Jump to content
qurlix

Real Highway (RHW) - Development and Support

3,920 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

very nice tarkus! i'm glad that the new RHW will draw easier!! i'm really looking forward

keep it up!!

Share this post


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

very nice tarkus! i'm glad that the new RHW will draw easier!! i'm really looking forward

keep it up!!

Share this post


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

Well, I just want to say how much I am excited about this project. You all are working VERY hard. Oh, and dont worry what other people say, take your time! If God forbid they wait, let them modd it themselves. Gosh, you have come a long way, from a simple divied 4 lane road to 10 lane roads and now interchanges! I personally cant wait for some type of "dual-dual" setup (ie, 2-2-2-2). I want to be able to lay out express lanes (the advice last summer didnt work) but if you cant, thats fine with me =P. I just wanted to thank you all for your hard work.

-JCarter

Share this post


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

I just really figured out how to use th RHW, but how do you make on/off ramps (flat or raised)?

Share this post


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

@tommiej:  Thanks!  You can thank qurlix for the easier RHW drawing, that's his invention.  I'm rather excited about it as well.

@JCarter:  Thanks for the compliments and support.  I personally haven't tried the express lane setup yet, but from what advice I have, which will become particularly crucial once the RHW-10 comes out, just make sure you draw the outer collector lanes before you draw the express/mainline lanes.

@It:  Well, the on/off ramps, both flat and raised, aren't included in the version that's currently available.  I believe the flat ones will be in v17 (qurlix would know), and the raised ones will probably be in v20.

@sc4portugal:  The RHW compatible with NAM_20, v17, will be coming out shortly.  I can't give an exact date, but rest assured, it'll be out quite soon.

-Tarkus

Share this post


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

Ok, thanks, I was just wondering, because the only way to get on and off with v12 is with streets or with one way roads at the ends

Share this post


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

Hmm... I was just thinking that there will need to be toll plazas for the RHW.  I was thinking of toll plazas that are all-cash (like the default toll plazas, but that widen out for more lanes), hybrid electronic/cash (same width, but less cash lanes), and all-electronic (same width as the road itself, just a gantry with tag readers and cameras).  We would be missing something without toll plazas/gantries.  We'll also need ramp plazas/gantries.  And it would be neat if if was possible to make traffic in the cash lanes actually stop, but I'm not sure if that could be done...


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

Get social with me: Website and Blog | Instagram | YouTube | Twitter

Share this post


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

@Houston_Fan:  I've thought about that as well--it's one detail we are definitely missing, and will help add to the functionality of the RHW

Well, there might actually be a way to get vehicles to stop at a toll plaza.  The in-game toll plazas are essentially Transit-Enabled Lots.  It's actually possible to add paths to Transit-Enabled Lots to better guide how traffic flows through them.  The most recent version of blahdy's Big Dig lots is actually pathed, for example.  It is also possible to specify "stop points" as part of a path file (as happens with intersections), so theoretically, it would be possible to make traffic actually stop.  Great idea!

As far as even wider RHWs for that purpose, I'm planning on working on some orthogonal textures for the RHW-12, RHW-14, and RHW-16, which may be of use to you for this.

I've got some more ideas as well, but I'd have to see how feasible they are before I can really report on them (particularly reversible lanes).

-Tarkus

Share this post


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

Originally posted by: Tarkus @Houston_Fan:  I've thought about that as well--it's one detail we are definitely missing, and will help add to the functionality of the RHW

Well, there might actually be a way to get vehicles to stop at a toll plaza.  The in-game toll plazas are essentially Transit-Enabled Lots.  It's actually possible to add paths to Transit-Enabled Lots to better guide how traffic flows through them.  The most recent version of blahdy's Big Dig lots is actually pathed, for example.  It is also possible to specify "stop points" as part of a path file (as happens with intersections), so theoretically, it would be possible to make traffic actually stop.  Great idea!

As far as even wider RHWs for that purpose, I'm planning on working on some orthogonal textures for the RHW-12, RHW-14, and RHW-16, which may be of use to you for this.

I've got some more ideas as well, but I'd have to see how feasible they are before I can really report on them (particularly reversible lanes).

-Tarkusquote>

Cool idea about the toll plaza!!!!!! I like it. BTW, you are planning on making a RWV-16?!?! Wow, there will never be congestion in my city again!!!!! Ha ha. Well, I must say this is coming along nicely. What is the chance of having toll booths on ramps? I dont care if its included or not but Im juist wondering.  As for reverisble lanes, that would be nice but that may be hard for you. Just a suggestion: perhaps you should give more time to more feasible porjects. Also, can we see pics of the "modular interchange" system? Im curious. Do you have any other pics of your tests/experiments? I think we'd all love to see them 17.gif

Take Care!

-JCarter

Share this post


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

@JCarter:  Yes, there is indeed an RHW-16 in planning.  Actually, there's an RHW-18 in the works, too . . . if there's enough interest, I may keep going up to RHW-26 6.gif, provided that enough people want it (I already have the texture started on that).  Following the default capacity values, that RHW-26 would theoretically have a capacity of 16,000 vehicles.  (The current RHW-4 actually has the same capacity as the Maxis highways, despite having one fewer lane.)

It would indeed be possible to have a toll booth on a ramp.  Basically, one could add a Transit-Enabled Toll Plaza to the RHWMIS models.

You're probably right about giving more time to feasible projects . . . I've probably been getting a little too carried away with some highly experimental stuff lately.2.gif  As far as the "modular interchange" system goes, the simple ramp I showed on the last page is actually made from 4 pieces from that system. 

I just finished some rough textures tonight for diagonals and curves (with alphas), as well as an improved on/off ramp setup (it's going to be 2x6 instead of 2x5 now), so all I have to do on that end is attach them to the models in iLive's Reader, and add the paths, RUL entries and once I figure them out, Effects Directories.  Then, I should have a much greater ability to show what this system is really capable of.  Instead of the couple dozen or so possibilities you have now, you'll eventually end up with thousands of different interchanges that can be built . . . really.  Depending on how RL goes, I'll have some in-game pics of further progress sometime later this week.

Glad you like what we've done so far--we're only getting warmed up.  There may be some other new things in the works as well . . .

-Tarkus

Share this post


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

Was it possible to make all this with the RHW 12 version?? If it is, how do u make them??

post-172153-12985078481586_thumb.jpg

post-172153-12985078483741_thumb.jpg

post-172153-12985078486176_thumb.jpg

post-213059-12985078488158_thumb.jpg

post-92208-12985078489435_thumb.jpg

Share this post


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

@jankvis:  If you're referring to the images at the top of the page, a few of those features are possible in v12, including the collector/distributor setup and the 2-lane version.  haljackey posted a tutorial here.  The 2-lane RHW shown above was created by mjig_dudy, and can be downloaded here.

The wider RHWs, like the 4 and 5 lane in each direction versions, the ramps, and the transition with the Big Dig Tunnels are not possible yet and are future additions that are in development.  A new version, v17, will be released soon, which will be compatible with the January 2007 NAM (NAM_20), and feature more at-grade intersection functionality and textures, as well as improved stability and drawing speed.

The others features shown will come in future releases.  The interchange system I've been developing will be far enough along for some sort of release, likely by sometime in February.

Hope that answers your questions, and welcome to the forums!

-Tarkus

Share this post


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

THX man, u are doing a great job with this mod, lookin 4ward to the next release...4.gif

Share this post


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

i'm getting more and more excited for the next release and all the future releases!! interchanges, RHW-6, 8, 10. ramps, intergration with the Big Dig ramps, totally awesome!!!!!

Share this post


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

@Hutts:  That's a very good point, one I actually hadn't thought of.  Now that you mention it, they will be . . . 2.gif

-Tarkus

Share this post


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

While on the subject of transitions, is there going to be a transition from Avenue to RHW or from highway to RHW?

Share this post


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

Wow! This project is incredible! I can only imagine how much effort has gone into this. They really look the part and are add tremendously to the reality factor.

Share this post


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

Originally posted by: hogs29 Wow! This project is incredible! I can only imagine how much effort has gone into this. They really look the part and are add tremendously to the reality factor.quote>
 

 I agree

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Alright...finished up with road intersections...

    rhw17p534te.jpg

    For those of you who pay attention to detail, I am aware one of the textures is a pixel offset.  I have working paths for the tiles, but I stole them from the street intersections, so they need just a little reworking:

    rhw17p549ze.jpg

    That's about it for the individual elements in v17.  After this, I just have to add inverted copies of every RUL I've written so far, and then a few causality pairs (pardon the quantum mechanics 2.gif) and voilá, we're at a release.

    -qurlix

    It: (EDIT)  There already is an avenue transition as of v12.  It will not be changed for the next release.  The highway transition will be available in v17, but it will not look correct.  (This is the only piece that can be drawn whose textures do not match.  I felt it was a necessity to include, but do not have the time to figure out why I can't get it to look right.)

    Share this post


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

    Those look great qurlix. Just one question. Why do the the double yellow lines split on just one of the intersections?

    Share this post


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

    I know that, but if you look at all of them the double yellow only splits in one of the intersections. In the others, it just ends. It's a minor detail, but I was just wondering why.

    Share this post


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

    Well, here's a little preview of some of the stuff I'm working on, and having some success with:

    rhw68pathed18xx.jpg

    As you can tell from that shot (sorry it's a little grainy, I had to reduce it) the RHW-6 and RHW-8 are essentially pathed.  The orthogonal RHW-6 is now entirely functional, while for the RHW-8, I still need to add a connection path in order for traffic to switch between some of the lanes (due to how the network sits on the tiles it occupies).  After this is completed, then these networks can become mostly functional with the addition of diagonals and puzzle pieces.

    I've still got quite a bit to do on the initial phases on the RHWMIS--the biggest issue right now is tricking the game into reading the Exit/Entrance ramp pieces correctly, but once that is done, everything should come together quite quickly.  Just to further illustrate the "modular" aspect, here are the 4 1x1 pieces I created to make that ramp on the previous page:

    rhwmisindpieces7uo.jpg

    Those are just the basic pieces shown above.  There's dozens more in the works where those came from.

    And this here is a rough illustration of one method through which the RHWMIS ramp pieces can interface with the "surface street" network:

    rhwmisrampswithroad7rn.jpg

    That Road/RHWMIS Ramp intersection is a fifth puzzle piece.  And unlike the standard interchanges, the intersection can be fitted with a Type21 Exemplar, for stop sign or traffic signal placement, as one would likely see at a RL diamond interchange.  (I do, however, still need to figure out some stuff with Type21s.)

    I actually have some RL to deal with until the 31st or so.  I'll still be around, but may not get too much done.  Of course, if the On/Off Ramps cooperate, I might be able to implement a functional one of these very soon . . .

    @qurlix:  That looks great!  Even with the pixel offset--it's a lot better looking than the diagonal RHWMIS textures are looking right now.  Quantum mechanics . . . that's actually pretty fun stuff.10.gif

    -Tarkus

    Share this post


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

    I still can't believe how fast this mod is progressing

    Share this post


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

    Originally posted by: qurlix Alright...finished up with road intersections...

    rhw17p534te.jpg

    For those of you who pay attention to detail, I am aware one of the textures is a pixel offset.  I have working paths for the tiles, but I stole them from the street intersections, so they need just a little reworking:

    rhw17p549ze.jpg

    That's about it for the individual elements in v17.  After this, I just have to add inverted copies of every RUL I've written so far, and then a few causality pairs (pardon the quantum mechanics 2.gif) and voilá, we're at a release.

    -qurlix

    It: (EDIT)  There already is an avenue transition as of v12.  It will not be changed for the next release.  The highway transition will be available in v17, but it will not look correct.  (This is the only piece that can be drawn whose textures do not match.  I felt it was a necessity to include, but do not have the time to figure out why I can't get it to look right.)quote>

    Very nice but I have 2 questions/suggestions:

    • Shouldn't there be traffic lights at the intersection?
    • What about stop lines?
    Other than that, Im liking it! 17.gif

    -JCarter

    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


    ×

    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