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Author Topic: T-RAM  (Read 160180 times)

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Offline Johanu

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Re: T-RAM
« Reply #420 on: March 22, 2013, 08:56:29 PM »
I'm having traffic problems with Tram-in-Avenue intersections with roads and streets, so I'm wondering if there's any plan to implement TuLep intersections with Tram-in-Avenue crossings?

Offline Kuewr665

Re: T-RAM
« Reply #421 on: March 28, 2013, 06:43:24 PM »
There should be more support for draggable tram in between two OWRs, OWR-2 and OWR-3 to be specific. Intersection, turning lane, and neighbor connection pieces (to be plopped over the RD-OWR transition) would be great. These would work better than creating Tram in AVE-6 or wider Tram in AVE-4 pieces.

Offline strucka

Re: T-RAM
« Reply #422 on: May 27, 2013, 05:10:26 PM »
I've actually found a possibility of making a tram in AVE-6, it's actually a bit different corridor, You could name it BRT+Tram in AVE-6. What I did was drag two OWR-2's (they are the stablest of course) and then I've put a Tram in road in the middle... What you get with it is visually a fast bus lane, on either side of a tram line inside the 4 lane artery (in the future it might become an even wider artery). It actually looks great! So that is one way, how to prepare your city for the future, when a Tram in AVE-6 might come.
I am telling you about this system beause it is far more stable and durable and everything, than the 2XOWR-3+GLR setup, that doesn't yet have the ability for the intersections. This one makes perfect intersections, and besides you can later on turn the stuff in to a 2xOWR-2+GLR profile, that turns in to a Tram in AVE with a puzzle piece in existance.

Offline agunter999

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Re: T-RAM
« Reply #423 on: July 01, 2013, 01:13:42 PM »
Will there be any texture variants for Tram in road/street. especially more cobble/brick for older cities
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Offline vortext

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Re: T-RAM
« Reply #424 on: July 01, 2013, 01:54:18 PM »


Still work in progress though. .

edit, it's also noteworthy this was before it became apparent the GLR can in fact have custom sidewalks - eliminating the need of baking surface and sidewalk into the same texture - if one takes the trouble modding every frigging single s3d model.  ::)
« Last Edit: July 01, 2013, 02:06:32 PM by vortext »
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Offline agunter999

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Re: T-RAM
« Reply #425 on: July 01, 2013, 01:56:40 PM »
Hello they look fantastic, really do
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Offline Terring7

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Re: T-RAM
« Reply #426 on: July 01, 2013, 03:04:10 PM »
Those textures are awesome &apls &apls &apls
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Offline [Delta k5]

Re: T-RAM
« Reply #427 on: July 01, 2013, 04:02:13 PM »
For me only the one on the right looks realistic... I think you should also make these tracks as wide as the RRW tracks - so they will match :)

Offline jdenm8

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Re: T-RAM
« Reply #428 on: July 01, 2013, 11:22:16 PM »
For me only the one on the right looks realistic... I think you should also make these tracks as wide as the RRW tracks - so they will match :)

The problem with that is that it'll entail modifying the ElRail textures and the Maxis ElRail to Subway transition so that they match.


"Were making SimCity, not some dopey casual game." -Ocean Quigley

Offline RepublicMaster

Re: T-RAM
« Reply #429 on: July 01, 2013, 11:26:05 PM »
The third one is to die for! These look great. :D

Offline strucka

Re: T-RAM
« Reply #430 on: November 01, 2013, 09:34:48 AM »
There is a problem with the high elevated rail bridge now with the new textures from the NAM. Is it just me or is it every where? The ground textures from the normal EL-rail continues on the un supported tiles of the bridge, creating a very strange scenery.

Offline Kuewr665

Re: T-RAM
« Reply #431 on: November 06, 2013, 05:08:35 PM »
I remember a RD-2 Tram piece that blocked through travel on the crossing street. Was it removed?

Offline Durfsurn

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Re: T-RAM
« Reply #432 on: July 10, 2014, 10:39:11 PM »
I know this topic has been dead for 2/3's of a year but I have new stuff! Some talk has been floated about a smooth (preferably 2x2?) GLR texture/puzzle piece (until it becomes draggable or something) and I have mocked up a quick 2x2 (256x256) bend. Dunno if anyone has already started on something like this but here goes; (Also I will make it into a puzzle piece (with my newly acquired skills at doing so :P ) if a NAM Team member gives me 4 IID's)



EDIT: If I get some ID's I will redo the textures so the concrete background fills the whole 4 tiles.
« Last Edit: July 11, 2014, 12:13:35 AM by Durfsurn »

Offline jdenm8

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Re: T-RAM
« Reply #433 on: July 11, 2014, 06:27:04 AM »
You've made a small mistake, the texture is half the width it needs to be.


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Offline Durfsurn

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Re: T-RAM
« Reply #434 on: July 11, 2014, 07:14:33 AM »
Why yes I have. So I fixed it but now I need to replace the backing pavement with good looking square pavers :P



EDIT: Consider it done; also now with base texture corrections!

« Last Edit: July 11, 2014, 07:32:03 AM by Durfsurn »

Offline memo

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Re: T-RAM
« Reply #435 on: July 11, 2014, 07:50:01 AM »
How about using 0x5ff10300, 0x5ff10310, 0x5ff10400, 0x5ff10410?

Offline Durfsurn

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Re: T-RAM
« Reply #436 on: July 11, 2014, 07:51:18 AM »
Aren't they in the RHW ranks? Or is that a temp position not for final release for NAM.

Thanks
Durfsurn

Offline memo

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Re: T-RAM
« Reply #437 on: July 11, 2014, 07:52:19 AM »
Yes, they are indeed in a temporary range.

Offline Durfsurn

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Re: T-RAM
« Reply #438 on: July 11, 2014, 08:51:32 AM »
Well my paths are rotated and one tile has a bad red flasher of a path;



The rotation I can do but the red flashing I cannot. Here is the accompaniying code for that tile; EDIT: Halp! I can't seem to do the rotations either. I will post all the codes if need be.

Code: [Select]
SC4PATHS
1.2
2
0
1
-- el-train_0_2
6
0
0
3
0
4
8,-3.352,0
3.352,-0.4916,0
-3.2626,1.8324,0
-8,2,0
-- el-train_0_3
6
1
0
3
0
5
-8,-2,0
-3.2626,-2.5475,0
0.8492,-3.7989,0
4.6034,-6.1229,0
6.838,-8,0
« Last Edit: July 11, 2014, 09:00:03 AM by Durfsurn »

Offline jdenm8

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Re: T-RAM
« Reply #439 on: July 11, 2014, 10:44:52 AM »
Entry and Exit winds are wrong on one of the paths. I think the 0_2 one should enter from 2 and exit 0 if I'm reading it right.
« Last Edit: July 11, 2014, 10:46:49 AM by jdenm8 »


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