network speed/capacity than the One-Way Road-based ramps that many people are currently using as interim on/off ramps.  The OWR-based ramps actually diminish highway functionality, with both the RHW, as well as with the Maxis Highways.  It will, however, be possible to transition from an MIS ramp to an OWR, to allow for frontage roads where development is accessed from the ramp, but the RHW will not directly connect to the OWR.   

With regards to the wider RHWs, as mentioned in the bit about the MIS, at least an orthogonal version of the RHW-6S will be included in the next version.  The main issue with the wider RHWs at this point is the diagonals. 

With the Elevated RHW (ERHW), blahdy is currently working on new models.  There's a possibility it may be included (along with an Elevated MIS).  The Double-Decker RHW (DDRHW, which will have its two decks at 15m and 30m, not ground-level and 15m like originally shown in the earlier prototype) is unlikely, and the Underground RHW (URHW) will not be included.  The DDRHW is having some exemplar-related issues, and we are still discussing how to implement the URHW, depending on how various experiments that jplumbley and Warrior have proposed turn out.

As far as other features go, there are a number of improvements being undertaken on the RHW-2, and an RHW-2-to-4 transition will be included.  New gentle curve puzzle pieces will be added, thanks to Alidonkey.  In addition, Road/RHW at-grade intersections will be possible.  Some impractical intersections which you can currently build will be disabled in the new version, including at-grade intersections between two RHW-4s, between an RHW and an Avenue, and possibly, between an RHW and a One-Way Road.  As I'll discuss under point #2 and 3, the Multi-RHW technique will be much easier to implement.

2 & 3.  I'm not sure entirely how drawing the network is more difficult near overpasses or transitions.  The RHW's internal RUL structure has been more or less unchanged between qurlix's last version (v12) and the current version (v13b).  There was some sort of glitch that appeared with the most recent version, and it appears to be related somehow to the changes made to the OWR network in the most recent NAM, likely in relation to the No Arrow/Arrow Reduction plugin (which has been cited for several other issues).  I have yet to find the source of this problem, but it will be fixed with the next release.

With regards to the Puzzle Drag version of the RHW, it is not replacing the current side-by-side method, but rather, is being offered in addition to the standard method.  It is primarily offered to add additional stability, and greatly aid building Multi-RHW setups.  It will also be possible to widen these Puzzle Drag RHW-4s, just like the standard RHW-4s.  (In fact, eventually, it will also be possible to widen the ERHW and DDRHW in this same way).  So, the setup shown in your first pic will definitely be possible.

4. With regards to connectivity, the RHW version currently available can already connect to Streets.  Roads will be added in the next version.  Avenues will definitely be disabled, as the current setup is unrealistic, and has pathing issues due to the inability of the ANT network to have functional Stop Paths.  You'll have to convert an RHW-4 to an Avenue or an OWR to intersect an Avenue.  For the same reason, the OWR-RHW at-grade setup will likely be disabled as well.  The RHW/Maxis Highway transition has already been fixed, and the RHW-OWR transition will be fixed by the next version.

With regards to some sort of single-lane road aside from the MIS, that's definitely doable, though it's low on the priorities at the moment.  (The so-called "Single Lane Road/SLR" project stickied on this board is actually a 3-lane 2+1 setup.)  For those who having difficulty with the side-by-side ANTs converting properly, they have a conflicting mod, and there's any number of mods that could be causing it.  Basically, any transit mod released before June 1st, 2007 containing a RUL with IID 0x10000002 will cause this issue.  It is suggested that they read the readme and run the BSC Cleanitol definitions, which will clear up any conflicts. 

As far as the issue with the second pic you have, that appears to be the APTX Shinkansen Addon Mod, which replaces the Monorail network.  At this time, there is not a patch to replace the RHW-Monorail crossing with an RHW-Shinkansen crossing.  I did create a patch for the HSRP mod, and at some point, I plan on releasing a small patch for users of the Shinkansen mod.

Hope that answers some questions.

-Alex (Tarkus)






Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 14, 2007, 09:14:44 PM
Great update there Alex, I want to reiterate to those of you just following this development thread to make sure to go over this thread if you have any additional questions. Also stop by every now and then for further updates and as we always say: " It will be released when released"  ;)

btw Alex happy early bday!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on October 15, 2007, 10:43:10 AM
Keep those updates coming Alexs, that photo is looking great as Tony The Tiger would say! &apls &apls &apls :thumbsup:.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 15, 2007, 06:47:12 PM
Thanks a lot Tarkus for the answers to the questions. 

However, you stated that the Draggable RHW puzzle piece starter is only an alternative to drawing the two networks together.  If you drag the RHW from the puzzle piece, will it still convert in the opposite direction if placed next to another RHW in the same direction, or will it be "immune" to this if its dragged from the starter?  Do you have any idea what I am saying? 



On another note,

That ramp looks fantastic!  THAT is what I always wanted the highways in SC4 to look like! Its what I have been hoping for ever since I downloaded the first version of the RHW. Excellent job with the design, it is just perfect!  &apls

Two quick questions about it though: ???
1. can the accel/decel lane be extended as far as you want or is there a limit?
2. Can it act as a transition between a RHW-6/6C and a RHW-4, with one lane exiting/entering the highway instead of simply merging with the others?

Thanks again, and that seeing that ramp is a dream come true! (if dream is the right word).  :o
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 15, 2007, 07:15:40 PM
@Haljackey

Yes, the RHW next to an ANT drag will convert both to RHW, no matter if it was or wasnt dragged from a Starter Piece... There is no way for us to prevent or make it immune.

The RHW On and Off ramps are Puzzle Starters for the RHW and for the RHW-MIS.  The MIS will be draggable just like the RHW except it will be shown as an MIS texture.  Eventually, you will be able to make "The Basketweave" or something similar if that is what you are asking, but the may require more puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2007, 08:10:02 PM
Actually, JP, the RHW-4 produced by the Puzzle Drag Starter is immune to the standard side-by-side RHW override.  It functions as a completely different network.  I gave the Puzzle Drag version a different set of IIDs (according to the new IID scheme, leaving the existing version in tact). ;)  The way I've coded it, they maintain their autonomy. This will allow it to function both in the capacity of a C/D lane setup (without the difficulties encountered using the current Multi-RHW method), or as a 2-lane MIS ramp.

Here's an example of the Puzzle Drag RHW-4 in action, being used to create a C/D Lane setup. 

1) An RHW-4 override is initiated through the standard side-by-side method:
(That's a new as-of-yet-unreleased RHW-2 texture by rickmastfan67 there.  Just need to add the alpha map in ;))

(http://img85.imageshack.us/img85/6750/cdlane1hv0.jpg)

(http://img141.imageshack.us/img141/9713/cdlane2la6.jpg)

2) The new RHW puzzle pieces button, under the highway menu (where I'm currently storing lots of fun new stuff, including the MIS ramp pieces ;))

(http://img141.imageshack.us/img141/9313/cdlane3eo2.jpg)

3) The MIS ramp next to the side-by-side produced RHW-4

(http://img147.imageshack.us/img147/8070/cdlane4ij0.jpg)

4) A couple of shots illustrating the RHW-4 puzzle drag stub working.  Note the lines on the RHWs.  They're facing the proper way for a C/D lane.  ;)   The puzzle drag and side-by-side RHW-4s never even try to override one another.

(http://img155.imageshack.us/img155/4908/cdlane5hh3.jpg)

(http://img300.imageshack.us/img300/2351/cdlane6ms1.jpg)

Haljackey, glad you liked the new ramp, and to answer your questions:

1) There basically is no limit in terms of length on the accel/decel lane--you can have the third lane going as long as you like--through several city tiles.  It's actually an RHW-6 in the "S" (separable) form.  The lane will have a minimum length, likely 3-4 tiles.  The other limitation is that it may (at least in the initial release) be orthogonal only, unless the diagonals are worked out by the initial release.

2)  Yes, it basically can act like a transition for the RHW-6S, but not the 6C.

Hope that answers some questions, and that everyone enjoyed the latest development screenies.  I'll have more soon. ;)

-Alex (Tarkus)





Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 15, 2007, 08:33:15 PM
Although that last update seemed like a present to us hehe i just have one thing to say:


HAPPY BIRTHDAY ALEX!!!!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 15, 2007, 08:55:37 PM
Wow, that is fantastic news Tarkus (Alex)!

Would you mind if I posted those pictures on my Multi-RHW thread over @ ST?  That way, it will give members the information about the project's future rather than me just answering questions. 

Happy BD by the way  :) Have a great one!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 15, 2007, 09:31:46 PM
Happy Birthday, Alex!

And Ryan is right...you gave us more of a present than the other way around.

I can't wait to see this be released.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 15, 2007, 10:06:00 PM
Happy Birthday, Alex!  :D

Secondly, the new RHW / MIS stuff is looking amazing.  I cannot wait to use this stuff.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 15, 2007, 10:35:52 PM
Whew!

Amazing work, Alex! Absolutely amazing! And I love those textures that rickmastfan67 made, too! All in all, things look like their progressing quite well!

And, of course, I already told you, but--Happy Birthday, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 15, 2007, 11:08:17 PM
Whew!

Amazing work, Alex! Absolutely amazing! And I love those textures that rickmastfan67 made, too! All in all, things look like their progressing quite well!

Glad you like the new RHW-2. ;)  Well, the best is yet to come. ;)  You'll love the improvments I have made.  And some of them will shock you guys big time. ;)  But more on that later. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 15, 2007, 11:23:42 PM
AMAZING!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 16, 2007, 02:56:55 AM
Who's birthday is it? >.< =S

Anyways, nice work!

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on October 16, 2007, 04:20:18 AM
It's tarkus' birthday! Happy Birthday!!!

Also, thanks for those amazing screenies, this could well get e back into actually playing SC4, at least for a while, until it CTDs me again %wrd

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on October 17, 2007, 08:01:52 PM
Has anyone used this yet?

RHW - 4way intersection (http://www.simtropolis.com/stex/details.cfm?id=18813&v=1)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 17, 2007, 08:08:51 PM
@Cornholio  This is not in any way shape or form endorsed by then RHW Team.  This TE Lot that was uploaded is made using a highly discouraged form of modding.  It should be done using the Transit Modding RULs and released with the next update of RHW.  It should not be made on a Lot because Transit Enabled Lots cause pathfinding issues.

Please read my post in the following thread to see why these lots are discouraged and should not be used.

Why not to use TE Lots for Intersections! (http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=92583&highlight_key=y)

I forgot to mention... How in the world can it be considered RHW when the textures dont even remotely come close to matching?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 17, 2007, 08:58:04 PM
@Cornholio: No offense, but that texture is hiddeous...I could do a better job than that!  :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 18, 2007, 12:01:11 AM
It is. Plus, it'd cause issues with pathing.

I am in the process of making a series of rest stops for the RHW (using my texture mod; I might ask Rickmastfan to do a standard on/offramp texture version of my texture mod for those people who use the grey RHW) with custom textures. However, they will be using custom paths, and I will be doing extensive testing as to ensure that there is no 'jumping' within the lot... which I do not like.

I could also create a TE lot that requires the MIS, which could work quite well, provided I take the right precautions in transit-enabling these lots. It must be noted that while SC4tool is sufficient for some transit-enabling, it sometimes does not do the job well if it is not used properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 18, 2007, 07:03:13 AM
It is. Plus, it'd cause issues with pathing.

I am in the process of making a series of rest stops for the RHW (using my texture mod; I might ask Rickmastfan to do a standard on/offramp texture version of my texture mod for those people who use the grey RHW) with custom textures. However, they will be using custom paths, and I will be doing extensive testing as to ensure that there is no 'jumping' within the lot... which I do not like.

I could also create a TE lot that requires the MIS, which could work quite well, provided I take the right precautions in transit-enabling these lots. It must be noted that while SC4tool is sufficient for some transit-enabling, it sometimes does not do the job well if it is not used properly.

There is a place for Transit Enabled Lots in the game.  Some things like your Roadside Stops are not possible unless they are in TE Lot form, but these lots must be designed properly so they dont not effect the pathfinding engine and create shortcuts.  But when you create Intersections, Road Texture Alternatives, etc and the Lot is intended to be a "Network Piece" this should be done at the highest modding level known at the time, it is not proper to make a TE Lot in this case and I have gone out of my way to help this guy before, he ignored my warnings and offered help, so now I am definately annoyed that he has continued to knowingly upload this crap when I took the time and explained to him that what he is doing is bad and gave him the reasons why.
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on October 18, 2007, 07:52:58 AM
I haven't used it, nor endorsed it. I was just wondering if it worked.

Personally, I've been busy terraforming a new region since I got my new laptop in August & haven't even begun to start a city yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 18, 2007, 10:08:13 AM
I haven't used it, nor endorsed it. I was just wondering if it worked.

Personally, I've been busy terraforming a new region since I got my new laptop in August & haven't even begun to start a city yet.

@Cornholio  I did not mean to direct my frustrations at you.  Alex and I have and everyone else in the RHW and NAM teams have put alot of effort and time into where we have brought things to today.  We have offered this uploader help on multiple occasions to teach him the proper way to do it, he ignores it and pretends to entertain our constructive critisms and then goes and uploads more crap.  It is not respectful of him to be calling this an RHW lot, when RHW does not include Lots at all, when his textures dont even resemble anything close to RHW and when his modding is of a sub-standard, discouraged type of modding in which we as the RHW team have been implementing in our designs.

Our work has been inventive and cutting edge in our community and then someone like this goes and uploads that crap.  How would you feel?  Pretty darn pissed off I would assume.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 18, 2007, 02:10:01 PM
Man you people are getting:angrymore:MAD, you're gonna go$%#Ninj2and whip out the?$%kar&%hs! 
Kinda a cross between()borg()and%bur2$!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 18, 2007, 02:12:56 PM
Okay, I know I'm double posting, but my 'modify' button's gone.  I think this library computer is out to destroy my emoticons... &sly
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 18, 2007, 02:15:42 PM
you may need to leave spaces between them next time...

BACK ON TOPIC

I'm waiting... patiently of course (*steadies the shaking fist*)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on October 18, 2007, 02:16:45 PM
Quote
Man you people are getting :angrymore: MAD, you're gonna go $%#Ninj2 and whip out the ?$%kar&%hs!
Kinda a cross between ()borg() and %bur2$!

Did you mean that? :P (I can't figure out the 'whip out the [insert here]' :D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 18, 2007, 02:19:38 PM
oooooh one post to go M
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 18, 2007, 03:43:27 PM
Well, I have to say is if you don't like it, don't download it!  No one is forcing you  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 18, 2007, 05:24:42 PM
@Cornholio: Just to repeat what jpluby said, I didnt mean to offend you with my comments too...I was commenting on that horrible lot/texure/thingy  :thumbsdown:

@Haljacky: Wiser words have never been spoken   &apls

Back on topic...I cant wait for the MIS!!!!  :satisfied:

EDIT: I just read (and replied to) the whole debate at the RHW thread over at ST (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=67624&startpage=81). I have to agree with Haljacky but, yeah, now I can read this discussion again with more context lol  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 18, 2007, 06:13:46 PM
have looked at the work of the person who made that, and frankly most of it ticked me off. some of it was good, like a few of the non-TE eyecandy lots, but mostly it was just ugly or badly done. Or both.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 18, 2007, 06:31:29 PM
Well, yeah, it is bad but in the words of Haljacky: "...if you don't like it, don't download it!  No one is forcing you"  "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 18, 2007, 06:36:32 PM
knowing that this is a topic from another site everyone should quit while theyre ahead. that is all
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 18, 2007, 07:19:12 PM
and i didn't DL it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 18, 2007, 09:28:03 PM
Oh, just look at this! (http://img156.imageshack.us/img156/5397/cashvillejul43011927578so3.png)
(http://img156.imageshack.us/img156/8056/cashvillejan21301192751ut8.png) Yes that is, and azn's traffic lights there. However, this is what the RHW looks on mine, and no unlike azn, I don't mess with lottin' that type of thing. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 19, 2007, 01:33:46 AM
Might also be a good idea to point out that textures have already been completed for what you've got, and it'll actually work as a network, rather than overhanging props. It just needs to be modded, and it'll be out the door before long.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 03:08:48 AM
Got one particularly pesky RUL fixed with the transition from diagonal to orthogonal that's been bothering me for some time (the upper part of the pic). ;) 

The pixel offset on the textures will be fixed too.  We're getting closer to a full interchange with the new draggable MIS. ;)

(http://img136.imageshack.us/img136/1390/rhwmis10192007ni1.jpg)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on October 19, 2007, 04:11:58 AM
That looks great! much nicer and smoother looking than the preview MIS pics that were shown a while ago  :thumbsup:!

Keep up the good work! I can't wait for some more interchanges to be released for the RHW, as it is of limited use at the moment, and will hopefully stop those TE interchange lots from appearing at ST  &mmm.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 19, 2007, 06:26:44 AM
I don't usually post "Wow, that looks great!" messages, but in this case...

Wow, that MIS ramp segment looks great!    Seriously.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 19, 2007, 11:44:46 AM
hahaha i agree with dexter i thought in my head april fools! hehe but the diags look really good Alex :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 19, 2007, 12:07:11 PM
Shadow Assassin, not that the overlays I used are recent anyway, but smeone had told me they wouldn't do a connected straight lane after the MIS on-ramp, during the first release anyway. So I decided overlays could visually make a straight merge on lane, and they would be appropriate for this toll booth as well.
(http://img340.imageshack.us/img340/5037/rhwtollwayjv3.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 19, 2007, 01:10:33 PM
@ jdub: we appreciate your pointers but its been taken cared of so just sit back and relax and stay tuned for updates. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 02:04:50 PM
j-dub, whoever told you that was simply misinformed.  ;) There's always been plans to have an accel/decel lane in the first release.  Back a couple of pages I gave a lengthy description of what is expected to be included in the next release of the RHW [link] (http://sc4devotion.com/forums/index.php?topic=990.msg80825#msg80825).  In fact, the prototype texture has been posted for some time.  Rest assured, we have things taken care of, more than most realize. ;)  This here will connect up with the RHW-6S to allow the extra lane to be as long or short as you want. 

(http://img187.imageshack.us/img187/2359/rhw4onramptypedms8.jpg)

Dexter, mott, and Filasimo, thanks for the support and I'm glad you like the progress.  I'll have more to show shortly, now that the really pesky part of the RULing is done. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 19, 2007, 02:21:58 PM
youre quite welcome tarkus, there are alot of wonders in this thread that noone realizes that we had already covered  :thumbsup: if you want more information if you had missed out please read this past thread http://sc4devotion.com/forums/index.php?topic=990.100  hey Alex let me know if you need any help with anything  ;)

Ryan
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 19, 2007, 04:08:13 PM
You're quite welcome, Tarkus.  The MIS system is something I'm going to use very, very often.

BTW, while scanning the LUA files, I found advisor messages for dirt roads (commented out, of course).  If the EXE is really counting "dirt road" tiles, then I can make messages like "CITYNAME Welcomes New Expressway" appear.  It would need i18n, but if it works, would that be interesting?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 19, 2007, 04:12:16 PM
Quote
BTW, while scanning the LUA files, I found advisor messages for dirt roads (commented out, of course).  If the EXE is really counting "dirt road" tiles, then I can make messages like "CITYNAME Welcomes New Expressway" appear.  It would need i18n, but if it works, would that be interesting?
is there anything you guys cant do???  $%Grinno$%

I seriously love you guys, its just amazing whats happened recently, might make me actually play the game  :P

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 04:15:46 PM
mott, having the LUAs reactivated for the DirtRoad/RHW network would be more than interesting.  It'd be amazing.   :)  I had noticed them some time ago as well, but I'm not all that familiar with LUAs or how they work.

And I noticed you asked about left exits at one point in another thread.  They will most definitely be possible. ;)

And Joe (star.torturer), thanks!  Just doing our part to make the game better. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 19, 2007, 04:23:54 PM
TARKUS IS THE ULTIMATE SC4 MODDER EVER!!!! WHO NEEDS SC5????

Tarkus, when the RHW is in full swing, SC4 will be a whole new game! I mean, wont it be cool to see custom interchanges in CJs? I cant wait! You go, guys!  ;)  :D  &apls  :thumbsup:  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 19, 2007, 04:28:17 PM
Quote
TARKUS IS THE ULTIMATE SC4 MODDER EVER!!!! WHO NEEDS SC5?

I wouldnt be that selfish... I would say that the whole NAM team have become legends in the order of magnitude of wouanagaine (who is by far the greatest programmer of the past 5 years)

(sorry for the misunderstanding... my silly mistake)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 19, 2007, 04:36:17 PM
I wouldnt be that selfish... I would say that the whole NAM team have become legends in the order of magnitude of wouanagaine (who is by far the greatest modder of the past 5 years)

Oh, I agree that the whole NAM team is doing a great job but the RHW is my fave  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 19, 2007, 04:45:03 PM
Actually, wouanagaine is a programmer, not a modder. ;) And there are surely quite a few people that could be considered as "legend". On the other hand, though, every single custom content creator is a valuable asset to the SC4 community, regardless if he's a BATter, modder, lot maker, scrutineer or just someone who shows us what magnificient things can be done with the custom content. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 19, 2007, 04:50:04 PM
I raise my glass to ya andreas for that great comment you just made  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 04:56:01 PM
I'd agree with Andreas here as well.  Couldn't have put it better myself.   :thumbsup: 

By the way, this just in.  This Diag-Orth transition I had started with is now done. ;)  We're getting even closer now . . .

(http://img88.imageshack.us/img88/8900/rhwmis101920072fr0.jpg)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 19, 2007, 04:58:41 PM
Quote
We're getting even closer now . . .

That makes my day, Alex! It truly makes my day! Excellent work, as always, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 19, 2007, 05:03:44 PM
Actually, wouanagaine is a programmer, not a modder. ;) And there are surely quite a few people that could be considered as "legend". On the other hand, though, every single custom content creator is a valuable asset to the SC4 community, regardless if he's a BATter, modder, lot maker, scrutineer or just someone who shows us what magnificient things can be done with the custom content. :)

Don't forget Texture Artist. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 05:07:57 PM
Don't forget Texture Artist. :P

Yes, especially with the NAM.  A lot of what we on the NAM Team have done wouldn't be able to do any of this stuff without our trusty texture artists. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 19, 2007, 05:21:42 PM
Excellent work, Alex! I'd like to thank everyone involved with the NWM for all of their hard work and dedication to the project.

I'm looking forward to the release.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 19, 2007, 05:39:44 PM
WOW!  Just 2 pixels to go!  I cannot wait!  :o

That one lane ramp makes me think about a RHW-4 to RHW-2 transition.  As of now, we have to convert the RHW to an avenue and an avenue to a road, and a road to a RHW-2.  Its a little complicated, and the textures do not line up.  Also, you do not see the sharp curve when an avenue transitions to a road in "rural" environments (only 2 tiles in game), but a more gradual curve (possibly about 3-5 tiles).  Heres an example of what I mean:

View 1:
(http://www.onthighways.com/hwy_17_images/17_cl_1508_east.jpg)

View 2:
(http://www.onthighways.com/hwy_17_images/17_cl_1530_west.jpg)

View 3:
(http://www.onthighways.com/hwy_17_images/17_cl_1541_east.jpg)

EDIT: Here is an in-game example of what I mean (sorry about it being so dark and of bad clairity  :()
(http://img98.imageshack.us/img98/5278/sudburysep7111173932761cm4.jpg)

Hey, its not a problem at all if this is not included in the next release of the RHW, but this kind of transition will make this network even more flexible!

Best,
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 19, 2007, 06:01:52 PM
this is what i was thinking on the way to somehwere where i was going... the rhw2 should also maybe have an option to be centred on a 2 tile base that then moves off to one side, as you usually never see (at least not where i am) a movement to one side, it usually just becomes thinner on both sides...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 06:16:42 PM
Haljackey, we're one step ahead of you.  :)  There will be a RHW-2-to-4 transition in the upcoming version, in addition to the MIS.  rickmastfan67 and Shadow Assassin have already worked up textures for it, and I just need to get it in game, which will occur once I get a few more RULs done on the MIS. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 19, 2007, 06:36:40 PM
@Tarkus:  I have a procedure for you to follow:

1) Unzip and install the attached .dat
2) Start a new, blank city.
3) Drag a segment of RHW.
4) Wait a month or two for the advice ticker to get around to displaying low-priority messages.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 19, 2007, 07:22:07 PM
@ Haljacky: Yup, that would be a cool transition

@Tarkus: OMG!! Im sooooo excited about the MIS!!!! These updates are killing my patience lol  :'(

GREAT WORK!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on October 20, 2007, 07:25:14 AM
@ Haljacky: Yup, that would be a cool transition

@Tarkus: OMG!! Im sooooo excited about the MIS!!!! These updates are killing my patience lol  :'(

GREAT WORK!!!
i have to second this! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 20, 2007, 09:47:57 PM
Excellent indeed, the 4 to 2 lane RHW Transition would go great for State Highway One in East Solaria

(http://i124.photobucket.com/albums/p5/Palpatine001/Rangeview-needworkhere.jpg)

As seen above

Anycase I have posted a few more pics of an RHW Addition over at the thread in ST http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=67624&enterthread=y&STARTPAGE=81

Can't wait for the next addition for RHW  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jasoncw on October 20, 2007, 10:27:59 PM
In the second batch of screenshots Palpatine posted at ST, I noticed that the transition between the avenue and the highway wasn't perfect.

Here (http://www.adobe.com/devnet/director/articles/director_alpha_05.html)'s a tutorial that is hopefully helpful.  The tutorial is about doing something else, but you get the idea.  You'd have a layer of one texture, a layer with the texture of what you're transitioning into (with a mask on it), and then a layer(s) on top of that for whatever manual pixel art you want to do.  Just make sure the gradient goes from black to white smoothly and completely, and there should never be any seams.

Hope it helps!   :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 21, 2007, 05:22:52 AM
Getting even closer.  Still messed up something with the Road intersection, but it's almost there. 

(http://img210.imageshack.us/img210/8673/mis10212007al6.jpg)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 21, 2007, 08:48:47 AM
Very clever... Either you purposely hid the RHW-Road intersection to keep us in suspense, or the trees just grew there by themselves. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 21, 2007, 09:48:29 AM
Very clever... Either you purposely hid the RHW-Road intersection to keep us in suspense, or the trees just grew there by themselves. :D

LOL, I just thought the very same thing.  :D  Looks fabulous so far, though!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on October 21, 2007, 09:50:12 AM
I see, just a lil' RUL modifacation, and it'll do it. Well, I don't mod... I just think that will fix it...  :-\

Well, anyways,

Great Work!!!  :thumbsup:  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 21, 2007, 10:04:56 AM
Wowie! The suspense is tight!!!!  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on October 21, 2007, 03:09:22 PM
WOW!  Just 2 pixels to go!  I cannot wait!  :o

That one lane ramp makes me think about a RHW-4 to RHW-2 transition.  As of now, we have to convert the RHW to an avenue and an avenue to a road, and a road to a RHW-2.  Its a little complicated, and the textures do not line up.  Also, you do not see the sharp curve when an avenue transitions to a road in "rural" environments (only 2 tiles in game), but a more gradual curve (possibly about 3-5 tiles).  Heres an example of what I mean:

Hey, its not a problem at all if this is not included in the next release of the RHW, but this kind of transition will make this network even more flexible!

Best,
-Haljackey.

Excellent Pictures! I can name the interchanges seen in those last two pictures. There are plenty of those transitions around that part of Sudbury.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ExiLe on October 21, 2007, 05:30:16 PM
looks amazing, thanks for doing this. You are doing a great job tarkus!

 &apls  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 21, 2007, 05:37:59 PM
Wow!  Awesome job there Tarkus!  Getting closer?  Thats fantastic!   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 21, 2007, 05:50:49 PM

Alex that is looking good and with your skills and some luck you will nail it down.... Again congrats my friend for your hard work on this - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 21, 2007, 05:56:37 PM
Ok for now I am doing the standard RHW-AVE-Road-2 lane RHW for State Highway One

As for the work on the ramps piece, execellent progress indeed :thumbsup:

Will be great to see the finished product

[Will post some pics of add on work at ST RHW thread]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 21, 2007, 06:30:18 PM
Glad everyone is enjoying the latest pics of the MIS.  DFire870, to answer your question about the tree-concealment of the Road-MIS intersection, I was actually trying to demonstrate how one can place trees between MIS ramps, but it did (unintentionally, I might add :D) serve that additional purpose.

Well, no hiding behind trees anymore.  This is a prototype texture, so it may not reflect the final product.

(http://img136.imageshack.us/img136/6464/mis102120072hi8.jpg)

The whole interchange, which, as you can tell here by the RHW-2s randomly showing up, still isn't completely right RUL-wise yet.  But it's really getting there. 

(http://img151.imageshack.us/img151/7439/mis102120073lv3.jpg)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 21, 2007, 06:37:01 PM
Now this is quality work!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on October 21, 2007, 06:38:09 PM
Now this is quality work!  &apls

Quality Granted work!

I second this!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 21, 2007, 06:53:46 PM
Wow! Kevin want! Kevin want!

Great work, Alex.  &apls

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 21, 2007, 06:57:50 PM
Great work there Alex indeed  :thumbsup:

Will go great on parts of the highway network that still need ramps and not a roundabout or intersection as I posted noted here

(http://i124.photobucket.com/albums/p5/Palpatine001/SH1RHWRoundabout.jpg)

Good luck navigating that


While your ramps are a little long, that is of personal preference  ;)

Anycase I have been tweaking some RHW addons of mine that can be seen at the ST RHW thread]

[I am thinking on whether to post it here]

Keep up the good work
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 21, 2007, 09:30:37 PM
You know, Palpatine's pic gave me an idea.

What about a MIS attachment to the avenue roundabouts?
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on October 21, 2007, 10:53:11 PM
An MIS connection to Roundabouts would be appropriate.  They are planning to do that around Oshkosh, WI on US-41 (Future I-41).  Check out Wis-DOT and you will see what the plans for US/I-41 look like.  The entrance/exit ramps will connect with roundabouts on either side of the interchange bridge.  (Ex:  ==0=====0==)  Look at the Hyw 21 interchange.  I believe they are doing it in many other places as well, but it is big news around east-central WI.  Many people around here are very unhappy about it, but not me.  Such is life and the way of progress.  Web Address:  http://www.dot.wisconsin.gov/projects/us41expansion/ints.htm


Good call, Shadow Assassin.

Cheers,
Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 21, 2007, 11:56:29 PM
that sounds interesting SA here in Nashville,TN they had built a roundabout at the ramp exits and entrances connected with the road entrance one direction goes to the neighborhoods and the other direction goes to the entrance to an office center
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 21, 2007, 11:59:10 PM
They're also extremely common in Australia.

Here's an example: Oxley Highway/Pacific Highway Interchange, Port Macquarie, NSW (http://maps.google.com.au/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=Port+Macquarie&ie=UTF8&ll=-31.462173,152.821133&spn=0.006745,0.014334&t=k&z=17&om=1)

Another one, this time the M4/Prospect Highway Interchange, Prospect, NSW (http://maps.google.com.au/maps?f=q&hl=en&time=&date=&ttype=&q=Prospect+NSW,+Australia&ie=UTF8&cd=1&geocode=0,-33.801553,150.916198&ll=-33.805446,150.916094&spn=0.003285,0.007167&t=k&z=18&om=1)

The latter would be very easily created using the 2x2 (or 3x3) roundabouts. All that's needed is for the MIS to be made compatible with the roundabouts. That'll probably come later on down the track.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 22, 2007, 03:54:40 AM
You know, when I saw Alex' "uncovered" MIS ramp intersection with the road, I had the very same idea. It's getting increasingly common to use roundabouts for this here in Germany as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 22, 2007, 07:38:01 AM
Actually, theres on in Brooklyn, NYC, USA where the Belt Parkway meets Rockaway Parkway too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 22, 2007, 07:51:48 AM
Wow, I didn't realize so many areas in the US use roundabouts for highway intersections. That's unheard of here in Texas. :P (I think the only roundabout in my city is in a shopping center)

And Tarkus, that looks great! I was wondering, in the first release of the MIS will there be an intersection between the MIS ramps and a one-way road? And not just with a one-way road crossing the RHW, but like a frontage road. I use frontage roads extensively in my region, and it would be fantastic if those intersections were included.

EDIT: I was also wondering, how many tiles will each network take up (including the compact and separable versions)? I need to plan my highways for the upcoming wider RHWs, and I can't find exact answers.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 22, 2007, 08:48:41 AM
Well, it seems possible that you can connect the MIS to a roundabout if the MIS can connect to a one-way road, and then you could connect your one-way road to a roundabout just like you can now (unless a MIS-roundabout puzzle piece is made).  I never see this kind of interchange around here because about 99% of interchanges in Ontario, Canada are Parclos.  However, with the MIS you should be able to make parclos with not much trouble.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 22, 2007, 02:37:39 PM
There are absolutely NO roundabouts in the city I live in, but there is a large complicated roundabout interchange in Washington DC over Interstate 395.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 22, 2007, 06:37:21 PM
yup, there're lots here in the Phoenix area. getting very popular because they force people to slow down.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 22, 2007, 06:55:14 PM
I am glad I can spur on some inspiration somewhere no matter how minor

Now I am going into SC4 to try something and get a pic that gave me some inspiration

BRB as get the Pic  &idea



Got it

(http://i124.photobucket.com/albums/p5/Palpatine001/RHWAveOfframps1.jpg)

(http://i124.photobucket.com/albums/p5/Palpatine001/RHWAveOfframps2.jpg)

This is what is on offer at the moment using current NAM and RHW, yes a few glitches can be seen that the teams have to iron out

Whoops forgot to mention, this was done as a test for the options I had currently avaliable, while this is on State Highway 10, again this is a test bed for the options I had available and any future reference guide for the Team to work on.

So I'll wait and see what is cooked up in the labs down there  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 22, 2007, 08:38:03 PM
Hmm... I think you are overdoing it a bit Emperor Palpatine001.  How about something like this:

(http://www.indymedia.ie/attachments/apr2005/1projeb154.jpg)

(BTW, thats an image from the first page of the RHW project @ ST... People have been requesting this for a LONG time now!)

It is possible to to this with the rural highway, as well as the in-game highway.  A quick example follows
(http://i115.photobucket.com/albums/n306/scrap104/si10-1.jpg)

Oh, and by the way, I would recommend using one-way roads as ramps rather than other networks because they look much nicer and connect better as well.  A quick example of mine follows:

Follow the link below the image to view it in FULL RESOLUTION! (1440x900) :thumbsup:
(http://img257.imageshack.us/img257/2849/downtownapr141571190833op4.jpg)
http://img257.imageshack.us/img257/2849/downtownapr141571190833op4.jpg

Anyways, great work!
Best,
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 22, 2007, 08:49:50 PM
I  was wundering if you had to use a one way road in the RHW piece to make the other current ramp fit properly

I am going to reboot SC4 and have a crack at it

Pic Soon
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on October 22, 2007, 08:58:31 PM
anxiously anticipating the onramps--they look great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: xmike1991 on October 22, 2007, 09:16:13 PM
Ok, this has gotta be asked just for clarification.
will the MIS work if the RHW is on a diagonal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 22, 2007, 09:20:59 PM
Ok, this has gotta be asked just for clarification.
will the MIS work if the RHW is on a diagonal?


As said in ST

Unknown, have to ask Tarkus on that one



Haljacky, that second pic of the one way roads and the in game Highways I have for Benson Road in Rangitoto Town - Solaria

In the mean time this

(http://i124.photobucket.com/albums/p5/Palpatine001/RHWAveOfframps3.jpg)

Again this is me mucking around on State Highway 10 as I test the options I have currently available.

Also with the RHW, NAM and ANT, oh my recreating Aucklands Spheghti Junction would be a feat in SC4 as that piece of engineering in Auckland is the greated piece of (can I say bol**x in here) I have ever seen
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 22, 2007, 09:37:49 PM

Oh, and by the way, I would recommend using one-way roads as ramps rather than other networks because they look much nicer and connect better as well. 

Well, at least until the MIS comes out.   ;)  (Which is closer than you might think . . .)  Thanks for all the feedback, everyone.  I'm glad the MIS stuff is to your liking so far, and this is only scratching the surface of what the system will be capable of in the initial release (and future releases). 

By the way, to answer your questions, I am planning on implementing functionality to allow the MIS to interface with the OWR (3x3) roundabouts with the initial release.  It seems like there's a lot of interest in it, as it's becoming a popular interchange design.  And it shouldn't be too difficult to do.  There may be a few puzzle pieces involved in order to make the hookup more "intuitive".  Perhaps when I get the MIS-2 (RHW-4) ramp going more I can hook it up to the Avenue roundabouts. ;)  The closest thing I'm aware of to such a thing in Oregon is this interchange [link] (http://maps.google.com/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=PDX+Airport&ie=UTF8&ll=45.577282,-122.560912&spn=0.00353,0.010042&t=k&z=17&om=1&layer=t) off of Airport Way east of Portland International Airport (PDX).  (The Street View option works, too, so you can actually see along the some roads through the interchange at ground-level. :)) 

And John (DFire870), to answer your questions, there will be an option to transition the MIS ramps to an OWR-based frontage Road, and vice-versa, via a proposed puzzle piece.  As far as the tile-width specifications go for the wider RHWs, here's how things are shaping up:

[tabular type=4 caption="Wider RHW Types and Space Consumption"]
[row] [head]RHW Type[/head] [head]Tile Width[/head][/row]
[row] [data]RHW-3[/data] [data]2 Tiles[/data][/row]
[row] [data]RHW-6C[/data] [data]3 Tiles[/data][/row]
[row] [data]RHW-6S[/data] [data]4 Tiles[/data][/row]
[row] [data]RHW-8C[/data] [data]3 Tiles[/data][/row]
[row] [data]RHW-8S[/data] [data]4 Tiles[/data][/row]
[row] [data]RHW-10[/data] [data]4 Tiles[/data][/row]
[/tabular]

It may seem that the S versions of the RHW-6 and RHW-8 are a waste, but there's certain functional situations in which they will definitely come in handy.  They will also allow for various asymmetrical setups, including an odd number of lanes over the two carriageways (i.e. an RHW-7, one part RHW-8S, one part RHW-6S, or one part RHW-4, one part RHW-10).  The RHW-3 is basically an expansion of the RHW-2 with an added passing lane on one side. 

xmike1991, that's a good question; thanks for asking. ;)  At some point there will be pieces to allow diagonal RHWs to interface with the MIS system.  I have actually been working on some prototype textures.  The complicated part of it is the fact that there are two different types of diagonal pieces in the RHW (and the MIS), but I think I have the issues worked out on that end, and only have to get it in game.  It's possible for the initial release, but I can't guarantee it.

Hope that answers some questions. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 23, 2007, 12:19:54 AM
Here's some more progress tonight:

First, I worked on a smoother, rounded version of the MIS ramp / road intersection:

(http://img90.imageshack.us/img90/9751/0x5de20200roadmisooupdzv1.png)

It's gonna need some cleaning up, but that's a start, eh?

Secondly, I took the auxiliary off-ramp texture from earlier in the thread, and I decided to NYS DOT-ize it:

(http://img86.imageshack.us/img86/6139/rhwmisramp41dnysri2.png)

This is how the NYS DOT is marking their off-ramps these days.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Olasz on October 23, 2007, 03:20:30 AM
the exit-ramp texture looks very realistic imo
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 23, 2007, 03:29:49 AM
James,

I really like your textures, but I have a question about the auxiliary off-ramp: are the small stripes that indicate the exit to scale? I've got an exit ramp striping diagram knocking around in my desk at work if you'd like some dimensions for what we use in Mississippi.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 23, 2007, 03:44:17 AM
James,

I really like your textures, but I have a question about the auxiliary off-ramp: are the small stripes that indicate the exit to scale? I've got an exit ramp striping diagram knocking around in my desk at work if you'd like some dimensions for what we use in Mississippi.

Cheers,
Kevin

First Kevin, burgsabre87 made that post above. lol.  Those are some modified textures there of my default RHW-4 ones made to work with the MIS by Alex.  Then burgsabre87 changed the paint striping to match NYSDOT.

Now for the stripes, are you talking about the white ones, or the other grayer ones?  The Grayer ones are rumble stripes.

And sure, go ahead and post that diagram.  Would be nice to see what another state does compared to states I've been in. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 23, 2007, 07:24:54 AM
My apologies. I was nearly asleep when I posted last night and I am referring to the white dotted line, so to speak, that indicates that the lane is running out.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 24, 2007, 08:35:57 AM
Wow!  Nice job burgsabre87 with that ramp!  We don't see that kind of ramp around here (the broken white line AND the white line together), but it certainly looks brilliant!

Excellent work! &idea
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 24, 2007, 09:15:36 AM
Ah, thanks for the information Alex, that clears things up. I don't remember if this has been answered before, but is there going to be a jersey barrier or other type of separator for the Compact versions, so cars don't go off one side and crash into the other? And how would they be implemented, by a T21 exemplar or an offset lot?

That should be the end of my questions. :P

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 24, 2007, 09:23:30 AM
Actually, they can be implemented in both ways. It's more difficult modding in a T21, but at least you don't waste a tile of space. It's possible that it'll be T-21'd.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on October 24, 2007, 11:39:29 AM
Surely you could create a version with jersey barriers that uses the new draggable puzzle pieces idea that was used in the SAM? Also, I was wondering of there would be any chance of getting a version with crash barriers on either side and down the middle, like we have in the UK:

(http://www.barriers-uk.info/images/barrier3.png)

(http://www.barriers-uk.info/images/obb1.jpg)

Exact usage can just be seen in this picture:

(http://www.bedfordautoweb.com/USERIMAGES/busy_motorway.jpg)

Also if these are possible but would need BATting, I would be willing to give them a shot (although my BAT talents are almost nil).

Thanks in advance,
Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 24, 2007, 12:43:34 PM
Well, back in the day, Frankie_Grove (a member over at Simtropolis) and I were making medians and concepts for the RHW network.  I know they aren't the best, but whatever I will post them here:

(Note the original RHW texture, indicating that its old! This project has come a LONG way! ;))
(http://img136.imageshack.us/img136/6017/newyorksoundwalltestfebzz8.jpg)

And for my Multi-RHW Network:
(http://img136.imageshack.us/img136/6162/newyorkcitymar1wd6.jpg)

But these medians would add extra tiles to the width of the RHW, no T21's (or whatever) here, sorry.  Its way over my head.  I can't believe how you all can mess with them so easily... I will congratulate you for that  &apls!

Anyways, for the steel median segments, I could see that they could go on the outside of the RHW, with a concrete barrier (Jersey or Tall-Man standard) could go on the inside.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 24, 2007, 01:07:05 PM
But these medians would add extra tiles to the width of the RHW, no T21's (or whatever) here, sorry.  Its way over my head.  I can't believe how you all can mess with them so easily... I will congratulate you for that  &apls!

Anyways, for the steel median segments, I could see that they could go on the outside of the RHW, with a concrete barrier (Jersey or Tall-Man standard) could go on the inside.

Its not all as hard as you may think it is...  Obviously there is a bit more modding involved to tell the game what Wealth and Zones for the T21 to appear on, but it is essentially copy and paste the proper properties of a Lot Exemplar into a T21 Exemplar (Network Lot)... T21s can only be 1x1 in tile size, but they are really not that difficult to create.  If you were to make 1x1 tile Lots that would fit ON a network tile then we can definately help with that extra modding step.  Just a few extra numbers here and there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 24, 2007, 01:28:08 PM
I like idea of the barriers a lot! I hope that it can be implemented--and with the minds working on this project, I'm sure it can!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 24, 2007, 01:39:11 PM
I like idea of the barriers a lot! I hope that it can be implemented--and with the minds working on this project, I'm sure it can!

It can, we have the knowledge.  Its just time consuming and we are focusing our efforts on making the textures work first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 24, 2007, 06:47:41 PM
Now that is coming along fine there with the off ramps


Also I would like to put my hand up for any testing ingame play please.

After thrashing the work around, Ill send a report back on AYEs and NAYs of what I have tested.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 24, 2007, 07:24:02 PM
<puts up hand to volunteer for testing as well>
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 24, 2007, 07:31:00 PM
I doubt the RHW team will need testers, no announcement has been made yet.  But, if you DO need volunteers, count me in as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on October 24, 2007, 08:53:54 PM
Hey "transportation implementing gods" :)
I have had the NAM\RHW since release and after not being happy with the maxis highways, I finally decided to use the RHW. My question is on the current release ( not the one you are working on ) the texture isn't the same.

(http://i180.photobucket.com/albums/x262/sithlrd98/Texture.jpg)

Is this normal , or is this something I'm doing wrong? I apologize in advance if this has been covered , and am not complaining at all , just curious . Thank you for the hard work and look forward to the next incarnation! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 24, 2007, 09:01:53 PM
Easy:  no 90 degree piece has been made yet (and I don't think will ever be).  Just curve your RHW at a 45 degree angle (like the in-game highway and rails) and the textures should match up.

Oh, and there are not any RHW intersections made yet other than the street intersection, so if you converted your RHW to one-way roads or avenues then you can make intersections.

If you are trying to put to RHW networks side-by side, they will turn into 2 separate networks.  There is a special way to set this up though, follow the Multi-RHW guide in my signature for more information.

I hope this helps!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2007, 09:42:05 PM
Hal, it's funny you bring up Frankie's barriers . . . this post back on Page 32 of this thread [link] (http://sc4devotion.com/forums/index.php?topic=990.msg73987#msg73987) may be of interest to you. ;)

sithlrd98, as Haljackey alluded to, the RHW is reverting to the base ANT network, as there aren't textures or RULs in place.  I can confirm that there are no plans to implement the 90-degree corner, and likely, it will be eliminated from the next version of the mod.  The Road-RHW at-grade is planned for the next release, though.

I am planning on using RUL Overrides to block certain problematic situations from being possible in the next version.  Here's the list of some of the things that won't be possible in the next and future versions, and why I'm planning on blocking them.  Note this list isn't by any means complete, but it should give you a good idea of the situation:

RHW-4 90-degree Bend
Asymmetrical Curves

Reason: Realism factor.

RHW-4/RHW-4 At-Grade Intersections
RHW-4/RHW-2 At-Grade Intersections
Reason: There is a function in Path files known as a StopPath.  StopPaths basically instruct automata to stop when there is the risk of a collision.  They are also tied into traffic signals/stop signs on some level.  However, there are some networks on which StopPaths cannot function due to the hardcoded functionality of the network.  Among these are the highway-class networks, which include not only the Maxis Highways, but the ANT network on which the RHW is based.  So, in essence, these intersections are completely uncontrolled and basically do not function properly, causing a multitude of issues (including a lot of wrecked automata).  The only way to fix this problem would involve editing the .exe file.  There are workarounds, which involve converting the RHW to a different network (Avenue, OWR), and these workarounds will be the only ways to produce these intersections in the future.  Eventually, it will be possible to override the workarounds so that they maintain the appearance of the RHW.

All Wider RHW At-Grade Intersections (except emergency lane)
Reason: Realism, StopPath issues

As far as testers go, no comment yet. :D  I can tell you, however, that the MIS is getting quite close.  The pics should be fairly evident, and I can guarantee this will see the light of day in the very near future.  RL the past couple days has been a bit of a setback, and will probably be plaguing me a bit for at least a couple more days.  I have a take-home midterm for the Medieval Music History class I'm taking, due on Monday.

Hope this update here answered some questions, and I'll be back with some further development pics at some point very soon.

-Alex (Tarkus)

MOD EDIT: Added a link to the post I assumed you were talking about. It confused me that the link didn't work - :) Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 24, 2007, 09:44:59 PM
It definitely does. :P

In any case, I might experiment with T21s and create median barriers for the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on October 24, 2007, 10:19:20 PM
Tarkus , thank you for replying so fast! I'm not 100% sure what you said , but it defiantly was a very thorough answer!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 24, 2007, 10:23:19 PM
Well, I have made a 90-degree turn for the RHW-2 only.  So, making a 90-degree turn with the basic RHW-2 should be possible, but nothing anything higher. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 25, 2007, 02:14:47 AM
thank you for pointing hal to the right page Alex, so yes guys sit back and relax and let our thinking minds go to work. were normally 5 steps ahead of you  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on October 25, 2007, 07:50:31 AM
Medieval Music History? Yikes, it'll take you a while...  :P

As for no 90 degree turns... Well, yeah, I think that goes without saying, it'd be kinda dangerous anyway.  :P

A *longer* 90 degree turn puzzle piece would be nice in the future, but it can definitely wait. Better to get the core stuff (such as the MIS) working first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 25, 2007, 08:10:22 AM
More textures... including one that was requested recently... the road-RHWMIS intersection... although the texture was intended to be for RHW2-RHWMIS intersection.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 25, 2007, 02:42:14 PM
Excellent textures allan_kuan1992!  They are coming along nicley  :satisfied:

And RHW Team, if your already 5 steps ahead of me, then I guess next time I gotta be 6!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on October 25, 2007, 04:58:04 PM
Excellent textures allan_kuan1992!  They are coming along nicley  :satisfied:


second that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on October 25, 2007, 05:17:53 PM
I doubt the RHW team will need testers, no announcement has been made yet.  But, if you DO need volunteers, count me in as well.

Same here.  I've been following the RHW development for a while, and in turn, creating a region that'll be based on the RHW.  If there's any need for beta testers, you'll have one ready and willing soul available.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on October 25, 2007, 07:11:13 PM
Playing with RHW is my fav ^-^

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on October 25, 2007, 09:01:16 PM
Hi Alex,

Medieval Music History?  Good topic.  Melismatic Organum was an interesting development, but I much prefer Renaissance English Choral Music.  It almost sounded "20th Century".  Dufey & DesPrez -- master composers.  In any case, good luck on the test.   :)  I was a music major as an undergrad, and am currently working on a master of church music.  [Sigh]

Back to topic.  Keep up the great work on the RHW.  This is going to be so great when it is done.  [Repeat to self:  I will be patient.  I will be patient.]  As an aside, it would be interesting to have an elevated Super 2 option (for overpasses in particular).  However, that's one of those "back burner" type projects.

Again, I hope your test goes well, and thanks for all of your work on this.  I look forward to using it someday.  I have plans.   ;)

Riponite

P.S.  Thanks to the rest of the RHW team too.  You are all doing such a great job.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 25, 2007, 09:25:50 PM
Quote
As an aside, it would be interesting to have an elevated Super 2 option (for overpasses in particular).  However, that's one of those "back burner" type projects.

You'd be surprised at how close it is actually to being done (since the El-RHW4's been done a while ago), which means it'd be quite easy to see a Super-2 option.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 25, 2007, 09:35:11 PM
Here's my second revision of the MIS ramp / road intersection piece.  I tried to clean it up a little bit.

(http://img138.imageshack.us/img138/990/0x5de20200roadmisooupd2as0.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 25, 2007, 09:38:58 PM
might want to blur the edges of the grey and black a little bit so it doesn't look so defined
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 25, 2007, 09:44:02 PM
Hmmm interesting working coming along here indeed

I have stopped playing around with it and RHW Additons as I prepare to sit an exam from univeristy on a Saturday Afternoon  :angrymore:

Anycase keep up the good work here  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 26, 2007, 12:28:48 AM
Well, lets assume for a minute that the RHW (or Interstate) and road (a state highway or city street, more than likely) are maintained by different Department of Transportations. There will be a definite difference in pavement when jurisdictions change. However, in almost all U.S. states interchanges are also maintained by State DOT's, with county or city maintenance reverting at the end of the freeway's right of way.

So, depending on what burgsabre87 was trying to replicate, he's either spot on or needs to do some blending. And since he's the one putting the time into making the textures, lets all smile and be glad this is coming our way in the near future. Its easy to retexture compared with getting the whole mod ready to release in the first place.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 26, 2007, 02:41:10 PM
I think the crosswalk lines should be removed.  They define where pedestrians can walk across a road, and pedestrians are not allowed on the kind of highways that involve on/offramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 26, 2007, 04:11:22 PM
The crosswalks are so people can go from one side of the two-lane road to the other. I've seen them around a few intersections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on October 26, 2007, 08:01:01 PM
You'd be surprised at how close it is actually to being done (since the El-RHW4's been done a while ago), which means it'd be quite easy to see a Super-2 option.

Thanks S.A.,

That's so cool.  Thanks for the update.   :)  I am so happy you all are able to do such a wonderful job on this.  I wish I had the proper skill set and the time to help out, but I simply don't have either right now.  So...  I appreciate your work all the more.

Thanks again.

Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on October 26, 2007, 08:08:02 PM
I think the crosswalk lines should be removed.  They define where pedestrians can walk across a road, and pedestrians are not allowed on the kind of highways that involve on/offramps.

I see what you are talking about.  Instead, maybe the crosswalk should be across the ramps so that people walking along the road can safely (and legally) cross the ramp entrance without being run over by traffic.  Just a thought.  In a rural situation, there wouldn't be any crosswalks at such an intersection, but this piece has to function in cities and the country. 

As for the shading of the piece, I'll be happy for whatever I get.  Keep up the great work, RHW team.  Thanks.  You're great!!!   :thumbsup:

Cheers!
Riponite.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on October 26, 2007, 09:28:21 PM
The crosswalk would run the other direction, across the ramp, if it was there at all.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 27, 2007, 01:51:46 PM
It really depends. Sometimes there are crosswalks going all 4 ways. Its honestly a matter of preference.  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 27, 2007, 11:15:13 PM
Personally all 4 ways for the crossings would be great for ummmm safety's sake  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 28, 2007, 12:52:02 AM
(http://i237.photobucket.com/albums/ff288/foxteltv/5c30d476.jpg)

What do people think about this new texture I've been playing around with for the RHW? Disregard the dashed outside lines, they're not there anymore.

EDIT: The way I've done the textures will ensure intercompatibility with the UHW, which will be given the same makeover for consistency.


So, basically, if people like this, this is what will be done:
- RHW-2, 4, 6, 8 (when the wider ones come out later down the track)
- RHWMIS
- UHW

So, a massive pack, really. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 28, 2007, 05:32:20 AM
WOW

They are amazing... like completely ACE. That black is just soooo sexy

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on October 28, 2007, 06:03:18 AM
I came, I saw, I concurred! (with star.torturer, that is)  :thumbsup:

I love your version of the RHW texture and have, accordingly, been using it ever since its release. It reminds me of home, and I truly love it!  ;D

So, please, do continue with your amazing work SA!  &apls  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on October 28, 2007, 07:16:48 AM
Well, out here in the west we don't get crossings along ramps, ever - because no ped traffic should be coming on or off the ramps.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on October 28, 2007, 09:03:56 AM
that is some quality texture right there  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on October 28, 2007, 09:16:27 AM
i luvoooo :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on October 28, 2007, 11:56:17 AM
looks great, but your others looked better imho. this one does look a little to "new"

still, i'll download if it gets released!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 28, 2007, 12:33:30 PM
Looks great, SA! I like the uniformity between all the different types of roads!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 28, 2007, 02:07:53 PM
That is looking fantastic, SA! Great looking textures! :thumbsup: Wonderful work so far.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 28, 2007, 06:37:54 PM
Nice work on the textures there indeed

Will be interesting to see how well they work in Solaria  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 28, 2007, 06:49:46 PM
WOW SA!  They totally match the texture of the other road networks!  Amazing work! 

And you say that the texture will match the ground/elevated highways also?  That would be outstanding!

Excellent job! I can't wait to "re-texture-ize" the Maxis highway system!

Keep it up!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 28, 2007, 07:02:03 PM
Wow.... that looks like a pretty good patch of textures... although I don't think it will suit me that well...

speaking of textures, more attached below, the diagonal part of the RHW2 and the reworked transitions from RHW to OWR and RD.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 28, 2007, 07:38:23 PM
allan_kuan1992:  Hey, Nice job there!  I prefer the "no passing" lines to the current RHW-2 because not only does it match the current roads in a better way, it is more common to see these on busier highways (real life RHW-2s)!

Keep up the great work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 28, 2007, 07:45:06 PM
Thanks. However, although I may make more textures, I'm a bit unsure of what other textures to build and I can not actually import them into the game. This is because the info is on my other computer and this one doesn't work with the modding programs since they are incompatible with Windows Vista. Additionally, the other computer I have actually put it to sleep (meaning I don't want to use it anymore) and it would be somewhat of a hassle to get it running once more.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 04, 2007, 05:45:56 AM
I'm back.  With screenies.  ;)

They should be pretty self-explanatory.  The MIS works now. ;)

(http://img459.imageshack.us/img459/4992/mis110420071xh6.jpg)

(http://img459.imageshack.us/img459/1821/mis110420072zl5.jpg)

Enjoy!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on November 04, 2007, 05:48:06 AM
Whoa man, the realism  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 04, 2007, 05:54:46 AM
that is pretty god damn amazing.... WOW.... and theres me thinking your skiving in the guess next thread...LOL
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 04, 2007, 05:58:55 AM
Ha! See, we WERE doing something!

Lovely job, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 04, 2007, 05:59:41 AM
indeed the way i see it weve only just begun!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on November 04, 2007, 06:00:55 AM
We told ya we were working on something star.torturer.

Shame on you for not believing us. :P

BTW, where do you want your crow delivered? :P

indeed the way i see it weve only just begun!  :thumbsup:

Oh yeah!!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on November 04, 2007, 08:14:23 AM
daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaang!!!!!!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on November 04, 2007, 08:17:16 AM
Awesome! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 04, 2007, 08:22:44 AM
My morning has just been made. Thank you, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on November 04, 2007, 09:18:26 AM
wow, lovely :P

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ExiLe on November 04, 2007, 09:32:00 AM
I love it, I love it, I love it! thank you soooo much!
This will make the RHW my most beloved mod to SC4! thanks!

take care,
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on November 04, 2007, 10:11:54 AM
That's very nice
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 04, 2007, 10:15:27 AM
they werent there 8 hours ago :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 04, 2007, 11:10:40 AM
Magnificent work, Alex! I'm so glad to see that the MIS works! I'll be looking forward to seeing more development!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Livin in Sim on November 04, 2007, 11:32:15 AM
Hi, Alex,

Ya know, words just escape me, so all I can say is,

"Beep beep'm, beep beep, YEAH!"

Baby, you can drive Liv's car, any ol' time.    ;)

Bye for now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on November 04, 2007, 01:11:41 PM
Glee!

Tarkus, if I could, I'd give ya and the other guys working on this a few +Karma points!

So close, and yet so far?
Title: Re: RHW (RealHighway) - Development and Support
Post by: pvarcoe on November 04, 2007, 02:22:08 PM
That is a thing of Beauty!

Nice stuff &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 04, 2007, 04:56:31 PM
One word:

Excellentante!
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 04, 2007, 05:11:53 PM
Very nice indeed.  &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on November 04, 2007, 05:50:28 PM
Glee!
Tarkus, if I could, I'd give ya and the other guys working on this a few +Karma points!
So close, and yet so far?
woohoo!
 &apls  %BUd%  &dance  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 04, 2007, 08:07:54 PM
/me salivates
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on November 04, 2007, 09:26:46 PM
This, when MIS comes out, will replace standard roads, streets and one way roads that I use for exits and on ramps. Looking grovey dude. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 05, 2007, 04:19:10 PM
Hey everyone, I have an observation to show you regarding the RHW texture mods.

It regards the unwanted "sidewalk" patch that appears when there is something placed next to the RHW network. 
-Normally, a sidewalk would appear on the left side of the RHW, which really isn't that bad, because it can give the illusion that it is a "civic" median between the highways.  I don't have a problem with that.
-However, when creating a diagonal stretch of the RHW, the sidewalk becomes much more noticeable, and looks quite out of place with the network.
-I know this is a known issue, but it is resolved with certain textures.  Examples follow below:
(sorry the images don't line up directly, they were taken over time)

original RHW texture.  It is quite noticable here:  :P
(http://img215.imageshack.us/img215/9748/downtownaug100611827459cx0.jpg)

Asphalt replacement texture.  The diagonal stretch looks much better!  :thumbsup:
(http://img215.imageshack.us/img215/1096/downtownjul154111841833wz8.jpg)

New RHW texture.  It reappears!  UGG!! :thumbsdown:
(http://img249.imageshack.us/img249/7291/downtownapr141121187759as6.jpg)

Anyways, based on these observations, I have a request.  I am not too sure if it is a simple or complex request, so here it goes:
-Would it be possible to have the diagonal texture from the Asphalt texture apply to the new RHW texture?  The Euro-style textures look awesome, but the new RHW texture could too if this sidewalk was replaced.

Anyways, thanks for your time.  I look forward to the progress of the RHW (as always!  ;D)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 05, 2007, 04:41:57 PM
Haljackey, to answer your question, the answer is a definite yes

rickmastfan67 and I discussed it a good while ago, and the next version of the North American textures will have the fix implemented.  The textures that originally came with the RHW mod will be phased out with the next release, RHW v20, in favor of the two replacement sets, rickmastfan67's and Shadow Assassin's. 

I'm not entirely sure how we're going to package the texture sets in relation to the mod, so that's a detail we'll still need to work out.  It really depends on how things work out with our schedules, but ideally, I'd like to have both sets packaged with the main mod download, and give the user an option of which to use in the installer.  But that's far from definite, and I probably won't have a definitive answer until much closer to the release.

And everyone, more development screenies soon.  Getting that first diamond interchange working was a huge step for me in the development process, as much of that coding is re-usable. ;)  Further expansion will be able to occur quite rapidly as a result.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 05, 2007, 08:48:30 PM
In addition, the Euro textures will be given a total revamp to better suit what I have planned for the highway networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KooriSim123 on November 06, 2007, 03:57:06 PM
Sounds and looks great  :thumbsup: Tarkus cant wait for the MIS well done  &apls
catch ya
Title: Re: RHW (RealHighway) - Development and Support
Post by: empyreal on November 07, 2007, 12:13:44 PM
I spent 2 days reading this thread beginning to end.  I am impressed with the progress made, thanks to all.  One thing missing is the yellow water filled buckets that site at the on and off ramps and bridge posts so as to lighten a collision with a median or bridge.

I noticed someone mentioned the heights of the cameras that were in a render.  They mentioned they were on the gantry's and not on poles.   Well here in Ontario, they are on poles.  They are viewable by the public on this website  :: link :: (http://www.mto.gov.on.ca/english/traveller/compass/camera/gcs/camhome.htm).
There are numerous cameras on all the 400 series highways here, many stretches are rural style and others freeway style, including massive bridges like the garden city skyway and tunnels like the Thorold Tunnel.  I live in the Niagara (QEW/405/406) area.  Specifically on the QEW through St. Catharines.   This stretch is undergoing a massive reconstruction from a 4s to a 6c.  Every bridge along it is being reconstructed half at a time so as not to completely disrupt the cities traffic.  One bridge at the west entrance to Stc will be a single expanse so as to view the world class rowing regatta pond/river that was the old Welland Canal in the St. Lawrence Seaway.  Its a 5 year project, and so far has claimed at least one life (medical helicopters landing on the highway).  I promise to snap some shots of the amazing equipment in use and bridge constructions.  They move medians on a nightly basis with a pretty unusual truck.

Keep up the great work, look forward to playing with it in the future!   Thanks again.

----
Some Links for you MD, CJ in RL junkies ;)

The Cameras again  :: link :: (http://www.mto.gov.on.ca/english/traveller/compass/camera/gcs/camhome.htm).
For you historical highway nuts, this site is absolutely fantastic!  QEW Historical Photos (http://www.thekingshighway.ca/PHOTOS/QEWphotos.htm)
Announcements of Queen Elizabeth Way widening :: Link :: (http://www.tc.gc.ca/mediaroom/releases/nat/2004/04-h124e.htm)

Looks nothing like this now, but i look forward to recreating it with the MIS.
(http://www.thekingshighway.ca/PHOTOS/qew-29_lg.jpg)

Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on November 07, 2007, 12:36:19 PM
Looking great these new textures! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 07, 2007, 01:04:14 PM
Those yellow water buckets???  What a great idea empyreal!  It makes sense, although you don't see them often on rural highways, you do in urban centres and they are becoming increasingly popular in suburban regions too!  I like it!

BTW empyreal, I live in the London area (401/402), so I know exactly what you're talking about.  Well put!

Best,
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: empyreal on November 07, 2007, 02:11:15 PM
Those yellow water buckets???  What a great idea empyreal!  It makes sense, although you don't see them often on rural highways, you do in urban centres and they are becoming increasingly popular in suburban regions too!  I like it!

The stretch between niagara falls and fort erie which is sparsely populated has these yellow (lets say) barrels at nearly every overpass.  Niagara (Niagara Falls specifically) has alot of conference centers, one of which a friend of mine works at.   He overheard a MTO conference that said this portion of highway would be upgraded to concrete median with light posts by 2012.  Canadian high walls i suppose we call them considering their tapered styling at overpasses.

BTW empyreal, I live in the London area (401/402), so I know exactly what you're talking about.  Well put!

There are pictures of the 401 on that site i posted, if you find the root.   Here.  http://www.thekingshighway.ca/

Good to see another Canadian around :)

I wont hijack this thread anymore about RL highways ... Back to RHW and MIS.   Looking forward to recreating this in MIS.   The historical site is a nice primer to see how to develop intercity transport relational to populations ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 07, 2007, 08:22:37 PM
Quote
Canadian high walls i suppose we call them considering their tapered styling at overpasses.

(http://expressway.paulrands.com/photogallery/roads/nsw/numbered/nh1/02_hawkesburyrivertoourimbah/northbound/images/200705_26_calga.jpg)

Are the high walls similar to these? We call them Ontario high wall barriers for some reason. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 07, 2007, 08:41:55 PM
@ Shadow Assassin and empyreal

They are commonly referred to "Ontario Tall Walls" round here.  They are similar to the US "Jersey median", just a little larger and reinforced to make it safer.  It will stop a standard 18-wheeler traveling @ 100kph head on while causing as minimal damage as possible.  Now thats what I call strong!

Heres a quick image of some used along a curve:
(http://www.onthighways.com/hwy_401_images/401_cl_392_west.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 07, 2007, 09:02:39 PM
The ones we've got are something like 40cm thick, and they're buried quite deeply in the ground... so... I dunno how strong that would be. :P

EDIT: Since we've got large B-doubles using our freeways, the walls were modified so they stop the truck at 110kph (soon to be 130 if people get their way). :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: empyreal on November 07, 2007, 11:49:53 PM
The tapered wall i was referring to was the height adjustment as you come to an overpass.   Where the wall gains atleast 40cm in height.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 08, 2007, 12:31:02 AM
Hi everyone-

Back with another development update, as promised. ;)

Nothing too exciting yet, but proof that there's multiple ramp interface pieces that will be included with the RHW v20 release.  I managed to get the MIS Diagonal Puzzle Drag Starter functioning properly, so it's now possible to have the ramps shoot off at the diagonal. 

(http://img211.imageshack.us/img211/1416/mis110720071oh0.jpg)

The coding I used on this will also be transferable to making fully diagonal ramp interface pieces as well--the diagonal aspect will be quite a bit more functional all across the board with the v20 release.

I've also successfully completed some more RUL revisions that stabilized the draw from the Entrance ramps--nothing to see there, but it means that certain other features can be more easily put in place.  Certain other features which will be revealed soon.  ;)

empyreal, welcome to SC4D, and those were some fascinating links you posted--thanks for sharing them!  I stared at them for a good couple of hours, and also got myself acquainted a little more with the 400-series highways.  Pretty awesome stuff.  It's given me some ideas for new features as well.   

Well, that's it for this update.  I will be back with even more soon.   ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 08, 2007, 01:09:17 AM
I suggest making the ramp longer, though. It looks weird coming off like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 08, 2007, 03:27:01 AM
(http://i237.photobucket.com/albums/ff288/foxteltv/NAM%20Stuff/rhwmis_preview.jpg)

Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Badsim on November 08, 2007, 04:28:00 AM
SA , you know better than whoever else here how I haven't been so far attracted by transit networks ... but this kind of work is truly brilliant and in front of this wonderful picture , how to don't be attracted ?  ::)

Yeah , great ,great ,great . :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on November 08, 2007, 05:05:06 AM
Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.

You do know that you are my hero now?!  $%Grinno$% You and Alex both!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 08, 2007, 06:46:17 AM
(http://i237.photobucket.com/albums/ff288/foxteltv/NAM%20Stuff/rhwmis_preview.jpg)

Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.

*dies*

That's really wonderful SA  &apls &apls &apls

btw, how are you guys doing with multiple laned stuff (More than 4)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 08, 2007, 07:08:20 AM
btw, how are you guys doing with multiple laned stuff (More than 4)?

The straight work is essentially done for Orthogonals. Diagonals are a bit tougher.  I think Alex has Starter Pieces made and he was working on MIS stuff, but I dont think that has gotten very far yet, and Intersections with other networks haven't even been started (need textures for that first).

Rickmastfan and SA have been diligently working on RHW-2 and RHW-4 Textures and have been doing an awesome job!  Alex has MIS BETA almost ready to go, its in pre-BETA testing.  Intersections for RHW-2 and RHW-4 are closer to implementation.  My work on the new RTL Plugin is going to be implemented into RHW-2 for optional Left Turn Lanes on RHW-2/RHW-2 Intersections!!  Work from the TLA-5 Intersections I wrote will be able to be easily brought into RHW-4 Intersections.  It will be very interseting, when Alex and I get to sit down and have a MSN Conversation about this stuff, we should get SA and Rickmastfan to join us because I think there are a few more textures we need for RHW-4 Intersections.  Guys we should do this soon... We dont want to delay the release of RHW-MIS... hehehe.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on November 08, 2007, 07:59:47 AM
WOW! Awesome job. It looks so good I'm tempted to want to use the Euro RHW mod now. ;D

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 08, 2007, 08:43:23 AM
Excellent, excellent, excellent work Alex, Jason, Ryan, SA, and whomever else is laboring on in the background. I'm extremely excited to see the MIS nearing its first release.

I'll be anxiously awaiting more teasers... ;D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on November 08, 2007, 08:49:35 AM
That is looking very beautiful, SA!
Looking forward to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: abcd on November 08, 2007, 09:17:41 AM
(http://i237.photobucket.com/albums/ff288/foxteltv/NAM%20Stuff/rhwmis_preview.jpg)

Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.

Wow, this is just amazing. &apls
But I was wondering: How you did that highway underpass?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 08, 2007, 09:20:43 AM
@abcd  Those underpasses are lots created by Buddybud.  They are eye-candy mostly but, what they do is convert Road Traffic to Subway Traffic to allow for a "functional" underground passage by dragging a subway station between the two lots on either side.
Title: Re: RHW (RealHighway) - Development and Support
Post by: abcd on November 08, 2007, 09:39:47 AM
Hey this was fas. Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on November 08, 2007, 10:57:49 AM
You do know that you are my hero now?!  $%Grinno$% You and Alex both!  &apls
i just have to second this! :thumbsup: :thumbsup: &apls great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 08, 2007, 11:05:25 AM
and me third it... WOW *dies and goes to heaven*

That is WOW WOW WOW WOW WOW WOW WOW WOW WOW

like WOW


thankyou

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on November 08, 2007, 11:40:28 AM
A big thank-you to everyone involved! This looks like a lot of hard work . I look foward to trying this mod when it is released. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 08, 2007, 12:30:56 PM
those textures look awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 08, 2007, 02:25:53 PM
Wow, quite an update here.

I like it!  :thumbsup:  I can't wait to try the MIS myself!  And those Euro-styled ramps from SA look "stunning"

Keep up the excellent work!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 08, 2007, 02:30:18 PM
SA, those textures are incredible. I don't know what else to say!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 08, 2007, 03:49:05 PM
This work is AMAZING people, but there is one problem with the North American textures.  I like the yellow line on the left, but I really don't like the reflectors.  If the textures were precisely to scale, driving over them would produce a very unpleasant jolt, as opposed to the gentle bump that we actually feel.  I have been considering implementing the European texture mod for all networks lately, mainly because I want my roads to match the highway texture that I use; I assume that it's Shadow Assassin's with the smaller reflectors and the white line on the left.  (am I right?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on November 08, 2007, 05:53:14 PM
Great updates!
Title: Re: RHW (RealHighway) - Development and Support
Post by: The_Wind on November 08, 2007, 08:05:10 PM
this is so making my X-mas wishlist "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: oth3ll0112 on November 08, 2007, 08:34:46 PM
Excellent work on this project and can't wait for the release.This will definetly bring more realism to the game
.Keep up the supurb work. &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 08, 2007, 08:35:48 PM
this is so making my X-mas wishlist "$Deal"$
You can say that again. I seriously cannot wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 08, 2007, 08:36:54 PM
This work is AMAZING people, but there is one problem with the North American textures.  I like the yellow line on the left, but I really don't like the reflectors.  If the textures were precisely to scale, driving over them would produce a very unpleasant jolt, as opposed to the gentle bump that we actually feel.  I have been considering implementing the European texture mod for all networks lately, mainly because I want my roads to match the highway texture that I use; I assume that it's Shadow Assassin's with the smaller reflectors and the white line on the left.  (am I right?)

Hey nerdly, Rickmastfan is doing an awesome job with the textures, he is taking some painstaking time into producing only the best quality.  Unfortunately, with the scale of SC4 you cannot accurately scale the reflectors and some people feel it is an essential part of the RHW.  Luckily, for you someone is doing a Euro Texture (Shadow Assassin)...  The only way textures are going to be updated to something you like is if you make it yourself  ;) because everyone has their own opinion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Boernie on November 09, 2007, 03:13:23 AM
I think it is too much work to made diffrent textures for every single member of this community. I'm for my self are really happy that a lot of great people making textures at all!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 09, 2007, 03:15:56 AM
Exactly, there's a lot of textures that are being done. Just now, my textures have hit the 1MB barrier for RHW textures, and I haven't even added in the ANT texture replacements. This sort of thing takes a lot of time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 09, 2007, 03:21:08 AM
i have to agree with jason. if you would like your own special little texture learn how to texture and contribute to the community. like momma used to say: "Be greatful for what you got on the table!"  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2007, 04:08:46 AM
Thanks for all the support everyone.  I really appreciate it.  :)  Anyways, here's more development.  This is still a rough prototype texture here, but here's a ramp which splits an RHW-2 into two MIS ramps.  This will come in handy for a number of things . . . (*cough* Parclo *cough*)

(http://img456.imageshack.us/img456/7642/mis110920071xz1.jpg)

And I also concur with Jason, Boernie, SA and Filasimo.  As the great Adrian Belew [link] (http://en.wikipedia.org/wiki/Adrian_Belew) once said, "You have to be happy with what you have to be happy with." ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on November 09, 2007, 06:47:27 AM
 :thumbsup: it just keeps getting better and better.... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: yddot on November 09, 2007, 08:24:19 AM
everything looks great, i can't wait for the new release (despite this being my first post, i've been following the development for months)

but one problem i have with the current RHW is that sims seem to not like to use it at times... for example, i will have a RHW within a city and my people will actually take a long way around it, and as soon as i replace that untraveled section of RHW with a regular avenue, they start using that avenue

any idea how to fix this?  it's kept me from using RHW altogether in many situations... or maybe the new release will reprioritize sims' road preferences?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 09, 2007, 08:31:41 AM
That's great news - I recall you posted a picture of the BYSOI a while ago... and that had a puzzle piece which did the exact same thing.

The ANT texture replacements will be started once I figure out what I should do for the road markings. They most likely will be done Euro-style, that is, using similar road markings. Unfortunately, it may take a while because of some confusion on my part on what's being added to the ANT (which I won't reveal just yet, it's up to Tarkus and Rickmastfan to reveal those new additions). Those new additions will be worth it for you guys, adding even more flexibility.

The first previews will come next week. I won't be releasing the entire package just yet, though...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 09, 2007, 12:08:05 PM
everything looks great, i can't wait for the new release (despite this being my first post, i've been following the development for months)

but one problem i have with the current RHW is that sims seem to not like to use it at times... for example, i will have a RHW within a city and my people will actually take a long way around it, and as soon as i replace that untraveled section of RHW with a regular avenue, they start using that avenue

any idea how to fix this?  it's kept me from using RHW altogether in many situations... or maybe the new release will reprioritize sims' road preferences?

The issue is more of a pathfinding issue.  The pathfinding engine looks at things in a specific order, and it is very difficult for it to simulate RL.  In RL we use the highway as a priority, because there are no stop lights and traffic always flows but the game views things differently, it doesnt have intuitive senses.  This is the order we have observed that the game looks for paths:

1.  Shortest physical distance
2.  Least Congestion
3.  Speed

The biggest reason logically why Speed would be put 3rd on the list is so that you can have sims walking at 3.5 kph rather than drive 4 tiles to work.  This allows the simulator to choose a different type of traffic type rather than always using the same one.  Least congestion makes it so your sims wont all take the same route to work, but of course this wasnt implemented properly by MAXIS and it was actually never addressed and the 2x, 5x, 10x Capacity Mods in NAM all made it worse.  Hopefully, Mott and I have fixed this issue and made a more proper Traffic Simulator, but we cannot help the fact it looks for paths in the order above.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2007, 12:55:42 PM
yddot, it could also be an issue with the direction you have the puzzle pieces facing.  I know quite a few people have had issues like that when they've plopped the Road-over-RHW (or similar) pieces down, but they've had them facing the wrong direction.  Just make sure all the lines are lining up correctly, or check with the DrawPaths cheat (if you have Buggi's ExtraCheats.dll file).  The puzzle pieces are a lot more sensitive to the direction you place them given the RHW's one-way status, but if you're careful, it'll work out fine.

Hope that helps!

Edge, glad you like the new puzzle piece, and SA, I did indeed have something like that in the old BYSOI.  (In case anyone doesn't know what the BYSOI is, it stands "Blow Your Socks Off Interchange", a term coined by burgsabre87.  It was an interchange produced with the old puzzle piece-based version of the MIS.)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2007, 05:13:39 PM
Sorry for the double post, but I've got more development here.   ;)

It is now possible to build Parclos with the MIS . . .

(http://img463.imageshack.us/img463/9440/mis110920072mh2.jpg)

Enjoy!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 09, 2007, 05:38:51 PM
One thing I like about the MIS is that I'll have more room to put signage in where needed.  Keep up the good work, folks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on November 09, 2007, 05:42:17 PM
It looks great Tarkus. Can't wait for the release dude. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 09, 2007, 07:19:29 PM
Wow, looks good.

Is it possible to make the puzzle piece one tile longer on the diagonal ramp so that it doesn't come off so abruptly?

Maybe something like this (edited photo below)

(http://i237.photobucket.com/albums/ff288/foxteltv/diagppedit.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2007, 07:32:27 PM
To answer your question, SA, yes, it definitely would be possible.  I'm planning on revising that piece accordingly. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 09, 2007, 07:36:35 PM
Alex wonderful devolpments here.... WOW i love that new MIS and what SA suggested im glad you are going to take care of it!!!! great job here again - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 09, 2007, 07:41:51 PM
That's good. The big concern I had was the possibility that your puzzle piece drag starter wouldn't work so well if you added an extra tile (due to you coding specifically for it :P).
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 09, 2007, 08:38:31 PM
Alex,

Amazing work! I am salivating over the MIS...I was mowing the grass today and was thinking about how implement it in the largest city my current region.

Its getting pretty bad.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on November 09, 2007, 09:02:36 PM
Stellar work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on November 10, 2007, 08:27:03 AM
You guys are making magnificent progress, that RHW looks so amazing...so realistic.  I can't wait till it's done...but I guess I have to? lol Keep up the great work everyone!
-yoshiisland2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on November 10, 2007, 11:33:14 AM
I think I'm in love :P   Very good work guys!! &apls    I really can't wait 'till this is released!   Still not in the mood to give us any clue of a release date?  :wings:  &ops
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 10, 2007, 11:40:13 AM
our famous saying.......It will be released when released and its sooner that you think!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on November 10, 2007, 11:58:31 AM
wow, this is getting better every time i visit this thread!!
the latest pics shown are great.

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 10, 2007, 12:47:06 PM
This just keeps getting better and better, guys! My mouth is watering!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 11, 2007, 03:10:38 AM
Hi everyone-

Back with another little sneak peek at things.  I've been working on getting some more intersections added in for the MIS.  Here's one that many people have requested: an intersection with the OWR 3x3 Roundabouts.  The setup is fully draggable as well--all you'll need to do is drag the MIS ramps from their respective Exit/Entrance starter pieces, and hook them in.  (It will also be possible to hook the RHW-2 in as well.)

(http://img266.imageshack.us/img266/2377/mis111120071gy4.jpg)

And Filasimo is right . . . it's sooner than you think.  Well, unless of course, you're thinking it's getting released tomorrow, then it's later than you think.  We've still got a fair amount to add, but it's coming along very nicely. :) 

I've also got some more further developments which aren't really that exciting to show, unless you can tell small differences in RUL code, but those will greatly aid certain things to come.

Hope you enjoyed this update, and I will be back with much more here soon.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on November 11, 2007, 03:19:09 AM
This is really something to behold. My one complaint about SimCity from the beginning was not being able to make realistic highway systems and interchanges. For some reason, U.S. highways and highway structure has fascinated me since childhood, so this is incredibly superb. Thanks for all the work that you've put in to it. The MIS is going to transform SC4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 11, 2007, 03:56:15 AM
OH YEAH!

Just what I wanted. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on November 11, 2007, 04:08:26 AM
Sweet! The direction MIS -> roundabout needs a "no entry" sign, though. :) ArkenbergeJoe added two signs to the European highway exit; I think they are available as props in the NAM files, but I'm not sure if their size and orientation will work for the roundabout.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on November 11, 2007, 04:12:57 AM
Hi everyone-

Back with another little sneak peek at things.  I've been working on getting some more intersections added in for the MIS.  Here's one that many people have requested: an intersection with the OWR 3x3 Roundabouts.  The setup is fully draggable as well--all you'll need to do is drag the MIS ramps from their respective Exit/Entrance starter pieces, and hook them in.  (It will also be possible to hook the RHW-2 in as well.)

(http://img266.imageshack.us/img266/2377/mis111120071gy4.jpg)

And Filasimo is right . . . it's sooner than you think.  Well, unless of course, you're thinking it's getting released tomorrow, then it's later than you think.  We've still got a fair amount to add, but it's coming along very nicely. :) 

I've also got some more further developments which aren't really that exciting to show, unless you can tell small differences in RUL code, but those will greatly aid certain things to come.

Hope you enjoyed this update, and I will be back with much more here soon.

-Alex (Tarkus)

That looks great! The only thing is that it needs some signs, and the road should be more curved to increase the exit speed, and prevent traffic from travelling the wrong way.

Sort of like this:

(http://img265.imageshack.us/img265/3773/rhwroundaca9.jpg) (http://imageshack.us).

I would make textures, but I don't have the textures/files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 11, 2007, 04:17:13 AM
Well, these would be prototypes, so Tarkus will most likely pass them on to Rickmastfan to finish up and match up to his RHW textures. I'll be doing the same with my mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on November 11, 2007, 05:09:34 AM
dr00l!

love it man ;) i hope it is released with X-Mas ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 11, 2007, 05:21:05 AM
I like your idea on that Dexter--usually I've seen some sort of channelization on ramps exiting onto roundabouts, so that makes sense.  Though that ramp on the top side should probably curve the other direction, as right now, it's heading right into oncoming traffic. ;)

Signage and various little details will get added eventually, closer to release, though at the moment, I'm trying to just get everything functioning from the RUL/Pathing end before putting all of that in.  As jplumbley confirmed a couple of days ago, RHW v20 is currently in the initial testing stages (it's a rough Alpha build right now), so it's coming along, but we've still got a little way to go.  As far as Christmas goes, Meastro . . . we'll see. ;)

Thanks for the pointer on that No Entry sign, Andreas--I think that will definitely make a nice addition.  Also, burgsabre87 provided me a very nice looking US/Canada-style merge sign which will work well the Entrance ramps back onto the RHW. 

At the moment, I'm doing a last little bit of RULing before I go to bed (it's 3:20am here in Oregon  :D).  Trying to get the Avenue/MIS intersections functioning. ;)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on November 11, 2007, 06:07:14 AM
I like your idea on that Dexter--usually I've seen some sort of channelization on ramps exiting onto roundabouts, so that makes sense.  Though that ramp on the top side should probably curve the other direction, as right now, it's heading right into oncoming traffic. ;)


Heh, nice catch. :D

Christmas/New Year's would be good, as it puts release around 6 months since the previous NAM release. But again, don't rush it. Though I'm getting anxious (and planning a couple of regions for future RHW implementation), I'd rather a delayed release that turns out awesome than an earlier one that's buggy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jayo on November 11, 2007, 06:41:41 AM
Great stuff guys  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 11, 2007, 08:41:57 AM
I agree, Awesome stuff gang, Looking forward to the release. ()stsfd()

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on November 11, 2007, 10:09:10 AM
I like your idea on that Dexter--usually I've seen some sort of channelization on ramps exiting onto roundabouts, so that makes sense.  Though that ramp on the top side should probably curve the other direction, as right now, it's heading right into oncoming traffic. ;)

Or rather, have the pavement markings switched around and the curve remain the same - I would imagine the top ramp is an onramp and the bottom is an offramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 11, 2007, 11:08:53 AM
Sweet! The direction MIS -> roundabout needs a "no entry" sign, though. :) ArkenbergeJoe added two signs to the European highway exit; I think they are available as props in the NAM files, but I'm not sure if their size and orientation will work for the roundabout.
I'll take care of that.  I've already made one sign for this (which y'all will soon see).
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 11, 2007, 11:58:09 AM
You guys think of everything! This is going to be so ridiculously insane when it's all said and done! Excellent job, everyone! Excellent job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 11, 2007, 12:47:05 PM
OK someone owe's me a new keyboard as i just slimmed this one eeeeeeeeeeew!!! Wonderful and fantastic stuff here y'all........
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 11, 2007, 05:56:33 PM
OK someone owe's me a new keyboard as i just slimmed this one eeeeeeeeeeew!!! Wonderful and fantastic stuff here y'all........

Eeeewww patfirefghtr!  I didn't need to know that.

Anyways, Ive been following the updates and what I have seen looks great!  No comments on these, just continue to do what you do best  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on November 11, 2007, 07:19:11 PM
Couldn't we do that roundabout at a smaller scale?

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 12, 2007, 02:24:33 PM
They never are, sadly...But still, apart from the reflectors this is AMAZING.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 12, 2007, 03:24:21 PM
They never are, sadly...But still, apart from the reflectors this is AMAZING.
If you don't like the reflectors, do something with them yourself...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on November 12, 2007, 05:42:10 PM
Nice work on the MIS indeed, very well done  :thumbsup: :thumbsup:

I have to agree on the comment of sloping the point at the roundabout but hey, I'll leave it to you guys to play round with

In the meantime

Looking at the roundabout and remembering one of my lot sets I did, I think I'll go and modify these

(http://i124.photobucket.com/albums/p5/Palpatine001/RoundaboutFiller01noStreetlight.jpg)

(http://i124.photobucket.com/albums/p5/Palpatine001/RoundaboutFiller01.jpg)

To suit the these new roundabouts for the MIS, have all the props ready to go, just need to do an update on the lots
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 12, 2007, 05:45:39 PM
Looks mighty interesting there palp... hmmm MIS and palps roundabout fillers hmmm... I think that would be a great marriage lol....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 12, 2007, 05:50:45 PM
I have to agree with the Last poster. This roundabout looks great! has tony the tiger would say :D.

Your Friend;
Mayor Of Steven Point & Maxiston
(Pround To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on November 12, 2007, 05:55:06 PM
They never are, sadly...But still, apart from the reflectors this is AMAZING.

Do you have some problem with me and/or the reflectors on the textures I'm doing?  If so, just say it directly to me here in the forums and stop taking cheap shots at me. :bomb:  I spend a lot of my free time to work on the textures for everybody's use & enjoyment in SC4 that I could use to do some stuff outside like exercising. lol.

If you think you could do a better job, I dare you to make 4-5 textures from the ground up and post them here in the forums in the next 24 hours.

Anyways, in closing, stop taking cheap shots @ me and direct the posts directly @ me, or just please be quite.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 12, 2007, 06:20:10 PM
I have to concur with James (rickmastfan67) here.  He's done a fantastic job with the textures, which are a significant improvement over the original textures included with the v12 release, and has truly helped bring this project to a new level (as has Shadow Assassin). 

As far as the reflectors go, in RL, reflectors come in a variety of sizes.  In addition, a lot of people underestimate how close SC4 scale matches RL scale on many fronts, particularly with the transit networks (excluding the half-scale Maxis Highways)--stuff is actually a lot smaller than people might think.  Of course, this is a pretty subjective thing.  But I can assure you that James is an accuracy buff, having discussed the textures at length with him, and having seen his work making custom content for other games (NR2003).  Looking at these reflectors here, which are being used as the striping on this particular RL highway [link] (http://maps.google.com/maps?f=q&hl=en&time=&date=&ttype=&q=US+Route+26,+Hillsboro,+Washington,+Oregon+97124,+United+States&sll=32.598891,-107.356339&sspn=0.271882,0.6427&ie=UTF8&cd=1&geocode=0,45.564126,-122.926253&ll=45.541454,-122.866872&spn=0.000441,0.001255&t=k&z=20&om=1), the reflectors are actually very close to the size utilized on the North American RHW textures.  (Keep in mind that 1 SC4 tile=16m, approximately 50 feet.)

nerdly_dood, you need to stop demanding that everyone tailor all of their modifications specifically for your tastes.  You are not the only one in the community

Everyone else, I'll be back with another development update shortly.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 12, 2007, 07:44:28 PM
Alex / Tarkus has a point there.  If you'd like to change something, the best bet is to try it yourself and maybe it can be an 'optional plugin', so that anyone else interested in your set has the opportunity to use it.

Let me tell y'all a story . . . . . come 'round and gather near the fire.  *sits*

Once upon a time (I think this was back in '04), I looked at the avenues in SC4, and I thought a center left turn lane would be perfect for that median.  I was able to get a few kernels of advice from a few more advanced texture artists, and I set to work 'paving the center turn lane'.  I released the textures I had (orthogonals only, no curves / diagonals).  The turn lane was pure eye candy - no Sims would use it (outside of UDI).

Fast forward to the present day:  Alex / Tarkus saw my textures and decided to use them as the base for the TLA project.  That's coming along better and better, and when it comes out, my idea will have finally become reality.

The morals of the story are:  1)  If you put your mind to it, you can accomplish anything.  2)  Try it - you never know how well it's going to end up.

*NOTE:  I did not mean to 'toot my own horn', or disrespect / make fun of anyone in any way.  If I did, I apologize, as I didn't mean to insult anyone.

**EDIT:  One more post, and I hit 100!  Where should I put my 100th?  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on November 12, 2007, 08:29:54 PM
Not to derail the thread... but derailing the thread.   ;)  I feel that there's a tendency for people (both here and in a number of other forums I read) to take some comment too personally sometimes.  I don't know if this nerdly_dood person has a history of cutting people or what, but the post had nothing inherently offensive about it, nor did I see any sort of cheap shot... in fact, work being described as "AMAZING" is usually considered a good thing.

That said, seeing the progress on this project and the nearly end results is awesome.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 12, 2007, 08:58:35 PM
my are you fond of opening a can of worms nerdly.....but first ill get to jgehrts.....if you dont know the past situations regarding peoples history then its pretty safe to stay out of it if i was you.......as for nerdly if you dont like how progress is panning out learn how to texture to your own likings and do not make a stab at my fellow members....i honestly think you are trying to call out a flamewar against the team and thats bad medicine. as ryan (burgsabre) story goes i have a saying to: like momma used to tell me..."you best be lucky you guys got whats in front of yo plate! put up or shut up"
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on November 12, 2007, 09:21:19 PM
Okay, let's get this topic back on track before someone goes crazy. (http://www.techdirt.com/articles/20070726/232206.shtml) (Not that I expect anyone to actually do that here. &Thk/( ) I'm sure nobody meant any offense by their posts, and if they did, remember: It's just a game, and this is just a gaming site. Don't take it personal. And, also, to quote from the link I just posted: "...remember that it's a real person on the other side, we'd also like to add 'who may be so crazy that they'll come burn down your house.'"

Moving on...

Great work, I really can't wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on November 12, 2007, 11:41:38 PM
Yeah, no need to argue over the silly small things, lets just do our best to support Tarkus and the entire NAM team while they labor to bring us some goodies  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on November 13, 2007, 12:54:15 AM
(http://img48.imageshack.us/img48/5286/billyjackfq4.jpg)[linkie] (http://en.wikipedia.org/wiki/Billy_Jack)

Quote
...I want you to know... that I try. When they tell me that I'm supposed to control my violent temper, and be passive and nonviolent like they are, I try. I really try...

Uhhh- is there a problem here?

???

I thought not.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: callagrafx on November 13, 2007, 02:51:12 AM

Uhhh- is there a problem here?

Only that you chose the wrong Sheriff...

(http://content.answers.com/main/content/wp/en/thumb/2/25/250px-Rosco.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 13, 2007, 05:07:18 AM
uhh Lee, whats up with the doggies eyes? they look like they were burnt off  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: XiahouDun on November 13, 2007, 05:12:13 AM
uhh Lee, whats up with the doggies eyes? they look like they were burnt off  :o
Bassets have saggy eyes like that, its why people say the always look sad. Though maybe the fact that its a picture of Flash... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 13, 2007, 08:27:47 AM
That picture of Roscoe reminds me of his famous laugh; Geeeegeeeee: :D

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 13, 2007, 02:30:30 PM
hey, don't get mad, i never said there wasn't something else for me!  i respect the work you are doing--ALL OF YOU--and my problem with the american textures isn't a major problem, so please CHILL and quit your  angrymore: ing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 13, 2007, 05:06:31 PM
Let's get back on topic now, shall we?   ;)

Intersection RULs are coming along on the MIS.  Here's some of the options you'll have with intersecting Avenues with MIS ramps orthogonally (please excuse my thrown-together prototype textures ;)):

(http://img207.imageshack.us/img207/4702/mis111320071ud6.jpg)

(http://img124.imageshack.us/img124/1952/mis111320072on0.jpg)

(http://img266.imageshack.us/img266/8796/mis111320073ya0.jpg)

There's a few more orthogonal intersections in the works which are nearly coded as well.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Heblem on November 13, 2007, 05:12:44 PM
Tarkus: Excellent work in that "mod" i can call, hehe this one is really interesting.

If you need a texture for that one i can make you one ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 13, 2007, 05:20:35 PM
Let's get back on topic now, shall we?   ;)

Intersection RULs are coming along on the MIS.  Here's some of the options you'll have with intersecting Avenues with MIS ramps orthogonally (please excuse my thrown-together prototype textures ;)):

Didn't I already send you some textures I had created for this section?

*100th Post @ SC4D*   ;D  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 13, 2007, 05:29:53 PM
Ryan, you did indeed do some textures with the Avenue intersections, but they were from back when the MIS was still puzzle-piece based and had a different ramp texture.  If you or Heblem want to take a crack at it, I can send you the relevant files. :)  There's prototypes on the OWR intersections and the Road T-Intersections as well.

And congrats on your 100th post! :thumbsup:

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 13, 2007, 05:41:38 PM
I'll take whatever you've got, Alex.  I think I can do a good transition between the avenue and ramp pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on November 13, 2007, 05:51:05 PM
Ummm would someone be very nice to me and possibly send the prototype textures my way

I am in the middle of lotting and BATing the new MIS roundabout fillers and intersection props with a distinct Kiwi Flavour added.

Need a week testing the sets out before I look at releasing them.

Anycase Alex and the Team  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 13, 2007, 06:00:24 PM
I wouldn't mind having a wack at the textures myself, believe it or not!

I never knew the MIS would include all this stuff!   :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 13, 2007, 06:24:30 PM
I never knew the MIS would include all this stuff!   :o

And this is just Phase I. :) 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on November 13, 2007, 06:33:06 PM
I have a few suggestions for the texturerers for later releases. I always see right turn lanes that merge with ongoing traffic. That might be nice for the NAM/NWM after the next. here's a link to what i'm talking about. Link[url=http://maps.google.com/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=indianapolis&ie=UTF8&ll=39.758433,-86.142769&spn=0.006079,0.009978&t=h&z=17&iwloc=addr&om=1&layer=t]Linkie[url=http://]  (http://maps.google.com/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=indianapolis&ie=UTF8&ll=39.758433,-86.142769&spn=0.006079,0.009978&t=h&z=17&iwloc=addr&om=1&layer=t) also I love the work you've done so far. Also I'm wanting to learn more about RUL's. I'm a programmer (computer science major) and all that. I've got the basic premisis but would like a couple of semi completed RULs to play around with. And again keep up the great work...Also don't tell me that'll be out sooner than you think. ;) It misleads people and they start to guess...well like me. but i always love surprises. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on November 13, 2007, 10:10:27 PM
I hope somebody would explain me what's a MIS (modular interchange system)... and maybe some images i could find somewhere...

 :P

oh... another thing... are there gonna be some custom interchanges for this RHW?... and RHW overpases....

--------

Here's a suggestion for a new mod... how about underpases... instead of making tunnels and stuff... how about highway underpasses...
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 13, 2007, 10:28:30 PM
Hello, el_cozu!

Welcome to SC4D! I would suggest that you page back through this thread and have a look around at all the remarkable things going on here. I think it will shed some light on your questions, as well as pique your interest!
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on November 13, 2007, 10:52:11 PM
thanks i get it now... good stuff man... that's what i wanted to see for a long time... customized interchanges ;)

i know there's a project about a TLA going on... is it released yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on November 14, 2007, 04:19:46 AM
i know there's a project about a TLA going on... is it released yet?

No, the TLA isn't released yet.  However, you can track it's progress in this thread: http://sc4devotion.com/forums/index.php?topic=1200.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 14, 2007, 07:32:48 PM
Tarkus, thanxs for those updated photos. You guys are doing a Awesome Job on them! Keep up the great work!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2007, 01:19:25 AM
Finally got this working again . . .

(http://img208.imageshack.us/img208/8949/rhw111520071jh6.jpg)

Just to prove it doesn't just go "one way". :D

(http://img206.imageshack.us/img206/4919/rhw111520072fs7.jpg)

Also, one more announcement.   ;)

The current method of creating the RHW-4, through a side-by-side ANT override, will be completely phased out in RHW v20.  The only method of producing the RHW-4 in RHW v20 will be through the new "puzzle drag" method, which works just like the SAM and Draggable GLR.  The primary reason for this change is to simplify the drawing process, and to make it far more stable.  A new IID scheme is also being implemented for the network, but there will be measures in place to allow for your side-by-side-produced RHWs to still function, and RULs will be written to allow for easy update of the old RHWs to the new setup. 

Back with even more very soon . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 16, 2007, 01:36:35 AM
yummie Alex that is just wonderful stuff you got there!!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 16, 2007, 04:41:10 AM
Quote
but there will be measures in place to allow for your side-by-side-produced RHWs to still function, and RULs will be written to allow for easy update of the old RHWs to the new setup.

Keep in mind, though, it might be a good idea to encourage people to re-draw their RHWs anyway, because it'd be more convenient. Have you thought about keeping the IID scheme the same for the old version and the new (or would there be huge RUL conflicts?)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on November 16, 2007, 05:21:21 AM
Finally got this working again . . .

(http://img208.imageshack.us/img208/8949/rhw111520071jh6.jpg)

Might want to use the correct texture for that Alex.  :P  The Reflectors are going the wrong way because you mirrored the piece that was meant for entering the RHW system from the OWR, not leaving. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 16, 2007, 08:32:15 AM
 :D talk about one of those monday details
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on November 16, 2007, 08:37:35 AM
Wonderful progress!! :thumbsup: Looking forward to more of it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 16, 2007, 10:35:11 AM
I agree with the Last Poster here. Those are wonderful progress you got there. Keep'em Coming!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on November 16, 2007, 11:20:26 AM
 :thumbsup:
yes, great progress!

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on November 16, 2007, 11:56:02 AM
Can you list what will be in the NWM/NAM/RHW modd (ex. TLA-5)? I love the work. Keep it up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 16, 2007, 04:46:25 PM
Great progress, Alex!

Keep it up, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on November 16, 2007, 10:20:37 PM
Nice work there indeed Alex :thumbsup:

Yeah saw the minor hiccup with the reflectors but oh well


Now time for me to get back BATing all the signs
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 16, 2007, 10:33:09 PM
You're not the only one who's been BATing signs, Palpatine . . . . I'm sure you'll see what I mean soon.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on November 16, 2007, 11:04:01 PM
Cool should provide the members with a mix of the USA version and the New Zealand version of RHW signage.

Going to be interesting to see indeed.



Actually this will be very interesting as I use Photoshop CS3 for the first time  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: ssc4k on November 20, 2007, 03:40:48 PM
50th page nice job  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: empyreal on November 23, 2007, 08:30:39 PM
Keep it up, i look forward to playing with it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on November 25, 2007, 01:52:28 PM
Good job on the work on the NWM. Keep up the good work. You are all highly appreciated :thumbsup:.Just have to keep waiting I guess ()what(). About Wider RHW (6,8,10): Will it be able to go in diagonal directions? Does it have underpasses and overpasses? Will it work with the MIS? Will it be able to transfer to narrower RHW? TLA's: Will they be diagonal and have overpasses underpasses, and work with MIS as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 25, 2007, 03:27:42 PM
Hi everyone-

Thanks for the positive feedback.  Sorry things have been a bit slow here--I've been visiting family over the holiday and writing a paper for one of my classes, so Real Life hasn't been allowing "RUL Life". :D  RHW v20 is right now in its second Alpha build (A02) and testing has been going well.  A couple more Alpha builds and it should be at a releasable Beta stage.  Don't know how long that will take, though. ;)

godjcjk12, to answer your questions, the wider RHWs will be able to go diagonally upon release.  In fact, the diagonals are the primary issue that still needs to be worked out before the wider RHWs are released.  Right now, it is looking as if they will make it into RHW v21 (the version after next), though the RHW-6S may make a limited orthogonal-only appearance in RHW v20 to allow for accel/decel lanes on MIS ramps. 

The wider RHWs will definitely be interfaced with the MIS system, and it will be an extremely easy task since a good portion of the MIS features will already be in place with RHW v20.  It's mostly going to be an issue of making new ramp starter pieces, which will come in a variety of designs to allow for greater customization.  Allowing other networks to cross over the wider RHWs will just be an issue of making a few simple puzzle pieces.  Allowing wider RHWs to cross over other networks--well, I have a few interesting surprises planned on that end, which I think everyone will enjoy. ;)
Transferring between the widths will definitely be possible, through a variety of mechanisms. :)

As far as the TLAs, it's essentially the same situation on diagonals and under/overpasses, and there will be ways to interface them with the MIS as well--likely with intersections similar to the Avenue ones I've shown, though there may be a few other surprises on that end.  Actually, there's going to be a lot of surprises coming here soon. ;)

I'll be back with more soon.  My term at the university is over in just a little more than a week, so I'll have more time to crank out some new stuff.  Things are in good shape. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 25, 2007, 04:43:56 PM
Thanks for the update Tarkus, I'll be looking forward for the next beta version to come out. keep Up the great work.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on November 25, 2007, 05:23:27 PM
just remember my sims are stuck in traffic on the freeways and roads

just kidding...take your time ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on November 25, 2007, 05:41:47 PM
can't wait, can't wait.

good luck with the rest of your term, Tarkus, and hope Real Life doesn't intrude on RUL Life(c)*

*copyright to Tarkus of www.sc4devotion.com, November 25, 2007.
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on November 26, 2007, 07:11:52 AM
Thanks Alex for the update. I don't post very often in this thread, but i do read each post. I want to thank you for
all the hard work you've put in to this, and for everything you contribute to this community.  &apls  &apls  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 27, 2007, 09:10:44 PM
Great progress guys. Thanx for making on and off ramps for MIS.
Hello again, I have been doing make up work, on this. Its kind of an odd shaped lot. (http://thebestfilmakerever.googlepages.com/BearCity-Apr.2141196216741.png)
Except for Azns lights at the end, and has CPs trucks, and the one lanes going in and out the lot. Thats not a seperate lot going out of the station with the on ramp. Don't worry, this not functional, but currently is just a Landmark not doing anything else as well. Pending a garage OR truck stop building. One of the two, for some reason the Maxis building doesn't show up, so how this saved at all, I don't know. But for some reason, theres some animated cars, 2 way traffic that occassionally show in the building's place, like they want to move but there stuck. :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Detox06 on December 02, 2007, 01:38:53 AM
Hey y'all. It's been quite a while since I've played SC4, and I'm just now putting it back onto my computer. I was just curious if anyone knows how much longer it is until a release on either the next NAM, or the NWM? Even tentative dates? Like how much is done and left?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 02, 2007, 01:43:20 AM
as we always say itll be released when released  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 02, 2007, 04:45:59 AM
Ooo, weigh station.  Awesome.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on December 02, 2007, 06:08:12 AM
Well, I have read all 50 pages of this thread over the last three days so I have begun to understand that the value of RHW + MIS is in its potential, not so much in what it is now. With next release (or a subsequent one) I should able to build roads like where the M80 (2 lanes in each carriageway) joins the M8 (3 lanes in each direction) in the centre of Glasgow, Scotland to form two carriageways each 5 lanes wide. Oh, and there are also other things going on at the junction (see  Junction of M8 and M80 Glasgow, UK (http://maps.google.co.uk/maps?oe=UTF-8&hl=en&q=&ie=UTF8&ll=55.870628,-4.200597&spn=0.006188,0.020084&t=h&z=16&om=1) )

It is remarkable that soon you might make that possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on December 02, 2007, 12:39:05 PM
"Don't care how I want it NOW!!"  We all know what happens to children who are impatient. WOMP WOMP...  ??? Watch the original Willy Wonka and the Chocolate Factory ;)...you'll get it after that.  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on December 02, 2007, 01:28:01 PM
Well, I have read all 50 pages of this thread over the last three days so I have begun to understand that the value of RHW + MIS is in its potential, not so much in what it is now. With next release (or a subsequent one) I should able to build roads like where the M80 (2 lanes in each carriageway) joins the M8 (3 lanes in each direction) in the centre of Glasgow, Scotland to form two carriageways each 5 lanes wide. Oh, and there are also other things going on at the junction (see  Junction of M8 and M80 Glasgow, UK (http://maps.google.co.uk/maps?oe=UTF-8&hl=en&q=&ie=UTF8&ll=55.870628,-4.200597&spn=0.006188,0.020084&t=h&z=16&om=1) )

It is remarkable that soon you might make that possible.
ROADS!? WHERE WE'RE GOING WE WON'T NEED ROADS!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on December 02, 2007, 01:45:00 PM
ROADS!? WHERE WE'RE GOING WE WON'T NEED ROADS!!!

Just finished watching back to the future on HBO like me I see..  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 02, 2007, 08:02:35 PM
Just finished watching back to the future on HBO like me I see..  :D

I have the box set of Back to the Future. ;D  One of the best sets of movies ever IMO. :) :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 02, 2007, 11:14:07 PM
I love the scene in back to the future part 2 where it ses "No Landing Zone"  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 02, 2007, 11:37:27 PM
I love those new photos, Keep Up the Greak Work Guys. &apls &apls &apls.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 04, 2007, 02:03:03 AM
Hey y'all. It's been quite a while since I've played SC4, and I'm just now putting it back onto my computer. I was just curious if anyone knows how much longer it is until a release on either the next NAM, or the NWM? Even tentative dates? Like how much is done and left?

There won't be a "next NAM", technically-speaking.  The NAM has gone modular with the June 2007 release, so instead of releasing one giant package as we've done in the past, we're now just releasing individual components for download, to allow the user the option of what to install, and also to allow for the components to be released sooner, rather than waiting for enough new stuff to accumulate to warrant a "new NAM".  Thus, we were able to release the SAM (Street Addon Mod) back in September.

There technically won't be an "NWM" either--the RHW, TLA, Wider One-Ways, etc. are going to be released separately.  The next thing you can expect is a new version of the RHW (v20).  We haven't finalized what all will be in it, but the long-awaited MIS will be included in some form or another.  It is currently in testing as an Alpha Build (the 2nd alpha to be precise).  I haven't had much time to work on it much further beyond that lately, as I've been busy finishing up the term at college, and I also managed to break my right elbow (so I'm in a cast and typing one-handed).  But college is now over for the term for me as of earlier today, and I'm now on break for the next month, so I will have more time. 

That being said, I can't give a tentative date, because I have no idea. :D  Besides, we NAMites like to surprise people.  ;)  Development cycle-wise, it will probably be another 2-4 Alpha Builds before it is in a more stable Beta stage (when it can be unleashed on the public at long last ;)).

Hope that answers some questions, and I will be back again soon with new development pics.  ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on December 04, 2007, 09:34:58 AM
crap.... elbow fracture... that sucks..... but oh well.... school's first.... take care that elbow of yours XD...



viva mexico
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 04, 2007, 04:31:08 PM
Great progress guys. Thanx for making on and off ramps for MIS.
Hello again, I have been doing make up work, on this. Its kind of an odd shaped lot. (http://thebestfilmakerever.googlepages.com/BearCity-Apr.2141196216741.png)
Except for Azns lights at the end, and has CPs trucks, and the one lanes going in and out the lot. Thats not a seperate lot going out of the station with the on ramp. Don't worry, this not functional, but currently is just a Landmark not doing anything else as well. Pending a garage OR truck stop building. One of the two, for some reason the Maxis building doesn't show up, so how this saved at all, I don't know. But for some reason, theres some animated cars, 2 way traffic that occassionally show in the building's place, like they want to move but there stuck. :(

Interesting work there indeed

May I recommend testing the MIS on this set http://www.simtropolis.com/stex/index.cfm?id=17683   It is mine, however these were always designed for something like the RHW MIS system.

Otherwise  :thumbsup: as always
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on December 05, 2007, 07:16:30 AM
Great progress guys. Thanx for making on and off ramps for MIS.
Hello again, I have been doing make up work, on this. Its kind of an odd shaped lot. (http://thebestfilmakerever.googlepages.com/BearCity-Apr.2141196216741.png)
Except for Azns lights at the end, and has CPs trucks, and the one lanes going in and out the lot. Thats not a seperate lot going out of the station with the on ramp. Don't worry, this not functional, but currently is just a Landmark not doing anything else as well. Pending a garage OR truck stop building. One of the two, for some reason the Maxis building doesn't show up, so how this saved at all, I don't know. But for some reason, theres some animated cars, 2 way traffic that occassionally show in the building's place, like they want to move but there stuck. :(

Interesting...........to say the least.

Robin  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 05, 2007, 07:50:05 PM
I might have something to show you guys by the end of the weekend. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 05, 2007, 11:58:54 PM
hmmm something from you James has to be stunning and i cant wait to see it!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 06, 2007, 02:27:19 AM
Theres nothing quite like the NAM Team teasing the rest of us... :D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 06, 2007, 02:52:00 AM
Breaking your elbow must be a RUL pain.  :P (sorry, I thought that lame joke up and had to post it).

Hope it gets better soon. Broken body parts hoover.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 06, 2007, 11:48:14 AM
Rick, that'll be cool. I'll be looking for that update this weekend.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: LoneRanger on December 06, 2007, 01:42:42 PM
Ok I have been reading up on this mod wich is excelent  &apls [the mod that is, not me reading up, well that too]
Now, I still can't seem to connect RHW to any other form of transportation.
I reinstalled the nam, made sure the ant was chosen/installed but still no luck.
I can only connect with puzzle-parts but they don't seem transit.
Prolly I should wait for the MIS but something tells me that wont work since I can't connect right now.
Am I just missunderstanding something or am I?

I uninstalled the nam and rhw and sam. [the last never worked here either]
Reinstalled nam+ant and after that rhw+euro textures.
I can place the rhw and it looks fine but can't connect any type of road to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 06, 2007, 01:55:53 PM
loneranger: have ya checked out the SAM thread yet? there is a minireadme of the SAM and also at the very bottom there are instructions on how to install each mod. if ya havnt yet make sure to check it out i had to help someone install the whole package a few days ago and it works fine for them  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: LoneRanger on December 06, 2007, 01:59:45 PM
loneranger: have ya checked out the SAM thread yet? there is a minireadme of the SAM and also at the very bottom there are instructions on how to install each mod. if ya havnt yet make sure to check it out i had to help someone install the whole package a few days ago and it works fine for them  ;)

I knew there was something for those that had only red on the sam how to fix it.
Since I was never realy seriously interested in the sam I never caught up there.
Thanks for your help I will check it out.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 06, 2007, 05:31:35 PM
@LoneRanger: make sure that you have the june 2007 version of the NAM, and not an earlier one!!

@cammo:
Breaking your elbow must be a RUL pain.

groaner!!! that truly is a very bad joke. no offense, but oh that's a bad 'un!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 06, 2007, 06:12:10 PM
Breaking your elbow must be a RUL pain.

[Stewie Griffin]  Wow - even I found that to be in bad taste. [/Stewie Griffin]   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 06, 2007, 06:43:04 PM
Theres nothing quite like the NAM Team teasing the rest of us... :D

Cheers,
Kevin

Yep, we have fun doing it. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 06, 2007, 07:32:19 PM
Breaking your elbow must be a RUL pain.  :P (sorry, I thought that lame joke up and had to post it).

Actually, it is a bit of a "RUL Pain".  I can't write RULs as quickly with one hand, though I still get by. :P  And don't worry about it being bad--I've come up with FAR worse. :D

Quote
Hope it gets better soon. Broken body parts hoover.

Thanks, though I'm not sure what you mean about them "hoovering"--I haven't been able to vacuum things up with it. :P

Theres nothing quite like the NAM Team teasing the rest of us... :D

We like to surprise people.   ;)

Back with screenies a little later.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 06, 2007, 11:15:24 PM
hopefully before midnight here....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 07, 2007, 05:51:54 AM
Knowing Alex, it'll be a few more days.  ::)

:P
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 07, 2007, 06:29:10 AM
Knowing Alex, it'll be a few more days.  ::)

:P

You just got burned bad Alex. lol. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 08, 2007, 12:47:17 AM
I sense something great is about to be released up on us  :o

(Last time I said that statement somebody was at the receiving end of my fleet in Empire at War)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on December 08, 2007, 12:38:32 PM
heheheh, great game. I use a Mod that adds so many awesome units, it's ridiculous. I love playing as the empire and using the Sovereign ^^

Back on topic, can't wait for the pics!
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 09, 2007, 09:30:35 AM
[Stewie Griffin]  Wow - even I found that to be in bad taste. [/Stewie Griffin]   :P

Sorry folks, I didn't mean anything offensive by that. I just saw the wordplay and couldn't resist. I shall slam my hand in the door in future for thinking stuff like that. &ops

Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 09, 2007, 11:16:38 AM
no, no, it's ok, it was just a very bad pun.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on December 10, 2007, 01:40:54 AM
Will the MIS be compatible with regular highways, or only the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 10, 2007, 02:12:55 AM
The long-awaited pic . . . this here is a big teaser for RHW v20 and its new features.

(http://img156.imageshack.us/img156/3092/misrail12102007ze3.jpg)

Yes, that's Elevated Heavy Rail (with ArkenbergeJoe's new models) going over an MIS ramp. ;)

schm0, to answer your question, right now it will be RHW only, though when Shadow Assassin's UHW mod (which revamps the Maxis Highways) is completed, MIS interfaces will be added.

And cammo, don't feel bad about the pun--I rather enjoyed it. :) 

Back with more later . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 10, 2007, 08:07:36 AM
Awesome work, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 10, 2007, 08:46:59 AM
Nice teaser there! Looking forward to the release...
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 10, 2007, 08:51:21 AM
Alex,

Amazing work! I'm glad to see that truly strange intersections that someone had the brilliant idea of building in the middle of a railroad right-of-way are now possible.

 :thumbsup:

I wonder what else you've got "in the bag?"

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: niaba on December 10, 2007, 08:56:22 AM
I just creamed my pants. Can't wait. Thanks for all your effort.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ejeff2007 on December 10, 2007, 09:28:31 AM
I'm not as excited as the previous poster  :D  but I am looking forward to seeing the latest updates to the RHW when they are available.  I feel like this is the last piece of the puzzle in terms of my full enjoyment of SC4RH as a city simulation game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 10, 2007, 09:33:37 AM
Thanks for the update guys, been waiting for this. It's a good way to begin my birthday today lol. Also, I'm 29 Again,  :D $%Grinno$%.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on December 10, 2007, 11:08:04 AM
Great work as always. Always looking forward to seeing more pics. Again, I like perfect.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on December 10, 2007, 12:28:11 PM
gah... you're killing me! I can't wait!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 10, 2007, 05:23:26 PM
ooooo! I can't wait  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 10, 2007, 05:30:53 PM
mmmmmmmmmmmmmmmmmmmmmm drooling here now even more soo since i started to use RHW!!!  BTW Alex great stuff!!! Is there also with V20 a better transition with the road and RHW???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 10, 2007, 06:31:35 PM
Quote
I feel like this is the last piece of the puzzle in terms of my full enjoyment of SC4RH as a city simulation game.

Appropriate, considering we use puzzle pieces to get the network started.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 10, 2007, 07:07:02 PM
Nice work there indeed Alex

 :thumbsup:  :thumbsup:  :thumbsup:

Have Solaria already to go for MIS
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 10, 2007, 08:07:09 PM
Is there also with V20 a better transition with the road and RHW???

You do mean RHW-2 > RD, right?  If so, "YES". ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on December 10, 2007, 08:09:26 PM
Geez.....I'm about to faint due to the sheer suspense of it all.  $%Grinno$%

Great work, guys.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 10, 2007, 10:28:25 PM
This is the intersection what i was wondering about James...

(http://img520.imageshack.us/img520/7939/intersectiononrhwja3.jpg)

if you are meaning there is better intersection then awesome if not i will wait for a better one patiently - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 10, 2007, 10:57:25 PM
I'm in awe, Alex! Absolutely in awe! But then again, I'm used to getting that feeling around here. Great job, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2007, 11:26:34 PM
RHW v13b has been discontinued, and all uploads of it have been (or will be) locked or otherwise removed.  Thank you all for your continued support, and the whole team is very excited about making the new version (v20) available to you in the not-so-distant future.  (Of course, I cannot specify a release date--we like to surprise people.)

The main reason for the discontinuation of v13b is to simplify support and prevent any issues that may arise from obsolete versions still being available.

Pat, to answer your question, yes, that intersection will be fixed for the v20 release. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 14, 2007, 11:32:25 PM
*Hopes v20 is out by next week*

It'll probably come out some time between now and New Year's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 14, 2007, 11:34:49 PM

Alex thank you thank you thank you thank you and ooh yea thank you!!! You all rock!!!!!!!!!!!!!!!!
Drangon as Alex said it will be out when it comes out and he cant give a release date, But i do hope in the not so distant future lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 14, 2007, 11:35:23 PM
Can't a man dream?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2007, 11:47:44 PM
Can't a man dream?

Yes, certainly.  Of course, it won't speed up the release. :D

Let the teasing campaign begin! ()flamdev()

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 14, 2007, 11:49:35 PM
So now I sit here twiddling my thumbs until most likely Boxing Day New Zealand Time.

[Checks TAB for odds and payouts]

[Also changes colours from Black to Gold] - Go Robbie Deans

Whooops not the Rugby Thread

Back on topic

Anycase Alex the Palpatine 4 thumbs up  :thumbsup: are coming your way for outstanding work.  :D

Now then, where O where will MIS go, ah yes...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 14, 2007, 11:54:21 PM
Alex, does this mean that we're at the point in the system where the DOTs are acquiring right-of-way and stockpiling aggregate, or are the DOTs still taking bids for the contracts?   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 14, 2007, 11:55:54 PM
Quote
Let the teasing campaign begin!

I love it!

I'll be looking forward to the announcement, Alex. Waiting patiently...but not too patiently...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on December 14, 2007, 11:56:38 PM
Hmmm.. Ryan... I think I am still taking bids.  Whose offering the most money?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 15, 2007, 12:01:03 AM
LoL Jp hows ummm $10 sound hehehe
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 15, 2007, 12:01:47 AM
Well I know that JDOT (Jenress Department of Transportation) has the ROW and retaining walls starting construction. They only need wait for the first shipment of asphalt and guidelines for construction!

Also, the Monarchy of Jenress offers the first bid. The Monarchy will agree to a reasonable amount stated by NAM Transit Construction Company.

(The NAM TCCTM is a subsidary of the NAM Team, an International Conglomerate responsible for the initial construction of transit networks.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 15, 2007, 12:06:02 AM
 ()what()

Ok then that was interest the above thread

Anycase let see, $10? I up it to $10, some loose change and a gif voucher for $10 of gas as my bid

Also the IPS - Transit Division of Solaria have the RHWs already laid down in 4 locations and are just waiting on the spec's for the new MIS system to impliment so that the new routes can open to the public.

Going back on topic again  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 15, 2007, 02:28:17 AM
That was on topic, making bids yes? So I couched my bid in the realm of my MD.

Basically it was a way of saying anytime you're ready, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on December 15, 2007, 02:52:37 AM
Patience will very soon pay off ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 15, 2007, 03:06:33 AM
My region in the making is more or less flat broke, therefore the best we have to offer is 24 oz. of gold nuggets, freshly panned from a stream, 10 acres of pristine Pacific Northwest rain forest, and a slightly used 1984 Chevrolet Caprice.  :D

Without money we can't build a new highway system and without a new highway system we can't make any money. Take pity on us, NAM Construction!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 15, 2007, 03:53:48 AM
Come on guys, $10 ain't enough for my engineer/designing fees.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on December 15, 2007, 06:41:12 AM
My region in the making is more or less flat broke, therefore the best we have to offer is 24 oz. of gold nuggets, freshly panned from a stream, 10 acres of pristine Pacific Northwest rain forest, and a slightly used 1984 Chevrolet Caprice.  :D

LOL slightly used....  Still thats worth more than $10... I think.  Anyone giving the shirt off their back?  Waiting for Barby to crack the whip and say no more haggling.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 15, 2007, 02:24:14 PM
When (RHW)--v20b Beta-- becomes available. I'll remove the (RHW)--v13b Beta-- from my computer. Keep up the great work with this project.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 15, 2007, 07:03:51 PM
Well, it won't actually be called Beta anymore. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 15, 2007, 11:57:08 PM
I cant wait!!!! Tarkus, could you tease us with a picture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 02:17:20 AM
Modelling work for RHW-20 project, on Elevated MIS Urban Highway kit has started.

First order or business: T-21 props for 2-lanes wide elevated highway network.

There will be 11 to 20 or so different sign bridges that will randomly show up, in order to enhance realism to the maximum level (lot better than seeing same type of sign all the time on your highway).

Here are the T-21 sign bridges completed so far for 2-lanes elevated highway network:
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/t21_signbridges/summary.jpg)

Go to http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/t21_signbridges/ to view detailed picture of each sign bridge shown above.

Additional T-21's are under work as we speak, including light poles, monitoring cameras, fire standpipes, etc.   There will be over 150 T-21 props made for both big dig and MIS projects, ranging from light poles, signs and ITS equipments.

The draggable network piece itself is very primitive and light load (lesser than 100 polys).  The model for ground-elevated transition and future on/off-ramps will be more costly in terms of polys, but still light enough for in-game .3ds use.  I'm deliberately cutting out any edges/faces out of models that won't be visible in game in order to optimize them.




Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on December 16, 2007, 02:19:24 AM
Jeez, that's fall on the floor and die with a smile on your face stuff.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 16, 2007, 02:37:29 AM
ummmmmm what do i say next buttttt Hooooly _________ COW!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 16, 2007, 02:39:52 AM
[Continues to sit and wait patiently]

Nice work there indeed Blahdy - for city highways?

Just a question, can the posts be more of a metalic colour please as seen in Australisan Sign Postings on Motorways?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 02:51:10 AM
[Continues to sit and wait patiently]

Nice work there indeed Blahdy - for city highways?

Just a question, can the posts be more of a metalic colour please as seen in Australisan Sign Postings on Motorways?

Metallic signs will come later, but the current elevated highway project track is based off of big dig design specifications to speed things up.

Current priority is to bring elevated highway pieces completed as quickly as possible for inner city/urban environments.  Because the elevated highway under work will be for urban environment, and because most of the needed component models for T-21's have been already made for the big dig project, it's easier to just port them over to MIS.

Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 16, 2007, 02:57:18 AM
When they look this good it's hard to complain.

 :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 16, 2007, 03:06:11 AM
Hey blahdy: not that it really matters, but the innermost lane is usually the no 1 lane. 'course no on'es going to see those little marker signs anyhow, but i felt like being a little nit-picky  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 03:11:36 AM
Hey blahdy: not that it really matters, but the innermost lane is usually the no 1 lane. 'course no on'es going to see those little marker signs anyhow, but i felt like being a little nit-picky  ;D

Those are ITS tag numbers (each sign bridge has an ID, i.e. BOS-04, NB-11, EB-33 etc) and each node component in the sign bridge, such as variable message sign, dynamic speed limit sign and lane control signs have their own ITS lane allocation ID's.  For example, inner most lane control sign on sign bridge would have address of BOS-04:2).

In Boston big dig system, outer most lane is lane #1 for ITS setup.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 16, 2007, 03:15:49 AM
ummm...ok I have no idea what you just said!  ()stsfd() That's what I get for trying to correct a transit expert.  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 16, 2007, 10:21:52 AM
Blahdy,

Amazing models, as usual. I am extremely happy to see that you are making progress on the eye-candy side of the RHW, with Alex and Jason making it work, James texturing the roadway, and you creating the structures involved this will be an amazing release.

Hopefully the holiday season won't get you all bogged down and there will be a nifty New Year's present for the community...  ;D

I can hope, right?

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on December 16, 2007, 12:33:43 PM
Just want you to know that i'm awaiting the release of this mod to unleash my cosmic-er, mayorial fury upon my plugins folder and start from scratch. Until then, no sc4... at all!

Have pity on me and release soon!  :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 16, 2007, 03:30:46 PM
Just thought I'd show a screenie confirming that the RHW-6S will indeed be included in a limited Orthogonal-only capacity.

(http://img104.imageshack.us/img104/7263/misrampc12162007ei8.jpg)

Yes, I know one of those reflectors is backwards--it's easy to fix.  And for those of you who might be wondering "Can you make the dashed line longer?", the answer is technically yes, but it would involve making the puzzle piece longer, diminishing the "modular" aspect, so this is the size you'll more than likely be getting (I may add one tile onto the RHW-6S ends, though).

I am planning on adding a couple more MIS interface ramps, including at least one more RHW-6S setup like this (but with an RHW-4 coming out of it instead of an MIS ramp, so C/D lanes can be done).

And Kevin, we'll see.  It really is quite close, and I'm almost at the stage where I can switch entirely into "bugfixing mode". ;)  We have a few little things to decide, and a couple of small features (that aren't modding intensive) to add-in.  We'll be able to get Toichus Maximus playing again. :D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on December 16, 2007, 03:47:56 PM
What if (and tell me if I'm completely nuts) you made a puzzle piece that was one tile long that you would just plop right after the exit ramp.
It would take up just this tile:
(http://img86.imageshack.us/img86/3847/tileji5.jpg)
and it would be RHW6, but instead of the usual lane marking for that outside lane, it would have the dotted white line. Then you could make it as long as you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 16, 2007, 04:09:22 PM
Hmmm Alex, that last pic there showing the RHW-6 is  :thumbsup:
Already have a spot lined up for it already...  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 16, 2007, 04:11:09 PM
I think I know what you're getting at, simzebu - something like this:

(http://img70.imageshack.us/img70/4558/rhw6puzzlepiecehighlighaj9.png)

The highlighted part is - if I'm right - the thing you're suggesting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on December 16, 2007, 04:49:15 PM
I think I know what you're getting at, simzebu - something like this:

(http://img70.imageshack.us/img70/4558/rhw6puzzlepiecehighlighaj9.png)

The highlighted part is - if I'm right - the thing you're suggesting.
Yeah, what I'm thinking is maybe you add a similar puzzle piece where the 3rd lane ends and merges to create a normal RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 16, 2007, 06:08:55 PM
Aaaahhh!!!! I cant wait! Wow, you guys are awesome, Tarkus and Blahdy! Keep up the good work and take your time...I can wait (I hope  :'( )
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 07:20:49 PM
Base .s3d model for 2-lane elevated highway is completed.  Pretty basic, without any fancy stuff on it (all the add-on's are to be T21'd).  Total poly count is 498 per tile.
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_1.jpg)

How it *should* look like with all the T-21 exemplars applied in-game:
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_4.jpg)
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_2.jpg)
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_3.jpg)

Real-world application: Click here (http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/southbay-ic/456466907_2f1fbf385b_o.jpg)
The RL version has steel fence on side by side;  the fence will be included in RHWMIS as well, but not on the base elevated highway model.  It will be included on interchange elements.  (The RL picture URL above is actually an interchange ramp)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 16, 2007, 07:42:56 PM
Wickedly sweet James. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on December 16, 2007, 07:43:09 PM
Ooh, great work blahdy! Those look great, and they remind me of the elevated stretches of I-35 and US 183 here in Austin. I can't wait to see what these will look like in-game.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 16, 2007, 08:37:18 PM
Looks great, but be warned, if the LODs are built like that, you're gonna have problems on slopes. Maybe you can talk to buddybud about how to deal with this problem?

Basically, you're going to have to split up the model: the pillar, the barriers (set to conform to slope), and the sign (that includes the concrete support piece, too), and all three will need to be added as T21s, which is what you're going to do anyway. :P


Hehe, maybe you should talk to rickmastfan about those cool-looking concrete textures, too :P Maybe the el-RHW could use something like that.



EDIT: Tarkus, saw the 6-C. Are there going to be puzzle pieces for the MIS ramp (which can actually be recycled for the 8-C, too, using the same puzzle piece as the 6-C) and merges from 4 to 6)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 08:54:23 PM
shadow_assassin:  thanks;  The models when completed will be delivered as source Max 7 files to Tarkus along with all textures (these models are specifically licensed for NAM use).  So you guys can deal with LOD or however you want to import them into the game as you see fit :)  I did however model accordingly to recommended specs though to make it easier for you folks.  All T21's are grouped separately away from the base model itself, so they can be easily exported independently as props without having to manually select them or edit the model when you dont have to.

Regarding the concrete textures, I'll ask rickmastfan to see what he has.  But it's unlikely that concrete texture will change anytime soon, as the current ones used by big dig offer the most realism/mentalray-photometric-like behavior than plain greyness.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 16, 2007, 08:59:15 PM
Well James, I think I might have found a problem with those pieces.  The Highway paint for the dashed line is on the wrong side of the piece.  If hooked up with a normal RHW-4 piece where the white line starts on yours, it would create a jumbo sized white line.  Just thought I would point that out to you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 16, 2007, 09:42:31 PM
Those stretches in Austin scare me; they don't have big enough pillars.

...But then again, I'm from California, everything has to be earthquake safe so the columns are oval and placed so at the ends of the segments instead of the middle.

I like your model, it's a nice compromise.  Too modern looking for my cities, though.  A friend of mine has been sending pictures and letters from Prague... They have some awesome roads there.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 16, 2007, 09:50:51 PM
I'm speechless...and, like everyone I'm sure, I can't wait!

Keep up the great work here, guys! I don't have to tell you what a fantastic job you're doing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 16, 2007, 09:52:17 PM
Looking great blahdy. The concrete texture looks a lot lighter on the elevated section, but I think you can definitely get away with that - It's not at all uncommon for elevated sections to be paved differently.

One other question -- have any bridges been done or are any going to make it into the release? It's not such a big deal given the possibility to transfer into a FHW (which widens the options anyway) but it'd be nice to have a bridge -- even a basic one would be a start.

I get the feeling I've asked this before and it's already been answered, but no harm in asking again. My memory's a little poor at times...  :D



Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 16, 2007, 10:20:22 PM
[Is Speechless]

Going to make re doing the 400km of highways in Solaria an interesting challenge to say the least

 :thumbsup: :thumbsup: :thumbsup: :thumbsup: As always
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 16, 2007, 11:03:12 PM
shouldn't the camera be acing oncoming traffic?

yes, i know, being nitpicky  ;D

Still, cameras and lane markings notwithstanding, it's great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 16, 2007, 11:04:42 PM
Yeah, I better make room in my city's budget to reconstruct the highways!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on December 16, 2007, 11:55:45 PM
Looks great, one question: what is a 'hazmat'?  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 16, 2007, 11:58:04 PM
HAZMAT = HAZardous MATerials.

On the sign, NO HAZMATS means that vehicles containing hazardous materials are not allowed into the tunnel.

Hope this answers your question, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 17, 2007, 12:59:03 AM
shouldn't the camera be acing oncoming traffic?

yes, i know, being nitpicky  ;D

Still, cameras and lane markings notwithstanding, it's great!

The camera is mounted on a QuickSet QPT-20 360-degrees rotation platform (~$6000 installation including camera per pole).  There's no set rule in camera installations regarding where they are actually pointing to, because operator can simply rotate the camera 360 degrees by click of a mouse button from the operations center.

Yea, the lane markings will be corrected... i made a mistake with UV mappings that screwed up the lane order.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 17, 2007, 02:06:07 AM
Amazing work, blahdy.

I'm really, really excited about the RHW for the millionth time. Keep up the great work NAM team!  :thumbsup: &apls

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tonksie on December 17, 2007, 11:41:09 AM
Base .s3d model for 2-lane elevated highway is completed.  Pretty basic, without any fancy stuff on it (all the add-on's are to be T21'd).  Total poly count is 498 per tile.
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_1.jpg)

How it *should* look like with all the T-21 exemplars applied in-game:
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_4.jpg)
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_2.jpg)
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_3.jpg)

Real-world application: Click here (http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/southbay-ic/456466907_2f1fbf385b_o.jpg)
The RL version has steel fence on side by side;  the fence will be included in RHWMIS as well, but not on the base elevated highway model.  It will be included on interchange elements.  (The RL picture URL above is actually an interchange ramp)

Inspired by your work im considering doing something similar. I have already modelled one side for the strait piece as you have. But got a little distracted and animated a whole strait...

And yes im aware of the cars going in reverse lol.
(http://fc05.deviantart.com/fs22/f/2007/351/6/d/Motorway_by_Tonksie.gif)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on December 17, 2007, 01:19:51 PM
Amazing work blahdy!!!
 &apls &apls
 :thumbsup:
And nice higwhay Tonksie &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on December 17, 2007, 04:21:06 PM
Excellent work there. I can see a few poly saving areas (such as using a plane (I think) for the road deck) that I'm sure will help out alot.

Really looking forward to seeing this in game  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 17, 2007, 04:39:08 PM
Excellent work there. I can see a few poly saving areas (such as using a plane (I think) for the road deck) that I'm sure will help out alot.

Really looking forward to seeing this in game  :thumbsup:

It's already using plane for road deck.  Plus, all objects in the model (with exception of rain gutters) have bottom faces and vertexes cut out to cut poly cost.

The base model itself is actually 209 polygons.  The rain gutters are what's taking the rest, but they will be actually taken out of the base model and become T21's instead.

Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on December 17, 2007, 04:51:55 PM
If this is what I have to look forward to when this project is finished and released, the wait is gonna drive me nuts :P  blahdy those models are stunning and have to admit I stared at those pics for quite some time before I could move along to type this reply ::)  and then realized my lower jaw stung a bit from hitting the floor :D  I eagerly await the release of this project.  Excellent job on this blahdy &apls &apls

Nice work with the animated highway Tonksie.  I noticed that only some of the vehicles are driving in reverse, obviously these sims have had one too many drinks today?  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 17, 2007, 05:04:32 PM
Good greif, Tarkus, hurry! The peons of Jenress are getting antsy!

Actually, no, take your time. Better done right than done fast.

Great animation Tonksie
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 17, 2007, 06:54:23 PM
Tonksie, I may not be an Admin here at the forums, but I would like to recommend you to turn that animation to a link instead of having the image load automatically.  The reason I'm suggesting that is because the image is almost 22MB and is a killer to people on dial-up.  Sometimes when an image like that is in a thread, it prevents the thread from fully loading till that image itself is loaded, and trust me, I've had that happen @ other places and that can be really annoying.  So, I hope you'll take my suggestion about just linking to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tonksie on December 17, 2007, 08:08:14 PM
Tonksie, I may not be an Admin here at the forums, but I would like to recommend you to turn that animation to a link instead of having the image load animation.  The reason I'm suggesting that is because the image is almost 22MB and is a killer to people on dial-up.  Sometimes when an image like that is in a thread, it prevents the thread from fully loading till that image itself is loaded, and trust me, I've had that happen @ other places and that can be really annoying.  So, I hope you'll take my suggestion about just linking to it.

I may edit that one later then.

Anyway, regarding my model, it doesnt quite match up with the standard highway size yet (exluding the red hard shoulder this is). How much work will i be setting myself up for if i carried this one on? How many models i mean?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 17, 2007, 09:08:08 PM
Stunning stuff here wow!!! So much more as come across since the other night, man im just drooling!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 17, 2007, 09:28:42 PM
ok 2-lane elevated highway piece is completed. 
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_10.jpg)

UV maps for lane painting is fixed and 2 additional sign bridges have been made. 
There are total of 13 different available signage configurations for 2-lane elevated highway that you can have in your cities.

Picture of all 13 completed different sign configurations available for 2 lanes elevated RHW/MIS highway:
(http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/base_11.jpg)


Tarkus: i'll send you an email tonight with .rar file of all components added-- PLEASE take note of the following when you open up the model.

You will see the following components (press H to see list of all model objects) in the max scene:

1. BASE: This is the core component, includes the road deck, pillar/pylon and jersey barriers.  This is grouped, if you ungroup them, you can selectively take out the pylons/road deck as you need to make appropriate T21's if needed.  Please be sure to maintain the proper X/Y axis while moving things around so that it does not disturb the integrity of the whole model.  The jersey barriers and road deck have been extended to 24 meters in order to be compatible with on-slope placements in the game (per shadowassassin's info).

2. T21_ITC_FREQ_10:  This is a group for T21 object.  Includes surveillance camera and its mounting concrete base.  This whole group should be compiled/rendered separately as a prop for T21 use.  Please maintain proper height and X axis as improper deviations will alter the bridge construction.  Best way to render this properly without affecting the model integrity is to simply select it (but do NOT move it at all) and File->Save Selected.  That will save the file into a new model file which can be used to render. 

It is recommended that this T21 be displayed for every 10 tiles of network placement in the game.


3. T21_LGM_FREQ_2: Same as above, but includes the light pole and rain gutters.  It is recommended for display frequency of every 2 network tiles.

4. T21_MSC_FREQ_5:  Miscellaneous T21 components, includes fire standpipe and embedded electrical bus boxes.  Again, same rule applies with all T21's above regarding rendering, etc.  Recommended for display per every 5 network tiles.

5. You will also see whole lot of different grouped objects other than the ones listed above.  Each of these individual groups are complete sign bridge configurations, so same rules apply with above regarding rendering.  The frequency of displaying signage is up to you.  The sign bridge T21 should show up in the middile of the bridge deck in a tile so that it does not interfere with the camera or the light pole (see the T21_SIGN_EXAMPLE group for its placement).

anyway, pm me or IM me/etc whatever with any questions you may have in integrating this.  once you start working on it i'll start work on the ground->elevated 2 lane transition abutment.



Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 17, 2007, 09:43:34 PM
Love those Elevated Highway Signs all 13 of them Keep Up The Great Work!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 17, 2007, 10:04:16 PM
Looking great there James!!! :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 18, 2007, 01:34:12 AM
gaaaaaaaaasp wow that is awsome news to see this still chugging along!!! Ty Blahdy for your hard work....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 18, 2007, 03:37:28 AM
blahdy, you are the man!  The models look fantastic, and I can't wait to get them in place.  Thanks for the detailed instructions, too. ;)

I have one little development screenie here--I've successfully redone the Elevated Rail-over-RHW setup, such that the RHW-4 and RHW-2 versions can co-exist.  (Note that I still need to add James' (rickmasfan67's) specially darkened textures to fix the discoloration. ;))  The Monorail and Elevated "Fake" (Maxis ::)) Highway versions will also be fixed accordingly in short order.

(http://img149.imageshack.us/img149/9598/elrrhw12182007di3.jpg)

With regard to the dashed line issue with the RHW-6S approaches to the ramp interfaces, I'm looking at a couple of solutions--at the moment, I'm leaning toward making the Dashed RHW-6S a separate network/texture variation, which will be draggable from starter pieces.  Then you can make it as long (or short) as you want--there would also be pieces to switch between Standard and Dashed RHW-6S as well.  How does that sound? 

Nice work with the animated highway Tonksie.  I noticed that only some of the vehicles are driving in reverse, obviously these sims have had one too many drinks today?  :D

Two words: Nicole Richie. :D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 18, 2007, 03:49:42 AM
Quote

Two words: Nicole Richie. :D

-Alex (Tarkus)


 :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 18, 2007, 05:14:54 AM
Two words: Nicole Richie. :D

Don't you mean five words Alex?

Nichole Richie & Lindsey Lohan. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 18, 2007, 01:36:58 PM
Don't you mean five words Alex?

Nichole Richie & Lindsey Lohan. :P

True, but I'm not sure if Lindsay actually drove backward down I-5 like Nicole did. :D  I wouldn't put it past her, though.  Maybe I should throw some dual-directional paths on the RHWs . . .  ::)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 18, 2007, 01:40:06 PM
ooooi now you 2 have done and gone corrupted a good thread lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 18, 2007, 01:42:18 PM
we already are corrupted enough for dangling these screenies at ya guys  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 18, 2007, 06:06:16 PM
Too true, too true.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on December 18, 2007, 06:13:26 PM
It's already using plane for road deck.  Plus, all objects in the model (with exception of rain gutters) have bottom faces and vertexes cut out to cut poly cost.

The base model itself is actually 209 polygons.  The rain gutters are what's taking the rest, but they will be actually taken out of the base model and become T21's instead.



I meant that I saw you using those poly saving pieces and applauded the nice work  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 18, 2007, 08:28:54 PM
Execellent work as always Alex, although EL rail is not heavily used in Solaria, just heavy rail.

 :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2007, 04:33:20 AM
I've got another ramp interface here--RHW-6S splitting into two RHW-4s.  Texture still needs a little work. 

It's rather handy for creating Collector/Distributor lanes, as you'll see by this latest development screenie . . .

(http://img167.imageshack.us/img167/6515/miscdlane12192007lp2.jpg)

Since the RHW has switched entirely over to a new puzzle-drag mechanism, like the SAM and Draggable GLR, there's no fancy tricks needed to keep two adjacent RHW-4s going the same direction.  The old side-by-side method has been completely eliminated and will no longer work in v20.  ;)

Hope you enjoyed this screenie . . . back with much more very soon. ;)

-Alex 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 19, 2007, 05:10:06 AM
Texture needs more work, though. It may also need an extra tile, at least to get rid of that kink in the lane merge.

You also might need to flip the line markings (just so you remember :P).
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 19, 2007, 05:23:39 AM
Looking nice so far!  :thumbsup: Nice picture, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 19, 2007, 09:51:06 AM
WoW that is looking real sweet alex!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 19, 2007, 12:08:20 PM
I agree those photos are looking awesome. Keep'em coming guys!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 19, 2007, 12:43:39 PM
great work alex!

BTW-- i just wanted to confirm that you got the email from me with the model data.  let me know if you didn't get it yet so i can make sure you have the model with you before end of this week.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 19, 2007, 12:45:07 PM
Oh, Tarkus! You've answered my prayers!!!!! Thats EXACTLY what I wanted but I was afraid to ask!! Wow!!! Keep up the good excellent work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ejeff2007 on December 19, 2007, 01:15:38 PM
Since the RHW has switched entirely over to a new puzzle-drag mechanism, like the SAM and Draggable GLR, there's no fancy tricks needed to keep two adjacent RHW-4s going the same direction.  The old side-by-side method has been completely eliminated and will no longer work in v20.  ;)



That's probably the best thing about this pending release for my taste.  I really have a hard time getting good separation between each 2-lane using the side-by-side.  Will the new RHW have 45 degree curves like the highways under the last NAM?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 19, 2007, 02:23:08 PM
huzzah for the RHW/MIS Team.

"RHW/MIS: It's closer than you think..."
Title: Re: RHW (RealHighway) - Development and Support
Post by: M1 on December 19, 2007, 02:33:08 PM
huzzah for the RHW/MIS Team.

"RHW/MIS: It's closer than you think..."

I'll believe it when I see it. The MIS is just like waiting for a goal during a Chelsea match- it always seems to be on the way, but never arrives. (Me being a proud Red Devil)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 19, 2007, 02:56:12 PM
oooh belive me M1 the new RHW with MIS is on its way shortly!!! I have faith its soon and that is all one needs is a little faith.... BTW welcome to devotions and have a fun time here
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2007, 03:06:34 PM
BTW-- i just wanted to confirm that you got the email from me with the model data.  let me know if you didn't get it yet so i can make sure you have the model with you before end of this week.

Yes, I successfully got it last night, and hopefully I'll have an in-game screenie of it in the next couple of days. :)

"RHW/MIS: It's closer than you think..."

It depends on how close you think. :D  We're not telling, either. $%Grinno$%  We like to surprise people . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on December 19, 2007, 08:03:46 PM
We have a lot of those two lane splits for exits in Albany. They're great, because if you know it's there you can avoid the congestion of people in the outer lane, and zip right on past. For example, this one (http://maps.google.com/?ie=UTF8&ll=42.633088,-73.768618&spn=0.001184,0.00294&t=h&z=19&om=1) at exit 1 on 787.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 19, 2007, 08:35:41 PM
Those are really common in California, nearly all of our interstate interchanges work like that.  Exit-only lanes.

I haven't seen an expansion/contraction lane split yet, Tarkus.  How are you handling those?

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on December 19, 2007, 10:14:30 PM
Yes, I successfully got it last night, and hopefully I'll have an in-game screenie of it in the next couple of days. :)

It depends on how close you think. :D  We're not telling, either. $%Grinno$%  We like to surprise people . . .

-Alex (Tarkus)

Man, the anticipation is just killing me!  I've even prepared for the glorious arrival of the MIS with a short-term workaround:

http://img214.imageshack.us/img214/5111/trouvillejan16421198122mr7.png

http://img295.imageshack.us/img295/7427/trouvillejan16421198122te6.png

I'm ready for the new RHW/MIS whenever it's ready!  ;D  Great work!  &apls

Edit : Please consider converting your png to jpg ~Wouanagaine~
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 19, 2007, 10:43:49 PM
Interesting XL2007.

On a side note XL2007, you should compress your JPG images.  900k+ for those images are just way too big.  Take a look at my signature for info on how to compress the images and keep the file sizes down to help out the dial-up users that are still out there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 20, 2007, 04:33:25 AM
Interesting XL2007.

On a side note XL2007, you should compress your JPG images.  900k+ for those images are just way too big.  Take a look at my signature for info on how to compress the images and keep the file sizes down to help out the dial-up users that are still out there.

dude when are you going to join the 21st century and get a real internet connection? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: LoneRanger on December 20, 2007, 05:47:16 AM
loneranger: have ya checked out the SAM thread yet? there is a minireadme of the SAM and also at the very bottom there are instructions on how to install each mod. if ya havnt yet make sure to check it out i had to help someone install the whole package a few days ago and it works fine for them  ;)

Well, I finaly got it working and the solution was quite simple.
I renamed the NAM folder in my pluggins to Z_NAM and now I can finaly use the RHW. 
Since I obviously have some conflicting controller hiding somewhere in my "pluggins compressed" folder and the NAM folder was loaded before "Pluggins compressed".  &idea
Gonna take me hours to replace my highway network.  :D

I could allready place the RHW but not connect it to any other form of transit. [roads/streets etc]
Now my problems are over.  :thumbsup:


dude when are you going to join the 21st century and get a real internet connection? :P

He has a point though especialy since imageshack is very slow. [took me 5 minutes to load those pics with my 21st century connection]
Besides, it's not so hard to convert to smaller .jpg's.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on December 20, 2007, 06:49:36 AM
It's also faster to convert a pic to JPG and then upload the smaller file with a 21st century connection than waiting forever due to the not-quite-as-fast ADSL upload. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 20, 2007, 03:45:58 PM
Ummm can you post jpeg pictures please not pngs, that are a bother to view regardless of dial up or otherwise....

Anycase Alex  :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Although I did recovert my RHW Auckland Bypass back into standard maxis highways, reason, no cars used the RHW, but I got 7,000 as soon as the Maxis one was put back 5 years after the RHW was put in.  $%Grinno$%

Oh well great work as always
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 20, 2007, 08:21:09 PM
PNGs are far better than jpegs for resolution - use them for game resources, etc; but there's no reason to use them for screenshots or web use photos.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 20, 2007, 08:25:12 PM
Exactly, PNGs are only supposed to be used for displaying maps (you can have much larger maps without the huge file size associated on JPG... for instance, a map that's 4096x4096 with only a few colours is ~800kb, but a JPG of the same size and same image is ~1.8MB), signs and whatnot. Same for game resources.

Just don't use them for showing SC4 pictures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 20, 2007, 10:11:14 PM
Exactly, PNGs are only supposed to be used for displaying maps (you can have much larger maps without the huge file size associated on JPG... for instance, a map that's 4096x4096 with only a few colours is ~800kb, but a JPG of the same size and same image is ~1.8MB), signs and whatnot. Same for game resources.

Just don't use them for showing SC4 pictures.

Agree 100%.  And if you need help on how to figure out how to compress the images when you save them in JPG format, just take a look @ my signature on how to do it. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 21, 2007, 05:24:14 AM
Alright, back on topic with some properly compressed JPG files (less than 150KB for the entire update). ;)

The long-awaited RHW-4/Road at-grade intersections are here . . .

(http://img299.imageshack.us/img299/299/rhw4road122120073iw9.jpg)

(http://img179.imageshack.us/img179/1563/rhw4road122120071mz7.jpg)

(http://img205.imageshack.us/img205/379/rhw4road122120072ib6.jpg)

Back with even more later . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 21, 2007, 05:28:57 AM
(http://img299.imageshack.us/img299/299/rhw4road122120073iw9.jpg)

Um Alex, you messed up the NB texture. :P  You need to flip it. ;)

Oh and guys those are the first of the new textures I've created that you'll get to see. ;)  But all in due time. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 21, 2007, 05:31:42 AM
Um Alex, you messed up the NB texture. :P  You need to flip it. ;)

D'oh! $%Grinno$%

Well, that's what you get when you're up at 3:30am modding . . .  :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 21, 2007, 06:48:31 AM
That's looking really nice!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 21, 2007, 08:40:32 AM
Those textures are amazing!  am considering abandoning my beloved european road textures, and i usually follow through with considerations such as this

 :thumbsup:  &apls :shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 21, 2007, 12:03:39 PM
Like I said....It's closer than you think (that means hopefully before 3rd semester starts!)  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 21, 2007, 01:01:54 PM
WOW OMG alex that is wonderful!!!   Im hoping this is done before summer vaction lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 21, 2007, 02:53:27 PM
That's my emotion for today as well, WOW!, Those are looking good. Cant wait to tryout the RHW and Sam now lol.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 21, 2007, 11:43:07 PM
Yeah I noticed the flip error as well in the T Junction  :P

But anycase, just some Give Way and Stop Signs as well as a few warning and information signs like this
 
(http://i124.photobucket.com/albums/p5/Palpatine001/Previewoftheprop1-1.jpg) or this

(http://i124.photobucket.com/albums/p5/Palpatine001/Previewoftheprop1.jpg) I whipped up somewhere a while ago and is sitting idle waiting for use and we have one sweet looking RHW MIS

By the way...

 &apls :thumbsup: :thumbsup: :thumbsup: :thumbsup: for a great job so far  :shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on December 25, 2007, 01:26:53 AM
Here's a (very early) Merry Christmas and Happy Holidays to everyone here at SC4D, especially the guys working on the RHW/MIS project!

 &apls  &apls  &apls  &apls

Now go get some sleep.  Santa's got a lot of work to do!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 25, 2007, 01:31:52 AM
it's 2:34AM and he still hasn't come but let's keep on topic now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 25, 2007, 01:38:53 AM
ho ho ho merry christmas time to add bananas in your guys stocking stuffers  :thumbsup: and also happy new year!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 25, 2007, 04:08:31 AM
Merry Christmas everyone!  No release yet, but I've got a few teaser pics here.  We really are getting close . . .

Some things you will be able to do with the new release when it arrives:

(http://img181.imageshack.us/img181/3281/misteaser122520072fc6.jpg)

(http://img246.imageshack.us/img246/556/misteaser122520073sp6.jpg)

Some closeups of that larger setup:

(http://img180.imageshack.us/img180/2976/misteaser122520071md1.jpg)

(http://img120.imageshack.us/img120/7361/misteaser122520074pr0.jpg)

-Alex (Tarkus)


Title: Re: RHW (RealHighway) - Development and Support
Post by: Cjah on December 25, 2007, 04:17:35 AM
This is really the true missing highway from sim city and such patience it takes to mod such a network must be almost infinate,Imean you guys spent so many months on this amazing endevor!

You guys give yourself a pat on the back and a shot glass in your name! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 25, 2007, 07:11:13 AM
Great work on that!

And Merry Christmas to you, too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 25, 2007, 08:31:03 AM
Wonderful job, Tarkus.

Let's hope you don't change the IIDs on us again.  :D

Is that the longer B-type MIS ramp in use there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on December 25, 2007, 09:08:21 AM
Nice pictures there tarkus. Happy Holidays to you and everyone. Can't wait for the release. Just take your time. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 25, 2007, 12:37:35 PM
oh my GOD tarkus you ROCK!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on December 25, 2007, 12:50:39 PM
Fantastic work Alex!  &apls

I was going to ask you for a few exits (for example this one connected with the diagonal lane), but looking at your pictures I see I don't need to do it yet  :D

Now I have a really horrible problem: To build my newest city or to wait a while for these fantastic roads?  ()what() :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 25, 2007, 12:55:08 PM
Stunning work there Alex just stunning..... Merry Christmas!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 25, 2007, 02:42:42 PM
Thanks for teasing us poor peons, Alex. :D

I'm really, really looking forward to NWM v20...

Merry Christmas!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 25, 2007, 03:56:23 PM
Thanks Alex for teasing us  $%Grinno$%

Anyway looking great as always  :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on December 25, 2007, 04:14:33 PM
I-75 in suburban New Mombasa is being prepped for construction.  It will expand the interstate from 8 total lanes to 10 total lanes.  Another Beltway is proposed, It would be deemed Beltway 4 and could feature 6 total lanes circling the suburbs for future expansion.


Thank you for this, because none of this would be possible without your hard work!   &apls &apls &apls


Merry Christmas!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 25, 2007, 07:27:07 PM
Doo-be, doo-bee-do. $%Grinno$%

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW-2_RHW-4_Transition_Pair.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 25, 2007, 07:29:52 PM
AHHHHHHH its the penguin!!!!!  ()lurker()
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on December 25, 2007, 08:08:43 PM
Awesome.  How about one that makes a RHW4 with a 1 tile median?   ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ejeff2007 on December 25, 2007, 08:31:21 PM
RE: rickmastfan67 - That lane transition pic is AWESOME!  I continue to be more intrigued with each progress posting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 25, 2007, 08:50:38 PM
Doo-be, doo-bee-do. $%Grinno$%

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW-2_RHW-4_Transition_Pair.jpg)

Just what the doctor ordered  :thumbsup:

Just have to figure out why with the RHW only a small if any traffic uses the RHW but as soon as I replace it with a Maxis highway, usage is back up at expect levels of 3000 cars for a border crossing  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 25, 2007, 09:01:59 PM
Just have to figure out why with the RHW only a small if any traffic uses the RHW but as soon as I replace it with a Maxis highway, usage is back up at expect levels of 3000 cars for a border crossing  ()what()

RHW-4 connections to another city don't work yet.  You need to use a RHW-4 > AVE > GHW to cross to the next city or a RHW-4 > AVE > RD > RHW-2, or RHW-4 > AVE.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on December 25, 2007, 11:10:23 PM
Will the RHW v.20 be available in euro textures?

regardless i will download this   ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 25, 2007, 11:21:48 PM
The RHW v20 will be... once I get over my frustration with Photoshop's inability to draw dashed lines correctly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on December 25, 2007, 11:27:46 PM
thanks for the quick responce, i prefer euro because it blends better with the asphalt avenues
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 25, 2007, 11:30:34 PM
No problem.

Does anybody know a good program that combines the flexibility of vector graphics with raster graphics? I'm currently switching between Photoshop and Illustrator, and let me say that it's freakishly annoying, because Photoshop has the inability to draw nice, lovely dashed lines, where Illustrator does, but does not allow easy conversion between PS and I. Would Paint Shop Pro allow me to do this?

Curse you, Adobe.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 25, 2007, 11:49:27 PM
Photoshop can draw nice, dashed lines.  But you can only manipulate them once.  Illustrator can export or layer with bitmaps if you wish, and Photoshop can use shape layers.

It's all about whether you have the skill or not.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 26, 2007, 12:22:24 AM
No problem.

Does anybody know a good program that combines the flexibility of vector graphics with raster graphics? I'm currently switching between Photoshop and Illustrator, and let me say that it's freakishly annoying, because Photoshop has the inability to draw nice, lovely dashed lines, where Illustrator does, but does not allow easy conversion between PS and I. Would Paint Shop Pro allow me to do this?

Curse you, Adobe.

Hey, they have to do something to get more $$$$$!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on December 26, 2007, 04:21:00 AM
Hi! Since I'm a newbie here I'd like to ask the senators some questions about the RHW/MIS project... of course after some respectful compliments for the astounding work (the very last picture is incredible...). ;D

1- Why has the rhw13 been made unavailable for downloading? Now I cannot get any RHW....(Yes... I cleaned my plugin folder...). However, I'll wait the 20 to come :D
2- The MIS looks very good, but looking at the pictures I've noticed some texture differences between the RHW texture and the puzzle piece's one. Will they be fixed?
3- Will the RHW20 have smooth curves like the ones for the roads? They'd be great...

Thank you in advance.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 26, 2007, 04:53:25 AM
1. Because it's obsolete. ;) We have to force people to upgrade to 20 because of a number of things that have changed in the implementation of the RHW.
2. They're being done as we speak. James (rickmastfan) is making his way through the puzzle pieces.
3. Curves are coming. They're ready functionally, all that needs to be done is the addition of textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 26, 2007, 04:55:53 AM
Well to answer your questions:

1:

The main reason for the discontinuation of v13b is to simplify support and prevent any issues that may arise from obsolete versions still being available.

2: I believe rickmastfan67 has complied some darker textures for some of the puzzle pieces that are wrongly textured

3. Here (http://sc4devotion.com/forums/index.php?topic=112.msg101553#msg101553), dedgren (one great guy) has started to make more of the curve pieces, and also Heblem did start some of these here (http://sc4devotion.com/forums/index.php?topic=3024.msg93359#msg93359) but has been MIA from this topic for a while. I dont believe that any of the NAM team have officially been recreating the smooth curves. But i might be wrong


well that was a waste of my time :p damn Shadow Assasin... LOL

Hope this helps

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on December 26, 2007, 05:01:25 AM
Oh, yes! Thank you for the reply, you told me what i wanted to hear... ;D

BTW, I'm quite good in texturing, so if you need one more "artist"... feel free to ask anything, I'd like to help.

Edit: Regarding dedgren's curves, i casually saw them yesterday and RHW immediately came up in my mind...

2nd Edit: I see that Tarkus has changed the status of RHWv13 in thread header from DISCONTINUED to No longer supported.... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 26, 2007, 07:08:16 AM
@Shadow Assassin:  I was about to post a reply telling you that PhotoFiltre can draw perfect dotted lines...but it can't, so I think that's two of us wasting our time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 26, 2007, 01:22:43 PM
WOW Stunning work James that is soooooo flawless and SA to answer your question I talked to my mom who uses Paint Shop Pro and simply put YES....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on December 26, 2007, 03:11:38 PM
Hail to the RHW v20! I am loving this so much and can't wait to finally get a highway connection that doesn't look so urban! I must bow down to your extraordinary modding and texturing skills. Is there a timeframe yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 26, 2007, 03:22:47 PM
WOW Stunning work James that is soooooo flawless

Hehehehe, thanks. ;)  Took me a few hours to find the proper settings to darken the puzzle pieces so they would match the regular RHW-2/RHW-4 in-game. ;)

2. They're being done as we speak. James (rickmastfan) is making his way through the puzzle pieces.

Just want to make a quick comment to this one.  I'm working on the newer pieces when I get the chance.  What Alex has mostly been showing you are his own prototype textures that he needed to test in SC4 to make sure all of the paths and other stuff would work.  I've mostly been working on the new stuff for the RHW-2 to get that network upgraded to RHW-4 standards. ;)  Plus RL has been hitting me hard, so I don't always have time to upgrade the textures.  So, I don't know how many of the new beta textures will be upgraded to current standers by the release of v20.  But I can assure you guys, I'll get them done for all future RHW releases after v20. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 26, 2007, 03:30:36 PM
@tracker: last i heard, we were going to release it just in time before the rapture  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on December 26, 2007, 05:13:47 PM
This looks really great  :thumbsup: !

I can't wait for the euro textures to be created, but until then I will be using the RHW with the US ones (which are looking great BTW).

I should make a very nice *cough* New years present *cough*  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 26, 2007, 06:38:45 PM
Wow!

Where's that drool smiley?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 26, 2007, 08:32:52 PM
WOW!

Stunning job, rickmastfan67! Things are coming together nicely here! Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 27, 2007, 04:24:48 AM
Quote
SA to answer your question I talked to my mom who uses Paint Shop Pro and simply put YES....

That's great to hear! It'll definitely make the lines easier to create. Maybe I'll download PSP from the official website and give it a try.

Quote
I can't wait for the euro textures to be created

They're being brought up to date. Except I'm looking for a decent program that does what I want it to do (probably will get Paint Shop Pro).
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on December 27, 2007, 12:52:56 PM
 &apls &apls &apls &apls

This is just awesome!
Thank you guys for all your work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 27, 2007, 09:47:22 PM
Wow.  I am just loving everything I see here!  I don't usually comment on "teaser" photos, but what I have seen so far has been fantastic!

I cannot wait to try this new version out!  Everything looks spectacular!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 28, 2007, 02:39:59 AM
RHW-4 connections to another city don't work yet.  You need to use a RHW-4 > AVE > GHW to cross to the next city or a RHW-4 > AVE > RD > RHW-2, or RHW-4 > AVE.

Ok me feel like a noobie, I am sure someone has toldme about this before... never mind, better go and replace the old highway with RHW again although which holds more  ;)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 28, 2007, 03:57:35 AM
The only reason why it doesn't work in another city tile is simply because of a limitation with the RULs. While it's possible to have a RUL overriding the texture in the next city tile, it's hard to implement.


Actually, I think either Alex or Jason will do a better job of explaining it. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: henryking on December 28, 2007, 07:40:44 AM
Doo-be, doo-bee-do. $%Grinno$%

(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/RHW-Pieces/previews/RHW-2_RHW-4_Transition_Pair.jpg)

I just asked myself wouldn't this third design be cool, so I just changed the image above a little with paint  :P :(http://img265.imageshack.us/img265/7606/rhw2rhw4transitionsolowup7.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 28, 2007, 07:43:22 AM
It'd certainly be possible, but the main issue is well, will it be added? Then again, Tarkus has done stuff with the RHW that makes that addition of a puzzle piece simple indeed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on December 28, 2007, 12:39:06 PM
Alex and Rickmastfan67, everything you show looks fantastic  :thumbsup: but you receive enough compliments  :D

I have a question: What we will be able to do around MIS pieces? I think about sidewalks, grass, dirt and other textures.
Do you provide any fillers or something else?
I'm asking about it, because we all know it's impossible to put any texture around the road/rail long turn, so I'm curious what about these new pieces?  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on December 28, 2007, 02:50:34 PM
Ennedi: I can't say for sure as I'm not part of the RHW team, but I would say no, as fillers would be lots and the NAM doesn't make/release lots
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 28, 2007, 04:08:27 PM
Tarkus.. are you planning to release RHW V20 on the first of January?? is it going to be the first uploaded project in 2008!?  ???
because that would be one hell of a new year present!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 28, 2007, 04:10:46 PM
I've always wanted to say this

It will be released when its released


I'm sure that's what Tarkus will say

and anyway, why would they want to release on such an obvious time

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 28, 2007, 04:25:57 PM
LoL I bet the release date is going to be 888 hehehe  ;D :D being sarcastic of course that i am...
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 28, 2007, 05:05:08 PM
I just asked myself wouldn't this third design be cool, so I just changed the image above a little with paint  :P :(http://img265.imageshack.us/img265/7606/rhw2rhw4transitionsolowup7.jpg)


I plan on doing something like that in the future for v21 or a later realease. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 05:29:29 PM
boy do i got a surprise for you guys, but you all will have to wait 30 mins or so for a screenie  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on December 28, 2007, 05:35:33 PM
Can't wait...  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on December 28, 2007, 05:54:19 PM
Ennedi: I can't say for sure as I'm not part of the RHW team, but I would say no, as fillers would be lots and the NAM doesn't make/release lots

Thank you Warrior, so I will change my question:
Did anybody from the NAM team think about such need?
Would be possible to use any existing fillers around MIS pieces?
If not, wchich conditions should meet such fillers if somebody would like to make them?
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 28, 2007, 05:55:43 PM
i know they will say it will be released when it's released..
the MAPP team did the same thing, the first of January 2007.
i just can't wait to get busy with the MIS-system!
Great work Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 05:57:30 PM
Ya guys should really stop guessing the release date and enjoy and anticipate what will be in store  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 28, 2007, 06:11:13 PM
I guess you're right.. we can't change the release date no matter how much we guess..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 07:09:08 PM
ok guys i know you all have been waiting patiently for that screenie but first id like to show you a pic of a T-interchange 20 miles east of my house:

(http://img293.imageshack.us/img293/2671/tinterchangehd8.jpg)


Now I show you.....Introducing the RHW version of that T-interchange:

(http://img247.imageshack.us/img247/1083/rhwtqc6.jpg)

I had to slightly modify it but it still looks as close to the one in the RL pic. I will have to warn you..if you want to make a really good interchange using this upcoming release, it will take a while getting used to and some terrain leveling. for some of you who have buddybuds underpass lots he released on his old underbridge thread at ST that is what i used. there are other ways to do the same thing by using road to subway lots so have fun enjoy the pic and STAY TUNED!  :thumbsup:  The release is sooner than you think  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on December 28, 2007, 07:13:50 PM
Oh stop it...I can't take much more of this teasing.  Let me get my hands on it already. 
 ::)
Ahem, What I meant to say is good work there.  Can't wait for the release.  Ahem
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 28, 2007, 07:16:43 PM
Wow Filasimo!  That wait payed off!  Excellent trumpet interchange!  Is that CURVED RHWs that I see there?  Is that even real? 

Excellent work with making it so realistic!  Great median, and overall design.  The lighting's great too!

The only thing I don't like about buddybuds underpass lots is that road traffic cannot pass through, so you won't see the cars on the other side.  Also, they are not UDI compatible, unlike the NAM underpasses. 

Anyways, great work with that and I am really looking froward to another release.  Jan 1st, 2008, Jan 1st, 2009, etc.  Take your time with this.  Perfection takes time!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on December 28, 2007, 07:20:22 PM
Looks really good - as I see you made long turns for RHWs, am I right?  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 07:26:15 PM
@ hal: this really wasnt the point of showing if his works or not it shows the potential of the upcoming version and also i did note this:
 

Quote
there are other ways to do the same thing by using road to subway lots


anywho hope you all enjoy the pic
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on December 28, 2007, 07:54:54 PM
Wow Filasimo, that's lookin pretty good!  This "sooner than you think" stuff is killing me with suspense.

I'm gonna go faint now.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: schradinator on December 28, 2007, 08:17:24 PM
@Filasimo, that trumpet interchange rocks!

This may be a dumb question....but will it be necessary to use one of these underpass mods rather than having RHW overpasses in order to create fully grade-separated interchanges?  I searched back about 20 pages worth of this topic but couldn't find an example of an RHW over RHW overpass.  (Found lots of examples of other network types going over an RHW...)

Either way, y'all have created something really cool that I can't wait to use in my cities!  &apls 

Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 08:59:10 PM
actually it was a set that buddybud made that was a beta version i used..as for the RHW overpasses thats in the works as well and will be released in whatever version it will be released in  ;) you can always transition the RHW to a One Way Road and let it go under the terrain creating a tunnel, thats another trick. there are other various road to subway sets you can use as well such as Blahdys Big Dig stuff, the SFBT stuff, and any other i missed out, theres quite a few of them  :-[ anyways hope that answers your question  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 28, 2007, 09:19:02 PM
That is brilliant. Shame there's a lil bit of a bottleneck there... four lanes merging quickly into two. :P

Ah well, we can't do anything about it...yet.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 28, 2007, 09:25:04 PM
Ryan that is looking real good and a great job on that....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 28, 2007, 10:32:16 PM
I just couldn't resist one-upping Ryan...  ;D

(http://i237.photobucket.com/albums/ff288/foxteltv/rhw_show.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 10:33:48 PM
meanie!   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: iamgoingtoeatyou on December 28, 2007, 10:40:18 PM
Looks very interesting, I'll be looking out for some more progress shots, and anticipating the release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 28, 2007, 11:22:26 PM
Heres a question, is there gonna be a piece that merges two seperate one lane MIS ramps into a two lane system? It would make for simplier trumpets.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 28, 2007, 11:24:55 PM
Brilliant work on those interchanges, friends! I'm boiling over with anticipation!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 28, 2007, 11:26:19 PM
Hmm... 2 team members using curved RHWs, yet no information has been given about it.  Is this a suprise, a trick or a treat?  Whatever it is it looks great and I hope that its included with the next version!

Keep it up guys!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on December 29, 2007, 12:33:20 AM
Shadow, Ryan (Filasimo)...

...my heart, my heart...

Got. To. Hang. In. There. A. Little. Bit. Longer...

Argggggh!


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 29, 2007, 12:34:48 AM
David, you seem like you're in need of a virtual AED unit.  Hope you feel better soon!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 29, 2007, 12:35:03 AM
@ kitsune: slow down buddy hehe this is only V20 we still got V.## after this  ;)

@David:  "we need 20 CCs of morhpine stat!! oh no hes going into shock "CLEAR!!!!"........   :D

@hal: easy there, simmer down have a banana, STAY TUNED!, we dont just photoshop networks to make it look pretty if that gives ya any ideas because thats not what we stand for ya should know that by now  %wrd
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 29, 2007, 02:00:16 AM
Amazing interchanges, guys. I'm very, very impressed with all the hard work you all have done with the RHW.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: sauron620 on December 29, 2007, 02:13:38 AM
Woow ! so realistic  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on December 29, 2007, 06:01:16 AM
When this v.20 comes out... I hope I won't drool the keyboard to its death  ()stsfd() :-[    Why did Maxis not think of a MIS? They're missing a lot of cash this way  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: M1 on December 29, 2007, 07:49:57 AM
When this v.20 comes out... I hope I won't drool the keyboard to its death  ()stsfd() :-[    Why did Maxis not think of a MIS? They're missing a lot of cash this way  :P

Still waiting...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 29, 2007, 09:09:37 AM
OMG!!!! Those interchanges are amazing!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 29, 2007, 10:12:04 AM
sooner than you think.... damn.. can't wait.
finally i'll be able to make my own trumpet interchange!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 29, 2007, 10:30:50 AM

@hal: easy there, simmer down have a banana, STAY TUNED!, we dont just photoshop networks to make it look pretty if that gives ya any ideas because thats not what we stand for ya should know that by now  %wrd

LOL, I'm calm!  I know you guys don't photoshop networks, but I can't believe that there exists a curved RHW puzzle piece!  Give yourselves a pat on the back, this will make the RHW even more realistic!

Patiently waiting as always,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 29, 2007, 03:35:04 PM
OK I heard someone needed a IV push of Morph, oooh errr I see he went flatline, shoot im late again.... Anywho looking good both Ryan and SA...
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 29, 2007, 06:16:31 PM
Rivers of drool....rivers of drool.....

GOOD GOD SO MUCH DROOL!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 29, 2007, 07:49:26 PM
Nice pics, I noticed the merge going down before the viaduct though.
Merging onto the expressway is hard, but its even worse when I have to on a ramp, twice, meaning the ramp starts 2 lanes, for 2 sides of traffic from the road to turn on at once, but then you have to again, before the ramp reaches the actual expressway. In fact this was today, except then, I had to go across 3 lanes of traffic to make a left turn up ahead, so I don't get boxed in. Maybe there should be some sort of lane light, specifically for the highway, hypothetically for realism.
(http://thebestfilmakerever.googlepages.com/rampsignals.JPG)
NOTE: in this picture, yes you may have seen this before, but these pylons weren't all designed for intersections, but ramps.  It was oh I don't remember, there was another team, the sign team or something who made this, pylon stuff for ground, and avenue. The last I saw was with the big dig pak. Will stuff like that get done for this? I understand thats a diffrent division, but I thought the same department. The dimensions across fully a 6 lane RHW are different than ghw, and 4 lane RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 29, 2007, 08:01:18 PM
LOL, I'm calm!  I know you guys don't photoshop networks, but I can't believe that there exists a curved RHW puzzle piece!  Give yourselves a pat on the back, this will make the RHW even more realistic!

You can thank lurker/modder extraordinaire Alidonkey for those new RHW curve pieces.  There are four total pieces in the set, which will be a part of RHW v20:

RHW-4 Double Curve
RHW-4 Outer Curve
RHW-4 Inner Curve
RHW-4 Lanes Shift (an S-Curve)

He also did a lot of the groundwork on the RHW-2-to-4 transition as well.

Just to let everyone know, we're on Alpha Build 06 for v20 at the moment.  It's edging ever closer . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 29, 2007, 08:18:51 PM
You can thank lurker/modder extraordinaire Alidonkey for those new RHW curve pieces.  There are four total pieces in the set, which will be a part of RHW v20:

RHW-4 Double Curve
RHW-4 Outer Curve
RHW-4 Inner Curve
RHW-4 Lanes Shift (an S-Curve)

I also want to make a note about those.  As of right now, they don't match my current textures.  Unfortunately, I will not have the time to finish the upgrade process to the to match the default textures for v20.  They should be fully upgraded by v21.  I might even release an texture update patch sometime in between v20 and v21.  Same with other pieces.  It will just take time.  Same with the upgrade of the MIS pieces since they are still in the beta mode with the textures Alex created himself based off mine.
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on December 29, 2007, 08:38:38 PM
Holy cow I need this so badly for my Palmont City recreation project!  I'm willing to wait until 2010 for this...
@JDub: Did you base the traffic signals on something close to home?  I've never seen signals like that before and we have several rural highways by my house, which is pretty much in a rural area.
-Yoshi
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 29, 2007, 08:46:23 PM
@yoshiland2 Okay, I don't know if you played EA's Need for Speed Underground, but this is based on those. I will be frank, I took the pylons from the custom naming ground highway signs, and canned the signs to replace with signals. Theyre just stand alone, so its a lot on every corner, overhanging. But if you really want them, I can email them to you. (don't post it publically!) I just put rhw to oneway to do this. I don't know if you have BAT, but if you did, maybe I can send you that file instead, with that you can have custom named street signs. That would be an impressive city journal, but I can't come up with street names, so sadly I didn't put that in my own game. If I change these a little more, maybe reduce the bars across and, do some retexturing, with eliminating the hwy pylons inbetween the bars, these can look like wire hung lights, oh that would be awesome, can't wait to try! Sorry if this got off topic. However, I think some sort of device where the MIS ramps meet the road may be needed, maybe not so elaborate as mine.
(http://thebestfilmakerever.googlepages.com/wired.JPG)
(http://thebestfilmakerever.googlepages.com/wired2.JPG)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 29, 2007, 10:36:57 PM
You can thank lurker/modder extraordinaire Alidonkey for those new RHW curve pieces.  There are four total pieces in the set, which will be a part of RHW v20:

RHW-4 Double Curve
RHW-4 Outer Curve
RHW-4 Inner Curve
RHW-4 Lanes Shift (an S-Curve)

He also did a lot of the groundwork on the RHW-2-to-4 transition as well.

Just to let everyone know, we're on Alpha Build 06 for v20 at the moment.  It's edging ever closer . . .

-Alex (Tarkus)


OMG Faints......................

(http://www.freesmileys.org/smileys/excited001.gif) (http://www.freesmileys.org/smileys/excited002.gif)
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 30, 2007, 05:53:28 AM
thank you Alidonkey!
those curves are amazing!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on December 30, 2007, 10:16:24 AM
Ha...yes, I have the BAT, and have played (and beaten) NFS Underground 2 and NFS: Most Wanted; right now I'm working through NFS Carbon.  I've already made Bayview and Rockport, and thanks to the NAM Team, recreating the highways is all the more easier.  I can make highway signs by myself, so thanks for your help, but I don't need them.  I was just wondering, because I've never seen RHWs with signal gantries like that. 

On a more related note, I was thinking of possibly making my own interchange for this project.  Only thing is, I could make the basic model, but I may have to send it to someone to do the texturing so it matches up with the rest of this beautiful work.  I'll post pictures soon if I can. ;)
-Yoshi
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 30, 2007, 10:19:42 AM
@ yoshiisland2: I LOVE NFS Underground!!! Could you post some pictures of your recreation?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 30, 2007, 04:29:33 PM
I like the shopped image there, would have many uses in the border regions of Solaria  :thumbsup:

Better get cracking with some home made fillers too  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 30, 2007, 07:44:39 PM
Don't these remind you of Need For Speed? I made them stand alone for RHW as well.
(http://thebestfilmakerever.googlepages.com/need4speedtrafficlights.JPG)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 30, 2007, 07:51:07 PM
@jdub: if you are going to show your own work, please open your own thread in the appropriate section mmmkay? and 2007 is coming to an end so id want to wish everyone a happy new year!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 30, 2007, 08:41:26 PM
It'd be better for you to open a new thread with your work, because the NAM has a policy of not using lots. Your implementation of this traffic light set uses lots, so it technically can't be posted here. ;)

Plus, it's non-NAM-certified content. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on December 31, 2007, 11:15:44 AM
I see a new tutorial thread.

I've got a good feeling about this.........
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 31, 2007, 11:33:35 AM
My appologizes, I did not intend to show off, anyway, its just some suggestions for some sort of network props, for the MIS, exits/entrances to avenue-not necessarily that pic, but a suggestion. If you want a new thread okay, but I only brought that up to move the conversation forward from NFS to  the point that some people, including yours truly, would like to see signs, street lights, and traffic lights. I think those network props would be a very good compliment to RHW mis. I thought that was getting done at one time, but I don't see those network props anymore in you guys' recent pics. Unless I am mistaken, please correct me if I'm wrong. I thought Alex made the stand alone speed limit sign lots for RHW. Besides the fact, as you can see, look at the avenue closely. That is NOT a TE lot, but the original intersection, and there is no way to make Avenue te lots, especially intersections is there? I honestly never have and never will. Also, we all know there is only one way to remove those ATL traffic lights from the Ave intersections and only one program to do it.  I wouldn't say its entirely my own work on those lights. I also don't have MIS, as it is in developement, so I can't add network prop to that. At any rate, Happy New Year.  %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 31, 2007, 12:48:00 PM
@jdub: as we keep telling everyone else: aside from this we have a life and this is our hobby. the pic with the speed limit signs and stuff were development pics (keyword development) and will be implemented shortly. at this moment were more about proper functionality not eyecandy and that part will come once the functionality aspects are ironed out with what we want to have released for you guys.you just dont realize how many lines of coding the modders have to go through do you?  now sit back, releax, have a banana and STAY TUNED we have everything under control ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: xmike1991 on December 31, 2007, 03:31:49 PM
hmm..about that "It'll be released sooner than you think" thing, im thinking anywhere between new years and the 15th? Release it in 6 month intervals? j/w. But hey, you might have gotten it all done like a month ago and are teasing us  ;) you never know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 31, 2007, 03:42:01 PM
That's the NAM Team for ya!

Functionality first, eyecandy second, released when it's ready and working.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on December 31, 2007, 04:47:26 PM
Hello J-Dub, I was going to send this via PM, but I think it would be best to do this publically.

There is one thing I must say about you, you are persistant!

We have gone over the TE Lot issue before.  This is why the NAM Team has its #1 policy of no Lots.  The deep reasons why only recently came out but the Team has known that they caused issues but didnt know why.  Thank you Mott for all that information.

I understand your want and need for network props.  I want them too.  The issue is, there is too much to do in Network Modding.

- As you have learned from your attempts at textures, it takes a talented person to do textures.  Currently we are lucky enough to have 4 or 5 good texture artists for the team.  And these guys keep Tarkus and I busy most of the time.  Adding a new texture can add another 30 lines for RULs or more.

- Tarkus and I are the RULers of the team, there are a few others that do rogue things from time to time like Memo.  Tarkus has more experience than I, my expertise is only in one RUL type whereas Tarkus works in 3.  If I knew how to edit EffDir files I would be able to work in the other two that he can, but I havent had time to learn that yet.

- There is model making, there are a limited number of people we can goto for models.  Modelling entails not only network props, but also entails a completely different type of modelling as well.  For highway on and off-ramps there is a different process for modelling.  It is more complicated and takes much longer hence the reason only a few new on-ramps have ever been made.

- There are T21s (Network Props) as we discussed before, these are limited to an extent but are very useful.  There are only 2 people who can do these at the moment who are active.  Andreas Roth and Jeronij.  Buddybud, might be able to do these aswell from his experimenting with underbridge scenary.  All, 3 of these people have their own agendas and are VERY busy people.  Andreas Roth is one of the leading members of the NAM Team for organization.  Jeronij has a website to run and Buddybud has his own project.  So, the people that can do it cant.

To build a new network it takes a minimum of 5 people that can do all this work.  It is alot of work, but a limited number of people to do it.

Again, I understand the need, want, etc of having these network props, but unless you learn to do them yourself it really isnt going ot happen for a long time.  The goal of the NAM Team is functionality before cosmetics.  And unfortunately, that means Network Props are the last thing on our minds.

Please, understand that there simply is not enough time to do what everyone wants and we can only do what we can do.  Once again I am always willing to help someone learn, because it gives me a chance to learn aswell, but the person has to want to learn.  If you are willing to learn, I am willing to help to the best of my knowledge and try to learn more myself to help you out.  Unfortunately we dont have the man power to do it for you.

JPlumbley
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on December 31, 2007, 06:19:10 PM
Great work, can't wait, the release must be getting near now!

Oh, and happy new year!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on December 31, 2007, 11:19:13 PM
I see a new tutorial thread.

I've got a good feeling about this.........

had a feeling it was coming out for the new year. Yipee!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 01, 2008, 12:59:52 AM
hmmmmmm....Happy New Years Guys!  ::)

(http://img175.imageshack.us/img175/3686/rhwshowcase1ep9.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TopCliff on January 01, 2008, 01:02:32 AM
59 minutes left of 2007 here. Happy New Year to all! That image is cool. Gives new meaning to gamer art.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 01, 2008, 01:03:15 AM
I see someone is taking up a certain trick, how cruel ......... 

Edit:
Online
Tarkus    02:04:39 AM    Posting in RHW ("Rural" Highway) Project and MIS (Modular Interchange System).

Its coming, I can feel it! :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 01:07:38 AM
I see someone is taking up a certain trick, how cruel ......... 

We learned from the best. :D

hmm..about that "It'll be released sooner than you think" thing, im thinking anywhere between new years and the 15th? Release it in 6 month intervals? j/w. But hey, you might have gotten it all done like a month ago and are teasing us  ;) you never know.

It's been gone through several new Alpha Builds in the past week. The whole 6-month thing is nothing more than a coincidence. :D  Watch for us to change things up a little in the future . . . after all, we like to surprise people. ;)

As far as the actual release of RHW v20, I can't say too much.  Other than "Happy NAM Year"!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on January 01, 2008, 01:14:13 AM
Hmmmmmm

Ok then I'll continue to wait patiently, in the mean time I'll go and play with the other updates
Title: Re: RHW (RealHighway) - Development and Support
Post by: socomseal45 on January 01, 2008, 02:55:35 AM
I was going to download this, but found it was locked... :'( I am patiently waiting for this to come out. It looks great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 01, 2008, 03:21:06 AM
Looking good there Ryan ;)  Happppppy New Year everyone!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 01, 2008, 03:49:12 AM
Just a heads-up: the Euro mod for RHW has been locked on the LEX and STEX.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 01, 2008, 06:34:37 AM
(http://i237.photobucket.com/albums/ff288/foxteltv/rhw_preview_new_set.jpg)

So, for the Euro junkies out there, your thirst will soon be quenched. :P

But I'm not gonna release it yet, after all, I've only got the basic set done, not the advanced stuff (such as the MIS).


These are the final version of the textures, too.


EDIT: You'll also notice that the paths incidentally match up perfectly to the wear lines on the textures... I was surprised to see it do that so perfectly. LOL. :P

(http://i237.photobucket.com/albums/ff288/foxteltv/pathsofrhw.jpg)

Picture taken with DrawPaths cheat on.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 01, 2008, 06:44:01 AM
Hey guys,
The RHW V20 Reference Guide is out for wandering eyes to see whats in store for the next version. The thing is you have to have the mod at the moment!  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 01, 2008, 06:47:05 AM
WOW.. thoes textures are particularly amazing... *drool*

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 01, 2008, 08:02:02 AM
Amazing... Really flawless...

Only one question: Where is the download???

EDIT: I want it I want it I want it!

Regarding the euro textures, don't you think that the whole set is a bit too dark related to the other network textures? I'll download it anyway once finished, it is so beautiful...
Title: Re: RHW (RealHighway) - Development and Support
Post by: krbe on January 01, 2008, 08:06:15 AM
It's coming sometimes before Christmas 2021.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 01, 2008, 08:28:42 AM
The Euro textures might be a tad dark compared to the in-game textures - but I think they are very appropriate for a shiny new RHW in your cities. :) Looking awesome so far!
Title: Re: RHW (RealHighway) - Development and Support
Post by: M1 on January 01, 2008, 11:15:39 AM
 &apls

At long last! Is the RHW LHD compatible? Are the euro textures LHD compatible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 01, 2008, 11:34:18 AM
Watching at those Euro textures I realized they are exactly as I want them to appear in my own texture mod (i like to edit textures to better suit networks in my cities) so a great applause &apls to you Shadow Assassin! I was wondering if you may need a help in texturing the MIS pieces... I'd really like to partecipate in their realization
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on January 01, 2008, 02:12:52 PM
EDIT: You'll also notice that the paths incidentally match up perfectly to the wear lines on the textures... I was surprised to see it do that so perfectly. LOL. :P

Oh, I'm sure you were... $%Grinno$%
I can't wait for v20, but I guess I have to.  For the time being, the RHW does show up in the highway menu, but it doesn't change to the more realistic textures when I drag two networks next to each other.  As a result, I have to hold off making RHW for now.  But the wait is worth it, keep it up!
-Yoshi
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 01, 2008, 02:44:29 PM
I take it, that after updating to the New NAM that you can not create divided RHW until v20 comes out?
I've tried a couple of different methods and experiments by installing and reinstalling some of the old mods.
I can either remove the New Nam completely and restore everything back the way it was, or have the new NAM without the ability to create divided RHW. The other method is that by using one of .dat files, I was able to bring back the RHW's, but in the process loose the use of round-abouts.
Any speculations?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 01, 2008, 02:51:43 PM
Sorry for the double post. Didn't realize there was a thread for NAM problems. I've read up on that forum and discovered the answer to what I was seeing. So disregard this and the last post.
As always, the work that goes on is absolutely outstanding and the programmers, modelers, and textures should all stand up and take a bow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 02:54:14 PM
&apls

At long last! Is the RHW LHD compatible? Are the euro textures LHD compatible?

Yes, M1, the new RHW is LHD-compatible.  I tested it thoroughly myself in LHD. ;)

I take it, that after updating to the New NAM that you can not create divided RHW until v20 comes out?

That is correct.  It is because the coding on the RHW has completely changed for RHW v20.  v20 will be released shortly, however. ;)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on January 01, 2008, 03:01:42 PM
Great work guys ...Tarkus , I'm sure you noticed this
                                           NAM Update-January 2008--Released January 1, 2007


I know It was probbably pretty late  when you were updating, but I had to point it out cause I have only looked at that page about a million times with the amount of anticipation to pounce on V20 that ....sorry I better stop before I scare everyone! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 01, 2008, 05:56:09 PM
Thanks for your feedback and suprisingly the release again, amazing stuff in there. It is well understood that this developement should not be rushed, but I am pleased to have responses to my questions. The RHW MIS, is this considered as the NEW highway now. I mean, is the Maxis one left in the dust? Where does that fall, I remember when that was updated, arguably the same excitement as this. What about in 10 years, will the bannana stay fresh at that time? I like the  developement, but good point jason-about life. So how long can be wowed with new developement? The one thing is, I went to best buy, and I have to think they keep making new copies of this game. I saw 30 on the shelf there, new packaging, with you guys and all the hype, and for 19 dollars,  I think people will still want to buy into it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: krbe on January 01, 2008, 07:22:14 PM
It's coming sometimes before Christmas 2021.

There it was!

The Euro textures might be a tad dark compared to the in-game textures - but I think they are very appropriate for a shiny new RHW in your cities. :) Looking awesome so far!

And it could be toned down in subsequent updates :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 07:24:05 PM
Hi everyone-

RHW v20 is now available on the SC4D LEX!  You can get the Windows version here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853).  You'll also need the new January NAM Update in addition to the main NAM file in order to run it.  There have been some technical difficulties in getting the MacOS version (without the installer) uploaded to the LEX, which we hope to have resolved shortly, but that version is currently available on the STEX at Simtropolis [link] (http://www.simtropolis.com/stex/index.cfm?id=19189) in the meanwhile.

A lot of new features have been added, including the much-anticipated new Modular Interchange System (MIS), allowing for a multitude of custom interchanges with the RHW.  For a complete list of features, please see the Readme.  I've also included some more information about the installation process and FAQs in my first post in this thread (which is stickied to the top of every page in the thread).  Filasimo has also been kind enough to write up a very detailed RHW Reference Guide [link] (http://sc4devotion.com/forums/index.php?topic=3355.msg103324#msg103324) as well, which not only demonstrates how to use the new features with plenty of illustrations, it's an entertaining read as well.

Enjoy, and Happy New Year to everyone!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on January 01, 2008, 07:29:04 PM
YES!  Its on my computer...bwahaha.   Thank you so much.  Good bye all.  I have to go play.


 :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 01, 2008, 07:34:32 PM
Its been a long time coming and I am glad that we are able to present it to you guys. Guys, PLEASE make sure you read the Reference Guide before you all ask any questions.  :thumbsup:


Now can we say V21? STAY TUNED!
Title: Re: RHW (RealHighway) - Development and Support
Post by: RippleJet on January 01, 2008, 07:51:21 PM
And the feast continues... &apls ...downloaded and installing...

Now, it's almost 4 am... did you have to release this at this hour? $%Grinno$%
I need to get some sleep before going to work... &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 01, 2008, 07:52:43 PM
Well, I uploaded the NAM update after 5 AM my time - and now it's almost 3 already, and I need to update the Garabit Viaduct...  /wrrd%&
Title: Re: RHW (RealHighway) - Development and Support
Post by: RippleJet on January 01, 2008, 07:56:13 PM
and now it's almost 3 already, and I need to update the Garabit Viaduct...  /wrrd%&

But you don't have to get up for work at 8 o'clock, Andreas :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on January 01, 2008, 08:12:31 PM
Mwa ha ha...it's only 9:10 PM here, sooo much time left for me to test this thing out.  You guys rock and roll!!!!
&hlp The NAM Team is on fire right now!! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 01, 2008, 08:19:12 PM
But I've been using it for about a month now.  ;D

But the new features (especially the 6S and added ramp types) have only been around for a week or so and have been edited through three alpha builds.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 01, 2008, 08:23:16 PM
Go NAM Team!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 01, 2008, 09:31:37 PM
Quick question

Do the neibour connection work now?

Thank you!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 01, 2008, 09:36:47 PM
not at the moment youll have to transition them to an avenue connection until we correct the issue eventually  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 01, 2008, 09:51:05 PM
not at the moment youll have to transition them to an avenue connection until we correct the issue eventually  :thumbsup:

Or the FGHW. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 01, 2008, 10:26:46 PM
Looks like my 4-lane OWR-based highway with a rail median will be GONE! Is it still as usual, i.e. businesses and homes cannot be accessed? I know it's been that way before v20.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 01, 2008, 10:33:46 PM
Yup, it's as always disabled for pedestrian paths. I mean, you don't want little kids playing chicken with semitrailers on the freeway.

So, if you want people to access the highway, I suggest frontage roads.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on January 01, 2008, 10:45:31 PM
WOOT!  Can't can't wait to get this installed....Boy, '08 is starting out in grand fashion....I made a killing in tips at work tonight ;D and we all got a new NAM :thumbsup: to play with.  I don't know how much more of this good fortune I can take.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on January 01, 2008, 10:57:21 PM
Phenomenal work, folks.  You've somehow outdone yourselves yet again.  I can't even begin to think about all the ways people will use this to make even more realistic cities.  I really look forward to seeing what people do with this!
Title: Re: RHW (RealHighway) - Development and Support
Post by: magee_b on January 01, 2008, 11:41:42 PM
I've installed v20 for mac OSX, however there do not  seem to be any of the starting puzzle pieces. The menu icon is there for them, but they are non existent, and the option to tab through them is not there.... any help would be greatly appreciated!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 11:43:42 PM
magee_b, it sounds as if you may not have the NAM Update for January 2008 installed.  The RHW mod itself contains the icons, but the NAM Update contains the RUL files that reference the actual pieces and makes them function in game.  I'd suggest re-installing the NAM Update.

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: recyclerman on January 01, 2008, 11:50:58 PM
Three words:  YOU GUYS ROCK!!!!  &apls &apls &apls

I humbly thank you all.  I have a new game now.

Recyclerman
Title: Re: RHW (RealHighway) - Development and Support
Post by: magee_b on January 01, 2008, 11:54:39 PM
magee_b, it sounds as if you may not have the NAM Update for January 2008 installed.  The RHW mod itself contains the icons, but the NAM Update contains the RUL files that reference the actual pieces and makes them function in game.  I'd suggest re-installing the NAM Update.

Hope that helps!

-Alex (Tarkus)


That fixed it! the updated local file was in the wrong folder... ooops... Thanks for the help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 02, 2008, 12:37:48 AM
You are cruel, Alex, for talking about RHW v20 in the "What is RHW?" post... $%Grinno$%

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on January 02, 2008, 01:06:46 AM
(http://img117.imageshack.us/img117/626/rhwonelanekn7.jpg)

rhw exit one lane on right cannot turn left.(as you see in picture.)

and... 1 lane to street,road,oneway road request please  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: High5Tower on January 02, 2008, 01:10:21 AM
And again you people have out done yourselves. I installed and tested it out, this is going to be fun. Going to go make a fresh pot of coffee and set down to really give this gem a run for its money. Thank you &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2008, 01:35:31 AM
magee_b, you're most certainly welcome.  Glad I was able to help. :)

mr. v., you're right.  I'm getting that on my end here too.  That will require an update of the RUL files, unfortunately.

You are cruel, Alex, for talking about RHW v20 in the "What is RHW?" post... $%Grinno$%

Of course, it's not quite so cruel now that it's released. :D

Hmm . . . maybe I need to start throwing some RHW v21 stuff up there. $%Grinno$%

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hamish on January 02, 2008, 01:49:33 AM
I've installed v20 for mac OSX, however there do not  seem to be any of the starting puzzle pieces. The menu icon is there for them, but they are non existent, and the option to tab through them is not there.... any help would be greatly appreciated!  :)

I'm getting that problem as well. Also on my Mac. Except I can get some tabs. But I see no starter pieces, even though I can drag it normally which I thought was not the case with RHWv20.

And to make matters worse the NAM doesn't work. The only new feature that I can find is the Elevated rail.

I have removed the NAM and re-installed it again, only to have it not work as it should. But I haven't tried it without my Plug-ins other than the NAM.

What do you think I should do?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on January 02, 2008, 01:53:02 AM
tarkus, where to get the rul update files? i cannot find it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 02, 2008, 01:55:42 AM
mr v. : he said hes going to fix it so be on the lookout  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2008, 01:56:02 AM
Hamish, I'd also check to make sure you have the NAM January 2008 Update (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1424) installed.  If you're still able to draw RHWs the old way, it sounds to me like you are still running the old NAM Essentials file from June, but have the "v13 Legacy Support" file from RHW v20 installed.

Hope that answers your question!

mr. v., there isn't a fix available for that issue at the moment (especially since we just found it a few minutes ago--thank you for spotting that, by the way ;)). 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 02, 2008, 02:00:09 AM
Hamish: what's most likely is that you have an old NAM file sitting around somewhere. You will need to install the June NAM [don't install the ANT plugin], then the January NAM update files, which should overwrite the essentials and whatnot.

mr. v: The RUL update file has not yet been uploaded.

Anyways, folks, I should present the RHW v20 Basic version. Basic means that it has no MIS pieces or RHW-6S included at the moment. Once I have completed the MIS stuff, I will upload it to the LEX and STEX.

(http://i237.photobucket.com/albums/ff288/foxteltv/rhwmodadvertisement.jpg)

(http://i237.photobucket.com/albums/ff288/foxteltv/railmodupclose.jpg)
Up close, the rail crossing the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on January 02, 2008, 02:53:46 AM
So she is finally out and already to go for my region

Thanks guys (and girls) for your tireless effort in getting this out

I shall get pics posted in my CJ ASAP showcasing some of the work at city level


On the side, somebody owes me $50 for this being Released on New Years Day... better go find them  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: meldolion on January 02, 2008, 03:12:11 AM
That's great!!! Thank you very much  :thumbsup:!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 02, 2008, 04:01:39 AM
OMG You guys are KINGS!!!!!!!!!!!!!!!!!!!!!!! wow... now should i let the DL mannager do it for me or should I go click the link.... ??? choices choices...

BTW. FANTASTIC additions, you guys rock my world LOL

Joe

EDIT: you can tell how wanted this mod is.. already 3590 dl's WOW
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 02, 2008, 04:20:22 AM
AHA! Revolution has begun! Thank you NAM Team!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on January 02, 2008, 05:44:11 AM
Great work!! nice to see that it is released!
Those textures look awesome SA!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on January 02, 2008, 06:41:00 AM
Thanks for uploading it!!

And looking forward to it, SA!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 02, 2008, 07:04:35 AM
EDIT: you can tell how wanted this mod is.. already 3590 dl's WOW

That download number is counting the downloads of v13b as well.  When Alex changed the file to v20, it didn't change the number of downloads as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 02, 2008, 07:50:30 AM
Tried to DL at ST, but the files were locked. Glad it is here too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mulefisk on January 02, 2008, 08:12:07 AM
Excellent work, SA. Looking forward to using it. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 02, 2008, 08:25:47 AM
There is a work around for MIS that won't bend. I found the same problem playing around with it last night. The secret is to continue the diagonal past the turn. It will create an angle "T" intersection. Then go and delete the stub part. This will force the MIS to connect properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 02, 2008, 09:10:45 AM
Great. I have been looking forward to this for weeks. I'll only find out which new features I like best when I have had a chance to try them all out, but the RH4-RH6s transition and the acceleration/deceleration lane ideas look to be very useful. Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: socomseal45 on January 02, 2008, 09:17:51 AM
are the MIS supposed to be with this release? If so, I only have about three or four different things with the modular button
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 02, 2008, 09:31:47 AM
Well, MIS is included in the current version...  :P

Just a side note for Tarkus: I think you forgot to update the "What is the MIS" section of the top post of the thread, since it shows this up:
Quote
MIS stands for Modular Interchange System.  It is not available in the current version (v13b), but is in development and will be included in the next release (v20).  

Then a question of mine... Have you planned to release a texture fix for the different textures in puzzle pieces or will we have to wait v21 for perfection? If I remember correctly Tarkus said Rickmastfan was going to edit them, but I didn't understand in which way you are going to release them.
How are you going to improve this mod? It is so great that I cannot imagine any way...
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 02, 2008, 12:33:37 PM
How do I get the RHW to show up in the Transportation view of the Region view?  I absolutely love the RHW but really want it to show up in the transportation view to get the maximum use out of it.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on January 02, 2008, 12:52:44 PM
dyoungyn: i think it's not possible &mmm

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on January 02, 2008, 01:54:08 PM
It is possible if you use the drawpath cheat
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 02, 2008, 02:05:55 PM
Quote from: Lollo link=topic=990.msg104258#msg104258 date=1199287907
How are you going to improve this mod? It is so great that I cannot imagine any way...
[/quote

Think wider RHW, Elevated RHW, and Elevated MIS... ;D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 02, 2008, 02:11:27 PM
OMG!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 02, 2008, 02:28:01 PM
[quote author=Lollo link=topic=990.msg104258#msg104258 date=1199287907
How are you going to improve this mod? It is so great that I cannot imagine any way...


Think wider RHW, Elevated RHW, and Elevated MIS... ;D

Cheers,
Kevin

Great, cause Flyovers are really what is missing right now - and of course elevated RHW pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 02, 2008, 02:55:01 PM
WOW its amazing... but are there supposed to be pedestrian paths on RHW2? if so then great.. but really??? and I have noticed that i can create neighbourhood connections, is it just that they are non-functional, it created it between tiles fine

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on January 02, 2008, 03:02:29 PM
Sorry for going off topic (or maybe not?...)

I didn't play with RHW for some time and I was surprised a few days ago when I noticed that RHW (v13) is not visible in the regional transport view.
But I was even more surprised a few weeks earlier when I saw both Chrisadams' paths and SFBT Asphaltwege in the transport view - and these are not "real" networks!
So, maybe there is any chance to fix it in future?  ;)

Here is my little test network, I add a highway on the left and road on the right to make orientation easier in the regional view.
You can also see Chrisadams' paths above the RHW and Asphaltwege at the bottom.

(http://img146.imageshack.us/img146/6148/capture02012008212907li9.jpg)

And here is the transport view from Region Census (sorry for bad quality, it's a medium city tile, I should make more paths...)

(http://img146.imageshack.us/img146/4646/citytest1fw7.jpg)

The RHW is invisible, but you can see both paths  &Thk/(

At the end - congratulations, I'm playing with the MIS now and I like it  :D

Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 02, 2008, 03:09:15 PM
metasmurf

What is the drawpath cheat?

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 02, 2008, 03:13:18 PM
the drawpath cheat is an "overlay" created by Buggi with his ExtraCheats DLL available at Simtropolis Here (http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=83080&enterthread=y). It essentially shows you what paths different transport types can take

EDIT: looks like my 500th post  thanks Warrior
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 02, 2008, 03:36:39 PM
star.tortuer: congrats on 500 posts
Title: Re: RHW (RealHighway) - Development and Support
Post by: icfan on January 02, 2008, 03:39:39 PM
Bowing, Bowing, Bowing, and more Bowing!  This is excellent, I have been following since it was on STP, you guys amaze me.  I want to taknk you all for your hard work.   &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2008, 05:32:26 PM
Hi everyone-

Thanks for all the feedback and kind words about the new version.  I'm thrilled to see that everyone is enjoying it. :)

At any rate, the Mac version is now available on the LEX [link] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1432).  My apologies for any inconvenience for the Mac users.

We are already getting going on RHW v21, which will expand upon the new features included in RHW v20.  Now that the initial groundwork has been laid for the MIS and the Wider RHWs, it will be easier for us to create more MIS Ramp Interfaces, and get going on producing more RHW variants, like the RHW-8 and 10, as well as the Elevated RHW and MIS, which Kevin (BigSlark) alluded to.  Keep watching this space. ;)

-Alex (Tarkus) 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hamish on January 02, 2008, 05:57:18 PM
I tried your idea of re-installing the NAM to no avail. It still did not work.

So I tried taking out all the other plug-ins and it, finally, worked!

And I have to say that the new features are amazing.

So I will now have to search through my Plug-ins to find the conflicting one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 02, 2008, 07:49:26 PM
Then a question of mine... Have you planned to release a texture fix for the different textures in puzzle pieces or will we have to wait v21 for perfection? If I remember correctly Tarkus said Rickmastfan was going to edit them, but I didn't understand in which way you are going to release them.
How are you going to improve this mod? It is so great that I cannot imagine any way...

I will be upgrading all of the MIS pieces plus the new transition pieces.  But it just takes time.  My main focus for v20 was to get the RHW-2 setup upgraded to work the best possible, plus add a few RHW-4 stuff (like the RHW-4/RD intersections) and the basic RHW-6S straight pieces.

Now, I might release a "working" patch for some of the textures once I get them completed.  However, Daytona Nextel Cup testing is coming up as well as the Daytona 500 and I'll be down there and have very little to no time in the next two months to work on textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 02, 2008, 08:06:55 PM
How about a link to those nice bridge pieces that are shown in the read me trumpets?

Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 02, 2008, 09:19:16 PM
How about making is viewable via the Region View.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hamish on January 02, 2008, 09:39:26 PM
Ok so your methods might have worked if you had mentioned the SAM, because it was the old version of the SAM that was stopping the RHW and the NAM to work. This is because there is not a new version, yet, of the SAM for Macs.

Anyway, this is a great addition to the game!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on January 02, 2008, 10:05:56 PM
I was wondering if I could get a link to those underpasses on page 61, they look great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: will_colorado on January 02, 2008, 10:32:57 PM
I think that it is the diagonal street mod that is conflicting with something in the RHW.  I removed that out of my NAM folder and the RHW seems to work fine for me afterwards, although I don't have anymore cool diagonal streets.
 
 &mmm

Has anybody found a way to have both??

Oh yes, and I'm back.........:party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 02, 2008, 10:34:44 PM
Well, I can use the diagonal streets just fine with the RHW... so I don't know what's wrong with yours.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2008, 10:43:12 PM
How about making is viewable via the Region View.

As far as I know, that'd require breaking into the .exe file, which we can't do.  You can, however, get around it using the "DrawPaths" cheat in Buggi's SC4ExtraCheats.dll file in each city tile, and then saving the tile with the cheats turned on.  If you don't have that file, it can be found here (http://host.simvision.net/SC4ExtraCheats.zip).

Hope that answers your question!  I really should add that to my FAQ, since that's a question that comes up a lot.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: recyclerman on January 03, 2008, 12:17:03 AM
I noticed after I installed the RHW v20 that my vanilla (Maxis) highway wasn't showing any traffic.  Has the Maxis highway been turned off in some way?

(http://home.comcast.net/~recyclerman/pic3.JPG)


It only seems to be the orthogonal  stretches and not the diagonal.

Thanks,

Recyclerman
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 03, 2008, 12:59:07 AM
Recyclerman, the Maxis Ground Highway was not turned off in any way as part of the RHW v20 modifications.  I've just tested it here on my end and the Maxis Ground Highways are working correctly for me. 

My guess is that you may have some other modification installed that somehow alters the Ground Highway orthogonal paths in that rather detrimental way.  (The exact path file would be an SC4Path file, Group 0xa966883f, Instance 0x0a001500).  My guess is that it would be a transit-related file of some variety (though stranger things have happened).  I'd try sorting through your Plugins to narrow it down.  When you figure out which file is causing the issue, I wouldn't mind taking a look at it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 03, 2008, 02:51:47 AM
(http://i237.photobucket.com/albums/ff288/foxteltv/rhwfun.jpg)

How about them apples?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on January 03, 2008, 02:53:01 AM
Tarkus. I tried out your mod and its stupendous. however I have one question. is it possible to make small loops on exit ramps. a big example of this is the New York State Thruway system. their exits are mostly comprise of T-Shape junctions. have a look at them on google earth. a good example is the one in Herkimer, NY
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 03, 2008, 02:54:51 AM
I don't think the RULs allow the creation of such tight loops at the moment... so you'll have to spread them out a bit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on January 03, 2008, 02:55:35 AM
I see. well maybe I can make a mod for it? how hard is it making this
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 03, 2008, 02:58:30 AM
have you tried it first? if not ya should check it out  :thumbsup: if you know alot about RULs it shouldnt be a problem for ya
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on January 03, 2008, 03:00:26 AM
I have tried the mod ;D and I havent make RULs :-[. ill have to look for tutorials then. where is there a good place for making RULs>  ()what()  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 03, 2008, 03:00:56 AM
SA them apples look real goood!!!   :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 03, 2008, 03:04:26 AM
heres the tutorial zack:
http://sc4devotion.com/forums/index.php?topic=2500.0

knock yourself out buddy let us know if youre able to get it to work  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on January 03, 2008, 03:34:54 AM
Yes, great work on that texture, SA! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 03, 2008, 05:51:25 AM
Oh my godness! These textures are perfect... There is a little color difference but are still wonderful... I'll download the mod as soon as it is completed/uploaded. Absolutely.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 03, 2008, 06:13:37 AM
Those "apples" are looking delightfully. :) From what I can see, the puzzle piece textures need to be darkened slightly, but it's barely visible if you don't look closely. Great work so far, I'm really looking forward to use those textures in the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on January 03, 2008, 06:31:12 AM
I have a problem with the new RHW v.20!! :'(  In my tab-cycle, there are a few pieces that say ##intersection placement string missing## or something like that. When I place these pieces, I only get 2 road stumps with some empty space in between  &cry2  The only pieces I can place are the RHW 2 to 4 lane transition and the curved pieces.  &mmm   Also, I think I'm missing the entire "RHW Network Tool" to drag the pieces any further (if I even could, I'm missing the starter puzzle pieces as well  ()what() ). Please help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 03, 2008, 07:32:12 AM
Looks like I got nabbed on a page change, so do any of the RHW makers care to share what bridge pieces those are in the readme trumpets?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 03, 2008, 09:34:39 AM
@Sim_Jesse: Sounds like you have some outdated files in your plugins folder. Do you have the NAM January 2008 Update installed? If not, please do so, and if it still doesn't work, refer to the troubleshooting guide that was included in the "Read Me First" file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nucleofiel on January 03, 2008, 11:16:30 AM
Great Work RHW team :thumbsup:
Now i will never use those Maxis highways again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on January 03, 2008, 01:00:57 PM
I noticed after I installed the RHW v20 that my vanilla (Maxis) highway wasn't showing any traffic.  Has the Maxis highway been turned off in some way?

(http://home.comcast.net/~recyclerman/pic3.JPG)


It only seems to be the orthogonal  stretches and not the diagonal.

Thanks,

Recyclerman

how to see that arrows :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TopCliff on January 03, 2008, 01:03:34 PM
You need Buggi's (at ST) Extra Cheats Mod. One of the extra cheats is the DrawPaths Cheat, which allows you to see any networks paths for what it can take. You could see pedestrian paths and car paths and ferry paths (I think). I hope I was of any help to you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on January 03, 2008, 01:11:56 PM
You need Buggi's (at ST) Extra Cheats Mod. One of the extra cheats is the DrawPaths Cheat, which allows you to see any networks paths for what it can take. You could see pedestrian paths and car paths and ferry paths (I think). I hope I was of any help to you.
oh thankyou :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: TopCliff on January 03, 2008, 01:17:11 PM
You're very welcome.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on January 03, 2008, 01:19:16 PM
Those textures look amazing, SA! Excellent job, my friend! Excellent job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: recyclerman on January 03, 2008, 01:31:00 PM
Recyclerman, the Maxis Ground Highway was not turned off in any way as part of the RHW v20 modifications.  I've just tested it here on my end and the Maxis Ground Highways are working correctly for me. 

My guess is that you may have some other modification installed that somehow alters the Ground Highway orthogonal paths in that rather detrimental way.  (The exact path file would be an SC4Path file, Group 0xa966883f, Instance 0x0a001500).  My guess is that it would be a transit-related file of some variety (though stranger things have happened).  I'd try sorting through your Plugins to narrow it down.  When you figure out which file is causing the issue, I wouldn't mind taking a look at it.

-Alex



Thank you Tarkus.  You were right, I had some files that I had been working on at one time, trying to make a ground highway two lane off ramp.  Needless to say, it didn't work.    A good lesson for those who think it is easy to mod;  Be patient and leave it to the guys who know what they are doing - the NAM team!!

Thanks again, I'm off to play now!

Recyclerman
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 03, 2008, 03:22:52 PM
Im just wondering , is there some slope moifiers included in the new RHW or is it somehow not based off the "drit road" netowork now? because it doesnt seem to be following the slopes as well as it did...its kinda not changing the terrain at all, and yes, the slope mod is in the folder x_mods... so it does load last

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 03, 2008, 05:28:34 PM
if you are looking for decent slopes use the road tool and drag it down to smoothen the slope. a lil secret in getting a better slope while using a slope mod since some transit networks slope settings are off whack sometimes. also you can use the road tool as a mini levelling tool.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on January 03, 2008, 05:39:04 PM
Ahh... I wish I was still playing SimCity 4 Deluxe. My laptop however will probably die trying to load the game... There is so much new content here... >.< =(

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mr_Pooter on January 03, 2008, 09:42:30 PM
Umm, I downloaded this, right after getting the NAM update, and I'm having problems. First of all, I can't get this RHW thing to work. I click on the tool thing (dunno what u call it...) and nothing comes up. It says to place it when the cursor changes from red to green, but the cursor just stays red... Help?

Another problem I noticed, which I think has more to do with the NAM update, is that I see 2 options for the avenue roundabout and the ANT network. I didn't look to see if there were any other doubles. Any ideas what the problem could be?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 03, 2008, 11:05:59 PM
RHW v21 is underway . . . I've been working on getting the other form of the RHW-6, the RHW-6C, going again.  Here's the 6C and its transition to the RHW-4.

(http://img504.imageshack.us/img504/1227/rhw6c01032008wt9.jpg)

There will be more where that came from shortly.

Joe (star.torturer), the RHW is still based off the DirtRoad network (though the "ANT" moniker has been dropped).  There is a Network Placement Tuning Exemplar for the RHW/DirtRoad network included in the .dat, though, which controls the network's slope parameters.  Which slope mod are you using, by the way?  A number of popular ones don't affect the RHW/DirtRoad network.

Mr_Pooter, to answer your question, if you've got two Avenue Roundabout buttons and still have an "ANT Network", it sounds to me like you have some outdated files sitting around--that's the only thing that causes that "red cursor" issue.  Make sure you don't have any outdated transit mods laying around--I'd also suggest removing your NAM folder and re-installing the NAM and RHW.  Here's the order you should use (deviating from this will cause serious problems):

1. NAM June 2007
2. NAM Update January 2008
3. RHW (and any other standalone Plugins, like the SAM or bridges)

Hope that helps!

Back with more soon . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 04, 2008, 02:10:52 AM
The one I am using is Ennedi's from his MD which should have an affect, the biggest too LOL

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on January 04, 2008, 03:25:43 AM
Fantasctic work  &apls
I wait on SA eurotextures impatiently, they look incredibly :thumbsup: They will look in juxtaposition with alley system homogeneously, it will be possible to make european highway due to that with interchanges.
And one question: if they will be available estacades puzzles over diagonal RHW way in the future? It scants it for complete system only ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on January 04, 2008, 04:53:09 AM
The one I am using is Ennedi's from his MD which should have an affect, the biggest too LOL

Joe

My slope mod includes an exemplar for Dirt Road = ANT = RHW. As I said in my MD it is a beta version, so I'm interested in any feedback from players using it.
Most other mods (BRF for instance) don't include this exemplar so they don't affect RHW at all. Bones1 mod includes it, but RHW placing parameters in this mod are not very restrictive.
Joe, if you could explain what is your problem, I will try to make this mod more comfortable for you (and others I hope  :)). You can do it in my MD or via PM.
One of my goals is to improve the RHW look (such network must look smooth in my opinion), but to make placing it more comfortable in the same time. These 2 goals are opposite and makins such mod is not easy (but I will try  :))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 04, 2008, 05:25:06 AM
(http://i237.photobucket.com/albums/ff288/foxteltv/rhwinwork.jpg)

Teasing people some more. The MIS has been done [well, the basic set anyway], and I'm working on tweaking the puzzle pieces. You can see what the new colouring for the puzzle pieces looks like by looking at the tile under the overpass.

However, I don't know if I will even do the RHW 2 for this version...

(http://i237.photobucket.com/albums/ff288/foxteltv/rhwmis.jpg)

The MIS, which has Ramp Type A's prelim texture done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: tag_one on January 04, 2008, 05:35:52 AM
ohh I can't wait to download your textures Shadow Assassin, they are so wonderful  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on January 04, 2008, 05:39:25 AM
Excellent work SA, the difference between textures under the overpass and outside of it is practically invisible  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on January 04, 2008, 07:35:12 AM
Yes, really wonderful work on these textures! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 04, 2008, 07:45:37 AM
Oh man! I love those.... you're an artist....! The mis ramp is awesome, and so are both puzzle pieces... OMG!

Just two questions:
@RHW team: I've noticed that I cannot make a MIS ramp perpendicular to the RHW itself, and I haven't succedeed in creating ANY sort of ramp with the Type 2 puzzle piece: it just doen't work. Are these issues due to the fact that this is still a beta (or anything else related to the mod) or I do not use pieces properly? Again thank you for your work.. &apls
@SA: At the end of the mis ramp there's a different grass texture, is it your choice or are you going to fix it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 04, 2008, 09:23:10 AM
Tarkus, you've said you working on v21, is there any plan to add a new splitter piece? One that converts One Half of the RHW4 into two MIS ramps, like this:

(http://www.glidingeagle.com/images/sc4/rhwsplit.jpg)

Right now I'm using the RHW2 splitter to do the job, just so that way the interchange can look complete, but one that converts those two lanes into two MIS ramps going the same direction would be extremely nice. In this example, its used to make a B4 Parclo (with two ramps not functional), although it could also be used to do a A4 Parclo, or two A2/B2 Parclos.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on January 04, 2008, 11:25:35 AM
(http://i237.photobucket.com/albums/ff288/foxteltv/rhwinwork.jpg)

Teasing people some more. The MIS has been done [well, the basic set anyway], and I'm working on tweaking the puzzle pieces. You can see what the new colouring for the puzzle pieces looks like by looking at the tile under the overpass.



Does that mean the yellow line on the Road over RHW puzzle piece will be fixed too?  It looks very ugly IMHO having the Euro-styled road mod...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on January 04, 2008, 11:27:54 AM
i love it SA!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JereUsa1 on January 04, 2008, 02:31:47 PM
Great job at v20 guys, you've put a lot of hours into this massive project and it shows, it's AMAZING!!!

Only thing I have to mention and I'm sure you guys are working on it, is a MIS off/on ramp for the 6 lane version. But no worries for now. Thanks again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 04, 2008, 03:48:01 PM
Very sneaky SA, hiding the incomplete texture with a tree.  ;D  Great textures though, especially the RHW6 leftways transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on January 04, 2008, 03:58:37 PM
incomplete texture where???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 04, 2008, 04:08:00 PM
Does that mean the yellow line on the Road over RHW puzzle piece will be fixed too?  It looks very ugly IMHO having the Euro-styled road mod...

I'm sure Shadow Assassin will fix this as well, however it might be a bit complicated, since the texture for that tile contains both the road overpass texture and the underlying RHW texture. So if somebody wants to use the Euro RHW, but US Road textures, another texture has to be made. Since the Road textures are covered by the SFBT Euro Road Textures Mod, it might be better to include such a texture in this mod (I will make an update for the new NAM items soon).

@mightygoose: It's hidden behind the tree.  :P

@Shadow Assassin: Wow, that looks awesome! Not that the US textures are bad or anything, but this is just so much more familar for me. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 04, 2008, 04:45:19 PM
RHW v21 is underway . . . I've been working on getting the other form of the RHW-6, the RHW-6C, going again.  Here's the 6C and its transition to the RHW-4.

(http://img504.imageshack.us/img504/1227/rhw6c01032008wt9.jpg)

There will be more where that came from shortly.

I just want to remind you guys that the pieces shown in the picture above are my old original ideas for the RHW-4 > RHW-6C pieces, hence the bigger reflectors.  Those will be upgraded for the next release. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on January 04, 2008, 05:36:57 PM
The Transition of the RHW-6 into the RHW4 looks awesome, can wait to try it out in Steven's Point!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 04, 2008, 05:54:22 PM
Worked on this for about 2 hours, but sure looks good once it is done.

(http://i258.photobucket.com/albums/hh245/RebaLynnTS/Atlantia-District7-1.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on January 04, 2008, 06:33:03 PM
Regarding RebaLynnTS's interchange...

First of all, very nice work, RebaLynnTS.  The MIS is such a great addition, and I look forward to future additions by the RHW team.  :)

I have done some similar interchanges to Reba's and have found a very curious effect regarding traffic paths.  In my interchanges, I used an avenue bridge a part of the RHW right-of-way - and the traffic gets off to take the exit instead of staying on the RHW/Avenue Bridge.  When I remove the exit, the traffic stays on the RHW/Avenue Bridge just fine.  I have come to realize the the exit path via the RHW ramps is actually faster than going over the avenue bridge - so, of course the traffic gets off at the exit and gets back on - avoiding the parallel avenue bridge.  As I said, a curious effect, but fully explainable.  But I was certainly puzzled by it for awhile.  I look forward to an RHW overpass (to replace the Avenue Bridge) to solve this curious effect ... someday.   :)

One other thing I noticed...  I can't put Lots on the outer side of the RHW Exit puzzle piece (parallel exit ramp model).  If I do, a graphical error occurs - one block of a reverse ramp graphic shows up off to the side.  Has anyone else noticed this?  I'll have to figure out how to post an example of that someday so I can show you exactly what I am talking about - unless someone beats me to it.  Right now, I just keep all lots away from that particular puzzle piece and everything is just fine.

As aways, thanks to the RHW Mod Team for all of your hard work.  This has been worth the wait.  I love it!!!

Sincerely,
Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 04, 2008, 07:46:06 PM
The pathfinding engine is simply following the quickest path.

The RHW and MIS are at the same speed as the Maxis Highways, making them the faster route than the avenue or OWR overpasses that you are using for the "main line."

To overcome this, I either have the other road pass over the RHW OR draw the two sides of the RHW-4 in the same places the ramps would go, leaving a large median for a future RHW overpass.

Louisiana DOTD uses this tactic all over the state in places where a full interchange isn't needed yet but will be in the near future.

Good luck!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 04, 2008, 08:20:33 PM
Currently, I am more concerned with how it looks than how it works, but it will be nice once it is all done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on January 04, 2008, 08:25:52 PM
Here's a partial cloverleaf (parclo) interchange I did:

(http://img184.imageshack.us/img184/8705/sabretonjan200119904386xp7.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 04, 2008, 09:22:18 PM
Is it possible to get rid of the sidwalks that appear alongside the MiS in a future version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 04, 2008, 09:28:08 PM
Is it possible to get rid of the sidwalks that appear alongside the MiS in a future version?

Yes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nycsc4 on January 04, 2008, 09:59:27 PM
(http://i237.photobucket.com/albums/ff288/foxteltv/NAM%20Stuff/rhwmis_preview.jpg)

Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.

does anybody know where i can get those underpasses?
Title: Re: RHW (RealHighway) - Development and Support
Post by: TopCliff on January 04, 2008, 10:02:09 PM
does anybody know where i can get those underpasses?

They're a BETA by BuddyBud. I think he put the file in his thread over at ST. I hope I could help.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on January 04, 2008, 10:08:21 PM
I remember reading somewhere (maybe in this thread) that someone was retexturing and repathing the original Maxis raised highway for the RHW.  Just wondering if there is any news on this.  I'm liking the new version of the RHW so far.  Great work folks.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 04, 2008, 10:43:05 PM
does anybody know where i can get those underpasses?

I've asked three times, and finally someone gave me a hint!  ;D

And after an hour of searching through many pages of development, I've found it, woohoo!

http://www.savefile.com/files/78128

or page 25 midway thru: http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=64741&STARTPAGE=25

There ya go, and it looks like I just found a treasure trove, I feel like its Christmas again  :D

Pieces are 6m deep btw.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 04, 2008, 10:54:10 PM
Does anyone know how to dig a hole six meters deep?  %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 04, 2008, 11:01:01 PM
apparently kevin careful terraforming is all you can do...unless you know how to edit smoncrie's holedigging lots  :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on