Jump to content
Sign In to follow this  
Tennismaster1

Bus Lane mod

204 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Wow. Not long until completion then!44.gif
Well, there's bound to be lots left to do. But the end is in sight!

~Eskiman

Share this post


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

Why is that campervan at a rather obscure angle?

It looks good but that pic does give me a little cause for concern.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date: 9/26/2005 2:04:32 PM
Author: wallasey
Why is that campervan at a rather obscure angle?
quote>
Presumably it has just turned off from the street.

I am a little confused as to why the road is 2 squares wide. Are you having trouble making it one square? Or is that for the bike lanes?

But otherwise, very impressive! 10/10! 44.gif

~Eskiman

Share this post


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

these are still early shots.. sidewalk textures are yet to have grass areas added, some bushes, bollards, and other props

the campervan/lorry/whatever which looks at a funny angle is moving out of the bus lane - that is why it looks that way 2.gif

the network is two-tiles-wide because its the only way to keep the traffic in their desegnated lanes.... avenue versions of this will have to be three-tiles-wide

i will be posting an early version to download if people desire to test it, once i have finished the last few SC4PATH files; but the (sidewalk) textures will possibly not be changed before then.

even though it will be functional when the last paths are finished today or tomorrow - it won't function as intended until the TransitEnabledLots have been created. keeping traffic in their intended lanes requires placing of the TELs in conjunction with the bus-lane puzzle-pieces. i don't think i will post the download in this thread until the TELs are also included

Share this post


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

UPDATE: i have created new paths for the transition pieces and they are all functioning now. traffic, automata, route query/pathfinding all can pass succesfully through the puzzle-pieces for both road traffic and pedestrians.

i'm going to have a stab at creating the TELs.. i tried to work out how with SC4Tool before but couldn't get my head around it. however, second time around it might be easier plus i have some extra knowledge now

i'm also trying to work out how to add props to network tiles using Type21 Exemplars. i've been looking at the Maxis ones to see how its done - obviously i know the model/texture needs to be referrenced; position on the tile needs to be determined; frequency of appearance needs to be determined too; rotation etc... but its hard to know which specific details all those properties in the Exemplar represent 42.gif and how to change/set them

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date: 9/5/2005 10:24:09 AM
Author: cammo2003
Date: 8/30/2005 8:33:21 AM

Author: edcase2k4-thugangel1983


about Bus-only roads.. i'm not too bothered about them myself either - we do get short stretches of it occasionally - but not usually a long road of 2-lane with bus-lanes each way - i also haven't ever seen more than one bus-lane is any given direction.......



there are those 'guided' bus-ways in Leeds (i think) which someone posted in the thread: but they only actually look like they are single-lane anyway in one direction. i think just using the H.O.V. lot is good enough (for now). Romford town centre doesn't allow any vehicles through a certain part except buses and taxis - but it isn't painted as a Bus Lane or anything. it just has the signs as you enter which prohibit motorcars and motorcycles (the red circle with white background and picture of a car and motorbike)



before delving into anything like 'guided bus ways' i would (personally) prefer to see the 2-lane road including bus lane finished.. and other possibilites like: 2-lane road including contraflow bus lane.. 3-lane road (two-way) including one bus lane.. 4-lane road (two-way) including one bus lane.. 4-lane road (two-way) including two bus lanes.. 6-lane road (two-way) including two bus lanes..... 18.gif guess we should worry about getting the one-way 2-lane road with bus-lane finished first though, huh? 2.gif which is why i think i need to be learning how to create more parts of it myself...
quote>


Hmm, I can confirm that bus-only roads do indeed exist. There's a few of them in Sydney, though they're generally called BusWAYS.


This is something I would like to see, as I eventually plan to simulate Sydney.


There's one through Moore Park (which has been there for decades) and there are a few in Western Sydney (most of these are designed with an eventual upgrade to Light Rail in mind).
quote>

Hi there!

First of all let me say, that I really like what I've seen here so far. Especially, since I've been looking for a possibility for Bus lanes for quite a while now. At the moment I use the ANT or one way roads and block off other traffic with the HOV piece. However, since I DO care about cosmetics, I'm wondering wether you'll just be pursuing the one lane version that can be seen in the most recent postings or if you'll include some of the earlier ides as well. E.g. contraflow, avenues with bus lanes at the sides etc.

Another thing I'd like to know: what happend to the bike lanes? That really looked promising too! (and just if you'd like to know: In Germany they are red or have no color; same thing for Colombia; I have seen them in green in France)

Finally I'd like to say, that I can't wait to download this modd once it's finished!
Greetings, Kirgam

P.S.: Here's a link to Bogot

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

when will you start the american version i can't wait for that.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Hi,
I like the buss lane idea!19.gif But it is left hand drive enabled!?11.gif I am Busy re building San Deigo, CA USA in sim city 4. I call it project Sim Deigo! 37.gifWloud It Be posible to make a right Hand drive buss lane mod?42.gif
Thanks verry Much,
Charles Keisler
Sims\Sim City Fan For 5 years and conuting!

Share this post


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

does he come on line??

why, if he doesn't want to do it, let someone who does take over??
Thats what i did with the uk road mod!

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    yeh i know! i like the look of your super uk mod jono whats that about?

    Share this post


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

    its just everything uk put into 1 mod, its a big file at the moment 60mb, i need to delete some bsc files that i have been told i can't use

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    Date: 10/30/2005 12:14:44 PM
    Author: ck135667
    Would It Be posible to make a right Hand drive buss lane mod?
    quote>
    If you go back to the first few pages, you can see the US textures. I think ed is getting the left-hand ones done first, but there should be US/right hand versions soon afterwards.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    hey jono i wanted to ask you something a while back i showed you a zebra crossing with yellow poles and you asked me to find it well it has taken awhile but i have it as a prop and wanted to ask you if you could make it into a plopable thing like the traffice ilands. i can send you the prop when you reply!

     
    subsemi01_01.jpg

    Share this post


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

    Dude, no bumping!

    Anything new yet guys? (Looks good so far, I wouldn't be able to get puzzle peices working, let alone something like the above)
     
    Nealos101

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Guys guys guys, rome wasn't built in a day! We all have spouts of RL syndrome and this applied here, just because he hasn't updated in a while doesn't mean he's given up on the project at all. If he has, he'll let as all know.

    Secondly, ive had the privledged of testing these lots in my city, and they are working for what i can see, but, like all things SC4 it needs to be completed in order for it to have a total shakedown test.

    Share this post


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

    due to real-life i don't have the time or motivation for the bus lane mod right now. the problems are as follows:

    1. i think the automata would only enter the TEL's from a puzzle-piece, but not exit the TEL back into another puzzle-piece (it CAN be done because the exact same method of layout is used for the GLR stations, but i couldn't understand why it was not working for me). the paths were working. but not the automata.... there was also a problem with two out of the eight or so puzzle-pieces not allowing the paths to travel through them for no apparent reason. i have no idea how to fix those problems at all and so i hit a brickwall.

    there was also problems with my paths doing some crazy things at times but i know what i needed to do to fix that one of the problems myself

    2. i also could not get my head around how network props work at all. type 21 exemplars are just full of random HEX number properties to me. except for the ones which have the HEX InstanceID of something as the property. the rest of the propeties mean nothing to me

    they clearly tell the game things like how frequently the props should appear and on which network tiles by referring to their IID. but i can't work out for myself how all of that data is being represented in hex numbers

    for me to learn on my own - it'd have to be from trial and error experimentation to see how to use the dozens of properties

    i said to 6underground if he can learn Type 21 Exemplars then you can make them for the bus-lane mod, so that they fit in with the city and don't just have the bare sidewalks.. as far as i understand myself, a Type 21 Exemplar (like all exemplars) is just a list of properties which can be viewed in the reader. (type 21 just means its an exemplar for network tiles, not a lot, building or anything else for that matter). almost all the properties are Hex values. some of the properties have a name and/or short description helping describe what it affects, some don't.

    they control the game's automatic placement of all the props for all network tiles....

    the HEX values/properties each represent different things like erm... location within the tile, height above ground level, frequency of appearance, which tiles it should appear on.... e.g. you wouldn't want stoplights appearing on straight pieces, or want a straight bench on a diagonal sidewalk... each of the properties determine a different one of these specifications. :| but its not easy to know how to change the HEX values... e.g. placement within the tile might be represented by two values. 0x00000008 and 0x00000004 now that would probably be x and y co-ordinates (by the way i just made this example up, it's not necessarily true). but other properties may be less harder to understand and just require trial and error: like frequency of a prop's appearance being represented as a HEX number :| i wouldn't know how to translate that value into something meaningful to me

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

    i think the main Type 21 Exemplar's properties that we'd be concerned with are frequency of appearance, which network IID's to appear on, rotation, co-ordinates/location within the tile. that's about it really, nothing over-complex

    i 'could' fix the path issues still. and make new paths.. that wouldn't take too much of my time. and i know some understand Type21 Exemplar files, e.g. smoncrie, and whoever put the overhead cables on GLR. but i don't have the time to learn exemplars myself.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

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

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

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

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

    Make a Donation, Get a Gift!

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

    STEX Collections

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

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections