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blahdy

Boston Central Artery/Tunnel Project (Big Dig)

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First of all: You didn't have to start it up again; you could of put it on the Can't Find It Ask Here thread

Second: I got the Big Dig projact on SimCity 4.com exchange if you want that link I could give it to you (you have to download all the lots seperatly)


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blahdy has moved to SC4D.  All the Big Dig stuff is available at the Exchange there.  Further development on the project can be seen here.

-Tarkus

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I have been really into this entire project, but have one question. I enjoy detailing my roadways and all, but there is something that I wanted to ask. Okay, I know that there has been a big dig sign pack, but i can't find it. I have all the cmpleted big dig lots and all, but I don't have the signs. So can someone email them to me or tell me where I can download them. Thanks, and the project looks really cool

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Check sc4devotion.com...like it says! and to find something, ask in the can't find it ask here thread...there is no support for this thread here now...if you have a question, comment, want an update, need a file, etc, go to sc4devotion.com and look in the thread there...

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    Well... after about 2 years of absence (I moved to sc4d while ago then got busy with other things for a long time), the Big Dig is making a come back apperance to the Simtropolis community.

    To give you an update, the Big Dig modeling project has been integrated into a new transit modding team that is on the rise, known as the Freeway Experts (FX).  It's been difficult months for me and for FX members during the integration period, causing many of modeling projects being conducted for the Big Dig to be canceled -- for a good reason though.  One of the core founding philosophies for the FX team is that we are very strict about realism when it comes to modeling and making American freeway systems for SC4.  We have a team of members participating in a committee known as 'FXDOT' that reviews various state and federal MUTCD engineering documentation and set standards for dimensions and textures for things like sign bridges, sign supports, jersey barriers, etc that will go in as T21's and various props for upcoming releases.

    During this transition period, many existing Big Dig modeling projects were found to be inconsistent with realistic standards set by the FX team, so I've been recreating everything from start with FXDOT engineering standards to enhance realism.

    Below are pictures of ramps that have been recently completed.  They were pretty much finished in the past several days and are ready to make their way into SC4 in High-Def, once BAT4Max is upgraded for HD compatbility and various rendering export tests are completed on our rendering server.

    This is picture of new off-ramp that will replace the ones you have in your cities today if you are using the orignal Big Dig 1.0 released back in 2006.  It is 2 tiles by 8 tiles and allows you to hook up two one-way roads in a Y-split configuration to connect to your CBD street network.  The ramp is based off of a real ramp, known as "Ramp C" in South Boston for an I-90 exit.

    50p.jpg

    And this is picture of a new on-ramp that will replace your existing Big Dig 1.0 ramp.  Its dimensions are 1 tile by 10 tiles and hooks up into normal one way road.  This ramp is fictional but its form factor has been inspired from downtown I-93 ramps in Boston (it's a mix of ramps A-CN and CN-SA).

    d103p.jpg

    And you guys probably remember this off-ramp made back in 2007 and was also successfully imported into the game.  This is Ramp CS-SA, a real-life off-ramp in I-93 southbound lanes.  It has been attempted various times to try to get it as realistic as possible, but during FX integration/transition times, it was one of the first projects to be cancelled/striked from the list, then get rebuilt from scratch with stringent FXDOT realism standards.

    How it used to look like back in 2007, you guys all remember this pic:

    final-bird.jpg

    How it looks today in 2009 after being rebuilt from scratch under FXDOT realism and scaling standards:

    stp.jpg

    So... there you have it... there are other tunnel portals being worked on for highway connections, pictures will come later on.

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    Well, glory be... Look who's back! And doesn't appear you've missed a beat, either. New and rebuilt items look marvelous. Thanks for checking in and giving us an update 44.gif  And good luck with the new team.


    A wise man once said, "I am not yet a wise man..."

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    Its always good news when a member returns to the site, and it looks like you kept busy while away. 3.gif

    Good to hear you were able to integrate these with the HD props as well, they should look better in-game now.

    Anyways its nice to see you on the forums again! Take care.

    -Haljackey

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    Glad to see your back!  I was wondering when the project was going to start moving again! 10.gif

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    welcome back blahdy, interfacing such a large and substantial road peice in game without looking out of place is going to be a real challenge. i look forward to seeing this progress.

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    Thanks 2.gif

    In anticipations for the HD rendering, quality and details of the models are being dialed up to enhance realism.

    One of the first things you will notice with the new big dig models is a new, realistic concrete texture.  It features photographic realism by using a highly detailed real-life picture of a concrete boat section on big dig tunnel system, and also features specular map so that it responds more realistically to light exposure during day time renders.

    Here are some close up photos of the above ramp models so you can see the new concrete texture up close.

    d120p.jpg

    d122p.jpg

    d124p.jpg

    d125p.jpg

    d123p.jpg

    d126p.jpg

    61p.jpg

    62p.jpg

    63p.jpg

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    Very nice, i thought this was dead, Im very glad its not...

    BTW can there be a optional mod that hides the Boston freeway signs to look unique for anyones city?

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    Great to see this project back in the works!

    -Rainyday

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    HELP!!! I installed the Big Dig correctly and joined them as shown in the manual but there'es no traffic on the route.

    It is a simple Ground Highway to Big Dig transition at both the start and the end in a crowded area.

    I made sure there's at least a 1 tile gap.

    But there's NOBODY using that route.

    What do I do???

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    Originally posted by: raynerlim36

    I installed the Big Dig correctly and joined them as shown in the manual but there'es no traffic on the route.

    It is a simple Ground Highway to Big Dig transition at both the start and the end in a crowded area.

    I made sure there's at least a 1 tile gap.

    But there's NOBODY using that route.

    What do I do???quote>

    Is there an alternate route for traffic to take? If I remember correctly, some components of the Big Dig will only function if an alternate route is available. Here's a simple example...

    BigDig.jpg

    With the zig-zag street in place, traffic will go through the Big Dig route because it is a shorter distance. If a section of the street is demolished, the traffic will stop. I don't remember the technical reasoning behind this, but the alternate route is required. So , in your layout, is there such a route? Also, you may need to run the Ground Highway as far onto the transition lot as possible.


    A wise man once said, "I am not yet a wise man..."

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    Thanks CaptCity!

    After much trial and error, I found out that Big Dig needs entrances and exits to work and not just the transitions.

    But you are also correct that it needs an alternative route.

    Thanks for your detailed explanation and pictures!

    It made it really easy understand.

    Thanks again!

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    What exactly happened to this project? It was one of the coolest and most promising projects, then moved to SC4D about the time another part of the project began (MacArthur Bridge, maybe?), was abandoned, moved back to Simtropolis, and then what? It looks the first post has even been blanked. What's up with that?

    I remember hearing some promising things, such as full integration with RHW (about this time, RHW was promising draggable elevated RHW at different heights...dunno what happened to that, if it was ever implemented).

    The "disappearing cars" glitch was scheduled to be fixed, but never did.


    ~ COMING SOON! Exciting new projects! ~

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    You'd need to make new models...

     

    On that note are there plans for Symphony/more RHW Flups?

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    Was this adapted to work with RHW?

    On that note are there plans for Symphony/more RHW Flups?

    Just a reminder, it's not a good idea to bump old topics unless there's something important to contribute. Take a look at the timestamp op the previous post: 2011.

    With that said, this particular facet of the so-called Big Dig Project seems to have been abandoned, and as such, topic locked.

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    A new version of the Boston Central Artery-Tunnel (Big Dig) has come out.

    Here is the changelog

    • Consolidated the package of the two downloads into one download
    • Fixed the prop files and UI of the mod
    • Introduced FLUPS and Subway FLUPS support to ramp lots.
    • Improved TE Modding of ramp lots.
    • Introduced Submenu support

    You can find the mod here

    https://www.sc4evermore.com/index.php/downloads/download/19-transportation/280-blp-ndex-boston-big-dig-project


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