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  • (SC4)。Gwaanjyut。関越。
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  1. Replies: korver: Thanks, really glad your enjoying it. As for the road network I'm surer there is many places that use a similar design in the real world though admittedly I haven't seen it either. If you like the road network though you should be happy with the below entry! Entry 3: Adding more infrastructure! So, basically this was the whole point with this city, to try and create a functioning densely populated island city that relies entirely on road, plane and boat for transit (no trains, subway etc). As such, since the last entry I've been doing a lot of road work starting, with this small spur in the industrial/incinerator area which had this issue. So, a bit of shifting stuff aroudn and some small scale demolition and we have this distribution spur which, is a much better solution to the traffic. Next up was the entrance area, where we needed to put in a large scale split to facilitate traffic heading north. A much larger project than the one before and massively oversized for the state of the city at the moment but at least it should hopefully be futureproofed for a little while at least. Random overview of what the city looked like at that point. Right before it saw some large scale growth that meant I needed to make a few changes to the interchange. The other reason for this highway interchange being completed now is to help facilitate the first high rise development outside the city centre in the district centre of Pranada. Finally for this entry we have the biggest roadwork project, the re introduction of the harbour splitter, which, was present in the previous version and seemed to work really well so was always going to be in this one as well. The difference however is that I changed the way the connect to eachother and added a third harbour to the system for the local freight that doesn't need to use the highway to get to them (located immediately right of the interchange. Some bits of the system look a bit unusual but basically I designed it so that they get relatively equal usage, hence why some of the road types are a bit odd in choice as they make the journey times for the different sides more or less equal. At least it seems to be working ta the moment but we'll have to see as volume increases. Though, seeing as we did have an issue already when building it that meant I had to build this small local only harbour on the otherside of the city, we could be seeing more harbours in the network in the future. For now though, that's a lot of road so we'll end it here with the usual current overview Till next time!
  2. Hello simtropolis, it's been awhile but after a long adjournment I'm finally back with some new content. For those who many not be aware back in October my SC4(and windows) hard drive(SSD) crashed. This eliminated everything I had created after entry 35 on this Journal. Feb 2016 was the last time I backed everything up(plugins, cities, pictures, etc) on a separate hard drive. Foolish, I know. It's not that I overlooked the possibility of a hard drive crash, in fact all my important personal stuff is backed up on separate drive and some of that is even backed up a second time on bluray discs. I backed my SC4 cities on weekly basis but for some strange reason at some point in time, I can't recall why (or understand), I moved that backup folder onto the SSD drive. So while I was still well prepared for save file corruption I was not prepared for hard drive corruption. The rest of what follows would probably qualify as TMI so I've have put it in spoilers since most of it is not exactly SC4 related and it kind of bogs down this entry. Most of you are understandably here for pics so this way you can get right to them. Note; Entry number 43 is reserved as a placeholder in case I'm one day able to recover the data that was meant to be shown in that entry. Now onto today's subject matter which will cover what is probably going to be the largest and most complicated interchange in the entire region of Pretoria - The 5 Point's Interchange. This interchange is located in the City of Calgon which is just west of Baycole and north of Dresden. It think I came up with the name Calgon from Calgary, but at this point I can't remember The interchange is the junction between Highways 700, 702 & 707 and as it's name suggests it is a 5 way interchange. This is the first RHW rebuild of this interchange. I say first because there is a second rebuild of the interchange which features no tunnels and is much more streamlined in appearance. But it's so different from this one that it's basically an entirely different interchange and this version is so massive that it would be a shame to not showcase it. edit* For a better understanding of the network I'm adding the regional highway map here; This entry was incredibly difficult to make. It seems the save file for the city is highly unstable/incompatible with my current plugins folder or something. In the process of rebuilding this interchange the game crashed about 50 or so times in the last several weeks which severely hampered my progress. I've encounter errors and crashes which I had never seen or even heard about before. The numerous ways the game crashed on me are listed below, I've also placed this in the spoiler to shorten the dialog that is relevant to the point of this entry; So where to begin with this one... how about with a map of the entire interchange and how it compares to the previous record holder of the title of the regions largest interchange - Spaghetti Junction. All maps are the exact same scale. Spaghetti Junction(newest & more compact version) vs 5 points. And the old Spaghetti Junction which was larger vs 5 points vs The 5 points <---- is north One of the reasons why creating maps of interchanges interest me so much is long ago even well before I ever played sim city when I was maybe 10 year old I was completely mesmerized by city maps and the most interesting part of those city maps were where all those squiggly and curved lines which converged in tiny areas - interchanges. Afterword I would create random huge interchange designs on paper, wish I still had those but they disappeared long ago most likely throw away as junk by my parents Ok let's go through the interchange from south to north starting from the 702 Northbound at the south portal. Highway 702 comes from Dresden and the South Shore borough of Pretoria. There is also one other(very large) interchange between the 5 Points and Dresden in Calgon that I'll show later. The 702 is highly congested at this point being only 4 lanes across. In the final version of 5 points this section has been upgrade to 6 lanes. The Fastraxx ME(Middle East) Commuter Rail line can be see at the top running underneath the highway in a tunnel before reaching Calgon (Central) Station while the L(Loop) line runs over the highway at the bottom of the image. For a refresher on commuter rail the network click HERE. Meanwhile ICR's freight line is on the right hand side of this image. Now here is where things start to get messy. The first lane at the top of the image is a local off ramp from the 702. Next is the EB 707 to SB 702 ramp. Then a local on-ramp, followed by 4 lanes of the 702 itself, then the NB 702 to EB 700/707 & NB 707 ramp and then finally a local off ramp. 4. (note: image number count does not include the road maps) The next off ramp is the NB 702 to WB 707 which takes you directly into downtown Calgon. Overview of the Southern portal to the interchange. 7. 8. The NB 702 to WB 700 ramp is the tallest ramp in the interchange and is 45m/148ft above the lowest part of the interchange about 50m/164ft above the lowest tunnel. 9. Crossing over the 700 Overview of the Eastern portal of the interchange. The 700/707 is up to 13 lanes wide in this section and from here continues on to Spaghetti Junction in Lindin City. Next we come to my favorite portion of the interchange, the central section. This maps shows the 7 levels of the interchange + arguably a 8th level for one of the tunnels. What little help this may be, it explains the purpose of each overhead ramps and the routing of the tunnels which are functional for cars and buses but not trucks. Yup it's a little on the complicated side 12. 13. 7 levels of interchange in one image. Can you make out all the height transitions in there? Hint; there's 13 Moving further north we get to the point where the 700 crosses over the 702 And then we get to the second big section of cluster of ramps. I'm not sure it would help to talk about which ramp goes where, probably best just to look at panoramic shots at the bottom of the entry to make sense of it all. 17. 18. The 700 crossing over the 3 rail lines with exit ramps going both over and under it, one of my favorite images 19. This would be the western portal of the interchange. Back to the 702 which now turns into a collector/express highway system. 22. This leads us to the final part of the interchange the northern gate and the boundary to Astoria, which takes us to the downtown area of Pretoria. 24. 25. Aside from those sharp level 3 RHW curves, which hopefully will be smooth out in the future, I'm quite satisfied with the look and compactness of this section. 27. You may have noticed a few other unusual things up there and kudos to you if you noticed all four The most obvious one is probably that one way bridge in there which might seem odd because it looks a little different from the rhw roads above and below it. I could of used a rhw overpass but then there wouldn't have been enough space to transition into the one-way road tunnel. I suppose I could of just built the rhw bridge just for eye candy purposes but I wanted to show the interchange in it's functional configuration. That is every path is usable by sims, although I'm having a heck of a time trying to get them to take some of those paths, seems they'd rather be stuck in traffic on local roads then take the express out of town. I had to use a subway portal where the level 3 RHW crosses the the 3 railway tracks. It might look a little strange but it's much better than the alternative. Seems the level 3 RHW can't cross over 3 consecutive rail lines, it drops to a ground level crossing for the one in the middle which would of course look ridiculous. Meanwhile the subway portal ensure functionality on the railway line in the middle since passenger trains can turn into subway turns and vice versa without issue. The freight line on the top remains functional as well. It was very difficult to create this interchange because of all the grade changes over it's length, which resulted in the irregular ripples on the maxis highway curve. For those who don't know grade changes and the RHW go together like oil and water, thankfully with each version of the NAM terrain stability continues to improve. The original footprint of the maxis interchange that came before was much smaller so the city was originally built without realizing that one day I would need much more space for an interchange. For the final version of the 5 points I'm building I completely leveled out the terrain and started from scratch againt to build a fully accessible version without the use of tunnels. Lastly I had to use one of the old 45 degree flex fly ramps because the new piece is one zone large(5x5 as opposed to 4x4). That tiny little difference would otherwise have resulted in major changes to the interchange and a large expansion of its overall footprint. I know many rhw users might of been fine with that since highway interchange are space consuming objects, but I pride myself on building the tightest possible interchange while using smooth curves and transitions as much as possible. I had to modify the NAM files in order for this legacy piece to still show up in game. While I can't plop them anymore they won't disappear, which is what would happen if I didn't modify the file and more importantly they are still completely functional. Next a few night shots to show that there is sufficient lighting around the interchange. Even though you may not know how to get to where you want to be you can at least see where your going! 29. 30. 30. 31. Now time for a little something I call the "eye spy" section... Let me know if you like this new section. 33. 34. 35. And finally, of course the mosaics. For reference sake I put the the original maxis version of the interchange that I set out to replace long ago in the spoilers below. 37. 38. 39. 40. 41. 42. Forgot to add the interchange Stats!Levels - 4All Highways total entrance lanes - 41Bridge Structures - 15Total Crossings, time sa highway ramp crosses another - 37(not including tunnels)Tunnels - 5Ramps - 26 FlexFly Ramps - 8 (2 - 90 degree/6 - 45 degree)Height Transitions - 33 Thanks for stopping by, it feels good to get the CJ up and running again.
  3. So as a beginner, working with the real highway (RHW) puzzle pieces can be pretty daunting, especially when trying to create interchanges. As a beginner myself I wanted to construct an Avenue/Real Highway interchange, but after a lot of trial and error was unsuccessful. That is, until I cracked it. This Avenue/Real Highway interchange tutorial is aimed at the novice SimCity player who wants to get into the RHW a little more and needs a step-by-step approach to creating a standard, but useful interchange. Warning: The following post contains a lot of pictures, but hopefully will be helpful. Step 1. Choose a real highway starter piece from the menu highway menu. I decided to use the 8S starter piece. Press tab to find the correct puzzle piece. You can use any of them, but I chose to use the 8S for this tutorial. Make sure that the yellow lines are in the middle (important for direction of traffic) and place on the ground. Using the RHW2 from the highway menu, drag through the starter pieces and elongate the highway to the desired length. This tutorial requires a bit of space, so drag at least 30 tiles or so. Now go to your hole digger lots (found under misc. transportation) and choose the 15m sunken hole digger lot. Place the digger with the arrow facing away from the highway, 4 tiles out, and repeat on the opposite side of the highway, opposite the other digger. Starting one tile towards the highway, drag a road through the digger lot for 10 tiles. Do the same on both sides. There should now be a sunken alley. Using the road piece, press individually to bring the sunken level of road to the same height. This should be 2x5 tiles facing away from the highway. Once level, bulldoze them. Next, remove a section of the highway in the middle of the sunken holes to leave space for the tunnel. Choose the avenue and then place it on the sloped terrain and drag to the opposite side. If done correctly, a tunnel will be formed. Then drag the end pieces of the avenue out at least 15 tiles or so. Then drag the highway back by using RHW2 to form the completed highway again. Now we have completed a sunken avenue under a highway and with the first stage complete we can now move onto the ramps. Using the RHW2, move 4 tiles along the highway from the middle of the avenue. Now we are going to create a ramp. This is a 3-step motion. 1. Drag out 1 tile, 2. Drag up 1 tile. 3. Drag outwards 2 tiles. This should build a B1 ramp. This ramp can also be found in the ramps puzzle pieces and just placed on the highway, but this is a great and fast way to place a ramp exactly where you want it. Next, click on the build highway and ramps button and then scroll down to the real highway wide radius smooth curve puzzle piece. Press tab until you get to the MIS-45 degree piece. The puzzle piece should be placed so it is 1 tile out and 1 tile down from the end of the ramp piece. Make sure that the yellow line is on the same side as the ramp and place on the ground. It is important to keep the yellow lines on the same side as each other at all times. Using tab, scroll through to the 90-degree smooth puzzle piece and orientate it with the yellow line on the same side as the 45-degree piece and place it 2 tiles down from the 45-degree piece. Next, go to your road/rural highway puzzle pieces. Press tab until you get to the Ave-4 type B1 entrance. Move over to the avenue and place it 6 tiles from the entrance of the tunnel. Using the RHW2 piece, drag from the ramp diagonally 2 tiles so it squares up to the 90-degree puzzle piece. Using the RHW2, drag from the now elongated avenue ramp to connect to the 90-degree puzzle piece. These should now connect. Now drag diagonally from the highway ramp to the top of the 45-degree puzzle piece and they should also connect. The final step is to use a filler piece (found under the highway icon). Make sure to orientate the yellow line the same as the other MIS pieces and connect the 45 degree puzzle piece to the 90 degree puzzle piece. Now you have a complete and finished loop. Go to the other side of the highway and repeat the process to create a secondary loop. Now the final stage is to connect the final 2 ramps to complete the interchange. Using the same technique earlier to create a ramp on the highway (drag out 1 tile, up 1 tile, out 2 tiles). 12 tiles from the middle of the tunnel create a B1 ramp. Drag the ramp at a diagonal using the RHW2 towards the avenue. Now go back to your road/rural highway puzzle piece and press tab to get to the Ave-4 type B1 puzzle piece. This should be placed at an angle so when placed it can be dragged diagonally to meet up with the highway ramp. In this instance it is 11 tiles from the entrance of the tunnel. Drag the ramps together to form a straight diagonal connection. Repeat the process on the other side, opposite the other curved interchange you made. There we go, hopefully now you have a completed Avenue/Highway interchange ready to be used. Edit 1 - as mentioned by @Jeffrey500, there are a couple of missing links that I discovered and moved further up the highway. These are an exit ramp in north moving traffic and an entrance ramp on south moving traffic. Here is a quick diagram to show how you could incorporate them to this interchange. Still learning
  4. Hi Everyone So I am having a bit of a headache over getting my sims back home from work properly. Here comes an image. They commute in the morning (green line), then in the evening they commute home (blue line). However, instead of going off at the correct junction and turn at the roundabout and back through the tunnel (red line), they go past it to the next town (which is currently empty for now), then return to get off the highway. Now I am sure there is a better interchange I could use to get them back onto the right side easily (so they use that), but cannot figure out which. Maybe I have made it too complicated for them. Or does the problem lay elsewhere? Maybe my planning is all off for the tile, but there must be a way to get them home directly instead of leaving town? As this is a recurring problem for me, I thought I would ask for some advice. Any feedback would be most welcome. Thanks!
  5. I know this isn't probably the correct way to use the real highway mod. As of the moment I still suck at using it lol... But how do you do a height transition on this part where I drew a white arrow? it's a level 2 RHW-4, and I want to raise it a level to go through those roads. It's basically an exit from the bridge and entrance to where the future airport will be. When I try to use any RHW on level 3 or 4, all I can see is just the pylon, or nothing, when I plop the starter piece..no road part at all. I looked everywhere for transition pieces, I found nothing. How to do this?
  6. Hi all, after long years of beeing a fully devoted SC4 player, I recently switched over to C:S. Playing for some hours now, I'm impressed by a few thing, like e.g. buidling curved and elevated networks. WHat an improvement compared to SC4. However, I'm really surprised about the lack of functionality that one is used to coming from SC4. My current main problem is building decent urban interchanges "out of the box" ingame. I browsed the Steam workshop, but all I found was ugly, unrealistic looking waste-of-space-interchanges. Well, more or less, at least if it comes down to urban interchanges. I therefore started the asset editor and buildt my own interchange between a (major) 6-lane-avenue and a 4-(upt to 8-)-lane street, where the main avenue has now crossings, but goes through an underpass: I'm satisfied with the result so far but for one detail: it seems I cannot get a decent slope constructed. As you can see, the slope from 0 to -9 is only in tha last third of what I would assume to be the ramp. Looks more like an San Francisco kind of underpass ... I suppose this is due to the fact that the 6-lane-road narrows down at the tunnel entrance, thus creating an (unnecessary) crossing. I also tried to create the slope in two steps - 0 to -6 m, then -6 to -9. However, in that case the crossing area remains even, so the slope is diveded in two slopes. Additionally, this creates a graphic glitch in the sides of the tunnel ramp .. parts of the wall appear blue. Whatever I tried, I cannot get a decent slope that evenly goes form ground level (where the ramps enter) to -9 m at the tunnel entrance. It might be possible if I move the on-/offramps a little bit more out, but my main target is to keep it small. Final note on mods: I used the "Road Anarchy" mod to create the on-/offramps, as the vanilla game So, before uploading that onto the STEX I would like you to comment, suggest, improve ... I also can upload the source file if somene likes. Cheers, Peter FIrst edit: Ingame there appears to be a problem with the terrain at the crossings ... have to look into that. Maybe this is caused by the faxt that the slope already begins in the area where the on-/offramps join ....
  7. Hi, I'm trying to find a way to add custom props do an asset editor. Main goal is interchange asset editor. I created a simple model of a lane marking in blender. I saved it as a prop. I see it when I create a park asset in one of the menus. I can't find a way to add it to interchanges. I want to see it in props menu where abandoned car and rocks are. I tried modtools and ui category changer. The only way was to change it as LandmarkTree but in this case my marking is moving as trees. I'm stuck, I'm trying all the categories one by one and I can't see it anywhere. Please help. Thanks!
  8. I'm trying to make a sunken diamond interchange with 8 lane RHW i need help!
  9. I'm looking for some ideas for how to handle an interchange I'm going to be building. The interchange is a four-way meeting of an elevated highway running west from one island to another, and a ground-level highway running along the western shore of the east island. It's going to meet somewhere shortly before the west-bound highway becomes a bridge, and I'm not sure the best way to approach it. Any tips or examples?
  10. Show me ure best interchange u made with RHW!!! My interchange her under
  11. From the album Interchange

  12. From the album Interchange

  13. From the album Interchange

  14. From the album Interchange

  15. From the album Interchange

  16. From the album Duke's picture dump

    This big ol' trumpet ended up looking quite smooth thanks to FARHW pieces.

    © Thin White Duke

  17. Version 1.3

    12,405 Downloads

    Raven Bay is the last map in a series of five that I set out to do for Cities Skylines. This is a European themed map. It has a rather large, open flat area for building a gigantic, sprawling city. It has plenty of resources with oil being the exception due to it's hideous color.    Set amidst a small mountain range this coastal map has vibrant farmland, one large flowing river, a fully laid out highway system with interchanges and a full rail system. I wanted to create the vibe of a large interconnected European Costal city.    For those new to the game. There are several areas that have highway off ramps acting as roads. These are just placeholders to show where the roads can go. You can choose to upgrade them where they are to any other type of road or just bulldoze and make your own.    (Note) Upgrading to the largest wide avenues might affect some treelines. They were drawn in using the highway width as a guidelines so most roads shouldn't affect the trees.    Steam link : http://steamcommunity.com/sharedfiles/filedetails/?id=451151642   To install the map: 1. Download the zip file. 2. Unzip the contents to the folder: AppData\Local\Colossal Order\Cities_Skylines\Maps    3. Play!   This Color Correction http://steamcommunity.com/sharedfiles/filedetails/?id=417935657 is used in a few screenshots.  The Moving Sun mod http://steamcommunity.com/sharedfiles/filedetails/?id=420230361 was also used on some screenshots  I also recommend http://steamcommunity.com/sharedfiles/filedetails/?id=403798635 for unlocking 25 tiles. You can play without it but you'll miss out on quite a bit of the map.   All of my maps are hand crafted with loving care and designed with the city builder in mind.    Let me know if you spot any issues and I would love to see any cities made on this map so shoot me a link or leave it in comments. Enjoy!
  18. From the album Photoshop Challenge (S3-05-E)

    Please view the picture in fullscreen. My Entry for the photoshop challenge. I made a custom interchange. You can see it at the bottom. Afterwards I changed the time of day. But I decided to undo the changes because you could not see the interchange anymore. Well, now you can see both, day'n'night I know. I have stupid one way street arrows. I'm too lazy... Hope I can show you some day even more of the city. But at this point only half of the big city tile is plopped.
  19. From the album Southside

    Taking the path to the right, we loop around towards the end of the park. I even see some benches and tables - it's a decent place to relax, in spite of not so decent company - I'll take unruly residents over heat exhaustion any day.

    © Bipin

  20. Hello everyone ! Long time no see ! Working and studying together left me with almost zero free time. However, I am working on Northern Valethorn Area and I have almost completed the Recycling Center, Car factory and Coal power plant. Early development: Everything started from this motorway. I tried to recreate a British motorway. However, I was criticized for using non-British props so lets say that its a fantasy motorway ! I have to mention that everything was plopped piece by piece as the new mod for placing props didn't have uploaded back then. 1 2 3 4 5 6 7 My new fields and farms 8 9 10 11 12 13 Aerial view From right to left Recycling center Power Plant Fields and Toll Station Car Factory 14 Tolls and surroundings 15 16 17 18 19 I hope you like this new entry ! Feel free to comment!
  21. Spaghetti Junction was originally showcased in entry 13. I remember that entry quite well because it was perhaps the most time consuming thing I've ever made in SC4. The making of the CJ entry itself took something like 4 days. Making diagrams, GIF's and labeling things all take a lot of time. Though it's still only second to entry 15. That one took me about a week to make because of all those diagrams, the actually in game stuff for 15 probably took an hour or two lol. These days it usually takes me a day or days to make an entry on simtropolis, not the entire day but a good part of them. That is capturing all the in game images, screening out photos, making mosaics planning out the progression of an entry and uploading photos then adding a detailed explanations. Today's entry will be fairly light on the dialog since I've already gone into detail about this interchange in the past. It's purpose and use hasn't changed, only it's design. The actually building of the updated version of this interchange took place over the course of 3-4 week. Mind you I was working on plenty of other things during that time. In total I'd say it took around 20 odd hours to build, which was less about half of the original. Let's just say the disconnector piece was a life saver. That includes several hours of mmp work I did last night There's a lot more landscaping that went into this version that the original. As with Looper Junction, Spaghetti Junction was a major interchange I made last year using NAM 32 to replace Maxis Highway NAM interchanges. But unlike Looper, Spaghetti was made to a higher safety standard from the get-go. Extended merging/acceleration lanes and sweeping curves and extended height transitions were extensively used. However that doesn't mean things can't be improve on further. I was reluctant to update this interchange at first because of all the time I spent on it and since it wasn't really that flawed. The only real flaws, if you can call it that was the use what I call a 'hook ramp', its the one that loops around. While it actually looks kind of cool in game, it's not really realistic in the real world.I also liked how massive and wide the original was, it was quite realistic in size from a real world point of view, yet another reason why I was originally reluctant to rebuild it. But one of the things I like the most about the NAM is the challenge of making things as compact as possible and without sacrificing safety or aesthetics. I think I've definitely managed to do both here. The interchange remains fully accessible, that is vehicles entering the interchange from any of the 4 main highways can connect to all the others. For detailed mosaic's of the whole interchange scroll to the bottom Stats Levels - 4 All Highways total entrance lanes - 32 Bridge Structures - 9 Total Crossings(time sa highway ramp crosses another) - 33 Tunnels - 0 Ramps - 19 FlexFly Ramps - 14 (4 - 90 degree/10 - 45 degree) Height Transitions - 18 To start off here's a comparisons between the old and the new versions, From the map it looks like I was able to use many of the old ramp, but that was definitely not the case. I had to rebuild practically everything from scratch except from the entry point of the ground level highway 700. NAM 32 version NAM 34 version B & A On the front page I mentioned that this interchange takes the new NAM to it's limits which it does in terms of compactness. This design can literally not get any smaller without sacrificing the smooth flex-fly curves and gradual height transitions . It's so compact that I couldn't fit flex-height transitions in many areas because you need at least one starter piece next to them to get them to work right. Once I figured out the general design building proceeded smoothly. But there were a few parts that really stumped me for a while. In the spoilers below I will detail the main issues that I had with building the interchange. Fell free to skip over this part if you just want to see the end results Now on with the show! First thing I want to show is the water feature in the middle of the interchange. This is a storm water management pond which has become a fairly common feature in many of the new larger interchanges built around the globe today. Highway interchange take up a lot of space so it only makes sense to try to make use of that space in some useful way. Image 8 (not including maps) At first I just made it in the empty space but it looked a little on the small size and then I thought why not extend it underneath the elevated highway itself? You can also clearly make out where the interchange is 4 levels high next to the pond. Let's start the tour of the interchange coming from the east (highway 700). From this direction you get a good view of most of the ramps but I'll change up the angle as I work my way down. 10 Heading westbound on the 707 approaching the Cordova Ave bridge 11 Right after the overpass is the first exit on the right side,to the 700 southbound. 12 Mosaic of the area around the Cordova Rd. overpass. 13 There are a couple of local connectors here. 14 On the right side is the local on-ramp from Trafalgar Rd. which merges with the 707 off-ramp to the 700 southbound. 15 On the left side is the off-ramp to Howland Rd. off the 707. 16 Overview of the area 17 Continuing east down the 707 we come up to the on/off ramps to the northbound 704. This is an inside ramp so drivers need to be vigilant to make sure they're going the right way. 18 19 20 Probably the best angle of how these ramps diverge. Just south of here is the Tauon Hydro corridor. Previously I had the power lines cross the highway but I wasn't entirely satisfied with the way they looked and decided to get rid of them for now to give a clear view of the interchange for this update. 22 At this point the power lines go into and underground hydro vault and continue below the surface . 23 I'm working on an interesting above ground solution... I'm not quite ready to show what I have in mind, but it'll be ready soon 24 And now here's were the spaghetti really begins... 25 26 27 Hope I didn't lose you in there! 28 If you took the off ramps to the 704, whether on purpose or by accident(lol) you'll get to this area, which I like to call 'the fingers'. 29 It was quite tricky getting the RHW to work properly here with height transitions so close to flex fly pieces. 30 Past the fingers are the the on/off ramps for the 704 the design for which hasn't changed from the NAM 32 version. I did move the ramps one tile further south to help smooth out the grade of highway 704 which goes up a steep incline north of here. There's literally no extra space space at all in the interchange, that is for every tile going north/south or east/west a ramp is curving or elevating. 31 The ramps to the 704 from the 707 and vice versa. 32 33 Move on further west we get to 'the wave' . 34 35 Now we're back to the pond seen at the beginning. You could say the four level stack here is the meat of the dish 36 37 Past here going west the 707 merges with the 700 as we reach the city limits. In the next city over there is a transfer where the collector/local lanes merge with the express. Several of the ramps which previous extended over into the next city have been eliminated with the rebuild eg. the one on the south side/left use to start in the next city over. 38 39 If you took the off ramp to the southbound 700 you come out on these two elevated ramps 40 The portion south of here has not changed from the NAM32 version. Highway 700 here could of been made smaller(oops! I guess wasn't completely correct about the no wasted space part, but that does apply to all the rebuilt sections) but I liked how the highway curved right before going left. The two ramps, one from the 707 the other from the 704, merge and then you have to option of getting off in downtown LC or continuing further south by merging onto the 700 which will take you to (The City of)Cisco Bay or Dresden . That concludes the tour,. To close out the entry here's a few traffic flow gifs and of course full interchange mosaics. 44 And that concludes this entry. Happy Easter everyone!
  22. I've never been one to make short entries so rather then making several smaller ones I'll be merging a few different items/topics into one. First on the agenda is that hydro crossing over Spaghetti Junction, below is the much improved new overhead crossing; 2 3 4 I forgot to post some night shots in the last entry so here's a few for the road. 7 8 9 10 11 12 Why only no darknight? Unfortunately even with all that lighting the darknight mod doesn't work so well(imo) for highways and interchanges; A part of Spaghetti junction extends into the next city over, which brings me to the next topic - Evermore Evermore itself(pop. 9,640) is little more than a filler/transitional city, there's really not much of note here aside from it's transportation related infrastructure which is the most interesting part of the city. This is the south east quadrant of the city which contains about half of the towns development and the most interesting part of it's transportation network. The most important thing about building this town was coordinating the highway and rail lines to connect in a cohesive way from a regional perspective. There is only one highway exit/entrance in Evermore, so there isn't any inner city movements on the highway. This is to mantain realistic spacing between interchanges and also the city is too small to justify a second exit that was lightly used. I say 'was' because back when I was using maxis highways there were two highway exits but one of them was barely used at all. 17 18 19 20 12 lanes of highway come into Evermore from LC with Lexor Rd. being split in between the highway ramps. 22 23 24 25 26 27 28 Chapel Junction is an interchange point between two of the regions major passenger train lines, the L(Loop) & ME(Middle East). Commuter trains do not normally cross over here but rather this junction is used for contingencies. In case of a track shut down or heavy congestion on one of the lines trains can be routed to the other route. The lines serve different stations and follow separate routes but their ultimate destination is the same - downtown Pretoria. 30 The single track spur line leads to a layover yard where trains are stored overnight at the end of the day. This way they don't have to run all the way back to the main yard in Central Pretoria and conversely they start from here in the morning as well, which reduces operating costs(fuel, maintenance, wages). Trains are rotated so that they store at a layover yard one night and then at the main terminal the next where there are more extensive repair & maintenance facilities. Evermore's Fastraxx station is only a stop on the L-line, which serves stations in the inner portion of the region and is lightly used by 336 people per day in the rush hour. Passengers wishing to get onto the ME line can get on the L line here and then proceed either east(to the Lindin City station) or west(to the Calgon station) where there is a transfer to the ME line. The other part of Evermore(the south west quadrant) is still a work in progress and will be shown at a latter date. There is one thing of some interest there... And on to the final item for this update. I've finally managed to get 3ds max to work for me and I'm in the process of completing several BAT's in addition to re-releasing a couple old ones. I'd love to hear some feed back on these BATs specifically with their color/texture. I think the faded white & red on the 3ds version of the tower below works best. What I'm not completely sure about is if I should use essentially the same faded colors for the other(red/white) towers. I feel like changing it up from BAT to BAT so they look less simular, but maybe that's not the best approach. Updated 3ds version on the left, original gmax version on the right. ToS-2 Here's a few other color tests. ToS-3 ToS-4 ToS-5 So what do you think? Do any of those other shades of red and white work, or should I just generally stick with the first example which is probably the most realistic. One other open question I have is about height. I've taken one or two liberties in that respect but for the most part these structures are equal in height to their real world counterparts. I generally have not over scaled the towers which is in contrast with the recommended approach for custom buildings - which is to overscale them by 133%. Though it seems to me that while this is consistently done for floor heights its not quite as common when it comes to overall height. I don't have to worry about the floor height issue here but for those that use these towers do you find them to be under scaled or do they look properly scaled? I do feel like they might be under scaled but on the other hand there are plenty of taller towers in the works(250-350m range) so my gut feeling is not to alter the heights. I'm open to and would appreciate any comments or suggestions on this matter, thanks in advance.