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Interesting transportation task.

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  • Original Poster
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    Last Online: A long, long time ago... 
     

    I know that the current road underpasses are only Beta at the moment, but there seems to be a graphical and/or pathfinding problem with mine. Instead of driving right through the lot, the vehicles stay at ground level, and then turn around and come back the same way.

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  • Original Poster
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    Sorry.
    What about the level crossings Maxis made in the Dat files? Surely there must be some kind of Transit I/O attribute there that would allow it! The code exists in the game, but can we use it?

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    I think it's been tried, to no avail. Maybe RedLotus could explain it better, if he's still watching this thread. He is working on new OVERpasses. He already has a functional beta Road over Rail and Avenue over Rail.

    Here's the thread.

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  • Original Poster
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    The stairs is fixed

    Now, you can fully enjoy with the stairs. =:}

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    I have seen on some pics the road-rail-overpasses display nightlightning. It doesn't occur with my city. Just a bunch of dark tunnels... Have i missed something? I only used the road, not the avenue.

    greetz, Storm

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  • Original Poster
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    Hum.. 49.gif' You sure, that the overpass is electrificated?

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    [bEGINQUOTE]

    4/22/2004 3:54:28 PM[/quoteDATE]
    StormyWeathers[/quoteAUTHOR]
    Well, there are situated in the middle of my town. I used both of them now but now lights...[/quoteMESSAGE][/bEGINQUOTE]



    If you aren't seeing lights on them and they have power, odds are you aren't seeing lights on any BAT creations. This is because you're missing the BAT update from simcity.com. Or I'm completely mistaken and something else is going on.

    [bEGINQUOTE]

    4/22/2004 8:54:42 PM[/quoteDATE]
    anxious[/quoteAUTHOR]
    where did you get that train station[/quoteMESSAGE][/bEGINQUOTE]



    Who are you talking to? Search for Rail or Train in the STEX. You're bound to find whatever it is you're looking for. I recommend marrast's own train stations. Best ones yet.

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    Well, i red something about that this morning... i also noticed, or eventually did NOT noticed it on other buildings. In other words, i cannot remember some special effects i've seen in pics on the BEXLEX.Never mention it though... I got to investigate this!!!

    Thanx, Storm

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    Ok, now you've done it....
     
    I've been perfectly content for the last couple of weeks, using the BAT, making new buildings.  I only actually played SC4 to test out my creations..  Now after these releases, I actually want to PLAY the game again....  Who has time for all this...
     
    21.gif16.gif

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    Last Online: A long, long time ago... 
     
    I need to thank you for the stairs and the monorail/el overpass. I will use them as soon as I finish some homework.1.gif

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    marrast, these lots you have made are simply immaculate! Great job!

    I am looking forward to more content in this department. 4.gif

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    Thats just down right awesome Marrast your work will make this game more fun to play. And at the sametime give it more realism. Thank you for this work of enginuity.

    GE5.gif'

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    Press release:  zilfondel engineering and associates has worked diligently on adapting Marrast's underpasses to function with the dual-high speed rail corridor under construction in the St. George Territory. 
     
    Right now there is no simple way for high-capacity roads and avenues to SAFELY cross large high-speed rail corridors.  In many cases, where trains travel at over 150 kph, it just doesn't make sense to put at-grade crossings or you may not have enough room for that elevated freeway.  I have therefore taken the time today to create some alterated Marrast underpasses.  I would like to present these pictures to show the Simtropolis community the new lots I have developed:
     
    Road underpasses dual-railways:
    /idealbb/files/dualrailroad1.jpg
     
    Avenue underpasses dual railways:
    /idealbb/files/dualrailave.jpg
     
    Ugly way to cross two high-capacity railways - and a great solution for dense urban areas!
    /idealbb/files/dualrailave_city.jpg
     
    Currently, these two lots are not yet available to the general public.  However, I will try to contact Marrast and seek his permission whether he wants these released on the LEX.  If so, neither him nor I would support any technical issues they would have, but they have been tested and they work just like his originals.
     
    So, no U-drive it on the roads, and no emergency vehicles.

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    Incredible!!! It's just too bad Maxis' limitations killed the full functionality of lots like this. Keeps a lot of people from using them, me included. But the work is amazing nonetheless.

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  • Original Poster
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    Thank you for your work, Zilfondel! Such work is always welkomed :}

    I repeat my words about it: If any one wants to use these underpasses for your own needs - do it :}
    Just don't forget to say where did you get it, wen you release it, hi 31.gif44.gif

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    What is with an underpass for an Avenue over it a oneway crossing and over this crossing another avenue-bridge. 3 levels.

    Or this t-intersection for a highway:
    T-Intersection in D

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    Here are the stats for the new underpasses:
     
    Avenue-rail dual underpass
    plop - $8500
    bulldoze - $150
     
    Road-dual underpass
    plop - $3000
    bulldoze - $150
     
    Well, it looks like I can't upload any files right now for some reason.  Hmm, hopefully soon.

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    Great!!

    I'm glad someone continues Marrast's excellent work..

    Zilfondel, do you take requests, or could you (or Marrast) tell me the secret on how to make underpasses?

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    Marrast and zilfondel - great work!!!

    These underpasses look awesome, and fit well with the style of the other graphics in sc4. Now to propose something :)


    Would you be interrested in working wih me to transform these lots so that they are actual transit tiles instead of lots? The advantage is that this would allow emergency vehicles as well as U-Drive it missions to go through these tiles with no problem whatsoever.

    All that is necissary is some creative RUL coding, saving the entire model as an s3d (instead of exporting it as its 4 angled and 5 zoomed pieces), and chopping that up into single tile pieces. Redlotus would need to help us with the EffectDir coding as well. Let me know if this is something you would like to do, it would be a great addition to the network add-on modd, which is still currently in development/alpha stage.


    But it looks AWESOME!

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    Does this mean you have a fix to allow the models to show up underground?
     
    6.gif6.gif6.gif6.gif6.gif6.gif6.gif6.gif6.gif44.gif
     
    That's the problems RL ran into.

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    eek, I should think before I type. That would be a problem, and I'm sure redlotus knows more about how the models interface height-wise than I do. Well, if I figure anything out for real, I'll let you guys know. Until then I'll keep trying to dust these cobwebs off my old and tired modding carcus 3.gif

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    In response to sepsis:

    Actually, it's not that hard.  Marrast created the avenue and road underpass sections as props.  All you have to do is plop them down on a lot how you want them, and then transit enable the lot.  Of course, transit-enabling is the hard part.  I downloaded a tutorial on Simtrop a few days ago on how to do that.
    The 2 lots I made just use Marrast's content, and the transit enabling, all in all which took about 12 hours from start to finish.  Plus the custom description, icons, costs, etc.  (Thanks darkmatter & ilive for datgen, easytweaker & the reader!)

    In response to 7trumpets:

    Wow!  A response from the 7trumpets!  I feel humbled!  6.gif

    Seriously tho-I haven't done much BAT work  yet, I have more experience with the reader in editing stuff.  However, I would love to work with you in developing transit-enabled lots/new intersections - doesn't matter if it is an underpass or overpass.

    I was wondering - what is it possible to create a lot that sinks into the ground compared to the surrounding land?  For example, if you drop it onto flat land, it auto-levels several meters into the ground, creating a dip?  Is that possible?
    If so...then we could build the poppable BATTED model/s3d file to fill in that gap. 

    Like so:
    /idealbb/files/plop11.JPG

     

    /idealbb/files/plop21.JPG

     

    So the above is my take on how to create such an intersection.  I don't know if it is possible to actually carve into the ground, but I think that would be the ideal method to creating the underpasses marrast faked above.

    Either that, or raise the rail line enough - on a gentle slope - so the cars can go underneath it and the slopes be hardly noticeable.

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    Is there a way to mod the one ways streets so that they can be used as an offramp for the avenue? I wish I could show a picture of what I am talkng about but I don't know how. Basically, the one way would branch off of the avenue like the highway would. Basically I wanted to connect the avenues in the ave-ave underpass using oneways while treating one ave like an express route. Can this be done?

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    Posted:
    Last Online: A long, long time ago... 
     
    Yes there is a way to get a lot to dig a hole. It is simple but requires
    modding. The way it is done is to mod in a given negative Z coordinate for
    the lot's building (the building can be invisible).  If the lot is network enabled,
    networks connected to the lot are forced down to the building's level - the
    connections will slope down. (you can also create an earth ramp with a
    positive Z coordinate)
     
    I wonder if something like this could be done with a network tile???
     
    I have a one-tile lot that I use to dig tunnel entrances.  I have not attached it,
    because it is not very refined-costs not set, no queries, etc.. I could fix it up
    and post it if there is enough interest.
     
    If you are intrested in a similar lot, you can check out the rail-elevated rail
    transfer lot I attached to a post some time ago in the rail-elevated rail thread.
     
    If you use this idea, please mention my name.
     
    On creating an underpass,  I have not tried it, but it would be interesting to
    dig a hole, run a road through it, and then use the network puzzle piece just
    announced by Tropod.
     
    smoncrie

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    andreharv - If you download Tropod's Network Add-On Pack then you will be able to do what you have described. It is available from the assoiacated thread.

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