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Road ( Trench / Raise / Bridge / Tunnel ) Mod - XoXiDe  1.01 and 1.05

   (28 Reviews)

4 Screenshots

About This File

Ok per request I am uploading one of my mods to Simtrop for users.

 

Its 1 variations of the mod which I call 1.01 and 1.05.

 

Both are similar except for extreme variable changes.  So one can described as conservative and the other liberal.

 

Depending on how you use it and one of my own personal reasons was to trench low enough to create flat bridges without arching.

 

It will allow you to trench lower before tunnels are created and allow you to go higher before a bridge mode takes effect giving you raised sections to pull bridges from.

 

What you can do with it is really a limitation of your own imagination.

 

0x0f988430 Max height = 128 m

0x0f98843a Max Depth = -128m

0x0e028a11 Max height of raised = 18 m

0x0f9f13a8 Max depth of Trench = 24m

0x0e0287f8 Max Slope = 40m

0x0e3224cb Max Tunnel Slope = 18m

0x0e74351a max bridge Slope = 30m

0x0eceda5f Max Slope at intersection = 10m

0x0e322775 = 0.05

 

Yuttho has been using it to make some pretty amazing stuff so enjoy

 

XoXiDe


What's New 1.01 and 1.05


Released

  • rev 1.01 and 1.05 first deployments
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yup.. I kind of limited it to 128m since at 256 you start getting bridges that look like rollercoasters that hit unbuildable sky space

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btw with this mod you can trench deeper and flatter.. and also stack freeways HIGHER and taller

 

10 stacks were counted in some cases but it depends on your build

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@darkaliendude at least simulation of them.  Other things are needed to satisfy the building or looks which would be one ways and more official ramping.

 

but as you can see from pics 1 and 2 from yuttho .. you have more flexibility which is all I was trying to provide

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DESIGN tip.. I find 1.01 is easier to control in some ways since its not as extreme on the variable changes.  So I have 1.01 loaded on my machines across the board.  1.05 lets you go deeper and higher but as a result you may have to play with some blending of the terrains and angles in some cases if you get extreme also.

 

 

Sometimes moving your road before placement can smooth it when in trench or bridge / raised mode but it depends on terrain.

 

The mod uses the built in engine and tweaks the values it doesn't create any new mechanics only some math changes.

 

Another suggestion after watching Yuttho build is I would suggest TRENCH first before you create bridges and that will give you greater flexibility as well in your designs.

 

You have to just play with it .

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I really like the idea of this, but trying to build interchanges in the new SC has two major, major problems. First is that until we get 1 way streets making interchanges like this is utterly pointless. Hopefully they will be releasing them soon, I did hear about them at some point... But nothing about it in a while so we will see I suppose. The second problem and one that will likely never be fixed is the vast amount of space these interchanges require. Although your interchanges look really nice they take up what looks like a third or maybe a quarter of the entire map, that's just not feasible. 

 

In my humble opinion the only way interchanges like this would make sense is if Maxis releases some ploppables that will snap to roads and create snug little interchanges kind of like what we had in SC4 Rush Hour with the clover and T. Unfortunately I doubt they will be doing that, so we will likely have to be doing things like this, which yea will be too large really.

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@robotica all in time :)

 

without tools other aspects are not possible either.  It takes a combination of factors.  you can't build an interchange without bridges and tunnels working correctly.

 

Its just parts of a larger pie.. Ideas on the table are above and below grown intersections and connections which would optimize the space and allow us to create double diamonds and other variations. 

 

But some people build to build ..

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The interchange in the full city-sized screenshot is gorgeous, and it also shows the utter ridiculousness of the game's name, SimCity.  More accurate names would have been SimNeighborhood, SimDistrict, etc.  Lame!

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Thanks for responding, I appreciate it. I do have a question now that I have thought about this some more. With this tool can you extend on an already started bridge or tunnel? In the base game you only get one shot at making the entire bridge or tunnel, and while this is okay for a lot of things it prevents you from having complex bridges and tunnels because sometimes you need to make a few connections to get the layout you want. Does your tool address this? looking at some of your pics I can't tell if you were able to make the entire thing in one piece or not... I'm also not sure I am explaining this clearly but I don't know what else to say about it lol.

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@ eburres <shrug> can't change that unfortunately..  :(

 

@robotica that took hours of draw delete redraw and attemps .. ALSO I didn't do that one.. Yuttho did whom is not a member really of simtrop.  He does a lot of video presentations and does the Tokyo series that's floating around.   He's friends with zhatt and simtoaster and sky.

 

The tool lets you work with the ground more as a result of the extended trench and raised roads.  You can do sections of both and create your flat portions and then draw from them over and around and under if needed in stages.

 

You are limited to the methods of SC built in tools however even just the tweaked heights and removal of limits gives you wider range of changes.  I was kind of surprised.  however they can also be a little unpredictable.  1.01 is much more conservative on the numbers yet it was the one used to produce the city above in first pictures.  So do not be fooled by my term conservative.  1.05 can be a little more temperamental by nature of changing angles of roads and slopes however you have MAJOR changes in how high and where you can build some stuff unlike 1.01

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From what I see on the surface, excellent work! Perhaps this will help change the game around for the better.

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This is definitely a step in the right direction... it's a wonder why EA employees couldn't do this themselves... but I have to agree with others here it's pointless without larger maps and one way streets..   

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@ chocolate_city .. as far as values they are there for modification like many other specs of the game however most people would not just modify any values due to the sensitivity they do have.

 

I have learned that maxis tends to play things ultra safe / conservative on many things most of us would say who cares about. 

 

Its also worth mentioning that one of the developers actually helped me make some of the initial changes to explain their use and then I kind of went in my own direction on the ones I published to the public after playing with variations to come up with this mod in 2 flavors.

 

@shoko building out of the city can help with some of the creativity but I find that its much safer when building out of the city to use RAISED roads vs any form of trench due to the lack of physics and terrain smoothing outside the city limits.

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Thanks for pointing that all out ... I'm starting to lean toward Sim Cities' side with this modification... but

 

@ chocolate_city .. as far as values they are there for modification like many other specs of the game however most people would not just modify any values due to the sensitivity they do have.

 

I have learned that maxis tends to play things ultra safe / conservative on many things most of us would say who cares about. 

 

Its also worth mentioning that one of the developers actually helped me make some of the initial changes to explain their use and then I kind of went in my own direction on the ones I published to the public after playing with variations to come up with this mod in 2 flavors.

 

@shoko building out of the city can help with some of the creativity but I find that its much safer when building out of the city to use RAISED roads vs any form of trench due to the lack of physics and terrain smoothing outside the city limits.

Thanks for pointing that all out... I'm starting to lean towards Sim Citys' side with this modification... but I'm still waiting for larger maps...

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Idk why we have to go through trouble making mods for simcity 2013, like Road---Mod, to make a highway look intersection with roads, that there should had been a highway option to build freeways and highways. This stuff should had already been in the game, and its sad that they don't have sc4 features in simcity 2013.

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@mcfly82 glad you like it

 

@simcityplayer15 its hard to say mods for sc4 or compare them they are two different engines and systems.  What is coming soon will make up for many but most people will not happy without larger maps..

 

we are all working on new ideas

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Does one of these mods make it possible to:

 

1) create to non-parallel bridges

2) delete the ground-level ramps

3) connect the two loose ends of the bridges with another bridge, making a single contiguous bridge?

 

Would open up bridge design possibilities. 

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@xoxide:

 

Man, those mods help a lot!

 

BUT I still miss one critical think SCTweak did: the ability to lay out elevated road sections without the ramping at the edges. 

 

This mod helps, but all bridges layed down still have those nasty slopes at the ends, even if we delete the ground-level endpoints. 50% of the 'ramp' part is on the ground level, and 50% of it is at the 'bridge' part.

 

Can this mod be further extended to have the bridge section completely flat, leaving 100% of the slope part to the ground-level endpoint?

 

 

This way we would be able to lay down non-perpendicular elevated sections, delete the ends, and then connect them with another elevated section.

It would enable us to make L-shaped, S-shaped, W-shaped, whatever-shaped overpasses/bridges, without having to jock that nasty and useless 'free shape' rod tool.

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that's why I did the RAISED just a little higher.. if you build from raised to bridge rather than ground to bridge you can have more control over those segments

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@Brazilianjoe

 

Its complicated .. fact is the built in tool wants to slope to ground level no matter what.. This uses the real ground mode and bridge mode with some extended values.

 

TRGS mod actually would not always use BRIDGES for raised roads segments .. in all cases .. For instance mag levs are actually RAISED Roads on stilts not bridges so that's why they can have intersections.  But for that same reason is why they can't go tunnel.

 

There are just behaviors matched up with specific elements, units, pipes etc.

 

As you know in devtest I'm asking for some additional locking modes and other tools.  These would be the added changes to really make some of the features more well rounded in general on top of the mod.

 

 

But I'm glad your enjoying it :)

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