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Boston Central Artery/Tunnel Project (Big Dig)

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This looks great so far. However, I see a problem with the 3rd lane added. When you turn this Tunnel entrance around for the exit, the 3rd lane is going to be on the opposite side. So now, instead of having one we can rotate, we'll need 2, and entrance and exit.

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    Originally posted by: Andreas Roth Probably, you can take the GLR base texture from the NAM. I guess it has to be color-corrected, but it's better than nothing.quote>

    ah, okay.  I've never taken texture out of NAM/etc before.  I'll figure it out later.

    thanks 4.gif

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    Originally posted by: ThePeoplesPerson This looks great so far. However, I see a problem with the 3rd lane added. When you turn this Tunnel entrance around for the exit, the 3rd lane is going to be on the opposite side. So now, instead of having one we can rotate, we'll need 2, and entrance and exit.quote>

    thanks

    and yea, i realized that since the beginning of the work.  it's not a design problem, but intentional creativity.  Yes, the tunnel entrance only gives you a monolithic setup that works nicely on one way, but if you turn it around, the feeder road doesn't match up its direction (same would happen for railroad).

    I am planning on making a wider version that has symmetric tunnel entrances for both directions so there is no 'problem' like this, but in the mean time you can get around this 'problem' by using a different tunnel portal on the other side of the termination, such as the ground-highway (not sunken highway) to underground transition lot, plus an off-ramp lot.

    I am not going to change this model presented here, because I know many people will later in the future appreciate the variety of tunnel entrances each with its own unique appearance and configuration.  With ability to use subway to create a highway network, you can create very creative underground interchange systems in countless ways, and people will love half-directioned feeder road based tunnel entrances like this one for exit/off-ramp tunnels and such (just take a drive to Boston's south bay interchange, you will see what I mean -- it's a beautiful mix of complex underground, on-ground and elevated interchange system).

    But I will make additional models that will have wider entrance with feeder roads going in both directions (see a preview shot below of one that's currently under preliminery/rudimentary work) as well as rail-road transition like Andreas suggested, so don't be worried.  What we have here is not perfect, but it is a good start in the right direction, and your suggestions/constructive criticisms herein are not being ignored.

    sunken50.jpg

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    Posted:
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    This looks great! I agree about the variety of interchanges thing. Its boring to see the same interchange every time. The piece with the GLR sounds interesting. Youll have to move the HW sign.

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    Originally posted by: SC4Noobie This looks great! I agree about the variety of interchanges thing. Its boring to see the same interchange every time. The piece with the GLR sounds interesting. Youll have to move the HW sign.quote>

    Thanks 2.gif

    Yup, definitely the HW sign needs to be moved and among other features that will be very exciting if I decide to put rail link in the tunnel entrance.

    Part of the Big Dig project in Boston required relocation of the ooooollld stinking green subway line (finally it's about time!) to new underground viaduct (before, it was on an elevated steel frame, making noises anytime train goes by, i thought it might collapse some day).and construction of a new underground North Station subway station underneath TD Banknorth Garden (formerly Fleet Center).

    So I'm going to use several features found in the newly reconstructed portion of green line as a result of the 'dig project.

    Pictures of the new green line as it approaches the new  underground tunnel portal:

    You can also see a tunneled on-ramp to the right of the green line.

    http://216.93.240.36/~blahdy/stex/big-dig-tunnel-portal/img_47278.jpg

    http://216.93.240.36/~blahdy/stex/big-dig-tunnel-portal/img_47279.jpg

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    Posted:
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    Those are cool pics. I've been to Boston, but then all the tunnels were closed. I think it's best to put GLR in, or model some some complex EL rail tunnel. Good work!

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    yeah, this is a great project! Outstanding work there!

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    Originally posted by: blahdy BTW, anyone has a .gmax/uvw model or a texture file for GLR railroad?quote>

    I think this is it... It might be the el-rail texture, but I got it from somewhere...

    GLR texture, I believe.

    If not, I'd say it's close enough. Just don't forget to darken it ever so slightly!

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    With the aid of a lot of caffine, I've just read through this thread.

    Erm... wow.

    One question: when can we expect the 'Phase II' signs shown on the first page? Are they going to be released seperately or as part of the larger release?

    Can't wait.

    -ACE

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    Originally posted by: ACEfanatic With the aid of a lot of caffine, I've just read through this thread.

    Erm... wow.

    One question: when can we expect the 'Phase II' signs shown on the first page? Are they going to be released seperately or as part of the larger release?

    Can't wait.

    -ACEquote>

    Was it that boring? lol

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    No... just long.

    And I was reading at ~4 am.

    So the caffine was vital.

    -ACE

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    Originally posted by: cammo2003
    Originally posted by: blahdy BTW, anyone has a .gmax/uvw model or a texture file for GLR railroad?quote>

    I think this is it... It might be the el-rail texture, but I got it from somewhere...

    GLR texture, I believe.

    If not, I'd say it's close enough. Just don't forget to darken it ever so slightly!

    quote>

    Do you know what its dimensions are?  I'm having trouble figuring out how to accurately map it on a tile in gmax.  Is it accurately 16 x 16 meters dimension?

    Photoshop is useless to determine it seems. it reports it as 4.52 cm by 4.52cm.

    Or may be I'm just not thinking well tonight.

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    okay, i think i figured it out.

    here is what i have so far, rail link section plate is sort of done -- textures could use some improvement, but at least it's a start.

    glr1.thumb.jpg

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    Originally posted by: ACEfanatic With the aid of a lot of caffine, I've just read through this thread.

    Erm... wow.

    One question: when can we expect the 'Phase II' signs shown on the first page? Are they going to be released seperately or as part of the larger release?

    Can't wait.

    -ACEquote>

    it will come with version 1.0 release. they are being tested on PAX airport.

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    Posted:
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    Originally posted by: blahdy
    Originally posted by: ACEfanatic With the aid of a lot of caffine, I've just read through this thread.

    Erm... wow.

    One question: when can we expect the 'Phase II' signs shown on the first page? Are they going to be released seperately or as part of the larger release?

    Can't wait.

    -ACEquote>

    it will come with version 1.0 release. they are being tested on PAX airport.quote>

     

    Ah.  Cool.

    Are you planning to update/add onto the older pack to reflect the new textures/thinner poles?

    *sets alarm for July 22*

    Looking at the new screen... to quote a marine from Halo 2:  "Seriously, sir? You.  Are.  Awesome."

    -ACE

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    correct, they will be updated eventually, but no guarantees yet as to when.

    Also, we can now make special custom signs for Big Dig, as I've acquired FHWA's approved Series E font used in real-world US highway signs.  Here is airport sign made for PAX using FHWA's highway font:

    pax-sign-2.jpg

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    great stuff as usual mate =) how you do so much so quickly amazes me ^_^

    ~kaji

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    A tile is 16 x 16 meters and 128 x 128 px. Great start on the rail link section plate, as you stated, the texture still need some work.


    PCk4tXG.jpg

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    The easiest way to get textures is with the SC4Tool...there is a function where you analyze a texture pack (.DAT file) and you can click on a specific texture and export it...that gives you the exact texture from in-game and it is the right size as well...

    And like vester_dk said...a 16x16 tile in-game is equal to a 128x128 texture...

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    whoa! just now am checking in on this project! its staggeringly huge and amazing! i cant wait for this to be released

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    i really don't know what to say that hasn't already been said this looks friggin amazingly cool it is obvious a lot of time and effort has been put in and it sure seems to be paying off, great work.

    Alek

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    Thanks, and also thanks to cammo2003 for giving me the texture of railroad.

    We have some progress:

    glr10.thumb.jpg

    low quality rendering preview:

    glr11.jpg

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    this is amazing, can't wait for this to come out, would go great in my cities. keep it up man!!!!


    20369743_2718707249385_5298984318887779742_o.jpg

    Saint Louis

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    Posted:
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    This is really looking sweet. Are you going to change it to GLR textures all the way into the tunnel? Looking great! I can't wait till 14 days from now! Do you think all of the modding will be done by then? Thats alot.

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    nope, GLR texture stops at the beginning of the lot for purely Maxis<->BigDig transition purpose. Which is the reason why I made my own rail link surface. But the textures and overall appearance of my rail surfaces are still not done and undergoing continued improvements.

    somebody also asked me why i'm not putting gravel underneath the rail track sleepers.  that's because modern tunnel systems (as evidenced in reconstructed portion of green line in boston, san francisco airport subway extension and various modern subway systems in south korea) use Track Circuit to monitor train presence on the railroad.  Track circuit is basically a low voltage (safe and harmless, typically 3 volt, you can stand on it and it won't shock you) electricity that runs along the rail tracks, and whenever a train runs on it, it shorts it out, causing monitor to detect an incoming train presence.  The drawback however is that track circuit requires rubber sleepers to hard surface to prevent nuisance short circuits which is typical when using wooden sleepers with steel nails to lock the track onto the ground.

    Additionally, sleeper-less concrete rail roads are very low maintenance, compared to typical sleeper based tracks, especially using wooden sleepers on gravel.  The construction cost is high, but low maintenance cost gives better benefit for high speed rails and tunnel systems.

    note that track circuit is different from Traction Current, which is typically 750V+ high voltage current delivered over a third rail or overhead wiring to provide energy to the train.

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    working on pole for overhead wiring that provides traction current:

    glr12.thumb.jpg

    and that's all for today.

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    partially completed overhead electric wiring.

    pinpoint accuracy covers both contact wire and messenger wire (called catenery wire in UK systems, messenger in US/CA systems)

    glr20.thumb.jpg

    Rendering test:

    glr21.jpg

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