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Dezelles

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  1. It's done: CO word of the week #6 - 10/2017
  2. Cargo trams... I did not think about it, but it's a great idea ! Air freight (plane, helicopter, blimp...) Pipeline for oil products Transport of wood on rivers Integration of waste into the cargo transport (to be transported by train or boat) Specializations for all cargo transport (oil tankers, oil terminals, bulk carrier, cereal terminals...) Hubs (transfers from one type of vehicle to another) Storage depots (on the same principle as landfills: one can store a type of goods and empty them...) Functional Recycling Centers (bringing waste, taking away Raw Products) Postal and/or delivery services: shops can deliver cims at home, including by motorcycle or bicycle (for restaurants, by example...) ...
  3. When will they do the same DLC for the transport of goods and waste?
  4. @wojtason The arrow of on-ramp seems to me false: as the access adds a lane to the highway, the arrow must be straight. And if the access allowed only the insertion in a lane, the arrow should turn left...
  5. European Main Station is now fixed. Only the reactivity responsiveness of Avanya had allowed me to give the cause of the problem...
  6. A friend has had the same issue with "Large Coal Power Plant" of Avanya : it's a problem due to transfer from Sub-Building Enabler to Sub-Building (vanilla). Only the creator can to resolve that.
  7. Disable Toggleable Whiteness
  8. When we have many elements, it is not always easy to navigate there... I looked in several forums and I didn't find this request: would there be a means to personalize the display of elements in menus and info panels? I thought of an xml file which would allow of: - replace the name of the element - replace the description - define the position on the menu ( UIPriority) Optional: - replace the thumbnail icon (what would also allow to display correctly elements, including vanilla, which have no icon...) - replace the tooltip image Other option: show or hide the element on the menu. With More beautification, certain props invade menus while we do not use them in - game, but they remain necessary for some assets. Normally, that should not impact on the functioning (to part, maybe, slow down a little the game) because that would not absolutely modify the element, but only the display: use of props in assets, compatibility with Network Skins (by examples)... The only "conflict" could be with Search Box Mod which should not look any more on the data of the element but (also) on the data of replacement. In the same order of idea, another request: a mod which would allow to replace the models of props, decals or trees. I still thought of an xml file which just would specify the names of the original model and its replacement. I see 2 applications: - reduce the number of props, decals or trees loaded, - global customization of certain models as bus stops, subway entrances... Examples: <OriginalModel="413421970.Pappeln_Data" ReplacementModel="663045463.Poplar tree_Data" /> <OriginalModel="Bus Stop Small" ReplacementModel="545842864.NC_BusStop_small_Typ2_Data " /> Thanks for your attention.
  9. @mikamaty Sorry, but I don't understand. It seems to me that you want a global mod like these: Europe Road Signs (Italy) Segnaletica Stradale, UK Roads - Textures and Signs - NeXT Support or American RoadSigns v1.0.3 For me, road signs must be managed by traffic++ or TP:ME, and use a global mod for replacement. That's not part of Network Skins, even if it will be possible to use it to add signs. For customization of highway signs, Mark-a-Route makes what Mcity214 describes... or almost. I agree that it could be improved but that's a beginning...
  10. @boformer I understand. Thanks. @Mcity241 & @mikamaty That already exists: Mark-a-Route
  11. I return at the heart of the subject... Will Network Skins allow a positioning totally free of elements? You have already given us the possibility of choosing the side spacing. Do you think you can also allow us to define the initial position of the element? That would, for example, allow to alternate various tree types, to position a "planter round x1 " under every tree, and to alternate them with benches... That would involve to define also the transverse position of elements: the elements distribution on the width of the road. Indeed, it will be necessary to be able to specify that trees, planters round and benches are placed on the same line... For props, the rotation can also be defined (or random), little in the style of the options proposed by PLT? How will Network Skins manage the effects? "Basically your skins defines which options are available in the customization window, and what effects these options have." I really like very much this idea, but I'm not convinced by your proposal of checkbox: 1 element = 1 (or several) effect (s), that seems to me sufficient. When we place street lights, you don't ask us to confirm that they are going to enlighten the road... I also think that the effects of a road (or other network) do not limit themselves to the only CO developments, and that modders could use this opportunity to complete their systems. For example, that would be very relevant for Rainfall. But, we can also envisage, in the future, mods which would modify the traffic according to the lighting, surface, signs... Give the possibility to the modders to being able to associate an effect with components (meshes, textures, props, trees, REP template), offer them an easy access to the values of every component (quantity, length, surface, volume...) and let them make the rest... Remark: the same component must be able to accept various effects of one or several modders. Of course, if you wish to propose us mods to manage effects, I think that we shall use them with pleasure! Will Network Skins impact on construction cost and maintenance costs? The information usable for the effects could also allow to adapt the costs of construction and maintenance according to the used components, as well as the costs of refitting / reconstruction. It would seem to me so logical to include consumptions (electric, for example, for the lighting). Will network Skins include the intersections and the stops? You indicated that it would be possible to remove zebra at intersections. Will it be possible to customize crosswalks (including created by Crossings) by modifying width, marking, to add to it a speed bump (by a particular meshe)? It will be possible to modify the models of traffic lights, rail crossings... In the same order of idea, will it be possible to customize every bus stop or tram stop? When we place a bus stop, its length is fixed (4 squares), the sidewalk is always moved back and the constituent elements are always the same, according to the road. Could we choose freely elements (with or without shelter, for example) but also define the grip on the road (withdrawal or not, length...) with, of course, the adequate road markings? We agree that we speak only possibility, the alternate models remaining to create. A simple player can personalize his elements? There are 2 parts in my question. The first part concerns the possibility of organizing his elements and of identifying them. I imagine a system of xml file where the player can list his elements by categories, define the name used in the interface and possibly the other parameters. An element is defined by its component (meshe, texture, props, tree, REP template) and its possible effects. For example, the same texture (asphalt) can have effects on the noise, the absorption of rainwater, electricity production... every option must be accessible to the player when he configures his road, and it seems to me that the possibility of displaying it in his tongue would be extremely beneficial. For the categories, they have to allow to filter elements according to certain criteria, to optimize the configuration. It already exists: pillars, street lights, trees... But the player would have the possibility of reorganizing them by distinguishing, for example, urban, rural, modern, former... and/or by associating it with a criterion as a type of way (roads, highways, railroads ...), the width of the way... The second part concerns the possibility for the player to record his configuration and to being able, of course, reuse its later, as before or by adapting its. Sorry to have been so long… Thank you for your attention.
  12. The total customization which you envisage is an absolutely brilliant idea. Thank you again for this huge work. That makes me dream... Obviously, if I begin dreaming, that inspires me many questions and suggestions... What would be the coordination with the NExT and MOM teams? I know that domains are different, however, the possibilities that you evoke can answer recurring requests at NExT team and could offer them solutions... The replacement of the textures of ways makes obsolete the various versions of the pedestrian ways of NExT. The choice of props on any way makes also obsolete various vanilla roads. Let us imagine that the markings of lanes are not anymore integrated into textures but completely created by props and decals: the player could realize the special lanes where he wants. That would require that Traffic ++ integrates tram and bikes in Vehicle Restrictions (even add other categories: carpool, motorcycles, trucks - heavy weights -, vans, specializations oil, ore...). But, that would allow to delete in the UI all road versions with special lanes: Four-Lane Roads with Bicycle Lanes, Bus Lanes or Tram Tracks... And that would allow especially, to create a Four-Lane Road with Bus, Bicycle lanes and Tram Tracks! The point blocking for this solution could be the rendering performance. Important remark: all the elements (props or trees) placed with Network Skins are not counted in Object Limit Data. On the other hand, I don't know if there is a limit among elements on a segment (as 64 props or trees on an asset). I cannot avoid raising the problem of the parking lane. In the vanilla roads, let us say that there is systematically a space, " flexible " but necessarily used: or for the traffic of specific vehicles (as we saw him previously), or by plantations (grass or trees), or by the parking lane. Like it will be possible to add plantations on any road, will it be also possible to delete or to add parking lane? My ultimate wish would be to be able to configure the car park as we wish it: orientation, alternation, vehicles, duration, payment... But, it is probably still too early to speak about it. The main idea would be to delete of the UI all the versions of a road: Four-Lane Road (with parking spaces), Four-Lane Road with Decorative Grass and Four-Lane Road with Decorative Trees... We would not have more than single Four-Lane Road, on whom we would place what we want: trees, grass, car park, bus lanes, bicycle paths, tram (within the limits of the available space, of course!)... I think that it's also linked to the management of meshes. Previously, you had answered me on this matter: "barriers can be added to the median of a road". My interrogation is on "added"... I think that it's a question of replacing a meshe of avenue without separator by a meshe of the same avenue with separator, and not "to stack" a separator meshe on a avenue meshe... The 2nd hypothesis would constitute a revolution: be able to synchronize the construction of several networks! In a more "realistic" way, I how wondered to customize, for example, the parapets of the elevated roads or the sound barriers. I envisage 3 possibilities: - the current construction: rails or barriers are included in the meshe => that would require the creation of numerous meshes, what seems to me complex (and risked...) - using of props: there would be a unique meshe (without rail or barrier) on which we would place the desired props => that would require the re-creation of initial meshe, that would allow to use existing props (numerous). Even there, the blocking point could be the rendering performance, but I think especially that a central separator, for example, created as props couldn't receive other elements as trees... - using Railway Elevated Pillar template as for pillars: there would be a virgin meshe on which we would place the desired building, to which we could always add props thanks to excellent Prop Snapping => that would require the re-creation of initial meshe, buildings creation or props conversion. Once again, subject to the rendering performance and subject to the possibility of assuring a continuity of elements. I don't know if this technique would be effective for sidewalks... So stop me I am wrong, but it seems to me that Network Skins has not for vocation "to clean" the UI of the roads which it would make redundant, nor to recompose elements: it's much more the domain which make NExT or MOM teams... But your work opens so many perspectives that I return to my initial question there: what coordination?
  13. @Dejected Angel Customizable Building Name Generator
  14. In a SaveGame, trees are positioned on the layer 15 and have for attribute GrowState = 15 (in TreeInstance m.buffer. [value]). It would be possible to create new layers (duplicated by the layer 15 and, for example, numbered from 150 to 159) and to attribute for a unique name of tree, several models, associated each to GrowState? That would allow to create several stages of development of a tree... Contrary to props, the building of trees does not allow the rotation. Would it be possible to add this property to the building of trees? It is not a question of obtaining the visual effect of excellent Random Tree Rotation, but to being able to position, for example, a row of sunflowers in a field. With the possibility of fire of trees (Natural Disasters DLC), the constructed fields with props wouldn't burn.