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Tennismaster1

Bus Lane mod

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texture1.pngtexture1betausa.png texture2betausa.png

                 UK Texture                   US Texture 1                US Texture 2
 
Here are some textures I made up. I should have flipped the US textures, and will do that later (then post them here again). The markings may be a little to bright, but suggestions are welcome 2.gif!
 
PS. The UK one does have a thick white line, but the white background here hides it.

Why does one drive on a parkway and park on a driveway?

Why is delivery by boat called a cargo and one by land called a shipment?

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Well, that looks nice, but is this going to be on its own tile? If so, then maybe a custom ANT texture will be needed for the straights?

Note, that on the diagonals, it would require complete replacement of the ANT.

A little example:
demo.jpg

demo2.jpg


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<ahttp://www.imgcity.net/server/primary/ukstart.png align=baseline> <ahttp://www.imgcity.net/server/primary/usstart.png align=baseline>

START textures. If you have any suggestions, please post them h


Why does one drive on a parkway and park on a driveway?

Why is delivery by boat called a cargo and one by land called a shipment?

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  • Original Poster
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    i like them both but i think dexter has a better bus lane  colur.

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    i think his lines are too bright yes but not the bus lane road colur. anyword on the zebra crossing with the yellow poles?44.gif

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    I prefer 6underground's bus lane colour, as it seems more realistic to me.

    Has anyone thought about bus and cycle roads? Of course, you couldn't do bikes. I have one just down my road. They're a funny greeny colour.

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    SA: it might be a good idea to make straights as a complete ploppable structure too, like that.. not sure yet. but it seems like a good idea at the mo 1.gif

     
    6underground's colour seems more real to me. i guess if it was newly paved then it would be bright. but the colour dirties and fades as thousands of tires run over them and wear it away 2.gif and the sun probably fades it too, down to the darker tarmac below 3.gif I think i will go with 6u's as most posters so far have preferred that one aswell
     
    i notice that on your second red bus lane texture 6u, the red tarmac is a slightly better deeper colour, and the yellow lines are a bit brighter. can you create one like that without the BUS LANE text? 1.gif i think the yellow lines may look better as two pixels wide each, with a two pixel gap between. most road marking lines in the game are two tiles wide and in the real world a double-line is actually triple the width of a single line
     
    what i'd also ask is to modify it so that the white lane seperating the bus lane and car lane is buffed right up against the edge of the tile, and is just one white line (and possibly one faded) - how your first texture was but with the white line shifted right one pixel
     
    the trick is that the other pixel width of the white line will be on the left-border of the car-lane texture 2.gif

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    okay i made a little custom modification myself - and added the other piece for a T-intersection with street..

    here it is:
    complete-tjunction-street.bmp
     
    this is for the one-way road with bus lane.. i can now work on some other pieces
     
    here is the other one:
    complete-tjunction-street-2.bmp
     
    and straight piece:
    complete-straight.bmp
     
    and a second version of the above, so that the piece with an arrow is optionally placed 1.gif
    complete-straight2.bmp
     
    A DILEMMA: it will be easier for users if all junctions and pieces are ploppable complete (as above) and not in 1x1 pieces - the problem for us is that it be harder and take longer to make as we need to create every possible intersection. in addition to those above we would need:
    - a street joining both sides (cross-roads with street):
    EDIT:
    complete-crossroad-street.bmp
    - a street joining one side, a road joining the other
    - a street joining one side, a one-way road joining the other
     
    just for bus-lane-road to street intersections alone (and then we would need all the intersections without streets too 3.gif)........ once all that is completed there is also pieces needed for:
     
    - AVENUE WITH ONE CARLANE EACH WAY AND ONE BUSLANE EACH WAY
    - 6-LANE ROAD WITH TWO CARLANE EACH WAY AND ONE BUS LANE EACH WAY
    - CONTRAFLOW BUS AND CAR LANE (2-LANE ROAD WITH CARLANE ONE WAY, BUS LANE OPPOSITE WAY
     
    as you can see the number of pieces to make increases, whereas if we just make 1x1 puzzle pieces. it is down to the player to construct them (but the mod is easier for us to make)
     
    what should we do? 42.gif

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    don't know if anyone's interested in having a piece like this:

    merge.bmp
     
    if so, then a texture for this will need to be made 1.gif make sure it matches up with existing textures in previous post.... and make sure the edge of the one-way road connecting on the right is the correct width to connect to a current in-game one-way road

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    Looks like the textures are coming along nicely!
    I would be semi-interested in a merge like the one above, so I made a (reaaly bad) version of it with an actual one-way texture (although I have shifted over the buslane to where a normal road would find itself on a tile, not inbetween two).

    oneway_merge-to-ortho.jpg

    And, how about having something like a oneway with a buslane to one side, and with a bicycle lane to the other fitting on two tiles? Just that'd be had to implement anything but start, end and ortho piece... If we did do just that with puzzle pieces, it would be a nice side to this project.


    I haven't had the time to extract the oneway textures yet, but I swear I'll get to it sooner or later 3.gif

    -noone

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    that doesn't look too bad nooneatall 2.gif it looks like a real texture 3.gif but the shape is the only thang that i would like to see a bit different 2.gif

     
    ideally, a shape similar to my example would be preferred 1.gif by me anyway
     
    o btw - don't worry too much about converting textures lol i mean it would help but i'm just converting them as i go... the mass-conversion will help more for the UK mod 9.gif
     
    about the cycle-lanes: i'm not too sure what you meant about how we should place them - but it would be a good usage for all the extra sidewalk space we have to our disposal - we could simply extend the road a bit wider (move the kerb over a bit) and add green cycle-lanes in the new space. i suppose its a possibility... but the total number of required puzzle-pieces will be anything up to double if we want them as optional 2.gif

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    Hmm... like I said that was really a test texture, later on I'll try to shape it so that it looks like a car could actually manage the turn, lol.

    As for the cycle lanes, I'll show you what I mean later on. Except, if this helps at all, here goes: I'm planning a two tile-wide piece, with a separate bus lane, then two lanes of conventional traffic with an approximately 2-metre wide lane for cyclists attached to that road. The rest is... sidewalk space basically. I'd only plan to have a start/end piece, orthogonal piece, as well as possibly a few basic interchanges.

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    Here are three texture parts of a bus lane, all in exactly the same colours;

    a Filler piece;

    newbuslane8jx.png
    a End of Buslane piece;
    newbuslaneend5iv.png
    and a Start piece;
    newbuslanestart2kw.png

    ohh and having green cycleways would be very cool..

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    Hmm... I've never seen a green cycleway, but then again, I'm in North America 3.gif

    I was thinking something along the lines of a red-ish asphault texture for it.

    6underground: those textures look good, just I though the start piece should be fliped, unless this is a road texture that we're talking about, and that lane was just devoted to busses (which I've never seen before, a lane ending abruptly to traffic with no escape route).

    I haven't had time to work on any textures yet, but I'm on vacation now (even though I've been all summer, I've worked most of it...) so I should have a few hours a day to work on these, depending.

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    generally all newly paved UK cycle-lanes are green:
    normal_Blackfriars%20Cycle%20Lane%20befo
    broadstone1.jpg
    dft_localtrans_028706-6.jpg' width=600
    dft_localtrans_028706-19.jpg' width=600

    green cycle-only road:
    dft_localtrans_028706-5.jpg

    older ones are still black:
    broadstone2.jpg
    normal_blackfriars%20cycle%20lane%20befo

    there are even red ones:
    newmktrd.jpg
    dft_localtrans_028706-20.jpg' width=600

    something different:
    dft_localtrans_028706-16.jpg' width=600
    Boy%20on%20bike%20from%20Marist%20nr%20B

    ---

    green are definitely the most common - but i think different colours have different meanings. nonetheless i think that just green should be used due to being most common for ON-ROAD cycle-lanes

    SA: it would be a great idea for us to make a cycle-lane transition piece which connects up to your cycleway trails 2.gif

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    Below is a list of textures I have done with my bus lane texture. Any suggestions are welcome.
     
    The image is split up into 8 images. Each image is a different texture which modders may download. Sorry about the loading time, but as they are textures I cannot compress them 1.gif
     
    1. End Piece
    2. Bus Stop
    3. Left Intersecting Street
    4. Standard Filler Piece
    5. Crossing Intersecting Street
    6. Legend Filler Piece
    7. Right Intersecting Street
    8. Bus Lane Start
     
    EDIT: Added Legend Filler Piece.
     
    <ahttp://www.imgcity.net/server/primary/buslaneend.png align=baseline>
    <ahttp://www.imgcity.net/server/primary/busstop.png align=baseline>
    <ahttp://www.imgcity.net/server/primary/Image1d.png align=baseline>
    <ahttp://www.imgcity.net/server/primary/buslane2.png align=baseline>
    <ahttp://www.imgcity.net/server/primary/buslane+e.png align=baseline>
    <ahttp://www.imgcity.net/server/primary/buslane2legend.png align=baseline>
    <ahttp://www.imgcity.net/server/primary/buslaneright.png align=baseline>
    <ahttp://www.imgcity.net/server/primary/buslanestart.png align=baseline>

    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    good work
     
    which thickness double-yellow no-parking lines do people prefer...?? i think the 1 pixel wide lines may not show up very well in the game..

    <ahttps://www.simtropolis.com/idealbb/files//doubleyellow.bmp align=baseline>

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    just to let you all know, the BUS LANE text road marking pieces look good - but ideally we want to be able to plop the BUS LANE text road marking piece over the previously laid straight or diagonal ANT piece. (i best check that with t7t or tropod but i think there should be no problem)
     
    this will be used as our way of blocking all traffic except buses. as t7t said - this cannot be done with ANT pieces, but it can be done with a Lot! - the only texture which will actually have the BUS LANE text on it is the start piece.
     
    the same applies to the BUS STOP piece 1.gif this will also be a Lot we plop onto the desired ANT piece

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    Dexter: I find the somewhat darker/redder trexture that the rest of us are using suits the project better. Besides that, your textures seem fine.
    And, edcase thanks for the pictures. And, it looks like green it is! Though in my part of the world, we have pretty much exacly the same bike lanes as the older photo you showed: the same colour asphault, besides a hard white line separating the car lane/ bike lane.

    Also, a two pixel-wide yellow line looks better, it is much more visible.

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    And, on a sidenote, is this closer to what you want, edcase?

    Remember, this is still a very rough texture:

    oneway_merge-to-ortho(take2.jpg

    Besides this, which other pieces need to be done? Diagonals, possibly?

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    A lot of new bus lanes use the bright red texture. It fades after a while, but here is a picture I found on google of a red bus lane. Although this one is not all red, most are, just that the area the one below didn't like spending money. It was the only one that shows the red I could find. There are a few about that do use the darker red, but I have only ever seen a few.

    <ahttp://www.imgcity.net/server/primary/heatonrd2.jpg align=baseline>
     
    Anyway is it all agreed on the darker red then? If so, I can start on the road textures and delete the brighter red ones.

    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    okay people, here is a copy of some textures -same group as dexter. the image is equivilant to 5 tiles high, and 2 tiles wide. each tile is 128 x 128 pixels as i'm sure you all know
     
    complete-straights.png
     
    if someone would like to work on custom sidewalks for the three different wealths, please post here to let me know - and download the image, add them to it, and also post what you come up with here please 1.gif
     
    it doesn't matter if we change textures as the correct sidewalks can be just copied over. and those sidewalks can then also be used for other pieces and for diagonals
     
     
    we really need someone to work on paths too, and props for the sidewalks. plus i need advice on how to create the ANT pieces with the textures, and what IIDs to give the textures, and how to assemble the mod into a plugin.... i haven't got a clue about those parts 46.gif

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