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      Please help us for July   06/30/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins

  • wouanagaine

    Please PM wouanagaine if you have any questions about this article.

    This tutorial shows you a step by step tutorial on how I made those curved roads you can spot in the regional view of the header.

    crimage01.jpg

    I think it's quite an efficient method. I was inspired by the Curved highway Tutorial by Thalassicus, but unfortunately the move to ST5.0 removed the pics. But for summary, you place signs where you want the highway to pass through and refine the process and then build the highway between signs. For further explanations you can search the forums for "curved highway."

    What this tutorial shows is a way to have a visual clue for the layout of the road (or any other network) so that you can plan where it will go.

    First step is to set the "crime" view on

    crimage02.jpg

    I apologize for the French on the picture.

    Now open you police menu

    crimage03.jpg

    And place one of your police building on the land.

    crimage04.jpg

    By placing different buildings, you'll see each one has a different radius for the curves. Place the buildings so that some of the lines touch each other.

    crimage05.jpg

    Choose wisely and you'll be able to draw a good looking network.

    Now you can start building your network, making it follow along where the line goes.

    crimage06.jpg

    crimage07.jpg

    crimage09.jpg

    crimage09.jpg

    crimage10.jpg

    crimage11.jpg

    Ok, now your network is complete.

    Time to destroy the police buildings and see the result

    crimage12.jpg

    Looks correct at level 2 zoom

    crimage13.jpg

    Looks correct in the traffic view.

    You can of course use this technique with any building that has a 'radius lines,' and it works with any network.

    I hope you have appreciated this quick "how-to". I'm sure that you'll find plenty of use for this.

    If you have any questions about this article, please PM wouanagaine.




    User Feedback


    skimberdu

    Posted

    Hahaha!.. wow.. never thought of that... thank you...

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    JoeA78

    Posted

    very intuitive! bravo hopefully someday a mod could come around to facilitate building curved roads but this could do for now!

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    IVAN S

    Posted

    That nonsense!

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    grstudios

    Posted

    Good idea there sir!

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    Magneto

    Posted

    Hmm I prefer a good looking traffic layout from the city view rather than the region transport view, but interesting technique nonetheless

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