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Transit Enabling question

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Hiya,

Can anyone tell me why when I transit enable my lots they each connect perfectly to a road, however they won't connect to each other, or sit next to each other I mean.

It makes it impossible to use them as a new transit network.

In my case it's a seawall with a car-park / low-capacity concrete drive along the top of it.

Each tile has low capacity enabling which works fine and can connect with a street fine, but for some reason I can't understand I am unable to put the in/out points of each tile against each other...

Any ideas?

The screen shots below show what I'm talking about.

Transit%20Enabling%2001.jpg

Here you can see the three seawall tiles in place, the one on the right shows it is transit enabled because of the street entering it.

They are all transit enabled, as shown in the below screenshot.

Transit%20Enabling%2004.jpg

See?  All transit enabled.

Ok, so why is it that when I go to place the (also correctly transit enabled) 1x1 straight in the left gap, or the Inside Corner piece in the right-hand gap, that they refuse to connect to the other seawall tiles, but WILL connect to the nearby street, as shown below.

Transit%20Enabling%2003.jpg

Refuses to connect the way I want it (street running sideways).

Transit%20Enabling%2002a.jpg

Will accept connection in this direction (90 degrees to where I want it), and also 180 degrees to that shown above (also 90 degrees to where I want it).

Resulting in this:

Transit%20Enabling%2002.jpg

Not at all what I want.

Any ideas please?

I can't figure out why if it's transit enabled and each connects to streets ok then why won't they connect to each other okay?  What if I were making street or road tiles...?  Wouldn't be much help if they couldn't tile next to each other...

Thanks for any pointers - tutorials on how to Transit Enable are hard to find.


Do it right or you've wasted your time.

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Two Te lots will not connect that way. It is something that cannot be fixed,as far as I know.

Jayson


NAM Associate

BSC

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Sorry for the offtopic, but where can I find these seawalls?

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I remember that some park lots pack have special mod inside them, so you can build that TE lots, but they must be aligned as a one-way road.

@ io_bg

I've never seen that seawalls, but you can try searchig "seawalls" on STEX or LEX.


 

my website:

www.victorfleur.com

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  • Original Poster
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    They're my seawalls - I haven't released them yet.

    I can't transit enable them? That sucks!

    So how am I supposed to make multiple road pieces?? Very dissapointing.

    @ Globex: I don't suppose you know which park mods you are referring to so that I can download and study how they're done?

    Thanks.


    Do it right or you've wasted your time.

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    Actually,there is a way but ......its pretty complicated:

    https://www.sc4devotion.com/forums/index.php?topic=539.msg144369#msg144369

    However,I don't think that is too practicle for what you want.

    The other thing you may want to try is to create custom paths,depending on how you have the pieces set up , it may work.

    By the way ,with my first post, I did not even notice the walls...look real good. Do you have any up-close pics?

    Jayson


    NAM Associate

    BSC

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  • Original Poster
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    Thankyou sthlrd98,

    I'll look into that - at the moment I don't know what RUL is but it wont take me long to figure out.

    In the meantime I have now uploaded my first release of this seawall set - I only transit enabled the end pieces and that allows the rest to sit next to each other while still allowing streets to connect to the laneways.

    Eyecandy only - but it's better than nothing at all I guess.

    This seawall set is available to download at www.simtropolis.com/stex/details.cfm.

    It's not perfect but it's only my first BAT - I'll get much better as I get my head around all these tools.


    Do it right or you've wasted your time.

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    Typically, TE'd lots cannot be adjacent to each other. Pathing (using RUL files) is the only possible solution I'm aware of but when I looked into it it was way more complicated then I have the time or energy for.

    Other than under-bridge pieces, diagonals, ortho to diagnoals, and diagonals to ortho pieces are pretty much required for a complete set.

    I'm currently working on a new set myself and hoping I can finish it very soon. I start moving to a new abode next week and then back to grad classes 3 weeks after that. After that I won't have time until after graduation in the spring.

    If I can make some reasonable progress today ... I'll post some picks.


    Believe in only what you can prove.

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    Woah...JS is back! Great to see you around!

    Jayson


    NAM Associate

    BSC

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    Thanks. Never really been away. Just not much time these days.

    Have a bit now before skool starts again so I be playing.

    Didn't make as much progress today on a new version of seawalls as I would have liked but here's a pic of

    what I have so far.

    jsseawallsv201.jpg

    Some details:

    I could really use some texturing help I've never had a good eye for textures.

    Two pieces don't work / render correctly. I used the mirror function to save time. lol.

    Outer corner piece needs some thought. rendered fine but postioning or something isn't right.

    Now for the interesting part....

    This version will not have a tile on land with the prop hanging out into the water like previous solutions. Instead it butts right up against the edge of land like PEG's OWW2 RCI boardwalk lots. However, if PEG's approach is use (which works very well) 2 tiles over water are needed and so no diagonals. . So, to place these walls, users will need to use the setsealevel cheat, terraform as needed, place the seawalls, save the city, exit the city, and finally re-enter the city (whence the water returns. Kinda a PITA but hey, I didn't design the game. I just want seawalls that don't require a walkway/boardwalk on land to work.

    Well enough said. If I can make some more progress tomorrow and it looks like this set will work then I'll start a BAT thread.

    PM me if you think you can help.


    Believe in only what you can prove.

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