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  • TLC Toll Booth Collection By GC_Vos

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    My very first upload to the Exchange is a full collection of turnpikes I've worked on over the last few months. It comes with five different versions allowing you to build toll booths practically anywhere. I am planning to create more versions later (like small ones for two-lane roads), but I think this set is quite complete as is.

    === TLC series of TOLL BOOTH TURNPIKES ===

    This experimental series of turnpike structures provides patrol coverage directly through your motorways. At this time these do not generate money, so they are mostly for adding a visual landmark in front of bridges etc. You can find the entire TLC collection above, with more info and direct links down below.

    The A1, A2 and L models should be placed on flat terrain, as the base model is designed to overlap parts of existing roads and it cannot curve along bumps. The S1 and S2 are more compact and userfriendly; these can be placed practically anywhere. No mods are required, but traffic mods might be a good idea to solve any wonky lane bias.

    The terraform tool is a must if you are building on an uneven surface.

    === INFO ===

    Service: Police

    Polygons: 2300 (A1, A2 & L)
    Verts: 3100 (A1, A2 & L)
    Texture: 1024x1024 Diff/Spec/Illumination

    === VARIANTS ===

    - TLC-A1 - High Speed -
    Passive high velocity setup for large amounts of expressway traffic.
    Cost: 11000
    Upkeep: 48/Week
    Cells: 6x16
    Patrol vehicles: 8
    Accumulation: 25
    Coverage: 1000
    3 High Speed Lanes + 2 Lay-by Lanes
    All Lanes Open
    Status: Published
    http://steamcommunity.com/sharedfiles/filedetails/?id=487175904

    - TLC-A2 - Congested -
    This setup will actively slow down incoming cars and trucks.
    Cost: 11000
    Upkeep: 0 (Self-sufficient)
    Cells: 6x16
    Patrol vehicles: 8
    Accumulation: 25
    Coverage: 1000
    2 Low Speed Lanes + 2 Lay-by Lanes
    3 Gridlocked Lanes (Parked cars)
    1 Closed Lane
    Status: Published
    http://steamcommunity.com/sharedfiles/filedetails/?id=487176169

    - TLC-L - High Speed Left-Hand Traffic -
    A1/A2 hybrid with left-side lay-by.
    Cost: 11000
    Upkeep: 0 (Self-sufficient)
    Cells: 6x16
    Patrol vehicles: 8
    Accumulation: 25
    Coverage: 1000
    Status: Published
    http://steamcommunity.com/sharedfiles/filedetails/?id=497805937

    - TLC-S1 - Compact One-Way -
    Cost: 6000
    Upkeep: 0 (Self-sufficient)
    Cells: 1x2
    Patrol vehicles: 4
    Accumulation: 20
    Coverage: 500
    Status: Published
    http://steamcommunity.com/sharedfiles/filedetails/?id=497488325

    - TLC-S2 - Compact Two-Way -
    This turnpike can be placed on top of four-lane and six-lane avenues and has an optional lay-by / frontage area.
    Cost: 8000
    Upkeep: 0 (Self-sufficient)
    Cells: 1x3
    Patrol vehicles: 6
    Accumulation: 20
    Coverage: 500
    Status: Published
    http://steamcommunity.com/sharedfiles/filedetails/?id=498882865

    === FAQ ===

    Q: Does this generate money? Do cars pay toll?
    A: No, there's currently no mechanic for this. I'm not a programmer so I cannot add it. Instead, you get eight patrol cars and a 25 police boost, at virtually no cost once built.

    Q: Do cars stop?
    A: On the A2 version, they slow down to road speed. You'll need traffic mods like Traffic++ to further customize traffic behavior.

    Q: Why does my road surface look strange? Roads are popping thru?
    A: It's crucial you build these on flat ground (use the terraform ramp tool). The model vertices are aligned with very little tolerance for error. This makes them a bit harder to use, but looks much better in the end. Refer to the video and screenshots for more details.

    Q: Why do cars sink through the floor?
    A: In this game, regular roads have lanes slightly underneath ground level. Since I'm maping these roads underneath the model surface, cars tend to sink through as well. This is not a problem with highway lanes, as these are always flush with the ground. Again, lots of experimental/development things here...

    Q: Can I change or remove props?
    A: Yes, props can be modified in the asset editor. Some props are part of the base model.

    Q: Can I change/mod road color?
    A: No, this is textured based on the vanilla game, but you could try changing the diffuse manually.

    === MORE INFO ===

    As stated, these assets are VERY experimental. I was toying around in 3ds max when I noticed I could just pave my own tarmac, not just structures, and hide the roads underneath. And so I started some different layouts which would cause traffic to pick a lane and move through. Traffic will often still favor a specific lane (even if it's actually longer) but I tried to balance it as best as I could.

    You will notice some unintentional side effects like street lights popping up where they shouldn't, or cars sinking through the floor. No real fix for that unless modding the roads manually.

    The design itself is very minimalistic, with just plain grey metal and concrete. I tried to make sure the colors would blend well with the Skylines style. I did go for a slightly more industrialized / airport look. Take note of the signage, which is based on the international Highway Gothic font, one you'll encounter throughout the world.