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Tropod

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

I don't know if this is possible but...

aerial-pop.jpg

after.jpg

I live very close to that interchange (It's called the Mixing Bowl in DC). I'd love to have one of these in SC4, it would take up approximately 4 times the space of the standard SC4 one but it would feel great to build one of those in SC4.

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Whoa that looks complicated! I would love to have one of those in SC4 but I think it would take up a whole small sized city tile!17.gif

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

There are 3 baseball fields towards the left of the first picture for size reference. They're about the same size as SC4's.

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Hi, i've been following this mod (Silently) for a while now. The recent pictures of the interchanges sparked me to 'try' to make a interchange of some sort (not sure what tho14.gif) Anyway, have a look at the screenshot, bear in mind its only an idea and a very sudden idea.

Should also be known that i have *NOT* made that in BAT as I cant use BAT at all28.gif

EDIT: I forgot, i know the textures are odd but they are just what I had at the time. The pink strips just point out where the lanes are.

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

So any suggestions or anything for my highway over avenue? I sent it to Tropod, but I don't know what he is gonna do with it or anything.

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

Date:7/17/2004 2:25:40 PM
Author:TheOneThird


I live very close to that interchange (It's called the Mixing Bowl in DC). I'd love to have one of these in SC4, it would take up approximately 4 times the space of the standard SC4 one but it would feel great to build one of those in SC4.
quote>

It would not be possible at the scale you are talking about.

The most important thing that yall need to remember when requesting/suggesting an item for this mod, is the following:

The largest Interchange that can be used in the game is 16x16.

Anything larger than that, will NOT work, no questions asked. You can go smaller, but do not go larger.

Chozo

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

dominohobbes, I see you've discovered the Maps section of the City of Reno website. Great, isn't it? 9.gif

I really wish more cities would utilize this software (made by Autodesk, the same company that does AutoCAD) to give the public a free, online means of locating places or, in your case, finding excellent overhead (satellite) shots of freeway interchanges.

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Posted:
Last Online: A long, long time ago... 
 
I know you guys are working on the stack interchanges and are giving the elevated over ground stacks priority, but I would like to request that you also do an elevated over ground cloverleaf as well -- leaving us that option, since stack interchanges are mostly only used in special areas due to their size.

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Looks good Tropod. Keep up the good work.
 
 
Subedei

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I've been wanting those for a while, Tropod . . . . . . trying to drag the one-ways onto the diagonal avenues, not being able to, and saying something to myself that sounds something like this:

What the . . . . .?  You get the drift, don't ya!

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I can't wait to have the Diagonal Avenue to diagonal OneWayRoad transition! I've really missed that one!
And great work with this mod. I can't imagine playing SC4 without it. 44.gif

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ok, I think I know what's conflicting, but I don't know the exact file. It's an elevated rail over elevated highway overpass, and it has an orange and black striped base. Does anyone know what file this is? Even on the exchange? I've searched for it but I can't find it on the exchange, or in my folders. I've removed tons of files that I know are conflicting. I know about this overpass because instead of placing a NAM onramp/bridge, it places this.

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

Here are some renders of a ramp for the highway over avenue. Still no good textures, but I believe Tropod and RedLotus texture this stuff, so I am just making the models. Also, I have some questions for TGC, or whoever can answer them.
1. How far apart should the highway be from the avenue?
2. How long should the ramps be? Right now they are about 4 tiles long, which seems a bit long. However, I think some of this is because my highway and avenue are too far apart.
3. What other details should I add to the model so far? Right now, there isn't much detail, except the center median thing, which acts to hold up the highway too (in case you were wondering how the highway would hold up)


ramp.jpg alt=Image Hosted by ImageShack.

ramp2.jpg alt=Image Hosted by ImageShack

I'd like some comments on how these look!

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maybe just leave the ramps on the outside in seperate tiles, like the normal highway.

or you can take the inside lane of the avenue and have it end in a ramp up to the inside lane of the highway, becoming the third lane of the highway. then at some point further down the way, the third lane of the freeway will end in a ramp that goes down and becomes the inside lane on the avenue. so basically, you'll have alternating sections of one lane below, three on top, and two lanes below two on top, with the inside lane always switching from top to bottom and bottom to top. (I hope that makes sense) That way you have less capacity than having a three lane highway over a two lane avenue, but you save space by not having to place onramps on the sides.

I don't know if that's possible to make, though.

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Posted:
Last Online: A long, long time ago... 
 
Date: 7/18/2004 5:55:30 PM
Author:
maybe just leave the ramps on the outside in seperate tiles, like the normal highway.


or you can take the inside lane of the avenue and have it end in a ramp up to the inside lane of the highway, becoming the third lane of the highway. then at some point further down the way, the third lane of the freeway will end in a ramp that goes down and becomes the inside lane on the avenue. so basically, you'll have alternating sections of one lane below, three on top, and two lanes below two on top, with the inside lane always switching from top to bottom and bottom to top. (I hope that makes sense) That way you have less capacity than having a three lane highway over a two lane avenue, but you save space by not having to place onramps on the sides.


I don't know if that's possible to make, though.
quote>

As for the first thing, remember this will be done with PUZZLE PIECES, so that WILL NOT be possible. As for the second thing, it COULD be done, but it would almost certainly take too long and just not be worth it IMO.

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  • Original Poster
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    Ok folks; main Mod has been updated;

    See my sig for [link for] updated details.

    I'll emphasis here though, again; the double-diagonal onewayroads; the OneWayRoad Tool behaves somewhat differently with these, than with normal sections of onewayroad. It'll take some trial n error at first, but hopefully yall figure it out. Same goes with the Double-diagonal onewayroad to diagonal avenue transition. And yes; Ped Mall Tiles & Puzzke Pieces now conform to the terrain [just be careful not to use these on very very hilly terrain].

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 7/18/2004 7:15:55 PM
    Author:


    What bothers me about those double-decker oneway roads is the fact that the upper level just floats there. You need some kind of supports to hold it up.


    quote>

    Yeah it bothers me too, which is why I included a support on my model.

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    Posted:
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    i discovered this just by being tired and plopping uncontrollably. TROPOD look at the attached file. do you know about this already.

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    Posted:
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    Tropod or any other modder,
     
    would it be possible for Road / One Way / Avenue / Elevated Hwy over Pedestrian Mall overpasses and puzzle pieces and maybe street highway onramps of any kind.
     
    By the way, the mod is still amesome. Thanks for the diagonal side by side one way roads.4.gif

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

    Can we get that double OneWayRoad effect with rails? That'd be awesome.

    As far as I know, you just add the texture, with wealth and zoom levels, edit the tuning parameters to take advantage of it, then configure the RUL so it has diagonal-connection flags on all sides. Do textured networks need path files, or is all the pathing done by the RUL?

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  • Original Poster
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    @gambit529; This has been known for some time. This can & does happen from time to time it seems [but not ALL of the time]; All I can suggest is make sure you have the most upto date version; & if this is with the most upto date version; well, just be mindful how you're using them. Not much that can be done about them at the moment [i believe - it's still being looked into].
     
     

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    Date:7/18/2004 11:05:05 PM
    Author:ardecila

    Can we get that double OneWayRoad effect with rails?  That'd be awesome.

    I don't know if it's just me, but I don't really know what you're getting at here exactly. Perhaps you could actually be a bit more clear/specific; set-up etc.


    As far as I know, you just add the texture, with wealth and zoom levels, edit the tuning parameters to take advantage of it, then configure the RUL so it has diagonal-connection flags on all sides.  Do textured networks need path files, or is all the pathing done by the RUL?

    ....................yes, everything needs Paths; otherwise they wouldn't work, for starters. As for the Textures; if people can make/do Textures for certain intersections; for example; Double-Diagonal onewayroads by Orthogonal Rail/Road/Street etc and more; then I'm sure we can implement them.

     

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    Posted:
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    Whoever suggested single lane one way roads, I think that is one of the best idea's I've seen suggested so far.  This way we can make more realistic onramps and offramps for avenues to the frontage roads, thus 2 lane highways with a single lane on and off ramp!   The only thing is that if you run the single one way road diagnolly from the frontage road to the avenue or one way road used to create the 2 lane highway, make sure they connect in a way which looks like an onramp and off ramp, meaning more diagnolly then a normal one way road connects now where it curves more to a perpendicular fashion.

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    Posted:
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    Date: 7/18/2004 11:36:20 PM
    Author:


    Date:7/18/2004 11:05:05 PM
    Author:ardecila

    Can we get that double OneWayRoad effect with rails? That'd be awesome.

    I don't know if it's just me, but I don't really know what you're getting at here exactly. Perhaps you could actually be a bit more clear/specific; set-up etc.


    QUOTE]

    I think what he means is having both tracks on a single rail tile going the same way. Is this what you mean ardecila? If not then throw this down on the table as an idea too plz 1.gif

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    Posted:
    Last Online: A long, long time ago... 
     
    diagrail1.jpg

    This is what I'm talking about. The rail traffic doesn't HAVE to flow in this manner, although doing otherwise would be complex and unnecessary.

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    Posted:
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    A mod for that has already been made ... it is in the forums somewhere as I recall.

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

    I don't think it has. That mod was to ensure that two doubly-placed straight rail segments could smoothly transfer to two, doubly-placed, but still 1 tile apart diagonal segments of rail. Does that make sense? My idea is that you put two diagonal rail segments next to each other on one tile.
    _________
    | /|
    | / |
    | / / |
    |/ / |
    ----------

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