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blahdy

Boston Central Artery/Tunnel Project (Big Dig)

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  • Original Poster
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    ok, weather got better tonight, so rendering has been in progress for a few hours now 2.gif

    here is what i'm rendering currently:

    ght5.jpg

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    Heh, maybe my rain dance worked.....a little....

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    I remember seing a documentary about this tunnel in the Discovery Channel; I never knew I would one day see it in SimCity.

    Excellent work!

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    great as usual blahdy! can't wait till it comes out!!


    20369743_2718707249385_5298984318887779742_o.jpg

    Saint Louis

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    That's looking great! I added it to my sig now! waiting, waiting, waiting, waiting, still waiting!

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    Yay its comming out!!!! Yoman dances!

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  • Original Poster
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    Okay rendering has been completed on this model.  Being forwarded to ndex for modding. 

    2 models rendered, 3 more to go.  I'll check with ardecila shortly for progress in modding work.

    ght6.jpg

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    wow, im stunned, cant wait for the release. to bad i will be on vacation in the next sunday.

    and, maybe you could include a menu management lot, to keep menu's organized

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    Just so I understand how this will work: you plop these down, then drag subway tunnels between then and *blam*, underground highway?

    What modd will you need to "convert" the highway traffic to subway traffic if that's the case.


    Joost Ueffing

    NS, Canada

     

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  • Original Poster
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    As stated in the User Guide preview, there are no dependencies, thus you do not need any third party mod for CA/T lots to function.

    But in answering the essence of your question, that's correct. Plop the lot, drag a one-way road (if it is on/off-ramp) or ground highway (if it is ground transition lot) on the surface side, and drag a subway tube on underground side, then voila. If you are using ground transition lot, you must put TWO subway tubes, one for each direction of traffic flow (i.e. one tube for northbound, one for southbound).

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    This is really cool. I live in Boston and I can't wait to put the big dig in my city<br /><br />(hopefully you built it better than the people in reall life)

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    I don't think we need MMLs, as these are a few lots, not many.

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    Originally posted by: pilotdaryl I don't think we need MMLs, as these are a few lots, not many.quote>

    Version 1.0 only has "few lots" as you call it.

    Big Dig Master Plan document however lists total of 27 lots that will be developed over the next several months, so far with various operations facilities and huge list of different types of interchange and tunnel boats.

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    Originally posted by: blahdy As stated in the User Guide preview, there are no dependencies, thus you do not need any third party mod for CA/T lots to function.

    But in answering the essence of your question, that's correct. Plop the lot, drag a one-way road (if it is on/off-ramp) or ground highway (if it is ground transition lot) on the surface side, and drag a subway tube on underground side, then voila. If you are using ground transition lot, you must put TWO subway tubes, one for each direction of traffic flow (i.e. one tube for northbound, one for southbound).

    quote>

     

    Ok then....

    Wow.

    That's bloody brilliant.  Definately something I'll put into my city once it's released.

    And after reading the manual again, I noticed that freight traffic and bus traffic won't go through because of game limitations.  So that you can do this anywhere,  is it possible to modify the transition lots to only allow car traffic, like the UrbanLegend Traffic Control Pack does with other automota(sp)?


    Joost Ueffing

    NS, Canada

     

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  • Original Poster
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    Originally posted by: joost.ueffing

    Ok then....

    Wow.

    That's bloody brilliant.  Definately something I'll put into my city once it's released.

    And after reading the manual again, I noticed that freight traffic and bus traffic won't go through because of game limitations.  So that you can do this anywhere,  is it possible to modify the transition lots to only allow car traffic, like the UrbanLegend Traffic Control Pack does with other automota(sp)?quote>

    You are good at reading my mind 2.gif

    Yes there is a plan to release a traffic control lot that will shut down any non-conforming traffic with electronic messaging board and LCS on it.  You can plop that lot in front of the tunnel system at a nearby ground interchange.

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    Originally posted by: blahdy

    Version 1.0 only has "few lots" as you call it.

    Big Dig Master Plan document however lists total of 27 lots that will be developed over the next several months, so far with various operations facilities and huge list of different types of interchange and tunnel boats.quote>

     

    If it's feasible, I'd personally like to see a MML down the road to make things easier... My menus are starting to get crowded as it is! :-)


    Joost Ueffing

    NS, Canada

     

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    I just had a thought:

    Could the subway be modded to appear as underground highway when two lines are drawn side by side, like with the ANT network and the Rural Highway mod?

    Might be something to look into.

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  • Original Poster
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    Originally posted by: shasta I just had a thought:

    Could the subway be modded to appear as underground highway when two lines are drawn side by side, like with the ANT network and the Rural Highway mod?

    Might be something to look into.quote>

    yes, but the only problem is that doing so will affect all subways, including your train lines.  I don't think that's something people will want.

    Given that Big Dig tunnel systems are ridiculously expensive (putting tunnels underneath downtown is not a cheap job, real world version costs 14.6 billion after various corruption scandals involved in it),  most people won't be putting these tunnels everywhere in their city, just in downtown area to make the area neat and clean.  So given that there will be more train-based subway lines in any given particular city than big dig subway lines, I think it's best to leave it as is for now... unless there is a way to make a 2nd type of subway but I highly doubt that.

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    Originally posted by: blahdy hehe, good to see you again, dusktrooper 2.gif remember, this project would not have been possible without your effort in freeway transition project!quote>

    Hehe, I'm quote honoured to hear that!43.gif

    But, yeah, hope to see it soon!


    SC4, Forevermore!

    Currently preoccupied with architecture school...lurking with caution.

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    i thought you left?

    anyhow this is, as always, looking marvelous

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  • Original Poster
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    cool, thanks 2.gif

    Okay, the extended off-ramp (BIGD-T2A-OFR1) is rendered.  will be forwarded off to modding with 2 additional models when they are finished rendering:

    ofr1.jpg

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    I wonder what kind of coding would be required to make a modd that would create a completely new type of highway system that appears underground and won't interfere with subway/rail lines.... or is that something that's imbedded into the programming of the game itself


    Joost Ueffing

    NS, Canada

     

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    wow, that is some great work, i could never do that. congrats.

    so is there a way we can have underground highways, that would be an awsome idea, like....have the onramps and stuff, but layout the underground highway like you do a subway line.

    anyways, talk to you later

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    been a while since i have posted here but progress looks absolutely amazing and i can smell the trixie already wonderuful looking addition

    I am sure the community will love you forever for it.

    ALEk

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  • Original Poster
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    Years ago (in 2003-2004, ever since Rush Hour was released), there had been many discussions in Simtropolis about doing Big Dig style highways, because many people wanted it back then after Discovery / National Geographic programs about the project were filmed.

    But the consensus that came along after continuing discussions was that it was not possible due to limitations of the game application itself. So unfortunately, I don't believe there is a way to do that.

    But late last year, DuskTrooper started NDEX Freeway Transition project, where he discovered that we can do something similar to Big Dig by converting car traffic into subway, then back to car traffic at the tunnel portals. Beta tests have shown that it works and that it is currently the best idea to do a Big Dig type of highway network in SC4. So, this project is basically a follow-up to the NDEX Freeway Transition Project, or at least inspired after it.

    hope this explains the rational behind the subway 2.gif

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  • Original Poster
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    Thank you aleking 2.gif  I'm quite honored that authors of a lot of prestigious CJ's here have endorsed this project and many are already planning to use them in their beautiful downtowns.  I cannot wait to see them myself 4.gif

    Okay, the BIGD-T2A-OFR2, the street/urban intersection version of off-ramp is now rendered.  We got 1 more model to render.

    ofr2.jpg

    And the last model that's being prepared for 1.0 release -- The south bay interchange/Tip O'Neill tunnel entrance, or otherwise known as high-capacity tunnel entrance (BIGD-T4-GHCT1).

    ghct6.jpg

    I painted the shoulder lane but removed the lanes near the entrance, to give some cosmetically free space when you plug one-way into it.

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    I haven't commented in a while.  I've been looking in, but basically ran out of ways to express my awe and amazement.  This is superb modeling and texturing!  I'm not even sure if it's something I'd use, but it will fall under the "download just in case" heading for me.  Can't wait!

    JB

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    It's my first time posting in this thread but I'm reading it since the very begining. As everyone else, I would like to thank you for your dedication and your outstanding work. Your perfectionism astound me and I can't believe all those little details you took the time to do like the junction boxes, the security cameras and even the little identification signs (BOS-04, etc.). I would never have the patience to do all this stuff. You know, you should get paid for doing something that amazing and taking the time to do it!

    Congratulations again! 

    I can't wait 'till version 1.0 release!

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    Thanks! 4.gif

    Okay, rendering has been started on the Tip O'Neill / high-capacity tunnel entrance.

    Here is the final preview shot.  In the background is the real-world version in Boston.  As you can see it is not 101% accurate (i.e. sign post identification label is not placed in same spot), but I'd say it's pretty darn accurate..

    ghct7.jpg

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    WOOOTTT!!!  One more and then the modding, then release!

    I may be competing with you, but these are good anyway and will stand as placeholders until my lots are ready.

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