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Tropod

Texture Request Thread - Networks

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I agree that the less lines the better. In the UK, the only lines we have are ones across the point the road touchs the main route. We don't have dotted lines accross roads in a way that it guides the minor street, or any other road across the road. I think we should have no. 1, and a verson of the avenue Y that has no markings within the junction. The only markings you see on junctions in the UK are for right turning traffic with an arrow.

Edit:
 
I dug this up from an old topic a few years ago:
 
Date:7/24/2004 4:43:43 AM
Author:last poster
I know this is a little off topic, but since you did a great job with those textures, I thought I'd bring up an old hope of mine.
 
Is it possible to turn the top left inset intersection into the middle picture?
 
/idealbb/files/curvedintersection.jpghttps://www.simtropolis.com/idealbb/files/curvedintersection.jpg width=899 border=0>
 
I think my paint shopping was really good. I hate redirecting my streets so they don't make those horrible traffic lights on an intersection that doesn't need them.
quote>

Why does one drive on a parkway and park on a driveway?

Why is delivery by boat called a cargo and one by land called a shipment?

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Posted:
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Date: 7/11/2005 4:55:32 AM
Author: Tropod
Keiran Halcyon


As for those pics: the first & second image I get, but not the 3rd one. They would though require writing new code. Rail-based networks have always been typically more complex to deal with (because of the additional checkflags they're capable of using), but they should be possible to code. EDIT: I've just taken a look at the code for this particular set-up. It looks like it may only be replaced, not added to, as the code required is the same as the existing one it seems.
quote>

The third image is basically the same as the second image, with the mirror path added and the whole thing copied at 90 degrees. Basically, my beef is that there are a total of three ways to go straight through the intersection. Yeah, ok, so you can buldoze the middle tile and put a park there, but come on, what real railroad junction looks like that?

I'm also not sure I follow your comment about replacement. Are you saying that yes, it could be done, but the existing version of the intersection would then be unbuildable?

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Posted:
Last Online: A long, long time ago... 
 
Date: 7/11/2005 11:43:02 AM Author: Dexter

I agree that the less lines the better. In the UK, the only lines we have are ones across the point the road touchs the main route. We don't have dotted lines accross roads in a way that it guides the minor street, or any other road across the road. I think we should have no. 1, and a verson of the avenue Y that has no markings within the junction. The only markings you see on junctions in the UK are for right turning traffic with an arrow.

Edit:
I dug this up from an old topic a few years ago:
Date:7/24/2004 4:43:43 AM Author:last poster
I know this is a little off topic, but since you did a great job with those textures, I thought I'd bring up an old hope of mine.
Is it possible to turn the top left inset intersection into the middle picture?
/idealbb/files/curvedintersection.jpg
I think my paint shopping was really good. I hate redirecting my streets so they don't make those horrible traffic lights on an intersection that doesn't need them.
quote>

quote>
Take this (grin) but don't open befor christmas 2.gif
Simply copy it to your plugin-folder (I know your next post)
 

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  • Original Poster
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    kefkafloyd
    For some reason that won't load/display, despite having javascript enabled. If you're able to post the picture of that, as opposed to linking to it, may help. Otherwise, as to your question; well you haven't really specified which is the other network going north/south. If you're refering about the new Avenue Y-Junctions though, all directions are (or should be) covered.

    Keiran Halcyon
    Thanks, I think I see what you mean now with the 3rd image. Doesn't really change much though. They could be replaced, but only replaced. They couldn't be added in addition to those existing ones in your picture, as the game code used is the same, or would be the same it seems having taken a look at it. Essentially there'd be a conflict, which is why it'd have to be one or the other, not both.

    newyorkrunaway1
    Eventually yes, baring some exceptions maybe like frimi2 post of the replaced Road/Road/Street T intersection. Only under certain circumstances are existing game files replaced & included in the NAM (usually). Otherwise any replaced game files should be released seperately i.e. street cul-de-sac modd.

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

    Tropod:

    intersection.jpg

    Is what I was referring to. Dalton Ave (the east-west road) is intersected by Merrill Rd (the diagonal road coming up from the southwest) and Cheshire Rd. (The north/south road).

    Basically, it's a standard + intersection, except that the southerly direction, instead of going straight south, goes southwest. I assume the flip would be true as well.

    Since I'm a graphics person, I was thinking about starting texture work on these intersections and seeing if I could contribute to the NAM, but I wanted to know if this kind of thing was feasable from the pathing perspective first.

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    It's not the pathing that would be the issue. Typically the first issue is getting a given junction to actually draw (Drawing & Pathing a junction are completely two seperate but related items, code-wise).
    In your picture;
    1.without the southwest branch that junction is possible.
    2.without the north brach that junction is possible.
    Differences obviously exist between 1 & 2. So how it's actually dealt with exactly may depend on the code. Not withstanding any problems though, I don't believe there'd be any reason why that wouldn't be possible. At the very least though you would be looking at 2 southern tiles in the centre, perhaps all 4 centre tiles.
    EDIT: at this point in time, it does look like it's possible. See post further below.
     

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    Posted:
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    If you want more lightrail puzzle pieces for upcoming NAM version, I need textures to create them. I sent a request last week but I think it became forgotten because masses of other follow-ups were posted here:

    diagonal-s.jpg

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    Posted:
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    Date: 7/12/2005 10:21:44 AM Author: GoaSkin If you want more lightrail puzzle pieces for upcoming NAM version, I need textures to create them. I sent a request last week but I think it became forgotten because masses of other follow-ups were posted here: diagonal-s.jpg

    Not forgotten, have look at  this  . It's because I have neither the rail- nor the lightrail-IDs in mind 

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

    Ok, I found them:

    <ahttp://img351.imageshack.us/img351/7695/railview0ym.jpg align=baseline>
     
    In the package is only the middle piece, because the outer tile(s) already exists as 580d1700.
    (In the Zip are the BMPs and the 5 zoom-stage FSHs)

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    Posted:
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    Date: 7/13/2005 5:56:36 AM Author: GoaSkin thanks... puzzle piece is in progress. I don't cloned the left and right textures. I positioned them by swapping U and V values in the S3D-file.
    quote>

    If you find the time, you can leave me a short description, how to make functional puzzlepieces in german. Thanks in advance 1.gif

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  • Original Poster
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    New requests:

    (Tiles marked Red need textures. Tiles marked blue are optional & can be left as is).
    Avenue Diagonal 1 Tile shift:
      avenuediagonal1tileshift0012bt.th.jpg
     
    Avenue 3OrthogonalT x 1Diagonal, Diagonal Shifted;
      avenueorthogonaltxavenuediagon.th.jpg  
     
    Avenue 3OrthogonalT x 1Diagonal, Diagonal Non-Shifted;
      avenueorthogonaltxavenuediagon1.th.jpg  
     
    Avenue Diagonal x Street Orthogonal Far Side Dead Ending
      avenuediagonalxstreetorthogona.th.jpg
     
    Current request list:
    -GLR Textures (is this still on the list?)
    -Avenue Diagonal 1 Tile shift
    -Avenue 3OrthogonalT x 1Diagonal, Diagonal Shifted
    -Avenue 3OrthogonalT x 1Diagonal, Diagonal Non-Shifted
    -Avenue Diagonal x Street Orthogonal Far Side Dead Ending
     

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    Posted:
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    Tropod, what's wrong in the fourth picture?

    (EDIT: Maybe you're talking about the inability to end the street into the avenue in the same fashion as the road?)

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    Posted:
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    Date: 7/13/2005 1:59:20 PM Author: Keiran Halcyon Tropod, what's wrong in the fourth picture? (EDIT: Maybe you're talking about the inability to end the street into the avenue in the same fashion as the road?)

    There is nothing wrong. Tropods wonts an equal dead end for the street connection (left in pic)
     
    (EDIT: Yes)

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

    Why can't you use a normal Avenue Diagonal texture?

    Obviously, new paths and coding would need to be written, but the basic diagonal edge tile should suffice in that situation.

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    Posted:
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    Ok, what do we do ? Have a look: (the dark tiles are in focus to change)
     
    Take 1
    take14ho.jpg
     
    Take 2
     
    take29wi.jpg
     
    or take that ? 2.gif
     
    <ahttp://img350.imageshack.us/img350/9943/take39wk.jpg align=baseline>

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    Posted:
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    To be honest: I don't like them all. It's not eyecandy, I think. May be, by redoing the complete
    intersection, it looks better.
    -----
     
    Like the next one. How do you think about this ?
     
    <ahttp://img320.imageshack.us/img320/2639/ave3inter2ig.jpg align=baseline>

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    Posted:
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    Date: 7/14/2005 8:25:27 AM Author: thatmonkeysim great job just one thing... the west bound lane needs a line thing for when it turns to the south bound lane and the south to the east bound... you get what im saying?
    quote>
     
    You cannot do endless markings. There's not enough space, that is the problem. It's only for eyecandyness. 1.gif

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    Posted:
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    ok, but the diagonal avenue exits the intersection a tile to the right of the orthoganal avenue, would that cause a problem?

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    Posted:
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    Have a look at Tropods ingame help-pictures above. He plays the rules without the correct textures, why not with it ? 29.gif

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    Posted:
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    For the first (shifted) intersection, I definatelly prefer option 3. For the second one... I don't know. Obviously, there's a lot going on, but I agree that a somewhat confusing intersection like that needs some lines to direct drivers. I feel there should be paths that allow concurrent left turns from the opposing lanes, but there doesn't look like there's enough space for that - once ATL gets their hands on it, that may change. For now it's good, I guess.

    Interesting that this intersection works, but the version with the eastbound exiting lanes instead going sounth (as a one-way road, with the westbound incoming lanes also a one-way road) had issues.

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    Posted:
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    Are you going to put all these things you made into the next version of the NAM?42.gif

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