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Boston Central Artery/Tunnel Project (Big Dig)

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    Thanks everyone 2.gif

    Responding to Questions Only (All other commenters:  Thank you for the support!)

    SC4Noobie:  Yes, in the bridge stack ramp, only the very first tile of the ramp is TE'd and rest of it is overhung.  By doing it this way, you can run anything you want on that 1-tile bridge deck, and because the ramp is overhanging, it does NOT interfere with the surface traffic you cross across the bridge.  If you TE it, then traffic entering the bridge may suddenly enter the subway, which would be quite ackward, where as by overhanging it, you won't run into that problem at all.  The model was specifically designed to compensate for this method :-)  The only drawback is that you probably will have difficulty doing pathing later on, but Big Dig models are too complex that LODing work alone is a rocket science at the moment (which is the main reason why complex LODs were skipped for Big Dig 1.0).

    ryanb_sc4:  Colorado T-REX is on one of my list of anticipated items to be working on in the future; I think there are synergies that we (NAM + this) can work together on that.

    Frankie_Grove and Dedgren:  Thanks as always for encouraging comment 4.gif  To answer your question, I agree that we should think about converting the road texture to Scratched Concrete Surface (SCS) Texture, which is what is being used in big dig tunnels.  But before we can do that though, there will need to be some works that will have to be done on the texture itself -- we will need some form of tire/usage marks and wearouts so it looks consistent with real-world highway texture that's been used and doesn't look too bright as everyone seems to suggest.  It's a good idea though.  (Quick trivia: The SCS texture used in Big Dig was actually based out of a picture taken on the newly opened Albany Street off-ramp, mixed with turnpike authority provided picture of Logan Airport on-ramp.  The Albany Street off-ramp opened for traffic in Feb 2006, the final ramp segment of the real-world big dig project -- it is the newest ramp so far, so road surface looks mostly brand new without much dirty marks on them for use in this BAT project.)

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    This is fantastic work blahdy. How on earth are you going to TE this? Is a tutorial of some kind in the making.. PLEASE.. No pressure>> LOL Seriously though if time permits a tutorial of some kind would be great I'm sure many would love to delve into this stuff. It's wonderful my good friend. Congradulations..

    BTW. Are you using GMAX? Just curious...

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    Originally posted by: blahdy The Big Dig is Back!

    I am happy to announce full resumption of all Central Artery/Tunnel project activities in ST.

    --------------------------------------------------------------------------------------------------------------------------

    All existing Big Dig tunnels are being updated in silence to meet the latest modelling and engineering details.  Work on vent building is resumed as of tonight.

    Also, a new ramp is in the works: bigd-t4-bnr1,  Bridge-on-tunnel Stack Ramp.  There is a bridge crossing over the tunnel entrance, and you can cross the tunnel using a road, rail or street.  The crossing traffic will not even interfere with the tunnel entrance traffic.

    bnr21.jpg

    bnr20.jpgquote>

    First off, let me just say that this project just keeps getting better and better! But I do have a question. On the ramp above, you said that roads, streets, and rail can cross the bridge over the ramp. Can GLR do the same?

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    If I understand what's happening correctly, any single-tile-wide, on-ground network can go over that. Because, and I'm taking a guess here, the area that you are crossing over is not actually connected to the lot, so it's just another tile of ground. So you could also have a pedmall crossing over too.

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    Originally posted by: Constantina Amazing. With my transparent roofs and your amazing motorways it could transform SimCity beyond recognition. Bt we should be able to drive through it in U-driveit too.quote>
    It would be impossible to do UDI (as far as I know) because the ramps convert car traffic into regular subway traffic (someone please correct me if I'm wrong).

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    Hilarious about the tiles =) Not hilarious when people get hurt... =(

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    Wow, these new ramps look awesome. They will certainly add a lot more realism to SC4! Good work! 3.gif

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    shasta:  simzebu is correct in answering your question 4.gif

    sorchin: The TE engineering will be done by experienced modders.  I have several offers on the table for modding work on the 2.0 tunnels, and I am going to work with them once the models are complete and ready for modding work.  I do regularly ask questions to modders off the list in private so that model's dimensions and positioning in 3d software is consistent with the gameplay environment and modding work itself.  And yup, everything is done in gmax here 4.gif

    Starting the tunnel (underground portion) construction:

    curve-ofr20.jpg

    This particular ramp will be an off-ramp, so in-tunnel sign goes the other way around.  (you can see the backside of the sign from outside, in SC4, for those that like details)

    curve-ofr21.jpg

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    I'm not thrilled with the texture you use for your walls -- It tiles very obviously. But the modelling is quite good, I must say.

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    Originally posted by: 6459978. I'm not thrilled with the texture you use for your walls -- It tiles very obviously. But the modelling is quite good, I must say.quote>

    Exactly, they *are* supposed to be tiled.  Big dig tunnel boats' concretes are poured inside modular form-work molds that were built using computer-3d/cad design specs.  The end-result shows up tiled-grid patterns on the wall concrete.

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    Alright, the underground tunnel section is now substantially completed.  The new curved ramp in BIGD 2.0 features vertical slanting of the tunnel section itself as well, where as previously, underground tunnels were horizontal on their approach.

    curve-ofr30.jpg

    Jet Fan is placed in real-world ramps near from the entrance/exit.  Vent buildings do not typically reach all the ramps, so in that case, jet fans push the air in/out of the ramp section, by simply using the outside air as air circulation source.

    curve-ofr31.jpg

    curve-ofr32.jpg

    curve-ofr33.jpg

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    Everyone is right. You never cease to amaze us. I see you added a jet fan like the real big dig has. I read about how they tested them in an old tunnel in WV. Pretty interesting. They blew up a tanker and started a fire to see how they would react.

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    WOW! I mean.... WOW! Blahdy.. you should take a break because we can stare at this lovely peice of work for years... I love it!

    Keep up the EXCELLENT work!

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    Thanks guys 2.gif

    At popular viewer requests, here are couple more pics of this engineering marvel (lol)

    curve-ofr34.jpg

    curve-ofr35.jpg

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    that is amazing, i can't wait for its release!!!


    20369743_2718707249385_5298984318887779742_o.jpg

    Saint Louis

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    last update for this morning dose of gmax 2.gif

    Starting the installation work of details on tunnel boat section.  Fire/emergency exit has been installed.  There is a lot of detail that needs to be installed on this ramp soon.

    curve-ofr36.thumb.jpg

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    Blahdy you keep on suprising me!! This is truly amazing!!!!!!!!!!!! Keep on batting!!!

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    wow, amazing. and i have to learn how to bat now.

    the last picture, are thinking of a retaining wall too? otherwise you will have a concrete wall from the tunnel to nothing

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    Meastro: thanks, retainer wall is not required, since this tunnel is below ground level tunnel boat.  The concrete structure itself operates as retainer wall against ground pressure.

    Right side wall of the tunnel boat superstructure is now complete.  Road surface is still not completed (will be completed during later stages) -- it still has signs of uneven surfaces in some areas.

    curve-ofr40.jpg

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    Blahdy-I know I don't post here often but this has been a real joy to watch your attention to detail is quite amazing and when completed this project will be great I already use the first realease and it's a great way to help my congested roads in the Capital.Thanks for the great work and I look forward to the rest of this project

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    i want this to come out now!! that looks very real, i wish i had this talent to do something like this!

    MY 700th Post!!!


    20369743_2718707249385_5298984318887779742_o.jpg

    Saint Louis

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    thanks all, and congrats to your 700th posting, nycsc4 4.gif

    Much of tunnel boat's superstructure is now complete.  Starting the installation of details (lots of them):

    curve-ofr41.jpg

    An overhead sign installed along the exit ramp:

    curve-ofr42.jpg

    The new ramp for the first uses realistic lighting of the inner tunnel section.  During daytime, the inside of the tunnel near from the outside entrance is lighted yellow/orange, because standard yellow lights cut through the outside sunlight better, allowing better visibility for drivers during sunny day as they transition between underground and surface roads.  During night time, the yellow lighting is turned off and flourescent lights are online:

    curve-ofr43.jpg

    curve-ofr44.jpg

    The height of the overhead sign will need to be corrected (it's below required height clearance):

    curve-ofr45.jpg

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    Can't wait to put this in my city. There's no place for a highway unless it's underground <3

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    You know, blahdy, whenever I see your renderings of those "non-ingame" perspectives, I wish I had a SimCity 5 where I could UDI through such a tunnel. The amount of details you put into your models is amazing, and it's too bad that most of them are blurred in the actual game. I hope you keep your models safe and sound, and if we get such a feature (full 3D environment) in the next version of the game, those BATs will be a godsend. 4.gif

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    Thanks 2.gif  Yup, I do back these up everywhere heheh (given the extreme quality of these models, it might be even worth it to sell these at professional 3D modelling marketplace to recoup some of the time/effort cost, in addition to public STEX releases 9.gif )

    Okay, I think this is last update for this weekend.  Much of the tunnel structure is now mostly completed.  Next step will involve creating an interface where the ramp will meet SC4 one-way road. 

    curve-ofr50.jpg

    curve-ofr51.jpg

    Very cool shot.  This makes existing Big Dig 1.0 lots in STEX completely amateur 4.gif

    curve-ofr52.thumb.jpg

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    44.gif Dang!  this is simply amazing!  love it!  lol how much more torture will you put us through??  cant wait until you release 4.gif

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