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Real Highway (RHW) - Development and Support

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the oframp looks good, i'm really looking forward vor V17!! keep it up

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How do I make good looking textures in The Gimp? Also sorry for being so pesty, but what exact program do you guys use? I searched the forums and there is no tutorial. Thanks,

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@mightygoose and M1:  Thanks for the clarification on that.  It's what I thought you meant.  Yes, there won't be a problem with getting a roundabout interchange like that with the RHWMIS.  The actual roundabout part can probably be built fairly easily with just plain old elevated RHW (when that's released), though I might have to make some custom splitter pieces.  But rest assured, I'll get it in there some how. 

@crazykid4simcity:  Well, I've used a variety of programs, mainly a combination of The GIMP and Paint . . . most of the decent looking textures I've done have been simply modifications of other textures, so I haven't really created anything from scratch, but I've got some ideas.  If I were you, I'd look over some of the existing textures up close just to get an idea of how everything is put together. 

Also, a lot of times, the road textures will have some "worn" spots where traffic has been travelling.  That's always a slightly different color (either lighter or darker, depending on the road surface you're trying to emulate), so basically just draw a line of that color and use the "Blur" tool on it so it blends in with the rest of the road surface . . . a lot of it is just practice working with the textures and the program.

Best of luck to you, and if you have any more questions, I'd be more than happy to answer them (or, at least try to answer them2.gif).

@Everyone:  Expect some new stuff from me in the next couple of days . . . RLS hit today, but it's mostly subsided now.

Edit as of 6:10pm PST:  @Houston_Fan:  I've been thinking about what you were saying about the C/D lanes.  As far as I know, with the way that qurlix had been talking about implementing the RHW-10, only drawing another ANT immediately to the right would activate the conversion.  If so, I believe that if you were to put your C/D lanes in before your wider mainline (whether that be an RHW-10 or RHW-18), it won't convert because you'd be drawing it to the left.  Provided a texture override is set up, you could then just drag the connections between the RHW-10/18 and the C/D lanes.  How does that sound?

-Tarkus

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@LivingInThePast and Shadow_Assassin:  Well, from what I can tell in qurlix's last post, he's still planning on smoothing some edges out on those textures, so those likely aren't the final ones that will be in the mod. 

-Tarkus

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This is torture. All of these toys being dangled tantalizingly in front of my face & I can't play w/them yet.8.gif

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Originally posted by: crazykid4simcity How do I make good looking textures in The Gimp? Also sorry for being so pesty, but what exact program do you guys use? I searched the forums and there is no tutorial. Thanks,quote>
 

here is a site with Gimp toturials (english)

man o man, why do you tease us that much??

anyways, still patiently waiting

regards

Meastro444

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@J0nnD0ugh and Meastro444:  Me?  Tease? 21.gif  You'll have this stuff for your game sooner than you think . . .  (and Meastro, thanks for the GIMP tutorial--I might check that out as well . . .)

@Everyone:  Good news with the RHWMIS front . . . I figured out the invisibility/wrong piece showing problem (it was some misdirected and dangling exemplar files), so the ramp pieces do show up in game now.  They're not much to look at right now, and they don't function yet, but once I get them cleaned up a little appearance-wise and add a few more pieces (likely by tomorrow), there will be interchanges for the RHW . . . finally . . . I tease you not. 2.gif 

-Tarkus

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hi

im glad ive done something to contribute (just that tiny eenymeeny ultra small part) anyways, i havent checked them, and i need to get some modding done for my automata, which i cant figure out. (link in my sig, i need a little help, a link to a toturial can be helpful as well 2.gif) also, i will use it for my projects 2.gif

glad you figured it out

regards

Meastro444

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Here's a little bit less rough screen of what the ramp and its component pieces will look like--its actually 4 1x1 pieces, not a 1x4.  That's my own texture on there, which hybridizes mjig_dudy's RHW exit ramp textures with the default RHW textures.  There will be more later . . .  and that NAM Road/Road Intersection puzzle piece is only temporary as well. initialrampingameshot11zs3.jpg

As you can tell, I actually figured out the Alpha mapping.  For everyone's reference, for some reason, SC4Tool doesn't like Alphas produced in the GIMP.  (I actually had to go GIMP>Paint>SC4Tool).  As a result of figuring out the Alphas, here's another shot of the RHW-6.  There's a little white gap there, but I know what that problem is and it will be fixed.  I'll also need a transition texture from RHW-6 to RHW-4 and vice-versa, so that those Road stubs go away. 

rhw61192006as5.jpg

More on this stuff later . . .

-Tarkus

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Nice!

just curious though, are those noisemaker indentation things that tell drivers they are drifting present on ramps as well? To me it looks odd, nothing that would stop me from enjoying the piece though, and if you want them its cool.

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Great work, Tarkus! Once you get to work on that transition texture, I'd like to suggest making the lane split/merge extend over, well, as many tiles as you can - 2 if that's all you can give it, but 3-5 would look more realistic.

Anyway, keep up the excellent work! I look forward to downloading v17.

(Edit: Warning, page flip ahead.)


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Feel brand new. Be inspired.
Nyhaven City Journal
Nuclear City - 5/8/16

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All Right, A ramp! A ramp! Cool! Now interchanges can happen!4.gif

I know that there is still quite of a lot of work to do on the ramps, but just seeing the pioneer for the first time lets us know that just about everything here forward came from that ramp concept! Awesome job!

Edit:

6.gif       17.gif     25.gif       37.gif      

OH OH and WHOHOO!!!  PAGE 50!!  Congrats on the RHW and all the posts in this forum reaching the silver.  What else to say... Oh, I know...

I Dedicate the next 50 pages in this thread to be the RHW takeover.  I invision that the RHW will soon change Sim City 4 as a whole, for having a new highway in-game will change the face of our cities forever... and for the better!29.gif

A quick tlme lapse of the RHW's history"

It started out as this

rhwa7small7sh.jpgrhwleft8dg.png

to wider networks

rhwfourlane0tf.jpg

to a useable wider version

img440/5687/crossingsoct25165115689jb5.jpg

to 2 lane versions

3xl2.jpg

to elevated sections

rhw15mtogetherfh4.jpg

to even wider variants

rhw101129200602oc4.jpg

to various ramps and intersections

rhw17p40ge3.jpginitialrampingameshot11zs3.jpg

What will the future of the RHW hold??

Heres to the RHW and the RHW Team Everyone!!44.gif

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@hamsterTK:  Thanks for the compliments!   You're probably right on the rumble strips . . . I think they do sometimes have them, but it's not as commonplace as on the actual highways.  I was considering re-doing the texture anyway on those.

@Frankie_Grove:  On behalf of everyone, thanks! 

@woodb3kmaster:  Thanks!  Yes, I was planning on trying to make the lane merging/splitting on the RHW-6 be at least 2, though now that you mention it, I'll shoot for more.  By the way, I've enjoyed reading your CJ.  I'm toying with starting one in the near future myself, with all these new transit toys I've been working on.

@haljackey:  Thanks for the compliments and the RHW history overview . . . we have come a long way--glad you could join us for the ride.  Yes, interchanges indeed are coming to the RHW.  The biggest thing I'm working on right now is getting the diagonal 1x1 and straight-to-diagonal 2x1 connectors ready . . . it's mainly a texturing issue at this point.  Once that's resolved, I can start making more pieces, and sometime early next month, I may have those Parclos ready that you've been patiently waiting for.2.gif  (I use the plural form "Parclos" because the modular approach will allow hundreds of variants.  Yes, hundreds.)

@Everyone:  I'll probably have some more stuff for you tomorrow.  I'm still trying to figure out what (if any) barriers to use on the sides of the ramps.  There's a lot of variance in RL, so if anyone has suggestions, I'd be more than happy to consider them.

-Tarkus

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9.gif oh we do love all of this work! How cool does this look?! Probably the greatest new transportation to grace our screens!

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hi

tarkus, it is good to see that the RHW3 (6) is working, but 4 tiles is a bit too wide i think. is it possible to do it like mjig dudy did? 3 tiles?

one idea more:

can you actually make a flat puzzle piece at the heigth of second piece? so you can make something like double stack or someting?

nice work btw, i am really looking forward to it, you are doing superb work!!

regards

Meastro444

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@haljackey: Don't forget, it started as a divided Ground Highway, Maxis-Style!

Is there EVER GONNA BE a RHW-6?


~ COMING SOON! Exciting new projects! ~

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looks awesome!! i really can't wait for the release!! what will be in the next release? just the normal RHW or some additions??

keep it up!

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@hamsterTK:  Thanks for the compliments!   You're probably right on the rumble strips . . . I think they do sometimes have them, but it's not as commonplace as on the actual highways.  I was considering re-doing the texture anyway on those.quote>

Oh please, I like the rumble strips! They're common on North East US interstates (and even some state highways). Basically most new highways have them. Please keep them! BTW, Ive been following this thread but you all just don't know it 2.gif.

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@bearmans:  Thanks--glad to hear we're doing something right.

@Meastro444:  Yes, it would be possible to do something like what mjig_dudy did, but the reason why I've been doing 4 tiles instead of 3 is so that the RHW-6 (and RHW-8, by extension) will be separable like the RHW-4 and RHW-10. 

I've been thinking of ways to compensate for the blank space that they leave (it's really apparent with the RHW-6), and it looks as if I should have enough room such that the Exit/Entrance interface with the RHWMIS Ramps can still fit on only 2 tiles, as they do with the RHW-4. 

There's also plenty of room for Transit-Enabled highway signs, if anyone wants to add such details.   I've also looked into the possibility of "Texture Changing Lots" that I may be working with soon (for those who want a different road surface type on occasion).  Or it also may be possible to make transit enabled "eyecandy" lots as well (walls, etc.).  I'll get something figured out.

As far as flat puzzle pieces at other heights go, I have already started on those.  There actually be pieces at the 0m, 5m, 10m, and 15m levels for the ramps, as opposed to just 0m and 15m.  It wouldn't really be enough clearance in my opinion to really do a comfortable double stack.  However, I'm planning on making 20m, 25m and 30m pieces eventually, which will be more suitable. 

Hope that answers your questions, and thanks for the compliments!

@LivingInThePast:  Well, if you look at some of the pics on the previous page, I actually have some preliminary work on an RHW-6 done.  The way I have the RUL override set up right now (it's changed since those pics) is side-by-side ANT-Street.  The biggest concern is that a full span of RHW-6 is 4 tiles in order to keep it separable, which is the same width as the RHW-10 will be.  As I mentioned to Meastro444 above, I'm looking at ways for compensating for it.  So, if it does turn out to be feasible, there will indeed be an RHW-6 and an RHW-8 in the near future. 

@tommiej:  Thanks!  As far as the next release for the RHW, v17, as far as I know, there's going to be greatly improved drawing for the RHW network, and a multitude of new at-grade intersections, plus it will be compatible with NAM v20.  I don't know all the specifics, as it has been entirely qurlix's undertaking. 

As far as all of my stuff, like the Puzzle Pieces and the RHWMIS, it probably won't be included until the next version (which I'm guessing will be RHW v20).  It really depends on what qurlix wants to do on that end.  The puzzle piece and the initial RHWMIS phases are likely to be done in mid-to-late February, the way things are going for me.  As far as the RHW-10 and the other wider varieties, I have no clue.  The TLAs and OWR-5 may also be integrated at some point as well, depending on what qurlix, jplumbley and I decide to do.

I'm looking forward to the release as well . . .

@JCarter:  Well, the rumble strips hamster_TK was talking about were on the on/offramp.  Don't worry, the ones on the main highway surface are staying put . . .2.gif

-Tarkus

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Originally posted by: TheViceKing
Originally posted by: pilotdaryl Vice: That design seems to have a lot of weaving problems...quote>
 

You do know it going to be longer in the middle.don't foreget the pic limit.quote>

Actually, I like it short. I could use them as service roads to make dimond interchanges. I dunno, I like it short. Perhaps a long version and a short version?

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@JCarter:  Well, the rumble strips hamster_TK was talking about were on the on/offramp.  Don't worry, the ones on the main highway surface are staying put . . .2.gif

-Tarkusquote>

YAY! While it would be nice to have rumble strips at ramps (very nice 1.gif) I dont mind if they are left out. I must say, I am VERY excited about this project. You all are doing an awesome job!

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@ryanb_sc4:  That would be awesome!  There's going to be lots of empty space due to the modular approach, and plenty of opportunities to add some Type21 Exemplars (which, unfortunately, I haven't figured out how to mod yet), so signage is definitely a welcome thing.  I've also figured out a lot with Transit-Enabling recently as well . . . I may stop by the SRGU thread, too.

And congratulations on Post #2,000!  I'm approaching #350 myself, though that pales in comparison.  (Edit: Though I did just upgrade from "Resident" to "Commoner".)

@JCarter:  Well, now I'm undecided about the rumble strips on the ramps.  It probably depends on what everyone wants, but it actually would be quite easy to produce a texture mod, such that the choice between ramp rumble strips/no ramp rumble strips would be up to the user.  That's probably the best solution I can think of.

-Tarkus

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The ramps look nice! I only have one complaint, though. How about making them where they become a one-way road at the top, so it looks better when it connects to the puzzle pieces? I would be happy if you could do that, Tarkus.


Transgender fashionista, lifelong player of city-building games. Trans rights are human rights.

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@Houston_Fan:  Thanks!  I am planning on having a RHWMIS Ramp<->OWR conversion piece done at some point, as well as a RHWMIS Ramp<->Road conversion piece.  Actually, there's probably going to be a couple variants on the former of those two, one which simply expands to 2 lanes, and another that merges two existing single-lane RHWMIS ramps. 

There's also going to be a RWHMIS Ramp/Road intersection piece as well, in several different configurations.  Don't worry, the Road/Road Intersection piece I have shown is only a temporary thing.  I don't particularly like the look of it either.2.gif

@Everyone:  I have a rather big modding announcement to make.  Here's a hint:

bigdigrhw0py.jpg

Yes, that's one of blahdy's Big Dig lots.  If you haven't already figured it out, I am going to be collaborating with blahdy on making the Boston Central Artery/Tunnel Project Big Dig lots compatible with the RHW mod, which will include the further development of the Underground RHW

For more on this project, see the Big Dig thread.  And look for more RHWMIS stuff coming soon here as well . . .

-Tarkus

Edit as of 11:58pm PST:  I've gotten a few requests to post the RHW-6, RHW-8 and RHW-10 orthogonal textures.  Just for everyone's reference, here they are:

RHW-6

RHW-8

RHW-10 (extracted from qurlix's splitter piece)

They're all 256x128, so if you want to use them in the game, you'll have to cut them in half.

If they change at all, I'll put the new ones up.

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