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qurlix

Real Highway (RHW) - Development and Support

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    bwatterud:  Are you asking why it is there for one or why it isn't there for the other?  I put it there for the first one because it allows drivers to take the corner a little bit faster and get a little bit of space for acceleration and decceleration within the 1 tile texture boundary...plus, I figure sims are like lemmings and need to be guided as much as possible.  I couldn't do the other ones similarly because the paths cross in the opposite direction: (top is right-hand drive, bottom is left-hand drive)

    crossover2fx.jpg

    If most of you prefer them both to just end rather than split, I can change that easily.  But don't ask whether I can do both and make it an in-game choice, because I can't. 21.gif

    JCarter:  I'm not planning on stoplights because from my experience, these kinds of intersections only rarely have stoplights in reality. (the highway's flow is high priority)  The avenue intersection (slated for v20) will have stoplights.  As for stop lines, they won't be available in the initial release because we want the textures to be more international (and sensical to left-hand-drive users)  I will probably release a more North American set of textures shortly afterwards.

    Tarkus: Awesome to you as well!  Looks like some great progress!  I can't imagine how difficult these widened network rules are going to be, though...46.gif

    -qurlix

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    Just wanted to say to all those working on this project that you are doing an amazing job. Everything is looking great from the multi-lane highways to the new intersections. I can't wait until the next release, but take your time. Keep up the wonderful work...

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    I made up a few UK based textures for the RHW. They need a bit of alignment fixing, but they don't look too bad. The pieces shown below are just normal lots, just to test the textures (The reason for this being that the RHW v12 doesn't work with NAM 2.0.)

    Anyway, If you like them, I may make some more when I have time:

    ukrhwtestimg6tu.png

    ukrhwtestimg29ap.jpg

    BTW, The streets are not photo-shopped, I just used a little trick using the puzzle pieces (place three road over street peices, and delete the two besides the middle one, and delete the remaining roads, except the bit you want. I use this trick to make roads look as if they continue into lots sometimes).


    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    @qurlix-I like the splitting double yellow just fine. Somehow I didn't see that the other intersections went all the way through. Heh heh...

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    Man, I'm really amazed at what you guys are doing. I just will be stoked when v17 is released so I can at least get a basic RHW in my city. 4.gif

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    Incredible work, RHW team!

    I'm glad to hear v17 is almost ready. I've actually held off on Downloading the new NAM because I can't live without this modd. So no pressure to get it released. 3.gif

    Seriously though, take all the time you need. I've waited this long already, so a bit longer is no problem.

    Are you thinking of adding a stop sign prop to the RHW/Road intersection (for the road, obviously, not the RHW)? Just a quick suggestion.

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    Originally posted by: Fischbob Incredible work, RHW team!

    I'm glad to hear v17 is almost ready. I've actually held off on Downloading the new NAM because I can't live without this modd. quote>

    That was a smart move Fischbob!!  I downloaded the newest version of the NAM and I can't even play the game anymore without the RHW! 14.gif

        This is some amazing work Qurilx!  I actually like the road/RHW intersection because it kinda works more like a ramp than an intersection, kind of like the new Euro T-road ramp in the newest NAM.  Even with very little accel/decel space, (which  has to be on a 1X1 tile,) at least there is some extra room there compared with nothing at all.

        Like you mentioned stoplights on a highway are very rarely seen, at least in most areas in the world.   Now you mentioned that avenue/RHW intersections will not be ready for the next version (ver. 17), but will there be a avenue over RHW (and/or RHW over avenue) puzzle piece included?

        And about the sidewalks on the left that appear when something is placed next to the RHW, would it be possible to expand the RHW so it completely covers up the tile, with a shoulder/emergency lane on each side of the two through lanes (like the 2 lane each way RHW)?  This would avoid the sidewalk from appearing, and the extra space, as Tarkus/Ryanb_SC4 mentioned, could be used for other purposes in the future.

    Anyways, best of luck and take it easy... I can't wait for the "new" RHW!29.gif

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    Yeah, could you give us a rundown on what will be included in the next release, and if possible the release after that?

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    Hello everyone, i'm back... if someone need an 3d modelist or an help with a texture, just talk with me...

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    Originally posted by: Dexter I made up a few UK based textures for the RHW. They need a bit of alignment fixing, but they don't look too bad. The pieces shown below are just normal lots, just to test the textures (The reason for this being that the RHW v12 doesn't work with NAM 2.0.)

    Anyway, If you like them, I may make some more when I have time:

    ukrhwtestimg6tu.png

    ukrhwtestimg29ap.jpg

    BTW, The streets are not photo-shopped, I just used a little trick using the puzzle pieces (place three road over street peices, and delete the two besides the middle one, and delete the remaining roads, except the bit you want. I use this trick to make roads look as if they continue into lots sometimes).quote>

     

    Have you seen my street-connecting trick in the "Post your tutorials" thread?

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    This isn't pathed yet, and there's still a few noticeable texturing/misalignment flaws, but here's something you might be interested in . . .

    rhwmisramp012607qq8.jpg

    Yes, that is an interchange.  Or at least, part of one.  That's the most basic interchange you'll be able to build with the RHWMIS setup . . . the beginning of much more to come . . .

    @tommiej, sc4portugal, It, JCarter, Frankie_Grove, van1357, rickmastfan67, Fischbob, and haljackey:  Thanks for your compliments and support! 

    @qurlix:  Thanks!  Yes, the widened network rules will be a bit messy . . . though I've had more success with 0x10000002 than 0x10000000 . . . It may potentially take a lot of trial-and-error, caffeine, and RL to cooperate, but I'll get it figured out eventually.2.gif

    @Dexter:  That Euro RHW looks great!  Actually, from what qurlix has told me, it is actually possible to run the new NAM with RHW v12, but the new NAM's features won't work as a result, due to the contents of the RUL files. 

    @haljackey:  As far as the Avenue over RHW puzzle piece goes, I had been working on one, and I have it functioning.  (It's really handy.)  I think qurlix mentioned the possibility of doing something like that himself in an earlier post from December as well (while I was gone).  So I'm not exactly sure. 

    The one I designed actually differs in appearance from the NAM ones, as it uses different guardrails and the textures are actually derived from ryanb_sc4's "Suicide Lane" textures (as I was conceiving of it as a dual-purpose piece for the Avenues and the TLA-5).  I probably could easily swipe the models from the NAM, though, if everyone is really keen on having them match exactly.  I've actually been toying with the idea of remodeling a bunch of NAM puzzle pieces since I'm not fond of the "dual guardrail" deal . . .

    I've also got the OWR over RHW (both directions), RHW-2 over RHW-4 done (orthogonal only), and a start on Rail over RHW.  Again, they don't match with the NAM pieces (well, the Rail one does, actually). 

    As far as RHW over Avenue goes, I'd have to get the Elevated RHW done for that.  The On/Off Transition Ramp is completed (except for a few extra modeling details like barriers), and there aren't any diagonals of any variety done yet, though I probably could get those expedited fairly quickly . . . including RHW-4 over RHW-4. 

    That's at least how things are going on my end.  If those aren't in v17, there's the possibility of an intermediary release (v18 or v19) before the big v20 release. 

    @prucedorion:  Welcome back!

    -Tarkus

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    Dexter, those textures are good! It would be great to see them developed.

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    Is v20 going to be the final or basically final version of the mod?

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    @It:  Well, as far as I know, v20 is probably not going to be the final release, but the plans are for it to at least be a significant milestone in development.  There's quite a lot of stuff that qurlix and I still have in the works for the RHW . . .

    -Tarkus

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    Sounds intreging (is that how u spell it, i dunno)

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    ukrhw3testmr3.jpg

    I have made the UK /EURO road intersections. The textures can be reversed for right-hand drive, and the "STOP" legend removed for the non-English speaking for a EURO version. BTW, I know that the lower road texture is a pixel offset, and it will be fixed at a later date (but it is nowhere near as bad as the street one). The mud textures on the street, and grass on the highway is just temporary, as I said above these are just lots to show the texture.

    BTW, what are your views on the transparent areas (grass) where the road joins? They will change to pavement where in an urban environment, but it was the best I could come up with, as it looked odd without it.

    And finally, what do you think on the road surface colour? Do you think the black-top surface looks good, or do you think that a concrete texture would look better?

        

     ||

     ||

    \  /

     \/

    Black-top (Dark Grey) [Current]

    High-speed Concrete (Light Grey) [uS RHW Like Texture]

    Standard Concrete (Baige/Cream Texture)


    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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  • Original Poster
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    I do have rail, avenue, and oneway (not shown) puzzle pieces added.  They are functional...

    rhw17p57ur6.jpg

    Just a few texture issues I'd like to smooth out with those.  (I accidentally used the oneway texture for the avenue - why the lines look wrong.  Plus I need to darken the RHW texture)

    I'd explain more, but I'm in a hurry. 2.gif

    -qurlix

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    quirlix:  Nicely done!Tarkus:  I like the way that ramp looks.  Quick question, though - if we don't want an on-ramp directly across from the off-ramp (like in a diamond interchange), will that be a possibility?

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    @ Qurlix: Completely ignoring the shadows, why is the under-bridge RHW lighter than normal RHW?


    ~ COMING SOON! Exciting new projects! ~

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    LivingInThePast: The game processes two dimensional FSH files and three dimensional S3D files a lot differently, causing the exact same texture to come out looking a lot brighter in game when part of a model compared to a flat network. (In the picture, the both the regular RHW and puzzle pieces reference the exact same FSH file) I haven't had a chance to darken the RHW textures for puzzle piece use yet...that will probably be the very last thing I do before release.

    Dexter: I really like your work! And coming along very quickly...I'd better speed up. Personally, I prefer the darker asphalt...it just looks more modern to me. And being from the US, I guess I just expect European designs to look a lot newer, or at least a lot different. Though I'm probably not going to be using the textures myself, so my opinion should only be taken half-heartedly. 2.gif

    -qurlix

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    Dexter, i think that you should use the dark textures, because it is europe and in europe we use a lot of asphalt that's dark and less concrete wich is more grey, so i think you should go with the dark textures

    qurlix, very nice those overpasses, are they going to be in v17?? or in a futher edition?

    keep it up RHW-team!!!

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    Dexter: I think blacktop looks better! Good job!

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    Those Euro highways look cool, maybe they can be converted to a N.A style highway

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    YES!!

    This is what I have wanted since I got the game! The standard highways are too chunky for my liking, so i resort to one way roads, which are good, but aren't the best...

    You guys rock!

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    @qurlix:  Those puzzle pieces look great . . . saves me a lot of time, too!2.gif 

    @Dexter:  Again, the Euro RHW looks terrific!  Like the avatar, too . . .

    @ryanb_sc4:  Thanks!  And to answer your question, yes, you will definitely have the option to build interchanges where the on-ramp is not directly across from the off-ramp. 

    @K1A:  That's actually something I've toyed with doing myself . . . it wouldn't be terribly difficult, just adding some overlays to the existing textures to darken them.

    @owenluby:  Glad we've been able to fill in the missing transportation link for you!  I'm actually in the process of ditching all my Maxis highways in favor of the RHW . . . once the puzzle pieces are out and I get some more done with the RHWMIS, it will be a very functional network.  The only real issues to work out after that will be bridges (which qurlix is already working on) and tunnels (which may be resolved as a result of my collaboration with blahdy).

    @Everyone:  I've got some RL to deal with until probably Wednesday the 31st.  Until then, I'll be here to answer questions, likely, and once my RL calms down again, I'll be back to working on my various modding projects, namely the RHWMIS, the wider RHWs, the Elevated RHW, and the TLA Project.  I too am quite excited by the possibilities for the project, and now that I have the base RUL modding for the RHWMIS worked up, it's going to make some things quite a bit easier . . .

    -Tarkus

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    Great! Sounds like a plan!

    Edit: How about some exit ramps? Like this:

    ON%2520RAMP.jpg&usg=__NMs57P5y9ouC576sm3

    Something smooth and transitional...

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    @owenluby:  The ramps to get back on the highway that I've been working on for the RHWMIS basically look like the ramps I showed on the last page, but they're basically just reversed.  I am, however, planning on doing some sort of multi-lane ramp like that.  It will be in the US Style to start with, but it wouldn't be too difficult to change the textures to what you've shown.

    -Tarkus

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