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buddybud

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Wow dude, you rock. This whole thing has really come a long way and your projects just keep getting better.

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Very cool. I like how you showed us how they work. this is really great mate..

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    beta <--------- CLICK ME

    Beat

    wow ...you guys are fast...just some notes

    -the depth of the pieces is 6m....you have to do some height tweaking to get it right for the onslope piece...but a depth of greater than 6m still looks ok...less than dont bother.

    -there seems to be an issue with the lighting for the building and the network props (road and such)......gotta work that out...i can understand the network prop since it overhangs. but the building is not overhanging...so im hoping i can fix that.

    -make sure you have an alternative exit/entry to your grid. ie you can not have an area that is only accessable by these lots...atleast one regular connection must exist in order for the sims to start using your underpass' .

    also these lots do not support freight, bus or pedestrian....use your imagination and provide alternatives...

    some of the lots still have yimby and nimby effects attatched to them...this will be dealt with in the final release.

    i removed the jobs and amenities from the underpass lots and removed the strikeable thingy. I dont see any adverse effects so far (this is all relatively new to me in terms of modding)

    a constructor lot will be employed eventually. all lots found in the misc transport menu.

    enjoy and feel free to share some pics 2.gif

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

    These looks awesome.I just downloaded the set and I'll take a good look at them tonight.If anything goes nutty I'll post it here.Thanx for sharing these awesome lots.44.gif

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    Posted:
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    Just took a quick look at them in game and they are awesome.But the cars go in but nothing comes out the other end.So what is secret?.Thanx

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    they dont come out because of lack of space.....the automata needs a couple of tiles to make the cars appear.

    swamper has offered to path the center piece to alleviate this problem....but then you need one space between the the crossing road like before....

    so ......as they stand.... no, you will not see automata exiting these lots presently....you will when swamper mods them (the so called path directors) ...but then the lots wont be able to be placed next to each other.....i will probably release two types i gues....what to do?

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    Posted:
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    *downloading*

    i say you make two sets if one will not be as functional as it should.

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    Downloading.

    buddybud: I don't mind if the cars do not appear when they exit as long as it is functional.

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    Posted:
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    buddy, this is a fantastic work, they look perfect in my cities.. but i have a question, it is stated that they are functional, what does it mean? i tried in my cites, cars can't get through in UDI mode.. is "functional" and "UDI compatible" a different term? thanx for the answers..

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    they are functional in that they allow sims to travel through them...but your right they are not udi compatible....that is not possible i think...because it is really a subway

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    buddy, you do awsome work. I look forward to more of your files. You make me want to work ever harder on my stuff 4.gif

    Becca

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    Awsome stuff my friend. Concerning the lighting props. I'm sure you know this, but just in case.. Make sure the props are at least 2 meters inside the lot on every side otherwise they won't light up properly.. Cheers..

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

    Yay, beta 4.gif

    Looking awesome so far...

    By the way, I did a quick edit on the beta lots to make the road lots Euro-compatible.

    If I get permission I will post the modified lots here.

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    Posted:
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    will you guys include ground highways in this project??

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    Posted:
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    Confirmed ... just DL'ed it ... opened without a problem ... a whoooole bunch of files in there.

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    Posted:
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    i have an idea of what you could do for your next project.

    ps i also here the next NAM might have onslope and puzzle

    pieces for highways...hmm maybe something crazy gonna

    go down.

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  • Original Poster
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    edit ....Aleking...do tell brother...your suggestions are always welcome.

    first off some bad news. swamper is unable to mod the beta lots as he initially believed...that is enable them for udi and full automata....a big thanx for trying though

    the good news is hes made them compatible with left hand sided thingy....cheers

    the other good news.

    sunken road arteries.....that function....somewhat..lol

    actually they work fine but suffer from the same problem as the other lots...the automata take about two and half tiles to emerge and materialize.

    but because of the length they do appear......

    look below at a test run...those are real sim cars in my sunken road.       woo who

    arteryart09eq6.jpg

    this is how i did it.

    first i started with two areas i wanted to join with a sunken road for some reason...and a rail and a couple roads smack dab in the way.

    i make sure the land above is level and 6m above the begining and end.

    i then make a 6m hole in the middle like so.....

    arteryart01dv4.jpg

    next i add the underpass entrance and road path director. repeat for other end.

    arteryart02nm1.jpg

    next i add a rail path director (just for looks) and a 1x1 conduit....(again just for looks...you will see no vehicles in this bit)

    arteryart03st5.jpg

    next i drop a single road zot in the bottom of my 6m hole. like so.

    arteryart04tg8.jpg

    next i plop two transit enabled 1x4 arteries....like so.

    arteryart05ni4.jpg

    then i fill in on either side of the road zot with a couple "1x1 non slope conforming lots with a overhanging wall props"....like so

    arteryart06um1.jpg

    connect my subs to finish the route.

    arteryart07cu6.jpg

    and voila a functional sunken road artery with automata.     non udi ofcourse

    arteryart08kv3.jpg

    this idea has huge potential me thinks....juctions will be possible where the road connects the two sides..

    cheers

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    Posted:
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    Awsome my friend just awsome!!! This is a great idea right here. Slightly sunken road. I've seen it a million times but never though to put it in game!! Cant wait!! And I also agree with SA about teh rail!

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  • Original Poster
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    rail is quite possible but it cant be enabled for freight sadly...as you probably know...... but ya it could be done and seems quite logical......i wanna try a curve also...hmmm

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    Posted:
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    This is beautiful stuff my friend. You and Blahdy have raised the bar once again with your incredible work. Thanks...

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