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GoaSkin

custom tunnel entrances

how should custom tunnel entrances be solved?  

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  1. 1. how should custom tunnel entrances be solved?



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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Using custom entrances is like if you have the tunnel slope MOD installed for specific networks.

    The high speed rail MOD is a new design of the Monorail. So it's just a custom model for the standard monorail entrance. I don't think about custom monorail tunnel entrances because most people don't use it.

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    Posted:
    Last Online: A long, long time ago... 
     

    Yes, but if I install the HSPR, will it affect slope mods for all networks or only monorail?

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    Posted:
    Last Online: A long, long time ago... 
     

    So if I wanted for example hamsterTK's tunnel to replace all existing tunnels, I'd just replace the maxis model with his?

    That would make it easier for people who don't want different tunnel entrances, you'd only need one file, right? Not a lot of them depending on the slope mod installed...

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    This MOD does not replace existing tunnels - it points to different models (depending on installed DATs) for newly built tunnels and keeps everything what is existing like it is).

    The highspeed rail replaces the models for anything that has to do with monorail. It works different (comes with new models using old Instance ID, the tunnel MOD uses custom instance IDs for each entrance and an Exemplar (config) file pointing to the different model). Different entrances in one city are possible because for each tunnel, a clone of the exemplar is saved in the savegame file pointing to different models loaded as plugin. The highspeed rail uses the standard exemplar but with replaced model.

    The goal of this MOD is to have many different tunnel entrances simultanously and not replacing existing ones.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    I am still waiting for other tunnel entrances. Actually I got only one. A set needs more, specially entrances for rail- and el-rail tunnels.

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    Posted:
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    Originally posted by: GoaSkin Tropod: I tested the street tunnel and the el-rail tunnel again. There is no pathing missing. I could UDI well through both.

    Constanina: You may only create the visible tiles of the tunnel so don't care for the second row! That is never seen and makes the Modding too complicated if the entrance is oversized.quote>

     

    If I recall correctly, the paths may be there & UDI may work, but Sims won't/can't use it for general communting purposes. If you've been able to get them usable (not UDI), I would be interested in knowing how. Wouldn't be the first time I've been proven wrong before 2.gif.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Anyone at simforum.de reported me that he had no traffic on the ANT-tunnel. I think I have to do more tests with simulator queries. On the street tunnel I remembered traffic but I have to ensure me again because all my tests were very quickly.

    For the el-rail tunnel an user reported me oneway-functionality only but I have to test it myself.

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    Posted:
    Last Online: A long, long time ago... 
     

    GoaSkin - I returned from my vacation, and I am now spending time trying to get the MAXBAT to work so I can render the tunnel.

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    Posted:
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    Great work everyone in here. Constintine I LOVE that tunnel!!!

    Nice work too all and ardecila the rail tunnel you posted way back I love too!

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    Posted:
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    here is, there is entry and exit for tunel ,but as him(it) under land to conduct-modified. Where underground sections for custom modified roads(rails) from new modds? -

    and on these new

    tunels usually are absent underground parts of roads and cars-trains on he do not move - sorry size of the letters is not adjusted(automatic) -xx-small-

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