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krzypio

curved roads

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You know what... I always wanted to make my cities look more realistic (I'm from Poland). I've read all topics and now I know, that YOU guys can do everything... so I have idea: curved roads 1.gif I don't know how to do it, but mayby some of you will be interested 1.gif

here are some examples:
 
simcity.jpg
 
 
and... what do you think?? is it possible?

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  • Original Poster
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    ok... if it's possible, I'll try 16.gif

    but... I don't know how to start... where to get orginal road textures? I need it to make a texture for curve...
    and... ok... nevermind... first I'll try to draw everything... then I'll worry about path definitions
     
    newyorkrunaway1: I've already checked this tut, but it's not the same...

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    its as close as your going to get to it without spending 24/7 on a mod to do this. this will be extremly time consuming, hope you have the patience, it would be cool to see.


    Sim City 4 Realism GURU

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

    Parkland - Adventures in Realism

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    Though the current suggestion seems somewhat impractical, I would like to see a set of better blended curves (perhaps 2x2 tiles?) for railroads and the other slow-turning networks.

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    Make it simple !

    Why not simply making a 1x1 tile transit-enabled lot that you plop on a straight road/street just before your curve / crossing and which VISUALLY COVERS the curve making it smoother. i know it is possible to create lots that visually go beyond the tile's limit. If all this is only visual, why making it functional?
     
    we can think about
     
    - all the curves that krzypio imagined but also :
     
    - S curves for mountains
     
    - new tunnel entrances
     
    - new crossings
     
    and so on...
     
    the 2 limits i've found is that the roads and streets mods will not be able to blend in these pieces, and the traffic automata will not appear.
     
    what do you think?
     
    sorry 4 bad english cause i'm french
     

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    There is great possiblity it can be done, but I recommend consulting with some experts!

    It looks good so far!
     
    Oh, I don't see a tower

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    Date: 7/10/2005 6:37:47 PM Author: Benlemaire
    what do you think?

    Ok, where is the tower ? 1.gif

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    Well first off, your scale of the road vs. tile size is a bit off in that picture, I think.  SC4 roads are thinner then the ones you show in the picture.  Here's a straight piece of road.

    <ahttps://www.simtropolis.com/idealbb/files//00004b00.jpg align=baseline>
     
    Scaling the road correctly might reduce the number of textures needed and reduce the number of wasted tiles.  (Wasted tiles, in my opinion, are tiles that only have a few pixels worth of actual road and have little or no paths because they have so little of road on them.  Hopefully that makes sense.)
     
    -Teirusu

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    I'll also bring up another Issue, I don't think that they may work for zoned areas.

    Unless something has been discovered, I don't think any puzzle pieces or lots can provide road access.

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    ok... now I'm going to Cracow (maybe you know where it is 2.gif), and when I back I'll try to make some better looking curves...

    I'm only afraid about zoned areas near this lot... but... I believe we can find a solution 16.gif
     
    sorry for bad english too, I'm polish 1.gif

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    Posted:
    Last Online: A long, long time ago... 
     
     
    Lots will cause 'no car' zots, puzzle pieces are fine, ped malls for example.
     

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    Another problem is that how are the buildings supposed to align with the roads? You see the lots aren't curved. YOu might have to resolve this problem too.

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    the tower? what do you talk about?

     
    the lots that I suggest would only visually cover existing road tiles, thus allowing RCI to develop along them
     
    anyone could answer about my suggestion?
     
    i'd love to see curved roads too.

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    I'm back... and I want to show you what I've done 16.gif
     
    4x4 curve:
     
    curve4x4.jpg
     
    now I have to find some tuts and learn what to do next 2.gif
     
     

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

    For this to be successful you really need to decide and be firm on exactly what designs you want in the game as there are literally endless designs you could have which would cluter the menus ingame.

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    Now I have first problem: I can't find anything about using own textures (overlay texture) in Lot Editor 7.gif

    I need some help... I realy want to do this curved roads, but I see, that I have to learn many things... there is so many problems on my way 7.gif
     
    anyone can help?
     
    EDIT:
    ok... I've found a tutorial 48.gif, so sorry for this message 15.gif

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    hmm....these will most probably need to be done as a form of intersection rules, as the tile rules for simple drawing would be quite complex

    if they're done as intersections, they can be plopped from the menu, and will be functional, allowing stuff along their sides
     
    The only catch is I a) havent seen a road intersection done before, b) I dont know how growables would react to it., c) it needs to be integrated with the NAM
     
    I suggest checkout out RedLotus' intersection tutorial at the top of the modding forum, as that's what you need to do to make these into intersections.
     
    Then you'll need to get in touch with Tropod to see about including pieces as you finish them 1.gif
    There can only be one intersection file in the game, so people must work together hehe.

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    Posted:
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    You know what would be an interesting idea? If you still use the curved roads idea, only you hold SHIFT of another button like thatand it would automatically make them curved? Could any BATters do anything like that?

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    You can get 0, 45 and 90 degree roads. When you pull the mouse round to change the angle of the road to say, 45 degrees, there is a script which sets the angle to 45 degrees.

    All we need is to modify the script to allow the mouse to select additional angles, then you can draw straight pieces of road at any angle.

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    Welcome to Simtropolis. Hope you enjoy your stay.

    Please check out the date. 7/18/2005 is the date of the previous post. This project is DEAD.

    Just to quote the https://www.simtropolis.com/forum/messageview.cfm?catid=139&threadid=74649&enterthread=y

    7. Do not revive threads after they have dropped to the later pages. If a thread isn't replied to and drops to a later page, please do not revive the thread. They are not needed and break the fluency of the forums.quote>

    PCk4tXG.jpg

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