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Real Highway (RHW) - Development and Support

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ok when i put my Highway down its invisible what do i do i put it in the NAM Folder and it still dont work

Please help

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(Accidental post deletion--just as well, though.)

I just wanted to let everyone know I might end up being on hiatus for awhile . . . RL stuff (exams), and I probably won't have reliable access to ST soon, as I'll be visiting family over the holidays.  Things have been kind of slow here on the Transit Modding board lately too.   I will probably keep going with the project during some of that time, but I will probably be in lurk mode for the rest of November into early next month, and mostly absent for the latter part of December, depending on circumstances.  I will certainly be back by January.  My apologies to everyone that I probably won't be able to get the puzzle pieces released by the holidays.  It's been great working on the project, and I appreciate all the support and encouragement over the past month.  Rest assured . . . I will be back!

-Tarkus

PS: SimsRealator: Make sure the NetworkAddonMod_ANT_Plugin_BETA.DAT file is in your NetworkAddonMod directory in your Plugins folder.  The RHW Mod needs the ANT plug-in to run.  If that file is in the folder and it's still not working, try re-installing the NAM.  There's more stuff on it here at the RHW - Questions, Errors, and Testing thread.

Hope that helps!

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Originally posted by: Tarkus 5-lanes merging down to 2 is going to look really funny too, unless the transition takes place over a very long stretch...quote>

Rather than ending/opening three lanes for no reason, which in reality would lead to cataclysmic bottlenecks for the reduced direction of traffic, I think it would be wise to use the following options:

1) Have two lanes "dump" onto other highways or avenues. Using an offramp as an example, two lanes would seperate from the main highway and serve as ramps for each of the two directional changes, which would mercifully leave only one lane to end; or,

2) Have an angled junction between the RHW with another highway or avenue.

One or both of these options could be generated into ploppable interchanges and serve as the connection between the multiple-sized RHWs. I think merely ending all those lanes would be insane. 6.gif

post-142014-12985077502098_thumb.jpg

post-147891-12985077503873_thumb.png

R$16x30_4ChiBoxyApt6_009F.zip

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indeed, ending that many lanes would be disastrous, but then for new interchanges we need someone willing to BAT and mod them

i mightbe able to mod an interchange but BATting one is a major undertaking because they're so complex

but i'll be honest here, an interchange is the only feasible way to do this without massive congestion issues

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Temporarily back out of lurking for a few minutes . . .

@vester_DK:  Thanks for your kind words!  I'll certainly need some luck on the exams (I had one today, another in two weeks for German . . . it really is foreign to me). 

I hope to be out of lurk mode sooner rather than later as well.

@SamJam:  That's a great idea!  I had been thinking about a big long puzzle piece that went on for 12 tiles or something.  Though you still (at least in the real world) might have some problems by having a bunch of "Exit Only" lanes . . . some people may want to stay on the highway and get stuck on the exit ramp . . . but it's definitely something I'll end up putting in there. 

@roy_mustang:  I've actually started the initial stages of interchange development for the RHW.  As far as complexity goes, I'm taking a very different approach than has been taken, a modular approach. 

Basically, instead of creating these giant interchanges that take forever to BAT and mod, the RHW Modular Interchange System (RHWMIS) will involve a series of ramp puzzle pieces designed specifically to suit a wide variety of interchange-building needs. 

In other words, one will actually be able to build custom interchanges without having to BAT or mod.  It will be continually added to, expanding the customization possibilities.  Unfortunately, due to RL, it will be delayed.  I hope to have some sort of update within the next month on that front.

@LivingInThePast:  I think I know exactly what you're talking about . . . the half dashed/half solid yellow line setup.  I may look a little into the possibility of doing random texture oscillation when things calm down, such that the RHW-2s can switch striping/passing configurations . . . I haven't really done anything like that before, though, so I'm not sure how that will go.

-Tarkus

Back into lurk mode . . .

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Well here's what I managed to finish when I had started my attempt. I forgot about it when OFB came out (I bounce back and forth between Sims games depending on my mood), but it's nice to see someone continued. I don't know if any of these are useful or good enough still though.

rhe2lanefinishedpieces.jpg

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Originally posted by: SamJam
Originally posted by: Tarkus 5-lanes merging down to 2 is going to look really funny too, unless the transition takes place over a very long stretch...quote>

Rather than ending/opening three lanes for no reason, which in reality would lead to cataclysmic bottlenecks for the reduced direction of traffic, I think it would be wise to use the following options:

1) Have two lanes "dump" onto other highways or avenues. Using an offramp as an example, two lanes would seperate from the main highway and serve as ramps for each of the two directional changes, which would mercifully leave only one lane to end; or,

2) Have an angled junction between the RHW with another highway or avenue.

One or both of these options could be generated into ploppable interchanges and serve as the connection between the multiple-sized RHWs. I think merely ending all those lanes would be insane. 6.gifquote>

 

Option 2 could would be great to merge 2 4-lane RHWs from different directions into one 10-lane RWH, like the 10-lane RWH collecting the rural highways to the suburbs.

We have similar solutions around my city: when you get past the city perimeter, the 8/10-lane suburban highway is splitted into 4/6-lane highways, each taking to a different city

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Originally posted by: Tarkus ...you still (at least in the real world) might have some problems by having a bunch of "Exit Only" lanes ... some people may want to stay on the highway and get stuck on the exit ramp ... quote>

True that. I'm sure interchanges like that would be more suitable outside a city where there's already less traffic and people would be more likely to engage a new route. The 401 in my neck of the woods leaves Toronto (eastbound) and the express/collector system combines into 6 lanes, which then exit one lane at a time over the course of three exits until there are three lanes remaining on the highway. It's done that way since fewer and fewer cars remain on the highway as it heads out of the city and local traffic is no longer in the equation. That's more of what I had in mind, but since we'll apparently only see the two versions of the RHW then I guess it's a little more dramatic.

Either way, I'm really enjoying the way this project is progressing. Everything looks and sounds quite impressive and I can't wait to put it to some good use! Thanks to you (and everyone) who's hard at work on it.

Best of luck to you on your exams. Boy, do I ever miss those days . . .  NOT! 14.gif

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@roy_mustang:  I've actually started the initial stages of interchange development for the RHW.  As far as complexity goes, I'm taking a very different approach than has been taken, a modular approach. 

Basically, instead of creating these giant interchanges that take forever to BAT and mod, the RHW Modular Interchange System (RHWMIS) will involve a series of ramp puzzle pieces designed specifically to suit a wide variety of interchange-building needs. 

In other words, one will actually be able to build custom interchanges without having to BAT or mod.  It will be continually added to, expanding the customization possibilities.  Unfortunately, due to RL, it will be delayed.  I hope to have some sort of update within the next month on that front.

quote>

WOW, that's going to be complex for you to design while ensuring all pieces work together correctly

if you ever need some help, dont be afraid to ask me in a week or so... (gotta be able to make custom queries)

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Double-solid yellow lines in the city????? Thats what I hate about the roads in SC4, they are rural roads!

There should be only 1 yellow line in the city to devide traffic!! Why to we want to see double passing lines in urban areas in SC4?

There should be two in the country where passing is not allowed and broken (solid on one side sometimes) yellow lines (kassarc16's post) for passing.

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OK:

Cities should have 2 solid stripes: no passing, common in real cities, traffic.

Country should have one broken stripe: providing it's straight.

Unless of course, it's a turn, then on one side it is broken, and on the other it is straight. I can't remember if it was inside or outside curves. Besides HJ, what would be the ideal "city road" then? Wait...one yellow line? That's rural...and it better be broken!


~ COMING SOON! Exciting new projects! ~

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Sorry about my last post, must have been misleading.  Here in Canada urban roads have a yellow solid line in the centre to devide traffic.  In rural areas, there are two lines, which one or both can be broken for passing.

Anyways dogscarletnyc, you wanted to know where to get the 2 lane RHW,  it was made by  mjig_dudy  and can be downloaded here twoway RHW1.zip twoway RHW1.zip .  Download the regular RHW via my signiture.

Concerning ramps and overpasses (interchanges), for now, just use your creative skills to make them with one way roads.  In this photograph of a Parclo B2 interchange, I left a one tile buffer zone in the hopes for a ave overpass which will be released.  Notice that the ramps, paticullary the loop ramps, are of different sizes.  This is so that when an avenue is biult, I will not have to recreate the ramps because the ramps on the bottom of the picture are 1 tile longer so they can connect with the 1 tile wider avenue.The image

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I'm trying to make an intersection between an Avenue and the RHW, so i modeled that in 3ds max 9 and photoshoped some textures, and the uncomplete work is shown below:

View1

print002zv7.png

I hope everyone like it, i will end it maybe tomorrow... so, if someone can help me to make this work ingame (as an intersection, not as an lot) please PM me, i enter here every day...

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Originally posted by: Swamper77 DogScarletNYC,

That only occurs if you connect a street between two sides of the RHW.

-Swamper77quote>

well when haljackey splited a RHW he got a narrow road but when I did it it just went to regular ANT network.

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Back out of lurk mode again . . . I just thought I'd give everyone an overview of how things are lining up with the RHW expansion.  My apologies . . . this is going to be a long post, with no pictures6.gif.  May be a bit dry reading, but hopefully at least somewhat informative.

I may edit this post in the future as things change with the project.

Current Status of RHW Expansion Project

(UPDATED 1/9/2006)

PUZZLE PIECES

15m VARIOUS NETWORKS OVER RHW-4

-15m Road over RHW-4

Orthogonal already included in mod, diagonals need new guardrail model

-15m One-Way over RHW-4

Orthogonal modeled, diagonals need new guardrail model

Troubleshooting on pathing/RUL issues

-15m Avenue over RHW-4

Modeled and textured, partially modded in Reader, diagonals need new guardrail model.

-15m Rail over RHW-4

Modeled, partially textured in Reader, still working on pathing

-15m El-Rail over RHW-4 (actually draggable)

Already included in mod

Troubleshooting pathing issues

Diagonal version needed

-15m Monorail over RHW-4 (actually draggable)

Already included in mod

Troubleshooting pathing issues

Diagonal version needed

-15m HSR (High Speed Rail) over RHW-4

In planning stages--model completed shortly

-15m RHW-2 over RHW-4

Orthogonal completed, diagonals need new guardrail model

-15m RHW-4 over RHW-4 (perpendicular)

Orthogonal modeled, textured, partially modded in Reader, diagonals need new guardrail model

-15m RHW-4 over RHW-4 (parallel--the elusive double-decker piece)

Orthogonal is functional.  Diagonal needs texturing, pathing.

-Elevated Highway (El-FHW) over RHW-4

Already included in mod.  It has some pathing issues (like the El-Rail and Monorail). 

15m RHW-4 OVER VARIOUS NETWORKS

-15m RHW-4 Straight Piece

Orthogonal completed, diagonal in needs new guardrail model, pathing

-15m RHW-4 Curve Transition Piece

In planning

-15m RHW-4 over Various Networks

In planning, models based upon 15m Various Networks over RHW-4 pieces

Will be finished upon completion of ramps

15m RHW-2 OVER VARIOUS NETWORKS

All RHW-2 pieces will be based on their RHW-4 counterparts.  Will be re-textured/re-pathed accordingly upon their completion.

SUB-15m RHW-4 (UNDERGROUND RHW)

Sub-15m RHW-4 Straight Piece

Orthogonal completed (yes, it actually seems to work), diagonal in planning

All other Sub 15m RHW-4 pieces will be based on their 0m and 15m counterparts.  Sub 15m pieces will eventually be created for other networks in the game (i.e. Roads, Avenues, etc) as part of a separate project I will eventually start.

FURTHER RHW-4 ELEVATIONS/VARIATIONS (30m, Sub-30m, etc.)

Will be completed upon completion of their 15m counterparts.

TRANSITION PIECES (Ramps)

-0m to 15m RHW-4

Orthogonal completed--needs some small modeling details added

Troubleshooting on pathing/RUL issues

AT GRADE INTERSECTIONS

Already functional, textures have been completed or are in the works for RHW-4 by qurlix. Some are planned to be included with new RHW v17.  A few RHW-2 at-grade textures have already been released by mjig_dudy

RHW-10

As of 11/30/2006, qurlix has said that he is "quite a way along with it".  Current work is on splitter between 2 RHW-4s and the RHW-10.  Puzzle piece modding will commence upon completion of ground network.

RHWMIS (RHW Modular Interchange System)

Still in planning.  Here's what I'm thinking:

PHASE 1

Will entail the building of pieces for Diamond Interchanges, Parclos, Cloverleaves, and T-Interchanges.  At various heights, likely just 0m and 15m to start.  1 and 2-lane ramps will interface with RHW-2/4 with puzzle pieces and other networks, which will be added in this phase.  The Diamond Interchange pieces are already partially completed.

Preview coming in mid-January 2007.

Phase 1 Components

-Ground Level Single-Lane Ramp Pieces (Straight)

Modeled, textures acquired.  Modding, pathing needed.

-Sloped Single-Lane Ramp Pieces (Straight)

Modeled, textures acquired.  Modding, pathing needed.

-15m Level Single-Lane Ramp Pieces (Straight)

Modeled, textures acquired.  Modding, pathing needed.

-Curved Single-Lane Ramp Pieces (various heights/slopes)

Nearing completion on modeling.

-On/Off Single-Lane Ramp Pieces for RHW-4 (0m and 15m)

Essentially modeled, textures acquired. 

-On/Off Single-Lane Ramp Pieces to connect to other networks

Essentially modeled, needs some texturing.

-Intersection Pieces for Single-Lane Ramps with other networks (at-grade)

Modeled, may need some texturing, Type21 Exemplar modification (eventually) to allow traffic control implementation (as in RL).

PHASE 2

Further ramp puzzle pieces that go over (and under) the RHW-2/4 and various other networks, allowing the construction of more complicated interchanges (Trumpets, Y-Interchanges, Turbines, Stacks, and a multitude of other possibilities).  Likely will include not only 0m and 15m, but also 30m (necessary for Stacks).  SPUIs will also appear here.

PHASE 3

Further expansion of RHWMIS ramp piece system to further heights/depths (45m, Sub-15m, etc.).  If the RHW-10 is completed by this time, its pieces will be added in at this point. Hopefully, with the completion of this phase, the RHW should be a fully-functional network for most users.  Though if you're a total roadgeek or realism freak, it'll probably only be mostly-functional . . . 2.gif

PHASE 4

Anything that's been requested that couldn't fit in the previous three phases.  This is also where future successful modding experiments/projects will be interfaced with the RHW (including some mods I may have up my sleeve, and whatever amazing things my fellow modders cook up . . .)  This phase will basically be open-ended.  I anticipate that these requests for Phase 4 additions will be quite specialized, especially if everything works out with Phases 2 and 3. (Though if there's anything REALLY cool that might need to be worked into Phase 2 or 3, I'll see what I can do.)

More specific details on the RHWMIS project (beginning with Phase 1) will appear soon.

And as far as due dates go . . .  there is not going to be a firm deadline for this stuff.  I really wish I could say there was, but RL tends to be unpredictable for me, as well as a lot of the other Transit Modders.  I'll at least do my best to keep everyone up to date on what ever I come up with.  I can, however, with some certainty, say that you will be seeing much of this stuff before December 2007! 

With some of the puzzle pieces, I may have something to release by February or March 2007, if not earlier.  The biggest problem I'm facing is with the RUL file 0x10000000 (especially with rotation), and with getting multi-tile pieces modded correctly so they show up in the game as one entity.  Unfortunately, redlotus' Interchange Tutorial is extremely vague on this end.  (His directions are to not mess with it yourself and send everything to Tropod!)

If I clear those hurdles fairly quickly, there's a possibility you might see something next month (but don't count on it).  I have no idea what qurlix's plans are for the next full RHW release, but I'm guessing it probably won't be until the initial puzzle pieces/textures are done.  If anyone wants to help, we could use it!

Specific replies:

@SamJam and roy_mustang:  Well, creating the puzzle pieces to make the RHW-10-narrowing-to-RHW-4 interchanges actually will be mostly doable with the pieces included in the first two phases of the RHWMIS.  The only things that will have to be specially designed for those interchanges are a couple of "splitter pieces" that turn the RHW-10 into 2 RHW-4s, which won't be that hard to do.

@prucedorion:  Nice job!  Reminds me of some of marrast's old lots.  As far as suggestions go, I'd widen the RHW and the ramps out, perhaps having the ramps connect to the Avenue another tile over.

@haljackey and LivingInThePast:  Well, from my experience living in the Northwestern US, there seems to be some inconsistency in terms of road striping.  There are actually quite a few city streets that have the solid yellow double lines around here, and there's also quite a few with the dashed line.  It really depends on the road department for the local area.  A lot of times, one will actually see a dual solid line at an intersection, but it will convert to the dashed line . . . even on residential streets.  I don't think you can pass on them, though . . . it would be kind of pointless to pass in a 25mph zone.

@dogscarletnyc:  Try reinstalling the RHW file.  That seems to solve a lot of problems.  Also check the official troubleshooting thread for more details here.  A few people have discussed it over there.  Hope that helps.

@packersfan:  That's what we're shooting for.10.gif  Though if you can't resist the urge to try out the RHW, the beta is available (check my sig) if you don't have it already.

-Tarkus

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Just my 2 cents on the FWH over RHW crossing. I'd still be using FHWs in urban areas for the most part, and though I probably wouldn't be crossing FHWs and RHWs, it would be nice to have the crossing pathed right, just in case.

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Well, since the going is slow on the Puzzle Pieces right now, here's a little something I messed around with earlier . . . it's not entirely functioning (as it is overwriting the normal RHW-4 right now), and it's not pathed right . . . but you might be interested in seeing it.2.gif  (Me and my ellipses . . .) 

rhw1011282006my8.jpg

And proof of how messed up the pathing is:

rhw10path11282006xc5.jpg

There are some things that don't quite line up with the textures right now, so I may move stuff around on here.

@bwatterud:  Right now, it is looking like I probably will redo the pathing on the FHW/RHW intersection that's already in the mod.  It basically will rely on the same principle as the fixes for the El-Rail and Monorail ones, so it really won't be much work once I get those figured out.

-Tarkus

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It looks good from what you can see, but hard to tell. Could you post some daytime pictures. (Press F5 for daytime)


PCk4tXG.jpg

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