Jump to content
Tropod

NAM General Discussion Thread

4,321 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
Would a 3 Highway intersection be difficult to create?
 
 
Subedei

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

i think that is not what is represented in the diagram....i feel that the drawing shows that southbound exit getting on the east bound where the east bound gets off to go north bound. just like in the interchange that was put together by Tropod & Co., LLC.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date: 6/16/2004 3:16:54 PM
Author:
You have your people going in circles. do you see that. the south bound lane has an exit that immediatly puts them back on the same highway, but going north bound. just an observarion.
quote>

I just looked at it several times and almost thought you were right. But if you close, its hard because no close ups, those ramps actually connect to the west/east hiway. So yes you could go all the way around but it does connect. Is that right Red?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Date:6/16/2004 3:54:34 PM
Author:Skippydam73

I just looked at it several times and almost thought you were right. But if you close, its hard because no close ups, those ramps actually connect to the west/east hiway. So yes you could go all the way around but it does connect. Is that right Red?
quote>

That's correct, Skippy.  Both of the yellow ramps that run parallel to the east-west highway are actually weave lanes.

But if the 3d model will have 3d vertices will placed exacly at the SC4 tile borders, in theory the result of in-game 3D correcting wil be much better - look at the right.

I think that I follow what you're saying now.  The only problem with creating all of the tiles this way is that you'll start seeing a lot of jagged lines where the curves and grade changes are.  I have been trying my hardest to minimize the number of vertices that each model uses (it makes skinning all of the pieces easier 9.gif), but there is only some much that I can do before things start looking unacceptable.

joerg--I got what you're saying (on both points) and I'm working on revisions now.  I hope to have something new to post sometime tomorrow.

Would a 3 Highway intersection be difficult to create?

I am not entirely sure what you mean.  Do you mean 3 highways dead-ending into each other (i.e. a 'Y' interchange)?  That wouldn't be too difficult, and I believe that there might already be someone working on it.  If you mean three full highways intersecting each other, that's something that might be possible.  It would just take a considerable amount of time to complete.

-red

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Finally, Time Warner got me back online!!!!!!
 
I am sorry for my absence yall, it sucks dealing with a mega-corp that owns half of the world. Anyway, on to the point................
 
I am going to do a few revisions to the stack before I make final renders.
 
Here are shots for previews though. (The model was rendered on low quality)
 
/idealbb/files/High2.jpg
 
It will look great when finished.
 
/idealbb/files/Close11.jpg
 
As you can see in this shot, I need/am going to resize the center median as it is too wide in my model.
 
/idealbb/files/Stack
 
Now for this shot I need a little advice. I am thinking about doing it already but I wanted to ask everyone else as well. I think the exit lanes in the new stack need to be widened slightly. I don't know how much room a car takes up on the Maxis interchange while it is on the exit ramps, but I have a feeling that mine is a tad to narrow. I can make these changes very easily, but I wanted to make sure I need to do them first. I put the two interchanges together so you can compare the sizes of the exits ramps with each one.
 
(Someone suggested early on that the ramps might be too small in my model. Well whoever you were, you were right 43.gif).
 
Well what do you think?
 
TGC

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Would it be possible to make the supports and texture more like the Maxis model, cause that right now stands out alot evan though it is a low quaity render.


Standby.

Share this post


Link to post
Share on other sites
Guest
Posted:
Last Online: A long, long time ago... 
 

I'm definately thinking the exit lanes should be largest, maybe 20%-40%?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I'm searching and searching but I can't get the signification for ANT...
I know more or less what it is and where it originated from. I guess the N stands for Network, the A maybe for Alternative or something like that...

Can someone light my candle?

Cheers, again

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Wow! That stack intersecting looks awsome! I love that thing! Yeah, those lanes will have to be a little wider or the sims will be driving on air 18.gif. Looking at it, I don't use Elevaded Highways much so I can't wait for a ground version 19.gif.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Date:6/16/2004 5:21:41 PM
Author:BarbulaM1

Would it be possible to make the supports and texture more like the Maxis model, cause that right now stands out alot evan though it is a low quaity render.
quote>

As has been said before, Ignore the textures, they will be reskinned.

About the supports, yes the supports will be made more like the Maxis model, and have already done so. I just didn't have a good screenshot for comparison, and I have not made a quick render of any other version but this one. This version was designed for the SimMars mod, and wil stay as is, except for , again, the textures which will be reskinned.

----------------------------                                    -----------------------------

WJ-Webhog:  The size is only this large, because I simply rendered the entire stack as one building, and placed it on a lot for my personal scrutiny. (For those of you who don't know me, I am very particular and picky). I didn't use the cut pieces, nor did redo any of the LOD's. Rest assured that when it is final it will occupy the same dimensions as the Maxis interchange, (more or less at least).

-------------------------                                    -----------------------------

The other versions of this that I have are a Ground to Ground stack (in both Mars style and Maxis style) as well as an Elevated to Elevated Maxis style.

I am working on a Ground to Elevated model, though I don't know if it will be able to be put in the game, but that question is for more knowledgeable people, other than myself.

I slapped myself on the forehead (sound familiar Tropod 9.gif) after I cut the entire thing into pieces for rendering, and only then realized that I should check the dimensions. DOH !!!!! Everything is allright except for the center concrete median, and the exit/on ramps. I will do those tonight, and then re-cut. (Hopefully I will be able to re-edit everything without having to re-cut, but right now I don't think that will be possible.)

Well thanks for the feedback and comments. It helps me solidfy my decisions to know that yall are thinking the same thing.

Chozo

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
WOW . . . . WOW . . . . WOW . . . . . the stack looks great!  More than I could ever hope for!

On another note, congrats on getting your Internet back.  I really hate dealing w/ them Time Warner freaks.
 
 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date: 6/16/2004 5:51:16 PM
Author:
I'm searching and searching but I can't get the signification for ANT...
I know more or less what it is and where it originated from. I guess the N stands for Network, the A maybe for Alternative or something like that...

Can someone light my candle?

Cheers, again
quote>

Alternative Network Tool.

Your candle is lit.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date:6/16/2004 8:52:50 AM
Author:redlotus

/idealbb/files/Grnd_Diag-Orth.jpg

quote>

Red,

After you read this post, would you mind e-mailing me this model ?

I want to check the sizes of your exit/on ramps. They look like the dimensions I am looking for, but I want to see them up close to double check. If you don't want to I understand, but if you do, well here are some bunnies  35.gif35.gif35.gif35.gif35.gif.

TGC

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Date:6/15/2004 7:45:30 PM
Author:aerojad

Date: 6/15/2004 12:48:48 AM
Author:
will it be possible for y-interchanges on the highways

y1.JPG

a straight highway splitting into 2 diagonal ones
quote>

This would be awesome if it could be pulled off.
quote>

 

Modelling this = EASY. I could pull it off in about 3 hours +or- 30 min.

Modding this = ??????????. I have no idea what it would take to mod this. To make this model properly, one would have to create two diagonal highways in the top two corners, with a straight highway in the middle of the bottom border. I don't know if it would be possible to mod this into the game. If Tropod, or Redlotus say that they may be able to do it, then I will go ahead and whip this up. Otherwise, it is a very wanted dream (wanted even by myself).

Chozo

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date:6/16/2004 7:12:33 PM
Author:frogface

or this kind of Y interchange: /idealbb/files/hiway3.jpg
just an idea 9.gif

quote>

I was also thinking of alternatives, and this is the first thing that I thought of.

It still, however, involves three highways intersecting at one junction, and until our experts say otherwise, I don't think that this is possible. (my fingers are crossed, cause I really want and need some true Y intersections.

TGC

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Date:6/16/2004 6:59:48 AM
Author:arrellb

Hey, Marrast,

I love the group of underpasses that you put out on the STEX awhile back. Do you think it would be possible for them to become a functional addition to the NAM if somehow Tropod and others can upgrade them from their 'eye candy' status and remove them from the landmarks menu? Just a thought.42.gif
quote>

Actually, these underpasses are functional - the only thing that does not work is U-drive-it, and civic vehicles, such as police and fire trucks, can't pass them. This cannot be fixed since the underpasses are lots, but rail and road traffic goes through them perfectly.

I attached a ZIP with modified lot files of the three underpasses, they now have custom icons and descriptions, and the lots can be found in the misc. transportation menu. Just unzip them and overwrite the original files.

Marrast, I hope you don't mind I modded your lots without explicit permission - I loved them right from the beginning, and use them all the time. Great work on the models, and excellent details! 19.gif

EDIT: Just to make it clear: These underpasses are not part of the Network Addon Mod, and they will not be included because they are lots, no network tiles!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Is there also going to be a diagonal stack?

SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Now for this shot I need a little advice. I am thinking about doing it already but I wanted to ask everyone else as well. I think the exit lanes in the new stack need to be widened slightly. I don't know how much room a car takes up on the Maxis interchange while it is on the exit ramps, but I have a feeling that mine is a tad to narrow. I can make these changes very easily, but I wanted to make sure I need to do them first. I put the two interchanges together so you can compare the sizes of the exits ramps with each one.
 
(Someone suggested early on that the ramps might be too small in my model. Well whoever you were, you were right 43.gif).
 
Well what do you think?
 
TGC
 
----------------------------------------------------------------------------------
 
I think this looks awesome, I think you should make the exit ramps wider and the median less wide. It would be great if you did that. If you can make the ramps just like the way the cloverleaf is then it would be excellent. Oh and if you can match the color with the cloverleaf, that would be even better. But that isn't necessary. Besides that great work on the Stack Exchange Chozo!! I can't wait for it's release.
 
-Vlad

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Can someone post some real-life pics of a stack exchange? Thanks. :)
 
-Vlad

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

About the stack, the model looks a bit to bright. Maybe just tone down the lighting a a bit, or darken the textures.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date:6/16/2004 7:47:42 PM
Author:DuskTrooper

Is there also going to be a diagonal stack?

quote>

Yes, Yes, Yes, I have said this several times, there are many versions, however I only showed one. I guess that is apparently a cardinal sin these days.

NOTE:   PEOPLE PLEASE READ THE POSTS

I don't want to have to answer the textures question and respond to the comments since I have said it many times.

So one last time and PLEASE READ THIS!!!!!!!!!!!

THE TEXTURES POSTED IN THE PREVIOUS PICTURES ARE NOT FINAL. THEY ARE WHAT I PUT ON THE MODEL IN GMAX TO SEE IT IN THE GAME. THE STACKS WILL BE RESKINNED WITH THE IN-GAME TEXTURES.

So PLEASE nothing more about the textures, I KNOW that they don't match.

A very kind thank you in advance,

The Great Chozo

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Re the ground level ortho-diagonal interchange:

Would it be possible to to make one of the blue roadways pass under the red highway and the other pass over? Then the semidirect ramps could exit or enter from the left and there would be no weaving lanes. Also, the semidirect ramps could have a somewhat bigger and more realistic-looking radius.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
I have an idea for the proposed Y-interchange:

For the path files on the Y-interchange, we could just use the ones off the T-interchanges.  I'm thinking it would be sort of the same thing.  The right lane is dedicated to staying right, the left lane dedicated to staying left, and the middle lane having an option to go either left or right.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Let me show you 2 variations of Y-Interchanges that I would like to see (and are very common)
/idealbb/files/yinterchange.jpg
I'm sorry if I'm irrating you by posting this, as I am guessing you already are from the pouring comments of Y-Interchanges.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
18.gif
How about a big mixing bowl18.gif
 
It is a bunch of highways ending in a massive concrete field ( 12x12 maybe, a huge roundabout type thing. ) where people can drive to another highway.  Sure, slow, but it would be cool!
 
/idealbb/files/mixbowl.JPG

SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Great Chozo - Yeah, those ramps definitely need widening.  Great looking model though, nonetheless.
 
I like those Y-interchange variations.  You don't always have a full access interchange, often there are direction changes you just can't make (99% of the time because there's a more direct way).  Another variation I would add is a full access trumpet-Y interchange in the same format, just adding a slip ramp on the left side and a flyover loop inside the top ramp.
 
The great things don't stop coming from this thread, and that's great!
 
-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

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


  • Recently Browsing   0 members

    No registered users viewing this page.

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections