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Andreas Roth

The diagonal streets mod

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And here's part 2.

What's in this update?  More intersections and some non-intersection tiles.  Here's a handfull.
 
<ahttps://www.simtropolis.com/idealbb/files//diastreet04.JPG align=baseline>
 
-Teirusu

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Date: 7/7/2005 5:51:17 PM Author: frimi2
Who need's SimCity 5 ? 2.gif

quote>
Exactly what I've been thinking lately.  With all the mods, BATs, lots, maps, etc., that have been developed for this game, it would almost seem that a SC5 would be a major step backwards regardless of what Maxis added.  I mean, I'm sure there'd be some great new stuff (provided they didn't dumb it down as has been mentioned before), but as it stands now, the only limitation we're experiencing is time.  The bright heads around here have figured out so many things once thought to be un-mod-able.  The possibilities seem endless, really.
 
-Chris

Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

Visit my SC4 City Journal, Leicester County | Index | Street Map
Buffalo and Upstate New York BATs

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this is bloody brilliant. so wuts next?  people like u really bring the game back to life. 

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Excellent !!! So many creative options are now available.
A BIG thank you to all of you who contributed to making this mod.
<ahttps://www.simtropolis.com/idealbb/files//DiagonalStreets-JS.jpg align=baseline>
A poorer section of town.


Believe in only what you can prove.

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I have a question: Between this alpha and the previous i have all the same files, except for two which in the previous were numbered 01 and 02, and in this latest are numbered 03 and 04. Do i need to have all four, or just the two latest (ie. 03 & 04)?

I hope i make sense.

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You need to have all four of the textures files.  As for the other files, you need to use the ones that are the newest.  They are dated.  If anything, reread my posts. 49.gif  They pretty much describe what files you need to keep and replace.

-Teirusu

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Thank you.44.gif

I read your post but i just needed some confirmation, itend to be thickheaded at night.43.gif

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Uh, I wonder if you guys could create a straight/diagonal path transistion - it looks weird going from one narrow to a wide one... it's fine on the higher densities, though.


Nine degrees of separation??

NAM Team member | NYBT Member | NHP Member

Download the Network Addon Mod and its related components here.

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    Date: 7/13/2005 10:26:51 AM Author: Shadow_Assassin Uh, I wonder if you guys could create a straight/diagonal path transistion - it looks weird going from one narrow to a wide one... it's fine on the higher densities, though.
    quote>
    The diagonal street textures still need some work. Since this project was based on a texture replacement of the ANT, frimi created a whole new set of street textures, but made them slightly different compared to the original street textures, so it was easier to distinguish between each other. With the current state of the mod, these street sections are real streets, so it might be worthy to adjust the textures a bit.

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    EDITSorry for the double post. I'm trying to find out how to delete this. See the next.END EDIT

    Where can I get the file. I have only seen one obscure link (the word download) but it is broken. Is it available in the Modds secttion? Under what name? I assume that I'm missing the obvious here. Thanks.

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    Where can I get the file? I have only seen one obscure link (the word download in this post) but it is broken. Is it available in the Modds secttion? Under what name? I assume that I'm missing the obvious here. Thanks.

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    you know you could have just edited your first post right?  And try looking on page 4 of this topic, look at the bottoms of the posts and you'll see a few .zip files

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    Yes, popewiz. Thanks. Can you delete you own posts on this forum? If so how?

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    Date: 7/14/2005 10:48:31 AM
    Author: dmrsunz
    Can you delete you own posts on this forum? If so how?
    quote>
    Sorry, but only Administrators and Moderators of SimTropolis can delete any post on this forum. But if there is a post which doesn't serve a purpose, or is offensive in some way, there is a report this post link at the bottom right hand of every post. Just state the reason the post should be looked at and what should happen to it and the staff will look into it.

    On the Diagonal Streets Topic, that update looks brillant. Have downloaded already and looking forward to using it. Keep it up you guys. I think all of the modders on SimTrop have done more work than Maxis actually did to make Rush Hour!

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    generally I'll just edit my post and say something like deleted for repost  I'm sure no one will mind that much

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    hey i was wonderin if someone could help me with a tiny little problem? my diagonal streets don't show up, when ever i do that zig-zag thing with the streets they disappear but the are still there, like i can't zone in that area and it costs to bulldoze them so i know that the game is trying to do something with the streets to make them diagonal but it just isn't working out right. Thanks for any help! ~Scott 29.gif

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    so many differnt file links46.gif.So just to make sure I don't have some of the wackyest bugs I'll ask beofre I download...which files do I need to get diaganal streets that are developable on?unless those suburb houses are plops then in that case where can I get the plopables?17.gif

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    When the streets are disappearing once you drag some zig-zag pattern, most likely you're missing a texture file. Please read Teirusu's postings carefully and download every file that is needed. If you are confused by all those links and versions, I suggest to wait for the next NAM, where the diagonal streets will be included.

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    Thanks, i'll look through it for the texture....any idea when the next NAM is coming out??? 42.gif

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    .........Soooooooooon!  ^_____^ 17.gif

    And Frimi sent me and Tropod a batch of corrected textures the other day to better blend straights with diagonals.  They look very nice.  5.gif  Hopefully, Tropod can include them into the next NAM.  If not we'll release a seperate file.
     
    -Teirusu

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    hey teirusu.just wanted to say that i am extrmely thankfull for this mod becasue it makes my citites looks more realistic and stuff it really is great!5.gif.thank you for doing this mod5.gif...unlike those lazy ppl over  at maxis....7.gif46.gif14.gif

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    Public service announcement!

    Road Roundabouts Beta 03 and Diagonal Streets Alpha 02 are now part of the new July 25th NAM, please remove ALL of the custom files you might have from these two projects (The packages I posted here on this thread) and instead use NAM and the optional plugins it comes with!
     
    Also, big thanks to Frimi for providing new textures to blend the diagonals to straights.  These new textures are in NAM.
     
    That is all.
     
    P.S. Always wanted to do that. 9.gif
     
    -Teirusu

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    having played around with diagonal streets, I think if possible it would be a good idea if something could be done about the terrain movement. As is, it's only really practical for short distances, or long distances if you don't mind the constant terrain level/height. It'd be good if it could be more flexible with the terrain on the diagonal 2.gif.
     

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    One graphical thing I think still needs to be taken care of. Pretty much, the diag-straight transition sidewalks should be made to look like the road ones. Here's a picture. Pretty just continue them to the end of the corner

     
    <ahttps://www.simtropolis.com/idealbb/files//Image2.jpg align=baseline>

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    Date: 7/31/2005 4:55:26 PM Author: kassarc16

    One graphical thing I think still needs to be taken care of. Pretty much, the diag-straight transition sidewalks should be made to look like the road ones. Here's a picture. Pretty just continue them to the end of the corner

     

    It's a bit more then a graphical problem. Have in mind, that Teirusu started this project just a few weeks ago. It still needs much work. 

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    Well it was just that someone commented on how those textures looked. I thought I'd throw in a suggestion to make them better using the way the roads are.

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    So, I reckon' we should wait until the diagonal textures are much closer to being complete before anyone starts work on diagonal dirt streets...

    Or is someone working on 'em already?

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    Date: 7/31/2005 3:34:54 PM Author: Tropod
    having played around with diagonal streets, I think if possible it would be a good idea if something could be done about the terrain movement. As is, it's only really practical for short distances, or long distances if you don't mind the constant terrain level/height. It'd be good if it could be more flexible with the terrain on the diagonal 2.gif.

    quote>
     
    I agree.  Great as they are, they only have limited use on a hilly region.  Don't go trying to re-create Pittsburgh or San Francisco with these (yet)!

    Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

    Visit my SC4 City Journal, Leicester County | Index | Street Map
    Buffalo and Upstate New York BATs

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