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ninetyone

Something I have noticed...

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(Not sure whether this is something that is generally known or not, because I haven't seen it in any tutorials or CJs/screenshots...)

So we all have the problem of lots which have entrance/exit textures that look like streets, but are't actually transit enabled. This means that if you try to join them up to streets, you get a turning circle which just looks silly, or in the case of entrance/exits that are perpendicular to the street/road, you get a huge unrealistic area of pavement between the real street/road and the lot.

http://img42.imageshack.us/img42/3371/75183764.png

I've found that an easy way to solve this problem is to plop a SAM (Street Addon Mod) starter tile next to the lot, and then delete the second piece of the SAM tile (the piece not next to the lot).

Step by step:

http://img42.imageshack.us/i/51238951.png

http://img682.imageshack.us/i/81239385.png

http://img94.imageshack.us/i/50986146.png

http://img682.imageshack.us/i/47549798.png

Hope this helps someone!

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Correct observation and correct conclusion. Lots that aren't transit enabled will not connect to the road network. Instead the pedestrians on the pavements are asked to kindly proceed with caution when they pass these lots. 2.gif

I wouldn't go as far as calling this a "problem", though.. This is how Maxis wanted it to be. Some lots even have parking lots on the back of the building, not in the front facing the road? Absurd.. Transit enabling first hit the skies through custom lots. In my opinion, transit enabling is what makes some lots stand out from the rest. (E.g. a rail station with rails running through the actual lot both looks better and is closer to reality than the Maxis one.)

Anyway, I think your solution to this "problem" sounds interesting. At least this would be helpful if someone wants to avoid those ugly stubs of road in front of such lots. But this is pure eye-candy, though, and may cause problems with network pathing (?)..

After all, you don't want every lot with a parking lot, driveway etc. to be transit enabled. It would leave you with an insane amount of junctions.. 28.gif

Btw: I couldn't se the pictures in your "Step by step".


Victoria County
a city journal by heitomat

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  • Original Poster
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    1. Sorry for putting it in the wrong place!

    2. Yes, naturally it is just eye candy, but it still works as a street for Sim access to the lot. Obviouslly, UDI vehicles fade away as you leave the street.

    3. It doesn't cause any pathing problems at all.

    4. Image problem was owing to me omitting the trailing /s, my bad. Direct links below:

    http://img42.imageshack.us/img42/5605/51238951.png

    http://img682.imageshack.us/img682/8268/81239385.png

    http://img94.imageshack.us/img94/6443/50986146.png

    http://img682.imageshack.us/img682/4789/47549798.png

    (Oh and just because this is my first post doesn't mean I'm a newb, I've been playing this for longer then I care to remember 3.gif)

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    Originally posted by: ninetyone

    (Oh and just because this is my first post doesn't mean I'm a newb, I've been playing this for longer then I care to remember )

    quote>

    Its actully your second post 3.gif

    Regardless of which post it is using this method makes sense. I would have never thought of using the SAM parking texture this way, but i tired it myself, and it looks great.


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    Originally posted by: ninetyone

    ... Image problem was owing to me omitting quote>

    You may want to learn to post pic's properly both in getting them to show and in terms of file format and size. That information is well contained in thisPIC's POSTING thread.

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    I had a look at your pictures, and I have to agree with Xyloxadoria: It looks great!

    I think I'm going to try this myself. At least it looks way more realistic than before. Great discovery, ninetyone. 19.gif


    Victoria County
    a city journal by heitomat

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