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Real Highway (RHW) - Development and Support

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First of all I would like to say what amazing work you are doing tarkus. It is excellent to see this much development.

I am very interested in the development of new networks, using One Way Roads and RHW technology.

I also recently set about trying to create a set of textures and props that could be used on Uk-style highways (with he aim of mabey replacing default high stuff), But now I have seem this work with OWRs and RHW technology I was wondering if it would be possible to make this a diffrent way.

The in-game highways look ok(ish) in urban areas and the RHW, although excellent for rural areas, Looks a bit to americanized (which is not surprising as it based on American rural highways) for use British style cities.

Now, Instead trying to replace In-game highways (Because, as i said earlier, they can look quite good in urban areas) I was wondering how hard it would be to make a system, where, using the same concept as RHW, if I were to drag 2 OWR next to each other, the textures/props ect. would change too make it look like a British dual carriage way.

Another Idea is the following: When there is a One tile space between the two one way roads, which make up this dual carriageway and normal road (or mabey ANT network) can be dragged between these 2 one way roads and create a 3 lane Uk-highway.

Now, I am not asking anyone to make something like this (probably already have far too much to be getting on with as it is). I am inquiring how hard it would be to put something like this together, and how i would go about making it? I would be very grateful to anyone who could help with this.

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@tommiej:  Thanks!  Glad you like it!  And I certainly will be keeping it up . . .

@mjig_dudy:  Thanks for the compliments!  As far as the modification ideas you've come up with, the method of dragging two OWRs next to each other is actually how jplumbley is making the OWR-5s, and the way the texture overrides interact with the directional flow of the OWRs, even if you had them going in opposite directions, the texture would still get overridden to produce an OWR-5, but it wouldn't function right. 

So in order to avoid any potential conflict with that mod, I'd suggest perhaps taking Road/OWR side-by-side.  It really doesn't matter which networks you use as long as it's not already being used in an override (although speed does matter sometimes, but they are the same for Road and OWR by default), as the functionality of the modified network is all in the pathing.  Another way you could accomplish a dual British-style carriageway is to actually produce a "British RHW", similar to the Euro Road Textures mod.  All you'd have to do is make new textures/props/Type-21s for it, and of course, any sort of modifications such that the automata drive on the left side.  Doing the OWR-Road-OWR or OWR-ANT-Road as you are talking about also works for making a 3-lane each direction, though it couldn't be separated like the RHW.

As far as how we're actually getting the networks to convert by laying them side-by-side, most of the modification can be done in the Texture Override RUL file, IID 0x10000002.  That's how I made the TLAs, and its also how the RHW, OWR-5 and the NAM Roundabouts work.  I would say that for someone of your ability, with familiarity with the Reader, it would provide some challenges, but it wouldn't be too frustrating.  If you're wanting to get intersections to be texture-overridden correctly, that's something I'm still working on--eventually the TLAs will have something similar to the NAM Avenue Turning Lanes..

Hope that helps--if you've got any more questions, feel free to ask.  And thanks again for the textures for the interchanges--they're great!  I'll hopefully have them attached to some ramp puzzle pieces shortly.

@LivingInThePast:  Glad you like the TLR-3!  I've managed to get the overrides for the TLA-5 and TLA-7 working better, and I'm still able to produce the TLR by bulldozing the outside lanes of the TLA-7.  Unfortunately, that's the only way I'm able to produce it right now, as tacking more Road onto the end of the TLR converts it back to normal Roads.  It does appear, from what I can tell, that there may be a way to make it work without having to build a TLA-7 first or replace the Road network. 

-Tarkus

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Originally posted by: haljackey Oh, and heres a 4-lane, 2 tile one way RHW, very wide and very high capicity.

rhwfourlane0tf.jpgquote>

Does anyone know what happened to this project?


~ COMING SOON! Exciting new projects! ~

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@LivingInThePast:  jplumbley is correct.  That pic you have is of the RHW-8, which was what the RHW-10 was originally going to be.  qurlix decided to do the RHW-10 instead because it would lead to fewer requests for an RHW-12 than an RHW-8 would, and also because it fit better on the tiles (less transparency, more road), and that it made spitting/merging two RHW-4s easier.  The last I heard, he was fairly far along with it, but earlier on this page mentioned that he might try to do it using the method that memo mentioned (which I used to get the TLAs to be slope-conforming).

As far as your "Suicide RHW-4" goes, what you're talking about is actually a normal setup for an at-grade intersection, which you can already do (though you'll have a little bit more of a median than is shown in your image).  You also can't have driveways come up to the RHW (unless they are actual Streets), as the RHW does not allow development on it.  (By the way, your link to the image doesn't quite work.  I was able to get it manually from the information in the broken link, though.)

As far as an RHW-6, if there were such a mod done, it wouldn't be separable like the RHW-4 or RHW-10, as it would have to cover a fractional number of tiles, which can't be done.  Plus, the conversion type it would likely use (ANTs over 3 tiles) is how the RHW-18 will be implemented when it is finished (after the RHW-10 is done).  It might be doable as a 3-tile Road-ANT-Road or OWR-ANT-OWR conversion, for example, but the traffic would be travelling at different speeds (though the right lanes are typically the "slow lanes" on highways in the US).  So it's sort of possible, but it wouldn't really be an RHW in the traditional sense.

Hope that answers your questions.

-Tarkus

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Looks like a page flip here. I don't know if it is. 3.gif

Great work, guys. I was actually working on better textures for the RHW - I didn't really like the diagonals and the transitions, didn't really like the texture used for the RHW, lol...

I've also managed to fit four lanes onto one tile (without much narrowing, but there's no pavement), but it still remains to be pathed, though.

I need to learn how to do puzzle pieces... if I can do puzzle pieces, then we can have undivided four lane avenues, right?

arterial01tb1.jpg

previewofarterymc0.jpg

So far I only have straight, transition from road, road intersection (both X and T) 3.gif

How would people feel about an Euro version of the RHW?


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

Thank you for the help Tarkus. 

I decided to try making something using overides as I would rather keep the RHW as it can still be useful in certain areas (what i am making is more designed for suburban areas).

Shadow_assassin: Those one tile lane roads look excellent, however you will probably run into trouble when trying to make diagonals Becuase the width used for diagonal networks isn't the same as one straight tile. A euro version of RHW sounds like a good idea.

I have begun on making some overides with a basic texture (I will probably make a better one)

The method I have used is the following If anyone could confirm that this will not confilct with other such modds in development it would be helpful.

First of all I drag a road:

preview0000us8.jpg

Next to this road I drag a OWR (currently the OWR texture also changes, but i will see about changing this). The road texture now changes:

preview0001lt5.jpg

Now I drag a Road over the top of the OWR road  This road will also have the new dual carriage way texture

preview0002mu2.jpg

Now the Dual carriage way can be extended without needing any normal roads or OWRs next to it.

preview0003jp7.jpg

As shown in the following picture, Roads and OWRs can be drawn next to the Dual carriage way with out the textures changing

preview0004dh8.jpg

If anyone has any textures they wish to submit for the use with a dual carriage way modd, I would be very grateful

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SA & MJ - I love it both, I'd like a euro version as the current one looks awful in my cities.

SA - Show the damn highway from your CJ

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

This project is looking awsome, but could someone give me a link to tthe latest version of it

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it's getting better and better!! i really like the euro-version, as a european i have to have euro-styled roads, and the RHW looks awesome, but the yellow lines are american, so an european version will be totally awesome!!!!!

really looking forward

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

I have added some crash barriers, However mine look a bit (a lot) rubbish, and so i was wondering if there was anyone who would be willing to make some metal crash barriers, This would be extremely useful.

preview0005ih6.jpg

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Originally posted by: mjig_dudy I have added some crash barriers, However mine look a bit (a lot) rubbish, and so i was wondering if there was anyone who would be willing to make some metal crash barriers, This would be extremely useful.

preview0005ih6.jpgquote>

 

Yes,metal crash barriers are the type they use on E.U. highways,and they have two ,side-by-side metal crash barriers.

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Those look really good Mjig.

IMO I dont think that will cause any problems with anyone else.  In fact that is a very interesting solution.  Dragging 2 different networks next to one to get desired texture.  Something I dont believe we have tried yet.  Just alot of RULs to write for that extra.  Good job.

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@ShadowAssasin:  That is pretty cool.  It actually looks like it fits pretty well on the tile--the lanes are seem suprisingly wide in the pic, but I concur with mjig_dudy that you might run into some problems with the diagonals, as all four lanes won't fit, and the diagonals will end up being 2 tiles in width--and that could be quite tricky to mod.  But still, very nice work!  If you're wondering about puzzle pieces, the source that everyone usually refers to is Redlotus' Interchange Tutorial, which can be found here.  I should warn you that it's pretty tricky reading, especially if you don't have much experience with iLive's Reader, and it is missing a complete description of one step (RUL editing), but it should get you started at least.  If you've got any questions, I'm quite well acquainted with the process and would be more than happy to help.

@mjig_dudy:  Wow!  That's a nice Euro RHW.  And that whole trick with overlaying the Road over the OWR is something I never would have thought possible myself and an extremely useful thing to know.  That might be a viable way to make a TLR-3.  Glad I could be of help!

@Everyone:  I'm working on getting some things ready with the ramps, so there should be something very soon on that front.  I've actually been redoing the Ground-to-15m RHW Ramps I showed a couple pages back with the mathematical approach to BATing that I've recently starting using.  This is so the ramps can be spliced into smaller, 1x1 pieces at an even height  such that the ramps can be more customizable and still have smooth transitions.  If it doesn't make sense now, it will a little later when I have something conclusive to show you.

-Tarkus

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No crash barriers! That be stinky! Maybe if you placed the RHW-4s so that you can create a one tile median, and you can place crash barriers on grass plops on the tiles. Or plain grass or trees or railroads or whatever.


~ COMING SOON! Exciting new projects! ~

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Shadow_Assasin: I really like what you've done there! Once you've got more textures done, would you mind if I took them and American-ized them (double yellow line, etc.)?quote>

It's easily done. I still have the PSD files - all I have to do is just put in the double yellow lines.

Yeah, I know, corners will be difficult to do... I wonder if it's possible to cheat a little...

I've read through the interchange tutorial, and sort of have gotten the hang of it... it's just the RULs bit that I'm not familiar with. I'm quite familiar with ilive's reader and have experimented with it.


Nine degrees of separation??

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Download the Network Addon Mod and its related components here.

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Hey Everyone, I have been trying to keep up with everything and it ALL looks great.  I have 2, possibly very dumb questions though.  First, is there are NAM compitable version of RHW out yet?  And 2, is there a dirt road mod out yet? 

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@Shadow_Assasin:  Yeah, Redlotus kind of cheated on the whole RUL instructions thing (if I remember right his instructions were "send it to Tropod").  I've got that part down mostly now, just not the Effects Directories.  As I learn a little more about that RUL file, I may post a Tutorial.

@artforce1:  Glad to see you back!  No, the NAM compatible version of RHW isn't out yet, unfortunately, but it will be rather soon--I don't know how soon, though, as I'm not sure how far along qurlix is.  As far as a "Dirt Road" mod, the only thing I know of on that end is Trolca's mod on the STEX which changes the Street network in rural areas.

@Everyone:  Here's a little preview of what's to come on the interchanges, the start of what the most basic interchange you'll be able to build will look like:

ramppreviewri1.jpg

The white areas will disappear once I get it into the Reader.  And while it is currently connected right now, that's actually just a mockup.  There's actually 5 separate pieces that will make that up, with the portion directly connected to the RHW making up the biggest one (2x5). 

The biggest issue I'm facing right now is texturing.  I've got some of mjig_dudy's textures from the RHW Rest Stop project over at SC4Devotion.com (used with permission), which are covering the aforementioned 2x5 and look great, so that is more than covered. 

The actual ramp has my attempt at modifying some of those textures, and those look okay but not great.  I'm also trying to get everything aligned with diagonals and curves as well, which will take some more planning, and the textures I've tried to make for it are mediocre thus far.  Though I mainly attempted them because I'm trying to figure out just how everything needs to align. The curved pieces will be banked like they are in RL for higher design speed.  I'll have more soon . . .

-Tarkus

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Originally posted by: Shadow_Assassin

arterial01tb1.jpg

previewofarterymc0.jpg

So far I only have straight, transition from road, road intersection (both X and T) 3.gif

How would people feel about an Euro version of the RHW?quote>

has this been made this in US version or going to be made in a US version?

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Originally posted by: TarkusThe curved pieces will be banked like they are in RL for higher design speed.quote>

Tarkus, keep in mind that the automata won't follow the banking of the model. The automata tend follow a level path except for any slopes that are defined by pathing. In other words, the will follow the vertical slopes but not the horizontal ones.

-Swamper77

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It's going to be made in an US version. But I have gotten it working with the ANT, however, this is just only the beginning...

antinactionwq1.jpg

100% functional, guys. Just needs paths, etc. As well as RULs to control the intricacies of the textures... such as the transitions and the X intersections. And new textures of course.

I suppose this means the concept does work, just needs a bit of work on it.

Since this involves the ANT, I suppose it would fall under the "RHW" category.


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Download the Network Addon Mod and its related components here.

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This reminds me of the two-lanes in one tile on City Life (another game like simcity). When is this going to be released? Also is there any way for three lanes in one tile?

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I'm likeing those textures, SA - they'd actually be good shoe-ins for the many "quasi-motorways" found here in Sydney (In particular it's quite reminiscent of parts of Alfords Point Road which is only a few suburbs from here). It'd also make a great rural arterial - medians are often nonexistant in such areas, and primary access to properties in such areas is often off secondary roads branching from said arterial roads.

I love how narrow it makes the footpaths on-lot look, too.

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