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blahdy

Boston Central Artery/Tunnel Project (Big Dig)

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The new underground rail puzzle pieces that are included in the next NAM version don't have anything to do with subway. They are basically road puzzle pieces with rail paths beneath them. There's only a very limited selection so far, and it only covers straight underground rail paths, so basically, you can achieve the same with using a regular rail tunnel. The main advantage is that you can place a rail station along these puzzle pieces, and commuters are actually able to switch from the street level to the rail below. The Big Dig project is using a completely different concept, so there is no "emergency" at all. 2.gif

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    Actually, I don't think the new NAM poses any "threat" or "emergency" against Big Dig project in my opinion.  I'm quite intrigued by the new discovery by GoaSkin/NAM and RHW teams and I'm waiting in anticipation to see how Big Dig project can be enhanced by their helpful discoveries.  I look forward to working with both projects to continue enhancing in-game transportation networks.

    M1: The tunnel is actually being made for Pakkusena/Inter-Nations CJ by Kumba, (as Yoman3 already predicted and hit the nail right on the head 2.gif, yes it is PAX I-293 south tunnel portal).  So the tunnel portal is being made with CJ requirements in mind over public requirements.  Nevertheless, we will share this tunnel portal with everyone, not just for the CJ.  It will be posted to STEX when it is complete.

    here is another pic:

    stp12.thumb.jpg

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    bwatterrud: 

    That's a simple construction lot for on-slope tunnel entrance.   To use it, you place buddybud's 1x1 on-slope one-way tunnel entrance, then couple tiles back, plop the construction lot.  The construction lot is overhanging and covers up buddybud's entrance, like this:

    southern-portal2.jpg

    pilotdaryl: nah, not accidental 2.gif  It was included without documentation as a surprise christmas gift for those who can find them.  There are also some overhead signs and cantilevered signs and tunnel construction lot as well.

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    rusummer1: Search for "blahdy" in ST-Exchange, and you will see both the ramp A-CN in Atlantic Avenue and the initial 1.0 release back in July that is required as dependency.

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    When are the 2.0 off-ramps going to be released. I'm not trying to be pushy, but it looks kind of weird putting a 2.0 on-ramp next to a 1.0 off-ramp.

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    Originally posted by: bwatterud When are the 2.0 off-ramps going to be released. I'm not trying to be pushy, but it looks kind of weird putting a 2.0 on-ramp next to a 1.0 off-ramp.quote>

    No problem...  Probably in January or Feb we can expect to see a short 5 tiles long off-ramp in 2.0 framework.  Modelling was completed.  When Swamper77 is back to BAT projects in January, we can finish the off-ramp for release.

    If people would like to see it sooner, we just need someone who is experienced in making complex custom LODs for the model, so pathing can be done properly.

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    I wish there were some sort of emo-con on ST with a guy dropping his mouth and it going so far down it hits him back on his head. That's what mine did earlier when I saw this thread... time to go to the hospital...

    IE, great work blahdy.

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    Originally posted by: blahdy
    Originally posted by: bwatterud When are the 2.0 off-ramps going to be released. I'm not trying to be pushy, but it looks kind of weird putting a 2.0 on-ramp next to a 1.0 off-ramp.quote>

    No problem...  Probably in January or Feb we can expect to see a short 5 tiles long off-ramp in 2.0 framework.  Modelling was completed.  When Swamper77 is back to BAT projects in January, we can finish the off-ramp for release.

    If people would like to see it sooner, we just need someone who is experienced in making complex custom LODs for the model, so pathing can be done properly.quote>

    We also need people that are capable of pathing and modding as well. Doing the LODs are only one aspect of making these ramps for the game.

    As Blahdy has mentioned, I will be back to helping with modeling in January. However, I will have less time to be doing such work, starting in January. My classes will start up again after the 2nd, so I will be back to class 6-9:30pm Monday and Wednesday nights. By the time I get home, I'm usually tired so I just head straight to bed.

    I'm also working on getting a job, so I will have even less time once I get hired. The job will be during daytime hours, which will leave me with just evenings to work. Once I get a job, Mondays and Wednesdays are likely to be days that I cannot do any work for SC4. I'm also hunting for an apartment and working on securing the money for it. The apartment rent is $605-$615 a month, and I will be sharing the 2-bedroom unit with a roommate. With the apartment, I will have other obligations such as cleaning, cooking, and getting the bills paid.

    After Feburary, I will be switching colleges, and will probably have evening classes while I have a daytime job. So time for SC4 and other things will be a scarce commodity for me while I am working and going to classes.

    -Swamper77

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    Congrats and good luck on your upcoming endeavours swamper you and blahdys work and contribution to ST have been tremendous and I do hope you find a successor to help Blahdy in the meantime until your RL obligations slow down again..

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    Phew! I just read this WHOLE thread, from page 1 to 54. This is some awesome project you have here Blahdy, it actually makes me want to move to Boston.

    I love transit projects like these (kind of makes me think a career as a city planner would be a good idea).

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    @simsmart-I'm assuming you mean the ramps. They basically convert car traffic into subway traffic, and vice versa. So car traffic will be converted to subway traffic upon entering the tunnel, and back into car traffic when leaving.

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    ohh this project is amazing...i can't wait to build the whole boston artery project! :-) :-)

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    Modelling work on Ramp CS-SA is now started as promised and previously scheduled in release time table.

    CS-SA is my first BAT project in 3DS Max, instead of gmax.  Enjoy the high quality rendering pictures (and my goodness, 3DS renders some 20 times faster than gmax!)

    1.jpg

    2.jpg

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    that looks amazing, can't wait for this!!!


    20369743_2718707249385_5298984318887779742_o.jpg

    Saint Louis

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    okay enough for tonight.

    Unfortunately, converting big dig component models from gmax has been quite a failure (though I'm going to try Deep Exploration converter next time).  The black sign post is a failed conversion, lot of vertexes are heavily damaged during gmax->3ds conversion -- as a result light reflection maps are not properly working.  Will be fixed later though 4.gif

    4.jpg

    5.jpg

    6.jpg

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    It looks realy cool!!

    I'm a big fan of your work...but i told you that already 2.gif

    Keep it up!!

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    May I recomend for the Ramp texture that you use lofting?

    Here is a very good example of lofting (it's where the texture conforms to the object, which is very useful for roads)

    (Scroll down to Simfox's second post with the picture of the highway)

    https://www.simtropolis.com/forum/messageview.cfm?catid=153&threadid=79751&STARTPAGE=13&FTVAR_FORUMVIEWTMP=Linear

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