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Texture Request Thread - Networks

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

Tropod and frimi:

Since I was the one that requested the avenue intersection that people are complaining about the garlicking, 2.gif I should mention that the intersection in real life has some line markings, but not as many as frimi put in.

I photoshopped one of the ones frimi posted so you could have an idea:

intersection2.jpg

Why are the lines marked the way they are? Through routes on state highways. MA 8 and MA 9 meet at this intersection to multiplex into Dalton to the east, and the MA 8 SB movement and MA 9 WB movement is marked. It's coincidence that these through routes are also the best movements to mark, as multi-lane turns can get tricky without them.

Whether it has line markings or not doesn't matter to me, but this is how it really is on the one I posted.

EDIT: Looks like I'm late to the party. Whoops.

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Posted:
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Date: 7/16/2005 12:16:34 PM Author: kefkafloyd Tropod and frimi: Since I was the one that requested the avenue intersection that people are complaining about the 'garlicking,' 2.gif I should mention that the intersection in real life has some line markings, but not as many as frimi put in. I photoshopped one of the ones frimi posted so you could have an idea:  Whether it has line markings or not doesn't matter to me, but this is how it 'really is' on the one I posted.
quote>

May be, someday someone makes some additional packages with some textures with replaced some avenue-intersections with some textures, wich have some markings more. But this happens only, if some clever people released some files of clever work wich is called NAM . Enough some 2.gif

For now Tropod and Andreas are right: We have to be in the near of the ingame textures.
Later on, if some (oops ;-) people want, there will be an option, to replace the new and the ingame
textures. So please be patient.

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Posted:
Last Online: A long, long time ago... 
 
some
For now Tropod and Andreas are right: We have to be in the near of the ingame textures.
Later on, if some (oops ;-) people want, there will be an option, to replace the new and the ingame
textures. So please be patient.
quote>

I am, I am, I made edits realizing that I was late to the party on the decision on lane markings. 2.gif

It doesn't matter to me, like I said, I was just making a clarification. :D

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

@curlix

This is what I've done (the middle tile). Tell me, wether it fit's or not, of course.
 
<ahttp://img324.imageshack.us/img324/2503/overview6nd.jpg align=baseline>

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frimi2, a suggestion: color the southbound lane the same as the northbound lane (ie, the dark spraypaint look over the rails). Those added curved rails also look a touch brighter than the others, but that probably won't be noticable in game. (Yes, I like to nit-pick.)

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Posted:
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I've done my own request 9.gif   Isn't it beautiful ?

 
<ahttp://img280.imageshack.us/img280/9474/megaview9cv.jpg align=baseline>

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Posted:
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Date: 7/17/2005 2:34:49 PM Author: kefkafloyd Holy crap, frimi! ...Would that actually work?
quote>
To be honest: I don't think so 1.gif
And if I publish this thing with complete markings, Tropod gets a heart-attack 2.gif
 

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  • Original Poster
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    Date: 7/17/2005 12:38:38 PM Author: frimi2

    I've done my own request 9.gif&nbsp; Isn't it beautiful ?

    megaview9cv.jpg

    quote>
     
    Actually, I would very much like to see something like this done eventually. I had something similar to these in mind, but not quite as complex. I don't see why it wouldn't be possible. Of course, more basic version(s) similar to this would probably be best to do first before embarking on such a crazy intersection 3.gif. Just imagine the confusion, poor sims 17.gif. As it stands though, graphically it looks spot on I think.
     

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    Posted:
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    Date: 7/17/2005 4:34:13 PM Author: Tropod

    Actually, I would very much like to see something like this done eventually. I had something similar to these in mind, but not quite as complex. I don't see why it wouldn't be possible. Of course, more basic version(s) similar to this would probably be best to do first before embarking on such a crazy intersection 3.gif. Just imagine the confusion, poor sims 17.gif. As it stands though, graphically it looks spot on I think.

    (grin) I have many ideas and many pictures, but I believe it's better, I don't post them. It would be a neverending story 2.gif

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    Posted:
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    Well, if we're going to discuss that image seriously, I'll add my two cents.

    In the current version, the crosswalks and 45-degree points are inconsistent. (A turn from west to northeast would be much easier than a turn from southwest to north). For the crosswalks... I'd say pull them and the medians back so that they form an octogon, with a very large area in the middle (though that might be more confusing for drivers). Either way, I think traffic flow issues in the intersection would prevent it from ever being effective in real life.

    Personally, I'd rather build a ring of one way road and connect the avenues to that, so the whole setup resembles a giant roundabout. I've done it in game, just never used it in a city. The size of the ring turns out to fit two 4x4 buildings, two 2x4 buildings, and 4 1x1 buildings inside the ring.

    Could anyone comment on the appropriateness of a roundabout of comperable size to that intersection for this application? Is 8 avenue entry points (and the amount of traffic that implies) just too much for a roundabout to be effective? For any intersection (short of an interchange) to be effective?

    Frimi2, maybe you can start an Intersections That Never Were thread?

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    Posted:
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    Date: 7/17/2005 8:02:08 PM Author: Keiran Halcyon 

     Frimi2, maybe you can start an 'Intersections That Never Were' thread?
    Not really 1.gif I have some interesting connections in mind (not that difficult, but not easy )
    but I think, that is work for next next NAM-Release. I don't like to overload Tropod or other
    people with my crazy ideas 2.gif  

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    Posted:
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    Hello and Greetings to everyone..

    Since this is an texture request, I have a request to ask of you.

    I am creating an road dead-ending in an typical in-game diamond interchange, instead of having both sides slope down. Illustrated below is the model I am finished with.

    progress.gif

    I need your help in making an suitable texture for the T between the two ramps on the end and the road.

    I will also cross-post this progress in another thread; i havent decided which to post the progress in.

    Keep in mind this is also my first BAT, so it might be a month before i m done with the model/texture (i dont want to know how long pathing/RULs will take me, though.)

    Thank you all in advance.

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    Yeah, I do need an new texture... I had an option of leaving an stub out to utilize the in-game intersection texture, but it ouwld look funny with the road bulging out of the bridge. So i had to cut it in half, making it look sleek.

    I m not sure how it would look, nor how the texture would work (i also have to account for the apparent need of an stoplight; not sure if a stop sign would suffice; both has their uses in real life. It might be an difficult task to imagine this up, but i have seen you do things i wouldnt even think would work in the NAM.

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    Posted:
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    I think, you are right. Let me look, but not today, because I'm busy with existing textures within the NAM. After that I'll do it, yes. But you can post the IDs of the existing textures, so it is a bit easier for me.

     

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    Posted:
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    heres an idea i have

    <ahttps://www.simtropolis.com/idealbb/files//new%20roads.JPG align=baseline>
        theres 2 different styles of turning lanes on the left, the one on the top, doesnt fill in any more space, it just squeezes into place, the one on the bottom, makes more room for the additional lane. i like the one on top
         On the right,  is my idea of what an avenue should look like, except it only takes up one tile, i think it would look nice in the game. i photoshopped it half ass, but you get the point, if the 4 lane road were possible, i dont think it should have sidewalks, i mean, it can have pedestrian traffic and all, but no sidewalks, besides that it would line up nice in a buisiness district, with those parking lots and everything. perhaps this can be used on the ANT network?
    if anyone wants to try to make this possible, i'll pitch in with the textures.
    on a side note, even if this is only possible in orthogonal angles, it would still be an awesome addition.
    what do you think?

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    Posted:
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    Date: 7/22/2005 2:36:03 PM Author: joe_dirt976
    Heres an idea I have.
    <ahttps://www.simtropolis.com/idealbb/files//new%20roads.JPG align=baseline>
    What do you think?

    This has already been done by Teritsu. Have a look at the Avenue Turning Lane Development Thread. I have also modified his textures for LHS (left hand side) driving.

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

    Now, I was playing the game making a new city which relied on Avenues for transport and I discovered two things (Sorry about the terrible photoshopped images):

    1: Diagonal Avenue Curve
    <ahttp://www.imgcity.net/server/primary/How%20To%20Diagonal%2090%20Degree%20Avenue%20Turn.PNG align=baseline><ahttp://www.imgcity.net/server/primary/Diagonal%2090%20Degree%20Avenue%20Turn.PNG align=baseline>

    2: Double Diagonal One Way Road > Double Orthogonal One Way Road
    At the moment, the intersection on the left occurs when this is drawn. The intersection on the right is the fix for it.
    <ahttp://www.imgcity.net/server/primary/How%20To%20Double%20Diagonal%20One%20Way%20Road%20to%20Double%20Straight%20One%20Way%20Road.PNG align=baseline><ahttp://www.imgcity.net/server/primary/Double%20Diagonal%20One%20Way%20Road%20to%20Double%20Straight%20One%20Way%20Road.PNG align=baseline>

    I know you (tropod) will want the curve included but i'm not sure if you would want he one way road fix. It's up to you.

    (Oh yeah, just in case you don't know, some of the links in your sig are now invalid due to the upgrade to 4.0)

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    Posted:
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    For this, can you tell me the difference between your fiction and my reality 2.gif
    (Ok, yours is one tile smaller, but....)
     
    <ahttp://www.imgcity.net/server/primary/Diagonal%2090%20Degree%20Avenue%20Turn.PNG align=baseline>
     
    This is, what the game does
     
    <ahttp://img117.imageshack.us/img117/9950/curve2me.jpg align=baseline>

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    Posted:
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    For the first one... yes, interesting that that configuration isn't allowed, I'd say it's worth adding (especially since dragging the avenue past the other avenue's end allows a T-intersection). In the mean time, I'd recommend drawing the juncion one tile short. That is, one tile west, in your picture. You lose one tile on the inside corner, but gain three on the ourside.

    For the second one, just use avenue sections for the curve instead of double (diagonal/orthogonal) one-way roads.

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    Posted:
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    <ahttp://www.imgcity.net/server/primary/How%20To%20Diagonal%2090%20Degree%20Avenue%20Turn.PNG align=baseline><ahttp://www.imgcity.net/server/primary/How%20To%20Double%20Diagonal%20One%20Way%20Road%20to%20Double%20Straight%20One%20Way%20Road.PNG align=baseline>
     
    I must say that I have never needed to use those intersections above. For the one on the left, I would just do what frimi2 has, and for the one on the right; I don't see the point of it, because like said above you could use an avenue, or divert the one-ways (I take it they are one ways, and not euro roads).

     


    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: 7/9/2005 4:08:18 PM Author: Tropod
    This may currently not be compatible with other projects.
    (Both URLs contain the exact same thing/file. If you have trouble with one, then use the other).
    Just an update. Includes some additions/adjustments.
    This version includes the addition of Paths. All current files/junctions in the above zip file contain Paths. Do note however, that this should be considered buggy as some junctions may not work correctly &amp; may need some (more) adjustments.
    EDIT: Just thought I'd post a pic.
    newerintersections0011yo.th.jpg

    quote>
     
     
    I download the version with no pass....I would li,e to have the them but the links seems to be down.
    Is there any other possiblities to download them? 42.gif

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    Posted:
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    Thanks for your help 19.gif

     
    Date: 9/29/2005 2:05:38 PM Author: Andreas Roth You can also wait until tomorrow or so, since the next NAM is already scheduled for release. 1.gif
    quote>
     
    what a great news! 3.gif

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