Jump to content
Haljackey

Show us Your Interchanges!

6,749 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

@Ganaram DI:That interchange looks exactly like some in Fresno(Like this or this one)!. Nice work on it!


Click the links below to visit my:

City Journals  *All CJs are now inactive*
Dante's Peak    Paridise Island (v2)    The United Cities

Workshops  *Inactive*
NTM's BAT Workshop II  and  NTM's Lot Workshop

Show me Your:
Roadsigns!!!  or  Transit Hubs/Transit Centers!

Other Significant Links:
STEX Uploads  and  Guidelines/Rules/Tutorials

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@Ganaram DI:That interchange looks exactly like some in Fresno(Like this or this one)!. Nice work on it!

Actually they're common all over California, especially Sac, Stockton and the Bay Area.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That's a really neat compact Y-interchange you have there--and it looks like it's on the right place (except maybe for the avenue underpass, in case it's meant to be an intersecting road; given the lack of space between the Y and the avenue).

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Here is mine:

24370179.jpg

A Realistic turbine interchange

newcityjun2001318599704.jpg

A Compact Parclo A4

25733791.jpg

A Semi directional T Interchange


  Edited by alvinheriadi  

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Here are some of mine (too big to display them normally)

1200*3200 px

unledpanorama41.jpg

1280*1980 px

unledpanorama1h.jpg


  Edited by io_bg  

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That looks really realistic Bipin. I wonder if you could elaborate for us how you did that?


Check Out My CJ!

sunderlandg.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That looks really realistic Bipin. I wonder if you could elaborate for us how you did that?

I certainly can explain! Begin with digging a 15m deep, 3 tile wide trench (assuming your using RHW6 or another network that takes up 3 tiles). Place the 3 tile network down the trench, just drag it. Using a slope mod (I use Ennedi's), drag 1x2 tile long strips of road covering the sloped side of the trench and the flat tile 15m above that sloped side. You should do this along the whole trench, both sides, leading to the sloped side of the 15m deep trench being 2 tiles wide (2 tiles slope to for the 15m trench sides instead of just one steep side like you would have started with). Every 14 tiles (13 tile-wide gap between both pieces), plop a 1x1 piece of road on the upper side of the trench slope, this should leave you with something like the following:

____

..........\___

..................\______

The red part should be 15m above the green, with the blue part being approx. 7.5 above the green. It should be half the height of the total trench. Leave 3 tiles placed at total trench height (15m) in the the center between the two tiles at 7.5m From the middle of these three tiles, place a RHW2 T-intersection on-slope elevated piece and connect it to the other side so you have an overpass over the sunken RHW6 at the bottom of the trench, 15m below of course. Now, back to the 7.5m area. With a slope mod installed still, connect this 7.5m area with road to the 15m high area, resulting in a nice smooth slope between the 7.5m area and the overpass intersection at 15m. On the slope between the flat area at 7.5 and the flat 15m area on one side of the T-intersection for the T-intersection On-slope RHW2 piece, place a FARHW4 inside exit. This should result in the puzzle piece conforming to the exact shape of the slope, the inside exit piece should not alter the slope in any way. Now just plop the RHW6 FARHW exit pieces so they connect with the inside exits.

Hopefully this is helpful, I did my best to explain it. I will also attempt making a video, as it's really the best way to understand how this process works.


  Edited by Bipin  

bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That looks really realistic Bipin. I wonder if you could elaborate for us how you did that?

I certainly can explain! Begin with digging a 15m deep, 3 tile wide trench (assuming your using RHW6 or another network that takes up 3 tiles). Place the 3 tile network down the trench, just drag it. Using a slope mod (I use Ennedi's), drag 1x2 tile long strips of road covering the sloped side of the trench and the flat tile 15m above that sloped side. You should do this along the whole trench, both sides, leading to the sloped side of the 15m deep trench being 2 tiles wide (2 tiles slope to for the 15m trench sides instead of just one steep side like you would have started with). Every 14 tiles (13 tile-wide gap between both pieces), plop a 1x1 piece of road on the upper side of the trench slope, this should leave you with something like the following:

____

..........\___

..................\______

The red part should be 15m above the green, with the blue part being approx. 7.5 above the green. It should be half the height of the total trench. Leave 3 tiles placed at total trench height (15m) in the the center between the two tiles at 7.5m From the middle of these three tiles, place a RHW2 T-intersection on-slope elevated piece and connect it to the other side so you have an overpass over the sunken RHW6 at the bottom of the trench, 15m below of course. Now, back to the 7.5m area. With a slope mod installed still, connect this 7.5m area with road to the 15m high area, resulting in a nice smooth slope between the 7.5m area and the overpass intersection at 15m. On the slope between the flat area at 7.5 and the flat 15m area on one side of the T-intersection for the T-intersection On-slope RHW2 piece, place a FARHW4 inside exit. This should result in the puzzle piece conforming to the exact shape of the slope, the inside exit piece should not alter the slope in any way. Now just plop the RHW6 FARHW exit pieces so they connect with the inside exits.

Hopefully this is helpful, I did my best to explain it. I will also attempt making a video, as it's really the best way to understand how this process works.

You should post this as a tutorial (with lots of pictures--not because I'm too lazy to read whole paragraphs or anything ;) ) over in SC4 Devotion. There's a thread there for RHW Tutorials. Know which one I'm talking about?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That looks really realistic Bipin. I wonder if you could elaborate for us how you did that?

I certainly can explain! Begin with digging a 15m deep, 3 tile wide trench (assuming your using RHW6 or another network that takes up 3 tiles). Place the 3 tile network down the trench, just drag it. Using a slope mod (I use Ennedi's), drag 1x2 tile long strips of road covering the sloped side of the trench and the flat tile 15m above that sloped side. You should do this along the whole trench, both sides, leading to the sloped side of the 15m deep trench being 2 tiles wide (2 tiles slope to for the 15m trench sides instead of just one steep side like you would have started with). Every 14 tiles (13 tile-wide gap between both pieces), plop a 1x1 piece of road on the upper side of the trench slope, this should leave you with something like the following:

____

..........\___

..................\______

The red part should be 15m above the green, with the blue part being approx. 7.5 above the green. It should be half the height of the total trench. Leave 3 tiles placed at total trench height (15m) in the the center between the two tiles at 7.5m From the middle of these three tiles, place a RHW2 T-intersection on-slope elevated piece and connect it to the other side so you have an overpass over the sunken RHW6 at the bottom of the trench, 15m below of course. Now, back to the 7.5m area. With a slope mod installed still, connect this 7.5m area with road to the 15m high area, resulting in a nice smooth slope between the 7.5m area and the overpass intersection at 15m. On the slope between the flat area at 7.5 and the flat 15m area on one side of the T-intersection for the T-intersection On-slope RHW2 piece, place a FARHW4 inside exit. This should result in the puzzle piece conforming to the exact shape of the slope, the inside exit piece should not alter the slope in any way. Now just plop the RHW6 FARHW exit pieces so they connect with the inside exits.

Hopefully this is helpful, I did my best to explain it. I will also attempt making a video, as it's really the best way to understand how this process works.

You should post this as a tutorial (with lots of pictures--not because I'm too lazy to read whole paragraphs or anything ;) ) over in SC4 Devotion. There's a thread there for RHW Tutorials. Know which one I'm talking about?

Yes, I do, and I will certainly do so!


bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

Share this post


Link to post
Share on other sites
  • Original Poster
  • You should post this as a tutorial (with lots of pictures--not because I'm too lazy to read whole paragraphs or anything ;) ) over in SC4 Devotion. There's a thread there for RHW Tutorials. Know which one I'm talking about?

    You mean the RHW interchange guide? It mostly deals with junctions but I'm sure this setup would qualify. You can find that here: https://www.sc4devotion.com/forums/index.php?topic=6843.0

    Amazing work by the way!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This is going to be in my Bergerland CJ which I'm bringin back to life soon! :P It It's a 3 way interchange built with speed in mind. To the South is the capital Askersund, to the North, the second largest city Lillefjell and to the west a string of towns along the side of a fjord which I have not named yet :D

    junctionj34aug191013191.jpg

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm just finishing my most complex highway interchange to date... A combination of two opposing Y interchanges and a standard rotary junction in between! I'll add some photos into this post when I've tidied it up. 14.gif


    Useful links for the SimCity 4 Mayor:

    "For the Eager, Yet Overwhelmed Newcomer"

    "Top Ten Mod Suggestions"

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Some new RHW 5 interchanges from my collection.

    I'll start with a diverging windmill:

    Diverging_Windmill.jpg

    Here is another diverging interchange, this time orthogonal x diagonal:

    diverging_Cloverturbine_do.jpg

    Back to the windmill design, both highways diagonal:

    Windmill_diag.jpg

    Here is a Pinavia interchange:

    Pinavia_diagxdiag_mirror.jpg

    The last one for today is an irregular spaghetti design.

    4way_irregular_dddo.jpg

    Have fun :golly:

    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Impressive, McDuell! I particularly like the diverging windmill :)

    Impressive is right

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Version 1 of my turbine interchange:

    interchange.jpg

    Version 2, with smooth curves and accerlation lanes

    interchange3.jpg

    @McDuell:Nice interchanges there!Also, will the diagonal RHW 4-ERHW-4 be included in the next release?

    • Like 1

    Click the links below to visit my:

    City Journals  *All CJs are now inactive*
    Dante's Peak    Paridise Island (v2)    The United Cities

    Workshops  *Inactive*
    NTM's BAT Workshop II  and  NTM's Lot Workshop

    Show me Your:
    Roadsigns!!!  or  Transit Hubs/Transit Centers!

    Other Significant Links:
    STEX Uploads  and  Guidelines/Rules/Tutorials

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I made one of those, actually (the last one) :] The other two are made by Haljackey. He's a genius when it comes to building huge metropolises and road networks.


      Edited by mrtnrln  

    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections