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blahdy

Boston Central Artery/Tunnel Project (Big Dig)

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    645:  Most likely grass or some nice props w/ help from buddybud 4.gif   There is an issue with overhanging this lot: pathing can only be performed on designated lot parcels, not on overhung props according to modders.  So if we overhang it, you will not see vehicles driving into the tunnel.  And LOD issues are resolved in Big Dig 2.0, I'm letting professional (swamper77) handle the complex LOD work, while I concentrate on realistic models and structural designs.

    Also most likely, the Big Dig 2.0 models will be placed as props instead of buildings, so shadow problem will go away, and it will be much more clear to see the subway-connector hook in underground window where as with Big Dig 1.0 ramps, it was a bit confusing for some people on whether subway was really connected to the lot or not.

    dadyrghluv:  Thanks, you mean this? :-P

    27.thumb.jpg

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    Wow, thats awsome! Is it gonna overhang, because it's slightly curved? I think so... I can't wait for more.

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    that would be it blahdy! this has to be one of the best things to transport since NAM. i give u honorable mention for a trixie nomination! let's hope u and swamper get one. keep up the great work bud.

    owenluby: don't rush my man, patience is the key to success. lol. i asked the same question and was given the same answer everyone else was, its dont when its done. don't worry u wont be disapointed

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    Hi blahdy! I'm glad to know that everything is going smoothly! And woah awesome shots and renders you have over there 44.gif And I guess I'm falling in love with the street lights because the blue hue makes the look really realistic! 36.gif

    Keep it up, and I will be patiently waiting for its release. Take your time 9.gif

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    Blahdy, every update you suprise me with your BATting skills.... this is AMAZING!! very very nice ramps..... looking forward for the release...

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    this looks amazing! but i noticed something in that last picture you showed. that exit sign mounted on the right side of the tunnel boat is upside down.


    20369743_2718707249385_5298984318887779742_o.jpg

    Saint Louis

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  • Original Poster
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    it's actually not an exit sign (actual one would be quite large), but maintenance catwalk/access identification sign. they are based in green plate, and a lot smaller than a sign that a driver can read and see. since its too small to even show up in sc4 in even tiny detail, i didnt bother to make its own texture but used a substitute instead that uses green background: hence exit sign

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  • Original Poster
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    Thanks a lot dedgren for encouragement 2.gif  I can't wait to see these in many CJs out there.  I know version 1.0 lacked some elements such as smooth road transition, but hopefully 2.0 lots are a lot better for everyone 2.gif

    I made a couple last minute changes on the Atlantic Ave I-93 NB on-ramp:

    30.jpg

    Final edited product rendering shot:

    bigd-t2x-onr3.gmax.jpg

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    let me ask a quick question blahdy. i can get rid of "big dig 1.0" after this lot is released correct? the one i'm referring to would be the "NDEX/blahdy" version. just wondering.

    BTW: this is looking mighty sharp, and cant wait to use it in Tokyo. w00t w00t go blahdy go blahdy it's your B-Day! lol. great work man, just unreal stuff

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    It is so realistic..... almost if you made pictures... very nice work, love to see it in my city's and my airport!

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    hey blahdy, i was wondering of you are going to finish the sunken ground highway ==> subway?

    anyhow looks good!

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    thanks 2.gif

    dadyrghluv: You can but you don't have to.  neither versions are dependent of each other.  You might want to keep 1.0 b/c some ramps might never make it to 2.0 due to time constraint issues (i.e. i dunno if ground highway for 2.0 would be released on time, until then people will have to use 1.0 ground highway transition), etc.

    Meastro444: that will be completed once i successfully work on Sumner/Callahan tunnel transitions.  i need to see some examples of sunken lots made by others first to see what kind of dimension/modelling requirements there are to finish them.

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    Okay, as it turns out, we can't, at least at this point in time, overhang the Atlantic Ave. (Rowes Wharf) I-93 NB on-ramp, which has a slight curve.  So we will have to make it a flat lot in order for pathing to work and cars to be visible as they drive into the tunnel. 

    So the bad news part is that it will take 2x7 space in your downtown (7 tiles long should not be a problem, as real world big dig ramps are equivalently long, but 2 tiles wide may be an issue for some).  But the good news is that I'll be filling up rest of the lot with beautiful flora (flowers, trees, etc), consistent with the theme presented for Rose Kennedy Greenway (which is project to fill up beautiful parks and amenities on areas where old central artery elevated via-duct used to stand).

    Starting the Phase 3 Flora/Beautification Work on the ramp:  The first item on the list is to install blue-colored side-fences along the tunnel boat structure, both for safety and aesthetic reasons.

    atl50.jpg

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    Looks great, and I can't wait until it's got the asthetics you're talking about too!

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    A few updates:

    1. Forming the ground (backfilling the tunnel).  Area above the tunnel, behind the tunnel head in portal area has a small plateau that's higher than other areas.  Concrete enbankment slabs are placed to cap & keep the soil in place:

    atl51.jpg

    2. Work in-progress of placing trees/flowers/etc.   What a beautiful sight this is 2.gif

    Current polygon count>> 1.2 Million

    atl52.jpg

    atl53.jpg

    atl54.jpg

    Note: All of the flora are work of KD5RAX.  Many thanks to him for making such beautiful trees/floras for gmax available.

    atl55.jpg

    atl56.jpg

    atl57.jpg

    atl58.jpg

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    Blahdy you really have saved our cities.Thanx for the update.44.gif

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    Wow, i must be dreaming as that's one of the best and finest on ramps i've seen.

    It's more real with the trees and flora around it and gives me a idea on beautification around the other lots/bats in game.

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    *Lifts jaw up from the floor after looking at those pictures*

    I cannot believe how amazing the work you create is. It's so realistic and detailed. You have got to be one of the greatest BATters.

    Awesome work Blahdy. Keep it up

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    HAAAAAAAaaaaablabaaa? Kablababa baba! Sabalabalaba!

    I can't even type, it's so amazing!

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    blahdy, why was the Rose Kennedy Garden added to the latest transiton? Btw great work!

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    Originally posted by: blahdy Okay, as it turns out, we can't, at least at this point in time, overhang the Atlantic Ave. (Rowes Wharf) I-93 NB on-ramp, which has a slight curve.quote>
    Will this be the case on the other curved on-off ramp?

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    is game-disigner something for you bladhy?? so damn realistic... unbelieveble...

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    Thanks everyone for your thoughtful comments 4.gif

    BTW:  Would it be possible for a moderator to re-locate this thread to Modding - Transit Networks forum?  I think it's more appropriate to be under transit topic..  Thanks!

    ICFan: Explanation for why is provided in my previous post 4.gif

    bwatterud:  That will depend on how this Atlantic Ave on-ramp turns out with our current strategy.  I'm thinking of overhanging the hairpin-curved ramps (the previous ramps done prior to Atlantic Ave) in exchange for lack of pathing/vehicle-visibility, while Atlantic Ave. provides pathing and cars going into the tunnel.  Atlantic Ave ramp is only slightly curved, so it's not a huge tradeoff to fill up a flat 2x7 lot with flora, where as doing so with hairpin-curved ramps might prove to be wasting too much space unless they are overhanging..

    Since CA/T project is really the first BAT/transit-modding project to really use curved ramps to a scale like this, we will just have to try different things and improve from that.  Due to the slightly-curved nature of Atlantic Ave ramp, it's probably going to be the first one to be modded after straight 4x ramps are done.

    tommiej:  lol, actually i don't think i'll do too well in game-design 2.gif    the number of polygons is just out of control.

    Updates, below:

    This marks the completion of the model for this ramp.  There will not be any more flora placed in gmax on this lot in order to keep rendering performance under manageable level.  More flora will be assembled on rest of this lot (i.e. bushes, small plants, etc, but not trees) in Lot Editor so gmax doesn't take 5 days to render.  Depending on realistic rendering performance during LODing work, I may render the trees separately (each tree costs 50K polygons) as props and assemble in Lot Editor.  If it renders fine, then I'd rather prefer trees near from the tunnel boat to be part of the model so it looks a lot better with proper shadows against the concrete.

    Pictures:

    atl60.jpg

    The "Greenway" 2.gif

    atl61.jpg

    atl62.jpg

    Concrete plates are placed under the foundation for overheight detectors and entrance sign-posts for highest aesthetic quality.

    atl63.jpg

    atl64.jpg

    atl65.jpg

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  • Original Poster
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    Render preview shots for work-in-progress(sorry for double-posting but previous post is way too long):

    south-day.jpg

    south-night.jpg

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    Wow, thats too good. Simply too good. But I think you should make middle wealth grass instead. That'd look a lot better for blending. Great work though!

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