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Tennismaster1

Bus Lane mod

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While i do prefer A more than B, you made a good point ed, that such a 1Pixel thick texture will not show up in the game, (i've done alot of automa on busses, and have found this consistent), in actuality B will probably look like A in game becuase of how simcity 4 squished up the graphics, so it's a win,win situation all round then!18.gif

Another thing i like about dexters textures is the intersect areas, could we implement those into the graphics thus far, my only prequistite is that we dim the colour of them, too make them more realistic looking and worn.

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6 - could you make this texture at all???
 
this is a very dirty copy of it as i've mixed and matched different custom textures
 
its for one-way road (without bus lane) crossroads
- with a road to the right,
- and a street to the left,
- pelican crossing lines (for pedestrians crosswalk),
- longer central line between lanes on the road to the right (to indicate a hazard),
- traffic travels from bottom to top so a solid stop line also needs to be added to the bottom part. no lines on the top part,
- there is currently no smooth change of colour between the black and grey tarmacs 2.gif this needs fixing too
- do not worry about creating or cleaning up the sidewalks. they will be added later
 
complete-crossroad-street-road.bmp
 
i would advise NOT using the above image as a base for creating the texture - as it is very bad quality if you look up close 18.gif if anything -- use textures straight from the original DATs as the base 3.gif
 
this intersection should be traffic controlled, but we can worry about props and such later

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Last Online: A long, long time ago... 
 

Well i dont have time to be going through my DAT files right now, but if you send me an original template, sure i'll have a shot at it for you...

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alright mate i'll get the original textures together 2.gif be ready in a few minutes! cheers

 
Dexter: as for the yellow criss-crossed keep clear box - it does looks great BUT i tend to find this appears most commonly at traffic-controlled intersections, and my idea is to make the street each side crossroad as non-traffic controlled. the original maxis textures don't have traffic lights for this intersection, and i think all sides are meant to give way
 
IMO if streets are joining each side there usually isn't any traffic lights. thus just a white KEEP CLEAR is used instead of the junction box 1.gif but i would like to add the yellow keep-clear junction box to avenue/dual-carriageway junctions 1.gif it would still be okay to add the yellow keep-clear box to the street/one-way-road crossroad, but it should be for making two versions (traffic-controlled with yellow junction box, non-traffic controlled with no yellow junction box)....  o btw, with non-traffic controlled, the one-way road should really have priority 2.gif

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here are necessary original textures 6u 1.gif

newcross.PNG
 
newcross2.PNG
 
i'm sure you'll do a better job converting these into a UK crossroad better than my slap-dash attempt earlier 44.gif don't worry too much about fine-adjustments. so long as the main design and look is present
 
remember not to put a bus-lane on this piece - just make it to the layout of my previous crappy example 2.gif
 
once a decent version of my previously posted UK texture has been made - i can use this to create the next twelve pieces pretty quickly - 11 of which will be different styles of 2x2 traffic controlled crossroads (which incorporate a street), 1 of which will be a 2x1 traffic controlled crossroad... then that will be all the textures for straight pieces which connect to streets complete 9.gif i may start a different thread for the pathfinding, to keep it seperate from this texturing, and to get some advice about it
 
bear in mind, if we want to connect bus lane to bus lane in future, we will need even more new pieces again. but lets not complicate things too early 3.gif

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Posted:
Last Online: A long, long time ago... 
 

i love British Road Signals so can you Do A special Version for us Yanks haha thanks

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Hmm.

Now, if you guys want a station, I have one, which was made especially for the bus lane mod...

BusLaneStation001.jpg
A view.

BusLaneStation002.jpg
A better view.

As for the cycleway-bus lane connection - I'm working on that.


Nine degrees of separation??

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Download the Network Addon Mod and its related components here.

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Posted:
Last Online: A long, long time ago... 
 

Would it be possible to make it a bus, taxi and cycle lane? I don't know how much taxi's and cyclist's affect the game though.

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Nice bus stops, SA! (Ironically, SA are my initials.)
This will look great when it's finished!

ELECTROBIX, bicycles come under pedestrian paths, so if bikes could go, so could people. Also, cars and taxis drive the same paths. But it's a nice idea though, and one I had hoped would be possible. (See T7T's post on page 2 of this topic.)

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okay i've just made a clean copy of that crossroad - so i will soon have another 12 pieces to add to the 6 that are already totally complete textures
 
EDIT:
this is the second crossroad texture:
complete-crossroad-street-road-1.bmp
as said - there are another 11 crossroads but i'm not gonna post them all 2.gif to be honest - now what we really need is some work done towards the pathfinding, sidewalk textures, props, etc..
 
this is just a photoshopped image showing what some of the textures potentially should look like in-game:
photoshopped-ingame%20copy.jpg
 
and i need to find out what IIDs i should assign to each tile. but i have no idea where to find out how we determine this? 42.gif42.gif

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Is every tile going to be a puzzle-piece? Because then you are going to have to create your own puzzle pieces and the IIDs can be any hex number not used already.

Could you lay out exactly how this system is going to work, because trying to figure out through all the posts is just confusing. Sometimes the ANT is mentioned, sometimes not, sometimes puzzle pieces, sometimes not, et cetera 46.gif

If you need help on making puzzle pieces themselves or basic RUL stuff, I can try and help. (Though harder RULing might require skills beyond my own 15.gif)

Oh, and I started working on the paths. (I posted the correct place, too)

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Posted:
Last Online: A long, long time ago... 
 

Sorry i couldn't get that texture done in time, i was going too start working on it now, but i think the version you posted recently is very good, and we should use it.

S.A that is a gorgeous bus stop for the road lane mod, im looking forward too it as well as integrating your cycle ways in to the mod, have you turned them a green shade? with the little bike symbol on the beggining of the piece yet?

ED im not sure if im interpreting you ID question correctly, but if you go too the modding section on simtropolis, right down the bottom theres a tutorial about adding textures in the game, it's so simple i even suprised myself, all the info is included there about ID's and such.

I'm not sure if this could be used at all, but S.A's bus shelter and the recent additions too New Rhodesia made me think of this;

useable3rn.png

Obviously there would have too be alterations done. But what are your comments?

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No problem, 6U. Now, I had the original .psd file, which made the job a lot easier. These PNGs are 128x128.

Now, I'm not sure exactly how dark or light these cycleways are... but I've tried my best to make these the right colour. I reckon I came close.

cyclewaytexturegreen24gs.png
cyclewaytexturegreen5wv.png\

Now, I expect these will look brighter in game.

Guys, what about curves, and such?


Nine degrees of separation??

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SA, that's as close to the right colour as you could have got! Nice going. Maybe you could knock-up a cycle lane sign? They're blue circles with a white rim and a white bike logo in the centre.

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That cycleway texture looks good!

Possibly, we could make a few puzzle pieces for separate cycleways, just the one severe flaw with this is blocking cars from the cycleways will result in residential not developing alongside the cycleways.

And, since I saw the request for a cycleway sign, here's something I made really fast:

cycleway_signpost.jpg

I'm not too sure about the scale, it's beside those traffic lights for comparision.

If this may be a help, give me a shout and I'll email it to whomever needs it.

-noone

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SA: those cycleways textures look great for two-way off/on-road sections! i'm not struck on the triangle for the directional arrow, but to be honest i'm not sure what type of arrows they have anyway! 34.gif maybe it is a triangle!

what we need to do is decide what types of cycleways to work on first. ideally we want:
- on-road single lane cycle lanes added to all pieces with/without bus lanes as a definite. i can do this quite easily myself using SA's texture
- a piece for transition from on-road (single-lane) cycle lane to off-road and/or sidewalk cycle lanes
- sidewalk cycle lanes - i can merge the sidewalk ones with existing textures using SA's cycle lane texture
- off-road cycle lanes. either a marge can be created that joins to existing blacktop cycle lanes, otherwise i guess a new set of green cycleways would be needed 3.gif

as for curves, we will be needing them for everything; but for road-side, or on-road pieces (but not off-road) - i need to create a standard template curve puzzle-piece as i did with the straights -- so that subsequently made textures and additions fit perfectly 44.gif

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Good point about the triangles. The cycle lanes I've seen simply have a bike picture, and you go in the direction that the top of the picture is pointing.

I hope you understood all that.46.gif

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BUS-LANE PUZZLE-PIECES: TEXTURES COMPLETE >>
1. START PIECE - ONE-WAY ROAD variant 1
2. START PIECE - ONE-WAY ROAD variant 2
3. STRAIGHT PIECE - ONE-WAY ROAD variant 1
4. STRAIGHT PIECE - ONE-WAY ROAD variant 2
5. T-JUNCTION PIECE - ONE-WAY ROAD STREET (RIGHT)
6. T-JUNCTION PIECE - ONE-WAY ROAD STREET (LEFT) variant 1
7. T-JUNCTION PIECE - ONE-WAY ROAD STREET (LEFT) variant 2
8. CROSSROAD PIECE - ONE-WAY ROAD STREET (LEFT&RIGHT) one-way priority
9. CROSSROAD PIECE - ONE-WAY ROAD STREET (RIGHT), ROAD (LEFT) traffic controlled, bus lane ends
10. CROSSROAD PIECE - ONE-WAY ROAD STREET (RIGHT), ROAD (LEFT) traffic controlled, bus lane continues
11. CROSSROAD PIECE - ONE-WAY ROAD STREET (RIGHT), LEFT-BOUND ONE-WAY ROAD (LEFT) traffic controlled, bus lane ends
12. CROSSROAD PIECE - ONE-WAY ROAD STREET (RIGHT), LEFT-BOUND ONE-WAY ROAD (LEFT) traffic controlled, bus lane continues
13. CROSSROAD PIECE - ONE-WAY ROAD STREET (RIGHT), RIGHT-BOUND ONE-WAY ROAD (LEFT) traffic controlled, bus lane ends
14. CROSSROAD PIECE - ONE-WAY ROAD ROAD (RIGHT), STREET (LEFT) traffic controlled, bus lane ends
15. CROSSROAD PIECE - ONE-WAY ROAD ROAD (RIGHT), STREET (LEFT) traffic controlled, bus lane continues
16. CROSSROAD PIECE - ONE-WAY ROAD RIGHT-BOUND ONE-WAY ROAD (RIGHT), STREET (LEFT) traffic controlled, bus lane ends
17. CROSSROAD PIECE - ONE-WAY ROAD RIGHT-BOUND ONE-WAY ROAD (RIGHT), STREET (LEFT) traffic controlled, bus lane continues
18. CROSSROAD PIECE - ONE-WAY ROAD LEFT-BOUND ONE-WAY ROAD (RIGHT), STREET (LEFT) traffic controlled, bus lane ends
 
==============
 
NOW ADDED!
 
19. STRAIGHT PIECE - ONE-WAY ROAD NO BUS LANE  variant 1
20. STRAIGHT PIECE - ONE-WAY ROAD NO BUS LANE  variant 2

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Posted:
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fellow texturerizers! 3.gif there is another piece which needs a lot of transformation from existing pieces, anyone can help:
 
what we need is a smooth road section between the top and bottom of these textures, for this piece
 
do not modify the existing textures to create this piece as they are only for guidance of design and positioning. the final texture will probably only be 1highx2wide, not 3highx2wide -- the textures at the bottom and top are just for guidance:
<ahttps://www.simtropolis.com/idealbb/files//complete-onewaytransition-1.bmp align=baseline>
 
it could probably use some existing maxis textures as part of the base, but i don't have them at hand. if i end up creating this myself i will probably use the technique of modifying existing texture to make the curve piece.. if someone else helps with this piece though instead - that would be great!

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once the texture in my previous post has been completed by someone; or i do it myself - i would like to start putting together a first test version of the mod. it will just comprise of:
 
- the 6 one-way road pieces of size 2x1. all pieces have the same pathfinding. (two are straight pieces with bus-lane. two are straight-pieces without bus-lane, two are bus-lane start piecs)
 
- 2 or 4 varieties of the texture in my previous post
 
- bus-only lot
 
 
before that can be done:
- pathfinding needs to be finished
- any RULes need to be created
- one-way sign prop would be a nice addition to straight pieces 9.gif i can get the working-drawing design for the sign
- straight-one-way puzzle-piece needs to be created which can TAB through the 6 pieces, and can be placed on hills
- one-way transition puzzle-piece needs to be created which can TAB through the 2 or 4 varities of the pieces in my last post, and can be placed on hils................. these pieces also need a 1x1 nub of in-game one-way road to extend automatically from the end of the puzzle piece - which can be connected to maxis one-way roads, or form a maxis intersection
- the Bus-Only lot needs to be created after all of the above
 
 
 
=======
 
felt like making a prototype README file 9.gif

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love the MOD just wanderig when is it going to be avaiable?

is it compatible with the euro road textures mod
ps 10/10 at the moment

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argh i just wrote a long reply and then got the error when i clicked submit 32.gif damn i hate that.. usually i put the message in the copy buffer before clicking submit but i forgot and it's gone......

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Date: 8/25/2005 9:43:45 PM Author: Shadow_Assassin Don't use Internet Explorer for posting. 2.gif
 
good idea 43.gif
 
Date: 8/25/2005 9:43:45 PM Author: Shadow_Assassin Well, all I need to do is uh... what else?
 
umm. i'm not sure at the moment 3.gif well -- we could do with some transitional bike lane pieces.. for s start:
<ahttps://www.simtropolis.com/idealbb/files//bikeway.jpg align=baseline>
made to fit perfectly over the following texture:
<ahttps://www.simtropolis.com/idealbb/files//complete-oneway-1.bmp align=baseline>
 
 
something like this would be good - with the 2-way cycle lane entering/exiting the middle of the far left-hand side... and entering/exiting the middle of the bottom of the left-hand side of two tiles
 
but with a little bike junction like that one above, and the single lane link part which goes over to the road, has a dropped kerb and slope at the end before joining the road to travel along the tarmac, at the side of the road - use pictures on page 3 for the partial guidance they can provide! if necessary
 
one cycleway lane should not be as wide as in the above picture - one lane of the above cycleways should be no more than a third of the width of one car lane.
 
i have plenty of other pieces in mind, but its kinda scrappy and i need to sort them out with diagrams like above
 
EDIT:
just realised i missed one part of the cycleway junction.. the cycleway imaginary paths should be more like this (with red as the priority route at the junction -- other entrances to junctions have give way markings and triangle, exits from junctions have the single dashed line --- refer to the street end road markings on previous textures - its the same two style road markings)
<ahttps://www.simtropolis.com/idealbb/files//bikelayout.JPG align=baseline>

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I'm going to try and get you guys some puzzle pieces done. I hate to see such a great project vanish (like many a great mod have 8.gif ).

I don't really need the textures right away, but eventually.

...and are all the pieces going to be 2x1 or 2x2 (or 2xN)?

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Hmm, no problem Ed.

As for the paths, this would be using pedestrian paths, except at double the speed?

edit: Transition piece down below, note that this is only an early start.

cyclewaytransition9uw.png


Nine degrees of separation??

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Download the Network Addon Mod and its related components here.

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i myself won't let this mod disappear qurlix 1.gif so long as others can help - or i can learn myself how to create more of the various components of it

 
SA - good start 44.gif i'll try and post a better example image..
 
qurlix: it would be good for users to be able to see what they are about to plop semi-transparent like with the NAM - its probably way too early for that! but just a note for future
 
(sets are not all complete and most will be added to later -- will that not be a problem??)
 
the piece sizes will be as follows - for the first puzzle pieces set
set: ONE-WAY STRAIGHT PIECES (one menu item which can TAB through)
- ONE-WAY W/OUT BUSLANE VAR.1 (2 tiles wide, 1 tile tall)
- ONE-WAY W/OUT BUSLANE VAR.2 (2 tiles wide, 1 tile tall)
set: ONE-WAY BUS LANE STRAIGHT PIECES (one menu item which can TAB through)
- ONE-WAY W/BUSLANE START PIECE VAR.1 (2 tiles wide, 1 tile tall)
- ONE-WAY W/BUSLANE START PIECE VAR.2 (2 tiles wide, 1 tile tall)
- ONE-WAY W/BUSLANE VAR.1 (2 tiles wide, 1 tile tall)
- ONE-WAY W/BUSLANE VAR.2 (2 tiles wide, 1 tile tall)
set: ONE-WAY BUS LANE T-JUNCTION PIECES (one menu item which can TAB through)
- ONE-WAY W/BUSLANE & RIGHT STREET (2 tiles wide, 1 tile tall)
- ONE-WAY W/BUSLANE & LEFT STREET VAR.1 (2 tiles wide, 1 tile tall)
- ONE-WAY W/BUSLANE & LEFT STREET VAR.2 (2 tiles wide, 1 tile tall)
set: ONE-WAY BUS LANE CROSSROAD PIECES (one menu item which can TAB through)
- ONE-WAY W/BUSLANE & RIGHT/LEFT STREET (2 tiles wide, 1 tile tall)
set: ONE-WAY TRANSITION PIECES (one menu item which can TAB through)
- ONE-WAY W/OUT BUSLANE TRANSITION-IN RIGHT-HAND VAR.1 (2 tiles wide, 1 tile tall)
- ONE-WAY W/OUT BUSLANE TRANSITION-IN RIGHT-HAND VAR.2 (2 tiles wide, 1 tile tall)
- ONE-WAY W/OUT BUSLANE TRANSITION-IN LEFT-HAND VAR.1 (2 tiles wide, 1 tile tall)
- ONE-WAY W/OUT BUSLANE TRANSITION-IN LEFT-HAND VAR.2 (2 tiles wide, 1 tile tall)
- ONE-WAY W/OUT BUSLANE TRANSITION-OUT RIGHT-HAND VAR.1 (2 tiles wide, 1 tile tall)
- ONE-WAY W/OUT BUSLANE TRANSITION-OUT RIGHT-HAND VAR.2 (2 tiles wide, 1 tile tall)
- ONE-WAY W/OUT BUSLANE TRANSITION-OUT LEFT-HAND VAR.1 (2 tiles wide, 1 tile tall)
- ONE-WAY W/OUT BUSLANE TRANSITION-OUT LEFT-HAND VAR.2 (2 tiles wide, 1 tile tall)
 
OTHERS SETS AND PIECES WITHIN SETS WILL NOT ALL BE SIZE 2 X 1 OR 2 X N - LIKE THE NAM OVERPASS PUZZLE PIECES, SOME WILL HAVE TO BE OTHER LESS FORMAL SHAPES 41.gif
 
what i want however is for the T-junctions, transitions, and crossroads to have a nub of the intended network to extrude out of the edge of the puzzle piece. by this i mean: when you plop a NAM complete overpass, you have a little nub of road extrude from each side -- which you can turn into an intersection right away with a intersecting roads; or just continue the road in whichever way you desire with the in-game networks

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