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Real Highway (RHW) - Development and Support

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What I meant was that I wanted to just replicate the markings. Sorry for my wording. :read:


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The main focus is on getting Project 0E in place at this point. We'll be revisiting the implementation on Dexter's models after that.

For pretty much any feature/request that anyone asks us about, you're going to get a similar answer. Project 0E first. ;)

-Tarkus

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The main focus is on getting Project 0E in place at this point. We'll be revisiting the implementation on Dexter's models after that.

For pretty much any feature/request that anyone asks us about, you're going to get a similar answer. Project 0E first. ;)

-Tarkus

It is good to see the group is following the good programming practice of not allowing future improvements to impact the current specification that is in ongoing implementation. Well done.

Perhaps it would be good to have an updated list of suggestions that have been accepted for the next round.


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Perhaps it would be good to have an updated list of suggestions that have been accepted for the next round.

The way things typically work with RHW development is that we will have at least a couple high-priority "money" features that are the main focus for a given release cycle, and we also tend to do a lot of R&D with new and experimental modding techniques.

Right now, in terms of RHW development, the "money" features in the works are Project 0E and FLEXCurve. The Project 0E coding process involves laying the RUL2 code out for the Multi-Height System, and there's a good possibility that as a by-product, you'll be seeing at least some L1 content added in the next RHW (as part of NAM Version 31).

There are a couple of things in R&D . . . including one or two particularly potent "secret weapons" . . . that might see daylight as well.

Beyond that, everything is typically done on an ad hoc basis. We look at what we have the resources to do, what content we feel would improve the mod, and what people are requesting (and how feasible those requests are) and go from there.

Speaking generally to that effect, Ganaram DI created a "Periodic Table of RHW Ramp Interfaces" awhile back (before the RHW 5.0 release), which gives you a pretty good overview of where things stand at least with orthogonal ramp interface pieces. Most of the blue/"planned" pieces on there are now part of RHW 5.0. There's been efforts to expand the diagonal ramp interface repertoire, and you'll likely see a few new ones on that front once we get Project 0E in place (jdenm8 has an RHW-6C Diagonal Type A1 ready to go already as well). The so-called "TOTSO" (Turn-Off-To-Stay-On ramps, where the mainline is smaller than the branching ramp) have been discussed, but there's no concrete plans there.

As far as ERHW ramp interfaces, those are a different story . . . things tend to go glacially slow on that front due to lack of modeling resources, and I can't really give any indication as to when the new ERHW networks from 5.0 will be getting interfaces, let alone when the ERHW-4 will be getting a Type B1.

As far as transitions go, I think the main focus is going to end up being on diagonal transitions, though we might tackle a few easier-to-make elevated transitions as well (e.g. EMIS-to-ERHW-4, ERHW-4-to-ERHW-6S). I would not expect the infamous MHW-to-RHW-6S transition that people have been requesting (let alone MHW-to-6C).

I'm not sure what the plan is with cosmetic pieces. mrtnrln is our CP specialist, and he's been primarily occupied with his Euro mod as of late, and he managed to cover an absolutely impressive number of bases for RHW 5.0.

With regards to new networks, we're not to the point of expanding beyond the RHW-10S width-wise, and there's no immediate push toward adding elevated variants to the RHW-3, RHW-8S, RHW-8C or RHW-10S, mainly due to limited modeling resources, though we'll have coding in place and ready to go for them with the completion of Project 0E. The reason that Multi-Height System is up for consideration this go around is that it's being accounted for by Project 0E, and we can readily create the different height levels from existing models we already have in place. Plus, from all appearances, it'd add a massive amount of new functionality to the mod and allow for more compact interchanges (while maintaining modularity and realistic scale). So the Multi-Height stuff is happening first, then we'll look at those other areas of expansion. I wouldn't be expecting anything relating to curves/diagonals for the ERHW-6S or 6C this go around, either.

We'd like to finally have Wide-Radius/Smooth Curves for some of the wider networks, though that's a matter of texturing. As far as elevated ones, we're looking at adding a "Type B RHW-4 FLEXFly", which would essentially be a wide-radius 45-degree RHW-4 curve with FLEX functionality, but the problem is that we're going to have to redo the models for the diagonal ERHW-4 in order to make that work, so it's all contingent on that. There will probably be at least a couple new FARHW things as well.

Overpass-wise, it kind of depends on how things go with finally porting the El-Road/OWR/AVE/Rail viaducts over to draggable form. We're looking at ways to allow diagonal RHW-over-RHW situations without the pesky puzzle pieces, though I can't make any guarantees there at this point. With FLUPs, there's implementation details to work out before we really go gangbusters on that side of things.

As far as "crosslinks" with other NAM components, that kind of depends. The highest priority is on the NWM side (mainly as the NWM is worked on by the same folks as the RHW and TuLEPs), followed by the GLR/TRAM side of things, as that's an equally-active area of development. CAN-AM crossings have been discussed, and they wouldn't be difficult to do (basically just a handful of dead-simple puzzle pieces). There's a fair bit we'd have to take care of in order to handle RAM, SAM and HSRP crosslinks, however, and none of those projects are really staffed right now.

There may be a few TuLEPs for the RHW-2, RHW-4 and MIS, as those have been perennial discussion items and there's been a little bit of intermittent work done on them over the years.

On the bridge front, the whole bridge modding scene is inactive right now. We have some old prototype bridges from choco from 2009, but they were designed to RHW 3.0 specs and need quite a bit of work to be brought up to spec.

There's still rumblings on the alternate textures front . . . I've got my "concretifier" Photoshop script tuned up and raring for post-Project 0E action.

And the idea of RHW Pre-Fab Plop Interchanges is completely off the table as it requires absurd amounts of work and would get completely out-of-hand very quickly.

So, after Project 0E, we will still have our hands more than full. :rofl:

-Tarkus


  Edited by Tarkus  

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I'm not sure what the plan is with cosmetic pieces. mrtnrln is our CP specialist, and he's been primarily occupied with his Euro mod as of late, and he managed to cover an absolutely impressive number of bases for RHW 5.0.

Well, as a matter of fact, I'm nearly finished with that. The mod now undergoes some testing and very soon it will appear on the STEX (although some textures are missing, about 97% works properly. Not bad, if you consider the mod will contain about 3800 textures, not counting LHD support and mipmaps). After that, I do have some ideas for new cosmetic pieces:

- Diagonal RHW-2 CPs (and maybe even Cosmetic Smooth Curves and FARHW-2 CPs)

- RHW-8C accelleration/decelleration lanes.

- RHW-6C arrow markings for regular exits.

- RHW-8S lane reduction with block/dotted-markings.

- Aaalings proposal of single side passing lanes.

With regards to new networks, we're not to the point of expanding beyond the RHW-10S width-wise, and there's no immediate push toward adding elevated variants to the RHW-3, RHW-8S, RHW-8C or RHW-10S, mainly due to limited modeling resources, though we'll have coding in place and ready to go for them with the completion of Project 0E. The reason that Multi-Height System is up for consideration this go around is that it's being accounted for by Project 0E, and we can readily create the different height levels from existing models we already have in place. Plus, from all appearances, it'd add a massive amount of new functionality to the mod and allow for more compact interchanges (while maintaining modularity and realistic scale). So the Multi-Height stuff is happening first, then we'll look at those other areas of expansion. I wouldn't be expecting anything relating to curves/diagonals for the ERHW-6S or 6C this go around, either.

Well, I'd be happy if the ERHW-3, 8S, 8C and 10S would have orthagonal function only, just like the current ERHW-6S and 6C, just to make overpasses...

Best,

Maarten


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Maarten, if it is incomplete be sure to mark it as a Beta release when you post it. Thanks.


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Maarten, thanks for the clarification/update on the CP front! Come to think of it, I'd agree on the ortho-only overpass front . . . and just doing that wouldn't require that much in the way of modeling work.

And congrats on nearing the finish with the Euro mod . . . I know very well how much work is involved there--my metaphorical hat is off to you.

-Tarkus

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A list of question:

  1. Why ERHW-6 (S and C) is orthogonal only? But ERHW-2 can diagonal
  2. Why RHW-3 can't doing Draggable Ramp Interface?
  3. Is there will be Flex Curve for RHW-4 and RHW-2 in next version of RHW?
  4. Why in this version no ERHW-6 Exit and Entrance Type A1, B1, and ERHW-4 Exit and Entrance type B1?

  Edited by alvinheriadi  

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A list of question:

  1. Why ERHW-6 (S and C) is orthogonal only? But ERHW-2 can diagonal
  2. Why RHW-3 can't doing Draggable Ramp Interface?
  3. Is there will be Flex Curve for RHW-4 dan RHW-2 in next version of RHW?
  4. Why in this version no ERHW-6 Exit and Entrance Type A1, B1, and ERHW-4 Exit and Entrance type B1?

#1: The reason the ERHW-2 can go diagonal is that we were able to reuse the existing ERHW-4 diagonal models. The ERHW-6S and 6C will require new models to be made, and again, we have very limited resources on that front.

#2: RHW-3 ramp interfaces are more complicated due to the asymmetry and two-way traffic.

#3: We don't know yet on the RHW-4 front. There are no plans for RHW-2 FLEXFly/FLEXCurves at this point.

#4: As I've reiterated at least a dozen times in the past week (including in my last post in this thread), it's because they're model-based items. We simply don't have the modeling resources to instantly make the ERHWs be as full-featured as the ground-level RHWs.

-Tarkus


  Edited by Tarkus  

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A list of question:

  1. Why ERHW-6 (S and C) is orthogonal only? But ERHW-2 can diagonal
  2. Why RHW-3 can't doing Draggable Ramp Interface?
  3. Is there will be Flex Curve for RHW-4 and RHW-2 in next version of RHW?
  4. Why in this version no ERHW-6 Exit and Entrance Type A1, B1, and ERHW-4 Exit and Entrance type B1?

See previous pages and read them carefully to find most of the answers. Read before you ask, because your question might be answered elsewhere on the topic...

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And let me add that all the work on any and all mods are done by volunteers. We can't possibly thank them enough.

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I have 2 more NEW textures for the proposal of single side passing lane CPs. They're both for RHW-10S. One's for deceleration lanes and one's for acceleration lanes.

cpssoliddashed3.jpg

cpssoliddashed4.jpg

EDIT: Feel free to modify the textures if you have something better. But please give me credit for the original idea! :read:


  Edited by aaaling  

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I have 2 more NEW textures for the proposal of single side passing lane CPs. They're both for RHW-10S. One's for deceleration lanes and one's for acceleration lanes.

Judging by your original post, the line spacing should really be in line with that of the RHW-2 CPs. In other words, your lines are too small.

If you're so caught up with getting a CP in, why not try making it into an actual puzzle piece yourself? There's a RUL0/PP Tutorial both here and SC4D. :read:

https://www.sc4devotion.com/forums/index.php?topic=11023.0

I should warn you: You risk breaking the functionality of the tab rings, and many of the NAM items. This also requires knowledge of using not only an image editing program, but the Batch PNG to FSH program, the Path Editor program, the Reader, and the PP Maker.

Read everything carefully.


  Edited by Ganaram DI  

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I have 2 more NEW textures for the proposal of single side passing lane CPs. They're both for RHW-10S. One's for deceleration lanes and one's for acceleration lanes.

Judging by your original post, the line spacing should really be in line with that of the RHW-2 CPs. In other words, your lines are too small.

If you're so caught up with getting a CP in, why not try making it into an actual puzzle piece yourself? There's a RUL0/PP Tutorial both here and SC4D. :read:

https://www.sc4devotion.com/forums/index.php?topic=11023.0

I should warn you: You risk breaking the functionality of the tab rings, and many of the NAM items. This also requires knowledge of using not only an image editing program, but the Batch PNG to FSH program, the Path Editor program, the Reader, and the PP Maker.

Read everything carefully.

I know that. I'm just making the textures. Someone else will have to implement them as puzzle pieces. But any puzzle piece will have to wait until after Project 0E.

EDIT: The dotted line spacing matches with the rest of the CPs with the block markings.


  Edited by aaaling  

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It took a long time to finish, but finally, it's released:

The Euro Texture replacement Mod for the RHW Mod v5.0 (by MRTNRLN & Riiga). Now up on the STEX.

Merry Christmas everyone!

Maarten


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Another thing: Is there any progress with the DarkAsphalt and/or Concrete texture sets?

EDIT: I have THREE more textures for the proposed Solid/Dashed CPs! They're all for the RHW-6S.

cpssoliddashed5.jpgcpssoliddashed6.jpgcpssoliddashed7.jpg


  Edited by aaaling  

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I'm working on darkphalt. I'm on my 8th(?) revision now (hopefully the last).

Nice job on Darkphalt! What about the concrete texture set? And will the texture replacement for this and Concrete be all networks, by height, or by network? (e.g. All networks except RHW-6C and RHW-8C or Elevated only)


  Edited by aaaling  

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Awhile ago, I did a fair bit on a Concrete set for the Elevated RHW networks currently in Version 5.0. But given that Project 0E is going to be changing all the IIDs around, I'm not sure it's prudent for me to release it.

-Tarkus


  Edited by Tarkus  

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How did mrtnrln create his new Euro TRM even though his textures were in the current public IID range and not in the Project 0E range? I'm thinking if he can do it, then every other RHW texture creator can release a version for 5.0.

Were the concrete textures for ALL elevated networks or just for certain elevated networks?


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How did mrtnrln create his new Euro TRM even though his textures were in the current public IID range and not in the Project 0E range? I'm thinking if he can do it, then every other RHW texture creator can release a version for 5.0.

That's because the current release of RHW is STILL in the old IID scheme. Also, Maarten (and Riiga) had to go through months of texture generation.

You have to keep in mind that it takes months of work to process THOUSANDS of textures, and even longer to make sure they tessellate properly.

The reason there are very few texture packs out there, at least by third-party groups, is because of the sheer amount of work needed to be done, and some people would quickly give up. Others simply don't have time on hand.

And I'm one of those people who doesn't have the necessary time and audacity, but you could say I'm a lot more ambitious...

capturetla7andemhw.jpg

capturehdmutcddp.jpg

captureextendedsolidlin.jpg

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You're making a DarkAsphalt texture set for the RHW too?


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How did mrtnrln create his new Euro TRM even though his textures were in the current public IID range and not in the Project 0E range? I'm thinking if he can do it, then every other RHW texture creator can release a version for 5.0.

Were the concrete textures for ALL elevated networks or just for certain elevated networks?

To further what Ganaram said, there's a few reasons why the Euro TRM came to fruition.

1) It was a joint project between two modders--riiga was also involved. There was more manpower behind the project.

2) In terms of alternate texture sets, Euro textures take the highest priority due to the large Euro/International userbase.

3) It was already well under way before we decided to undertake Project 0E.

Before I'd consider releasing any Concrete ERHW stuff, I'd want to figure out the ramifications of releasing it and how users of such a mod will be affected when the RHW switches over to the Project 0E IID scheme. I'm also doing the RUL2 side of Project 0E (there's about 100,000 lines of code in place right now for it), which is keeping me plenty busy and is a higher priority. Making demands of people working on this stuff on a volunteer basis like that is not going to make your case.

-Tarkus


  Edited by Tarkus  

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I'll sate your appetite for now.

This is ALL I have done - keep in mind that I'm juggling FLEXFly, this, general RHW development, playing the game, modding minecraft, playing minecraft, and on top (and most important) RL.

(I've fixed the backwards RHW-3, and I've also done the puzzle darkened pieces)

rhwinrul-mar._10__001324585250.png

(concrete texture optional)

rhwinrul-mar._10__001324652172.png

In addition, aaaling, I'm going to put this bluntly: Be less annoying.

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I don't know what to put here anymore.

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Sorry for my wording (again). :???:

Blue Lightning: Nice job on the DarkPhalt! I like the concrete textures too!


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