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pharmist

Pharmist Mod Experiments

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Hello,

A brief Introduction:

I have been playing Cities XL since the original beta for Cities XL 2009. During the Beta I found a need to modify the game to suit my needs so I searched for a way to unpack the game files. I found a site called XENTAX.COM where a member named ALUIGI had made a BMS script to unpack the game files. It was on the beta forum I met a member named NILO who introduced me to his first mod which unlocked then Cheat function allowing us to unlock all buildings, add money, save and reload games, and run debug options. Nilo met another member on the beta forum named MOAKU who had been working on the same things and also showed NILO many more Experiments he had made to unlock all of the game options. MOAKU had discovered many new things about the game which he shared with NILO and myself. When Cities XL was released back in 2009 all mods were restricted by the publisher Monte Cristo by not allowing modified LUA, CLASS, or any other file type or the game would crash. What we needed was a repacker to put the mod files into a game .patch file. This is when I found a German web site called CitiesXS.net and a member named OKEANOS who was posting Mods for CitiesXL 2009 in the form of a .patch file. I knew he had to have a repacker to do this so I sent him a message asking him about his repacker. After sharing a few messages he agreed to share his repacker with me and asked me to join a private modding forum on CitiesXS.net so we could share our experiments with other modders. Moaku also joined the private forum and showed us many more new discoveries he had made. We continued to share experiments until the publisher Monte Cristo went bankrupt and it appeared the game would be abandoned so slowly most lost their interest in the game. I purchased CitiesXL 2011 for the $20 offer Focus made to original owners and have been experimenting with the game again.

I thought I would post some of the experiments I have been working on from time to time in case some might find in interest in some of these mods. I have only post one MOD for CitiesXL 2009 and one for CitiesXL 2011 which is the Extra Terraforming Options 2009 &2011 Mod's. I do not plan on posting any of the experiments because there are too many modded files which could possibly conflict with current or future Mods. I do not have this problem because I only use my own Mods. I would however be glad to share some of my experiments with anyone who shows an interest in them as long as they know that they are unsupported by me. If someone with the skills can take my work and make a publishable Mod they are welcome to do so. I will also be glad to answer any questions or PM's to those looking for information on how my experiments work, time allowed.

I want to make a personal Thank You and give Credit to;

ALUIGI

NILO

MOAKU

OKEANOS

-pharmist

_________________________________________________________________________________________________________________________

Here is the Link to download some of my experiments. I will add new Links as I work on new projects. Have Fun and I hope you learn something new.

Read The Read Me File First.....

DEC-07-2010: Pharmist Experiments.zip:

_________________________________________________________________________________________________________________________

NEW EXPERIMENTS:

Apr-17-2011 Z_Z_Fall_Trees_EveryWhere_v1.00.zip

This is an experiment inspired by a member of Cities XL forum named "Lardef". Lardef asked if I could make the trees on the roads, plazas, and building lots have Fall Colors. I still need to work on a better mix of colors and change the Forest trees to Fall colors. You must have the Z_TreeBug_Fix_v1.00 installed for this experiment to work properly.

This is a New Experiment therefore no old Patch files to remove.

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Apr-17-2011 Z_Wooden_Bridge_PP_v1.00.zip

This is an experiment inspired by a member of Cites XL forum named "Peluche". Peluche wanted to know if I could make a Pedestrian Path Bridge(PP) with a wooden board texture. This experiment still needs much work. The railings do not line up properly most of the time. There is no support structure for the bridge. I will continue to work on this experiment when time allows.

This is a New Experiment therefore no old Patch files to remove.

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Apr-17-2011 Z_R_Avenue_40x25_BusRoad_v1.00.zip

This is an experiment to test the new Bus Road ability I discovered. This experiment is for the Small Avenue, it does not replace the small avenue. This is a BUS ROAD, meaning that only Buses and Pedestrians can travel on this road. You will find that the BUS ROADS do not have a CITY LINK, which means you can not build anything along these roads.

This is a New Experiment therefore no old Patch files to remove.

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Apr-15-2011 Z_R_Expressway_40x40_BusLane_v1.00.zip

This is an experiment to test the new Bus Lane ability I discovered. This experiment is for the ExpressWay, it does not replace the ExpressWay. I choose the ExpressWay because it was less work then using the Six Lane road. This experiment is only meant to show that a Bus Lane is possible. The lanes I choose to make the Bus Lane for the ExpressWay are the middle lanes because these seemed to be the best choice.

This is a New Experiment therefore no old Patch files to remove.

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Apr-15-2011 Z_R_Avenue_40x25_BusLane_v1.00.zip

This is an experiment to test the new Bus Lane ability I discovered. This experiment is for the Small Avenue, it does not replace the small avenue. I choose the Small Avenue because it was the Prototype road used in my original Bus Lane experiment. This experiment is only meant to show that a Bus Lane is possible. The lanes I choose to make the Bus Lane for the Samll Avenue were delegated by the fact that if we have bus stops on this road the Bus Lane needs to be on the outside where the Bus Stops are at.

This is a New Experiment therefore no old Patch files to remove.

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Apr-11-2011 Z_BRING_BACK_INTERCHANGES_v1.00.zip

This is an experiment inspired by the request of a member of CitiesXL Forum named cheuk18me94. Cheuk18me94 wanted to know if I could Bring Back the Missing Road Interchange With Roundabouts that happened after the New Patch from Focus. Cheuk18me94 wanted to know if I could add the Road Interchange Without Roundabouts.

This is a New Experiment therefore no old Patch files to remove.

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Mar-31-2011 Z_Z_PalmTree_To_Change_v1.00.zip

The purpose of this experiment is to change the Palm Trees that appear on the Luxary Avenue, Executive and Elite building lots. A member of Generation City named Clamato asked if I could change the Palm Trees to some other trees that fit the location better.

This is a New Experiment therefore no old Patch files to remove. Only use one Patch File at a time. "Z_TreeBug_Fix_v1.00" is required for the Trees to appear correctly.

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Mar-28-2011 Z_Evergreen_Farm_Blvd_40x30_v1.25.zip

This is an experiment inspired by the request of a member of CitiesXL Forum named Evergreen. Evergreen wanted to know if I could make a large avenue with the Farm road texture.

This is a New Experiment so there are no old .Patch files to remove.

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Mar-27-2011 Z_TreeBug_Fix_v1.00.zip

This is an experiment that should make the correct Trees and Plants appear on your roads and Building lots the way they are suppose to.

This is a New Experiment so there are no old .Patch files to remove.

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Mar-25-2011 Z_Cheuk18me94_Snowy_blvd_40x30_v1.00.zip: OLD VERSION FOR REFERENCE ONLY

This is an experiment inspired by the request of a member of CitiesXL Forum named cheuk18me94. Cheuk18me94 wanted to know if I could make a 30 unit wide road with the Ski Gem texture plus Bus Stops.

This is a New Experiment so there are no old .Patch files to remove.

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Mar-25-2011: Z_Evergreen_Medieval_ Blvd_40x20_v1.00.zip: OLD VERSION FOR REFERENCE ONLY

This is an experiment inspired by the request of a member of CitiesXL Forum named Evergreen. I had a left over road that was unclaimed so Evergreen decided to claim it.

This is a New Experiment so there are no old .Patch files to remove.

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Mar-20-2011: Z_Cheuk18me94_Snowy_Road_40x20_v1.00.zip: OLD VERSION FOR REFERENCE ONLY

This is an experiment inspired by the request of a member of CitiesXL Forum named cheuk18me94. Cheuk18me94 wanted to know if I could make a 20 unit wide road with the Ski Gem texture plus Bus Stops. I call it "Z_ Cheuk18me94_Snowy_Road_40x20_v1.00"

This is a New Experiment so there are no old .Patch files to remove.

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Mar-08-2011: Z_Evergreen_Farm_Avenue_40x25_v1.00.zip: OLD VERSION FOR REFERENCE ONLY

This is an experiment inspired by the request of a member of CitiesXL Forum named Evergreen. Evergreen wanted to know if I could make a small avenue with the Farm road texture. I call it "Z_Evergreen_Farm_Avenue_40x25_v1.00"

This is a New Experiment so there are no old .Patch files to remove.

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Mar-06-2011: Z_Asterian_Medieval_Blvd_40x30_v1.00.zip: OLD VERSION FOR REFERENCE ONLY

This is an experiment inspired by the request of a members of CitiesXS Forum named Asterian. Asterian wanted to know if I could make a larger version of the medieval road. I call it "Z_Asterian_Medieval_Blvd_40x30_v1.00"

This is a New Experiment so there are no old .Patch files to remove.

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Mar-06-2011: Z_DEFACTO_BLVD_40x40_v1.00.zip:

This is an experiment inspired by the request of a members of CitiesXS Forum named Defacto. Defacto wanted to know if I could make a version of the six lane road that could be upgradeable from 1x1 to 2x2 to 3x3 lanes. I call it "Z_DEFACTO_BLVD_40x40_v1.00"

This is a New Experiment so there are no old .Patch files to remove.

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Mar-06-2011: Z_Evergreen_Medieval_Avenue_40x25_v1.00.zip: OLD VERSION FOR REFERENCE ONLY

This is an experiment inspired by the request of a members of CitiesXL Forum named Evergreen. Evergreen wanted to know if I could make a small avenue with the medieval road texture. I call it "Z_Evergreen_Medieval_Avenue_40x25_v1.00"

This is a New Experiment so there are no old .Patch files to remove.

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Feb-24-2011: Z_Z_BRIDGE_HEIGHT_v1.0.zip:

This is a new experiment I call "Z_Z_BRIDGE_HEIGHT_v1.0". A member of CitiesXL forum named Rob asked if I could make an experiment that would change the default bridge height. There are 7 different Patch files to choose ranging from 0 to 30 in increments of 5.

Only Use One Version of the Z_Z_BRIDGE_HEIGHT_v1.0 Experiment. This is a New Experiment so there are no old .Patch files to remove.

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JAN-10-2011: Z_PED_PATH.zip: OLD VERSION FOR REFERENCE ONLY

This is a new experiment involving Pedestrian Paths I call "Z_PED_PATH". There are 2 versions one called "Z_PED_PATH_v6" and "Z_PED_PATH_v7". Only Use One Version. Version 6 is the "Normal" PP's where the Peds only walk on the PP. Version 7 is the "Pedestrians Everywhere" PP's where the Peds have a wider roaming path.

Only Use One Version of the Z_PED_PATH Experiment. This is a New Experiment so there are no old .Patch files to remove.

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DEC-26-2010: Z_SANDRO125_PALM_BLVD_v1.7.zip: OLD VERSION FOR REFERENCE ONLY

This is a new road based on the same size road as the French Small Avenue (40x25). It is named Sandro125 Palm Boulevard to give credit to a member of CitesXs forum named Sandro125.

This is a new experiment so there are no old patch files to remove.

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Dec-22-2010: Z_BRIDGE_TEST_v1.1.zip: OLD VERSION FOR REFERENCE ONLY

This is an experiment inspired by the request of two members of CitiesXL Forum named THEJESTR and mr-tom. First to change the expressway suspension bridge to a stone bridge like the small avenue. Second to increase the separation distance between bridge piers.

There are 6 Patch files each being a different separation distance. ONLY USE ONE AT A TIME PLEASE. Please give feedback on what you believe the proper separation distance should be.

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Dec-22-2010: Z_FARM_ROADS_v1.1.zip:

This is an experiment inspired by the request of a members of CitiesXL Forum named Evergreen. Evergreen wanted to know if I could make wider farm roads. I call it "Z_FARM_ROADS_v1.1"

This is a new experiment so there are no old patch files to remove.

____________________________________________________________________________________________________________________________

UPDATES:

Mar-31-2011: Z_6_LANE_ROAD_v3.25.zip:

Make sure to delete the old .patch files from your PAK folder called "Z_6_LANE_ROAD_v3.10" before you install this new Patch.

This is an update to the 6-Lane road called "Z_6_LANE_ROAD_v3.25". This update adds Default road support.

As I get better with road textures I will update this experiment with better ones.

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Mar-30-2011: Z_8_LANE_ROAD_v5.25.zip

Make sure to delete the old .patch file from your PAK folder called "Z_8 LANE_ROAD V5.00" before you install this new Patch.

This an update to the 8 lane road, I call it "Z_8 LANE_ROAD_v5.25". The biggest change is the addition default support and a correction with the German bridges. A member named Hebl on Cities XL forum discovered that you could not build the German bridges on water. It turned out I forgot to change the ground type to any in those class files.

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Mar-28-2011: Z_Evergreen_Farm_Avenue_40x25_v1.25.zip:

Make sure to delete the old .patch file from your PAK folder called "Z_Evergreen_Farm_Avenue_40x25_v1.00" before you install this new Patch.

This update adds default road support.

This is an experiment inspired by the request of a very patient member of CitiesXL Forum named Evergreen. Evergreen wanted to know if I could make a small avenue with the Farm road texture. It was just a matter of changing the road and pavement pieces with those used by the Farm road. I decided to make one-way versions since the small avenue has these. The furniture still needs to be decided by Evergreen.

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Mar-28-2011: Z_Cheuk18me94_Snowy_Road_40x20_v1.25.zip:

Make sure to delete the old .patch file from your PAK folder called "Z_Cheuk18me94_Snowy_Road_40x20_v1.00" before you install this new Patch.

This update adds default road support.

This is an experiment inspired by the request of a member of CitiesXL Forum named cheuk18me94. Cheuk18me94 wanted to know if I could make a 20 unit wide road with the Ski Gem texture plus Bus Stops.

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Mar-28-2011: Z_Cheuk18me94_Snowy_blvd_40x30_v1.25.zip:

Make sure to delete the old .patch file from your PAK folder called "Z_Cheuk18me94_Snowy_Blvd_40x30_v1.00" before you install this new Patch.

This update adds default road support.

This is an experiment inspired by the request of a member of CitiesXL Forum named cheuk18me94. Cheuk18me94 wanted to know if I could make a 30 unit wide road with the Ski Gem texture plus Bus Stops. What is unique about this road are the sidewalks. I had to create new 2.5 unit wide sidewalk pieces because the original skigem one looked wierd with pedestrians walking on it.

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Mar-28-2011: Z_Asterian_Medieval_Blvd_40x30_v1.25.zip:

Make sure to delete the old .patch file from your PAK folder called "Z_Asterian_Medieval_Blvd_40x30_v1.00" before you install this new Patch.

This update adds Default road support.

This is an experiment inspired by the request of a members of CitiesXS Forum named Asterian. Asterian wanted to know if I could make a larger version of the medieval road. This road is based off of the large avenue, 30 units wide. All I had to do was change the large avenue road pieces to medieval road pieces. This is a first run with the current furniture. Asterian may want changes to be made in a future update.

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Mar-28-2011: Z_Evergreen_Medieval_Avenue_40x25_v1.25.zip:

Make sure to delete the old .patch file from your PAK folder called "Z_Evergreen_Medieval_Avenue_40x25_v1.00" before you install this new Patch.

This update adds Default road support.

This is an experiment inspired by the request of a members of CitiesXL Forum named Evergreen. Evergreen wanted to know if I could make a small avenue with the medieval road texture. It was just a matter of changing the road and pavement pieces with those used by the medieval road. I decided to make one-way versions since the small avenue has them. The furniture still needs to be decided by Evergreen.

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Mar-28-2011: Z_Evergreen_Medieval_Blvd_40x20_v1.25.zip:

Make sure to delete the old .patch file from your PAK folder called "Z_Evergreen_Medieval_Blvd_40x20_v1.00" before you install this new Patch.

This update adds Default road support.

This is an experiment inspired by the request of a members of CitiesXL Forum named Evergreen. I had a left over road that was not claimed so Evergreen decided to claim it.

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Mar-19-2011: Z_BRIDGE_TEST_v1.75.zip:

Make sure to delete the old .patch file from your PAK folder called "Z_BRIDGE_TEST_v1.7" before you install this new Patch.

This is an update to the Bridge Test Experiment that increases the height limit of bridges.

This is an experiment inspired by the request of four members of CitiesXL Forum named THEJESTR, mr-tom, Evergreen, and cheuk18me94. First to change the expressway suspension bridge to a stone bridge like the small avenue. Second to increase the separation distance between bridge piers. Third to add the ability to make intersections. Forth to increase the height limit. Fifth allow the bridges to snap while placing an intersection. This makes it much easier to make intersections.. Thanks Luigi87, cheuk18me94, Evergreen, and THEJESTR... :D

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Mar-06-2011: Z_6_LANE_ROAD_v3.10.zip: OLD VERSION FOR REFERENCE ONLY

This is an update to the 6-Lane road called "Z_6_LANE_ROAD_v3.10". I made new textures for the one-way roads that look better.

Make sure to delete the old .patch file from your PAK folder called "Z_6 LANE_ROAD V3.00" before you install this new Patch.

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Feb-21-2011: Z_BRIDGE_TEST_v1.70.zip: OLD VERSION FOR REFERENCE ONLY

This an update to the Bridge Test Experiment that adds ability to make intersections with bridges.

Make sure to delete the old .patch file from your PAK folder called "Z_BRIDGE_TEST_v1.6" before you install this new Patch.

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Feb-21-2011: Z_6_LANE_ROAD_v3.0.zip: OLD VERSION FOR REFERENCE ONLY

This an update to the 6 lane road, I call it "Z_6_LANE_ROAD_v2".  The biggest change is the addition of the German, French, and UK versions ( I plan to include the default later )

Make sure to delete the old .patch file from your PAK folder called "Z_6 LANE_ROAD V2" before you install this new Patch.

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Feb-21-2011: Z_8_LANE_ROAD_v5.0.zip: OLD VERSION FOR REFERENCE ONLY

This an update to the 8 lane road, I call it "Z_8_LANE_ROAD_v5.0".  The biggest change is the addition of the German, French, and UK versions ( I plan to include the default later )

Make sure to delete the old .patch file from your PAK folder called "Z_8 LANE_ROAD V4.25" before you install this new Patch.

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Jan-22-2011:    Z_PED_PATH_v8.zip:

This is an update to the Pedestrian Path (PP) Experiment called "Z_PED_PATH_v8".  I have only included the Normal PP version where the Peds walk just on the paths.  I can make the "Pedestrians Everywhere" version of the PP if others show interest and provide feedback telling me so.

Make sure to delete the old .patch file from your PAK folder called "Z_PED_PATH_v6" or "Z_PED_PATH_v7" before you install this new Patch.

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Jan-20-2011: Z_8_LANE_ROAD_v4.25.zip: OLD VERSION FOR REFERENCE ONLY

This an update to the 8 lane road, I call it "Z_8_LANE_ROAD_v4.25". This is an update to the 8-Lane Road which fixes a bug discovered by a member of CitiesXS forum named Asterian.

Make sure to delete the old .patch file from your PAK folder called "Z_8 LANE_ROAD V4.0" before you install this new Patch.

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Jan-07-2011: Z_6_LANE_ROAD_v2.zip: OLD VERSION FOR REFERENCE ONLY

This is an update to the 6-Lane road called "Z_6_LANE_ROAD_v2". The change included using new road pieces for the One-Way version which solves a bug in the old version and also new textures.

Make sure to delete the old .patch files from your PAK folder called "Z_6_LANE_ROAD_v1.5" before you install this new Patch.

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Jan-07-2011: Z_8_LANE_ROAD_v4.zip: OLD VERSION FOR REFERENCE ONLY

The change included using new road pieces for the Normal and One-Way version which solves a bug in the old version and also new textures.

Make sure to delete the old .patch file from your PAK folder called "Z_8 LANE_ROAD V3.5" before you install this new Patch.

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Jan-07-2011: Z_SANDRO125_PALM_BLVD_v1.8.zip:

This is an update which fixes a few inconsistencies in the previous version.

Make sure you remove or delete the old .patch file from your PAK folder called "Z_SANDRO125_PALM_BLVD_v1.7" before you install this new one.

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Jan-03-2011: Z_BRIDGE_TEST_v1.6.zip: OLD VERSION FOR REFERENCE ONLY

WARNING: "POTENTIAL GAME CRASH": I had to change the name of the Stone Expressway Bridge. Before you use the New Version you "MUST" enter all Cities you have used the Stone Expressway Bridge in and either "DELETE" them or Select each Stone Expressway Bridge you have and change it to the Expressway Bridge in the Parameter Panel. It will still look the same but your game will not "CRASH" when you load those Cities. I am sorry for this inconvenience and will try to prevent it in the future.

There are 4 Patch files each being a different separation distance and all having their minimum heights changed. ONLY USE ONE AT A TIME PLEASE. Please give feedback on what you believe the proper separation distance should be.

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Dec-22-2010: Z_8 LANE_ROAD_v3.5.zip: OLD VERSION FOR REFERENCE ONLY

This an update to the 8 lane road, I call it "Z_8_LANE_ROAD_v3.5"

Make sure to delete the old .patch file from your PAK folder called "Z_8 LANE_ROAD V3.3" before you install this new Patch.

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Dec-22-2010: Z_6_LANE_ROAD_v1.5.zip: OLD VERSION FOR REFERENCE ONLY

This is an update to the 6-Lane road called "Z_6_LANE_ROAD_v1.5". The only change is that you can use this road to experiment with the German and French country roads also.Make sure to delete the old .patch files from your PAK folder called "Z_6_LANE_ROAD_v1" before you install this new Patch.

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Dec-13-2010: Z_8_LANE_ROAD_ v3.3.zip: OLD VERSION FOR REFERENCE ONLY

Fixed problem when after upgrading the normal road with bus stops on both sides to one-way the bus line would break.Make sure to delete the old .patch file from your PAK folder called "Z_8_LANE_ROAD_ v3" before you install this new Patch.

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Dec-11-2010: Z_6_LANE_ROAD_v1.zip : OLD VERSION FOR REFERENCE ONLY

Combined the two files named B_Oneway_Exp_Bus_USA V2 and B_Exp_Bus_USA into one to make the 6-Lane Road plus changed road models.Make sure to delete the old .patch files from your PAK folder called "B_Oneway_Exp_Bus_USA V2" and "B_Exp_Bus_USA" before you install this new Patch.

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Dec-11-2010: Z_8_LANE_ROAD_v3.zip : OLD VERSION FOR REFERENCE ONLY

Added One-Way upgrades to the 8-Lane Road. Remove old patch file Z_8_LANE_ROAD V2 before installing this new patch.

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Dec-10-2010: B_Oneway_Exp_Bus_USA V2.zip : OLD VERSION FOR REFERENCE ONLY

Removed the double line by reversing the road sections. Remove old .patch file "B_Oneway_Exp_Bus_USA" before you install this new Patch.

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Dec-10-2010: Z_8_LANE_ROAD V2.zip : OLD VERSION FOR REFERENCE ONLY

Fixed the problem when placing lots at intersections by changing the collision box parameters. Remove old .patch file "Z_8 LANE_ROAD" before you install this new Patch.

_______________________________________________________________________________________________________________________

Here are a few things I really wanted to have:

Bus Stops on Expressways..............

expresswaybusstop1.jpg

Uploaded with ImageShack.us

expresswaybusstop2.jpg

Uploaded with ImageShack.us

OneWay Expressways..................

onewayexpressway1.jpg

Uploaded with ImageShack.us

OneWay Expressways with Bus Stops......................

onewayexpresswaybusstop.jpg

Uploaded with ImageShack.us

-Pharmist


  Edited by pharmist  

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looks nice, do you have mabey more pictures of other mods from you?

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Nice Pharmist, very useful a oneway expressway. now you dont have to use the highway anymore 3.gif

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I guess it is good and all but an expressway is supposedly similar to a state highway (a large road that businesses can grow along and with no interchanges (only intersections and the occasional underpass or overpass). Maybe you could make a large avenue with no median but 6 lanes total instead. Maybe, this new, extra large, avenue can have all of the features of your special expressway. I might try my hand at doing that to the Large Uptown Avenue. By the way, a yellow line means that the lanes on either side go opposite directions and a solid double line means that cars are not allowed to pass over the line.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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naw id rather have a one way expressway , id try making a big traffic jam 3.gif

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    Hello,

    Thank You all for your comments.

    @Ilikeseattle...........I agree with you about the definition of an expressway however I wanted to have larger roads then the large avenues.  There are many large cities which have large roads in their downtown which have more than 4 lanes (2 in each direction), some have 6 or even 8 lanes.  They all have Bus Stops on them also.  So I do not think of this road as being an expressway but a large city road.  About the road textures, I also agree with you, however I modeled this road after the USA Large Uptown Avenue and USA Small Avenue which use that double solid yellow line and I was too lazy to try out different textures after I had my working mod.  This is one of the reasons I will not post any formal mod because they are not visually complete but are completely functional.  As I mentioned , I will gladly share most of my experiments and anyone with the skills can make a complete mod to publish anywhere they choose. 
    @Jesse Swiss...........You are correct about the big traffic jams..

    @parrotti & luigi87..............You are correct these roads are very useful in large cities and I think a larger one would be even better.  This is my latest experiment I have been working on in my spare time,


    Eight Lane road ...................

    eightwayroad1.jpg

    eightwayroad2.jpg


    Eight Lane Road with Bus Stops......................

    eightwayroadbusstop1.jpg

    eightwayroadbusstop2.jpg


    As with the Six Lane road the textures are not the best but still the road is completely functional.  I could also make this road OneWay with eight lanes going in same direction.

    -pharmist

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    thats realy great pharmist, is this mod not compatible with other mods?

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    8 lanes 9.gif much better than the highway. (is 10 also coming 3.gif )

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    @iddo........ I have posted a link above in first post which contains these road experiments and others from the beta and cities XL 2009.  All of these experiments are tested with Cities XL 2011 only although some will still work the 2009. Remember these are not finalized mods but experiments and caution should be used when placing them in your cities.  I only recommend using them in experimental cities...

    @parrotti....... thank you, as explained to iddo these are only experiments but you can download them and use them.  My hope is that others interested in working on these type of experiments or others with knowledge of transportation layouts will want to help perfect them so they can be posted in a formal MOD.  I am happy to share my knowledge with anyone interested, and also happy to learn from anyone with more knowledge then myself.

    @luigi87...... I made the 8 lane road ( or 4 X 4) a little less capacity then the highway.  It is not finished yet but when testing in 1 million plus cities it really helps with traffic.  I believe it would be possible to make any number of lanes you want.

    @Jesse Swiss......... Give it a try. 

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    I wise that i have more knowledge then you, but im too stupid for this sorry.

    i've tryed but afther 3min of reading im only read blablablabla42.gif, and then i must start over again15.gif(i like it but can't focus on this), but for testing im good, so i will test this with several mods, and when i've the time i let you now oke.(maybe you already done)19.gif, but maybe not all, i think when all do a littlebite whe get a great game, with a lot of fun for every one.

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    Here are the first updates I have to post for 2 of my road experiments. Follow the directions in the read me please.

    UPDATES:

    B_Oneway_Exp_Bus_USA V2  : OLD VERSION FOR REFERENCE ONLY Removed the double line by reversing the road sections.

    This an update to the OneWay 6 lane road, I call it "B_Oneway_Exp_Bus_USA V2".

    Make sure to delete the old .patch file from your PAK folder called "B_Oneway_Exp_Bus_USA" before you install this new Patch.

    I changed the road layout so that the double yellow line is gone from the center of the OneWay road but now I need a dshed white line down the middle.  This was an easy fix by just changing the direction of the top and bottom road section of leach layout file.  

    Look at the first file if you downloaded Pharmist Experiments it is called ZB_Oneway_Exp_Bus_USA. Check out the layout files under data\design\layout\road\R_Expressway_40x40\R_Expressway_40x40_USA. Look for the DoubleRoad and LargeDoubleRoad entries and you will see I changed one road to 0 and the other to 1 which flips the road sections around.  Still need to play around with other model files to find the right combination to make it look correct.


    Z_8_LANE_ROAD V2 : OLD VERSION FOR REFERENCE ONLY Fixed the problem when placing lots at intersections by changing the collision box parameters.

    This an update to the 8 lane road, I call it "Z_8_LANE_ROAD V2".

    Make sure to delete the old .patch file from your PAK folder called "Z_8 LANE_ROAD" before you install this new Patch.

    I fixed the problem with the lots sometimes placing on the sidewalk at certain intersections.  I forgot to update the Collision Box Parameters for each layout file.  Since the road is 40 X  50 the collision Box parameters scale and dimesion need to be st to 40 X 50 also.  This obviously fixed the problem......I feel silly for missing that.  Look at the first file if you downloaded Pharmist Experiments it is called Z_8_LANE_ROAD.  Check out the layout files under data\design\layout\road\R_Expressway_40x50\R_Expressway_40x50_USA.  Look for the collision box in each file and you will see the change I made to correct the problem.

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

    @parrotti......... Feel free to use these experiments in any way you choose.  I am spending most of my time on transportation experiments with roads and such.  If you have suggestions on how to improve them or new things to create please post them.

    @Jesse Swiss....... I think so to.

     

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    hello,pharmist i now that in citylife you can get a cheat that you can put the road in every angle you want.

    Do you think you can make that, i think its very useful to have that.

    You could maybe also make the trafficn=lights a little longer so they get the hole road?

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    These are wonderful! Do medians decrease the negative environmental effects of busy streets? Do they lower traffic noise? I ask because I never noticed any difference. If avenues get crowded, environment score always goes up when turning the medians into the correct driving lanes.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Hello,

    @parrotti............ I agree about the traffic lights but I know of know other model in the game that is larger. Until we can make our own model for the game this is how it has to be.

    I am not sure what you mean about placing the roads at any angle, you should be able to do that now with these and the other roads in the game.

    @Ilikeseattle............... Thank you for your comments. As far as I know medians do nothing for environment or satisfaction. I have not done enough testing to see how these new roads efftect satisfaction or environment traffic noise. Let me know if you see any difference with these new roads. I am getting ready to post new versions of the 6-Lane and 8-Lane road right now. Download them but make sure to read the instructions about removing previous files.

    -pharmist

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    Here are two updates to the updated files I just posted yesterday. Sorry for the quick turn around but I try to get as much done during my free time.

    UPDATES:

    Dec-11-2010:     Z_6_LANE_ROAD_v1 : OLD VERSION FOR REFERENCE ONLY

    Make sure to delete the old .patch files from your PAK folder called "B_Oneway_Exp_Bus_USA V2" and "B_Exp_Bus_USA" before you install this new Patch.

    This is an update to the OneWay 6 lane road with bus stops, I call it "Z_6_LANE_ROAD_v1". I have combined 2 mods named B_Oneway_Exp_Bus_USA V2 and B_Exp_Bus_USA into one which combines all new functions into one Mod. It is important that you delete those two previous Mods before placing this new one in the PAK folder.

    First I decided to combine the two mods named B_Oneway_Exp_Bus_USA V2 and B_Exp_Bus_USA into one mod because that is how it shold be. After finishing with making the 8-lane road one-way I decided I liked the road textures more than the 6 lane road V2 I just posted recently. I changed the road texture for the new 6-lane road to be the same. Still not perfect but good enough till someone else finds a better solution or I find the time myself. You can see the changed sgbin file in the samesense and samesense-revert layouts under its double road entries.

    Make sure to delete the old .patch files from your PAK folder called "B_Oneway_Exp_Bus_USA V2" and "B_Exp_Bus_USA" before you install this new Patch.

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

    Dec-11-2010      Z_8_LANE_ROAD_v3 : OLD VERSION FOR REFERENCE ONLY

    This an update to the 8 lane road, I call it "Z_8_LANE_ROAD_v3".

    Make sure to delete the old .patch file from your PAK folder called "Z_8 LANE_ROAD V2" before you install this new Patch.

    This update adds one-way to the 8-lane road. If you check out the files included you will see that I added several new layout files and class files. Each new class files, 4 total, are the new one-way road and one-way bridge normal and revert files. Each new layout file, 12 total, are the one-way road layouts that manage the one-way directions. I also added two new sublayout files for the one-way arrows and some new dds thumbnail images for the one-way roads. I choose to add the same editor class files and config files from the 6-lane road experiment because the 8-lane road requires the same files, it should not cause a problem if you are not using any other Mods that modify these same files. This is why I recommend not using my mods with others unless you feel confident there are no incompatibilities. I also left the bus stop junctions and tracks on the opposite side of the one-way street layout files this time to see if we can pu bus stops on either side of a one-way street.

    Make sure to delete the old .patch file from your PAK folder called "Z_8 LANE_ROAD V2" before you install this new Patch.

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

    Here are some recent pictures of how the new roads look...

    cxlscreenshotposttestus.jpg

    cxlscreenshotposttestus.jpg

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    @Jesse Swiss............ I like the 8-Lane road also looks good in a big city.  I will be posting a new version later today which fixes a few inconsistencies and a problem when upgrading to one-way if the road has bus stops on both sides causes the bus-line to break.

    @GeniusXL........... Yes that would be possible to do. All I would have to do is take the 8-Lane road and make the 2 middle lanes a sidewalk instead of a road.

    Thanks

    -pharmist

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    This is an update to the 8 lane road, I call it Z_8_LANE_ROAD_v3.3

    UPDATES:

    Dec-13-2010:     Z_8_LANE_ROAD_v3.3 : OLD VERSION FOR REFERENCE ONLY

    Make sure to delete the old .patch file from your PAK folder called Z_8_LANE_ROAD_ before you install this new Patch.

    This update fixes the problem when after upgrading the normal road with bus stops on both sides to one-way the bus line would break. The reason is because I left the the one-way layout files with bus stops on both sides rather then removing them from their proper side for one-way flow. On the 6-lane one-way road I followed the parameters other roads with bus stops in the game had which was only on one side. I wondered why this was the case so when I made the 8-lane one-way road I left the bus stops on both sides road. Well it still only allowed me to place bus stops on one side of the road and everything seemed to work right so I left them in the posting of version 3. When I was doing some testing I noticed how the bus lines would break when you upgraded to one-way, I then knew why you could only have bus lines on one side of a one-way street and made the correction. Compare Version 3 layout files with this new Version 3.3 and you will see that I removed the Bus parameters from one side for samesense and the other side for inverse. You will also see I had to adjust the Junction and track positions for the side I removed the Bus stop.

     

    Make sure to delete the old .patch file from your PAK folder called "Z_8_LANE_ROAD_ v3" before you install this new Patch.

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

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    @GeniusXL...............  Thank you for your interest.  I would be glad to make one however it will not be primary on my list for I have several experiments I need to concentrate on in my free time.  Keep an eye on this thread and hopefully I will post one in the next few weeks.

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

    Here is a little project I tried out last night that had been on my mind for a while.  A member named "defacto" asked about it a few days ago on CitiesXS.net.  I wanted to see if the concept would be possible to make Pedestrian Paths.

    Here are a few picures........... Not much to look at now as this is a very crude experiment and needs a lot of work to make it function properly.

    cxlscreenshotposttestus.jpg

    cxlscreenshotposttestusq.jpg

    cxlscreenshotposttestusv.jpg

    Here is an example of one of the bugs that needs to be worked on.....

    cxlscreenshotposttestusa.jpg

    -pharmist

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    Here are a few more pictures for phillip96.

    cxlscreenshotposttestus.jpg

    cxlscreenshotposttestus.jpg

    cxlscreenshotposttestus.jpg

    -pharmist

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    Hello,

    @Jesse Swiss....... Thanks, I also think the Pedestrian Paths will be a good addition to the game especially in our parks. They actually put pedestrian paths in the Ski Gem and Beach Gem but they are almost as buggy as the few I have experimented with.  

    @Stef42.......... Thank You, this experiment needs a lot of work though.  I have no problem working with the layout files but I think this experiment will require me to mod textures, which I have almost zero experience with.  Textures are best left to artists.  I would also change the textures on my road experiments as I am not satisfied with those especially the one-way. The thing that would help us most is if Focus or some bright member of the community gives us the plugin for 3D Studio Max so we can export 3D models into the game format.  Until then we are stuck retexturing the same models over and over.

    -pharmist

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    Pharmist, Is it posible to create a road only for busses. so you can create a busline from a point in the city to an other?

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    Those are amazing! I wonder if it would be possible to have nice, tile (without grass) paths?

    Have you found dumpsters yet? I would love to see urban alleys lined with dumpsters.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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