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Real Highway (RHW) - Development and Support

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Now that's a rest stop! And those are tasty diagonals! Though I think the transition tiles on both that and the split RHW-2 need a little tweaking with the center stripe. Good to see a RxR crossing. What we need is stop paths and nice overhead signal, and it'll be perfect. Another texture we need for it (if it won't screw up the RHW-2 texture) is a road intersection that doesn't look like like you can only turn right.

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@mjig_dudy: OH MY!!!! I LOVE THAT REST AREA!!!!

@everyone else: I have to agree that the RHWMIS will definatly work well in my suburbs but I am in question about it being in urban areas. No doubt I will use the 8 lane version in my downtowns but I wonder how feasible the MIS will be there...it takes up a lot of real estate though Tarkus said you *will* be able to build around it so that does make it *somewhat* better. Oh, and BigSlark, I see your point but even here in NY City, the interchanges are *much* more scaled down here. For instance, the juntion between I-495 (LI Expwy) and I-678 (Van Wyck Expwy), you have to exit the highway first because it would take up too much space to construct full movements. Whereas the junction between I-495 (LI Exwy) and I-278 (Bkyln-Qns Expwy) does provide full movements but they have sharp ramps and I-495 thru traffic actually goes upon a viaduct over the interchange. My point is that I am starting to have doubts about the RHWMIS being in downtowns though I feel better knowing that unlike Maxis, you can build inside the interchange too.

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Nice work mjig_dudy!

I would be very interested in an update.

I am using the current version in my Mayor's Diary - Terraforming Teton.

It works great for what I need, but the changes look even better.

Thanks for the further work.

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Wow, unexpected rest stop mjig_dudy! Caught me by suprise!

But... what is its purpose? Would it employ people? If not, there would be no reason for sims to go here. Nice eye candy though!

Maybe in the future we could see service centres which would have jobs, a good place for service jobs right on the highway. Now thats a direct commute!

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I've been thinking about the MIS, how its modular and can split off...I can foresee that might be the genesis of the long-awaited single track railroads. Maybe I'll work on it. Maybe.


~ COMING SOON! Exciting new projects! ~

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Originally posted by: haljackey Wow, unexpected rest stop mjig_dudy! Caught me by suprise!

But... what is its purpose? Would it employ people? If not, there would be no reason for sims to go here. Nice eye candy though!

quote>

 

Perhaps to take a rest? 3.gif

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@mjig_dudy-The rest stop looks great. Two suggestions. Make the lot a little wider, and put in some public restrooms (like the ones in PEG's MTP trails set), and some picnic tables. Also, if it isn't too much work, put the truck parking spaces (the longer ones) on the side closer to the highway. If the texture's already set in stone, don't worry about it. Just a little nitpicky detail that doesn't really matter.

@JCarter-The standard straight off-ramp doesn't look like it takes up too much more room than the Maxis exits (well, it is a lot longer, but you don't really need that extra tile next to your highways, do you? 2.gif), so it would be fine for urban areas. Then again, maybe Tarkus could make an abbreviated off ramp for urban areas if he finds the time.

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Hi everyone-

Thanks for the compliments everyone, and I'm rather sorry about your socks (and JanYpe's keyboard--how much is the replacement?3.gif). 

It seems like the scaling of the RHWMIS is an issue that is on everyone's mind, and it's one I've put a lot of thought into.  I'll show a few examples here, including the I-495/I-278 and I-495/I-678 interchanges that JCarter mentioned, as well as the BYSOI produced with the RHWMIS.

Here's the images I extracted from Google Maps of the aforementioned interchanges from NYC. 

I-495 at I-278

i495ati278scalingexamplhh5.jpg

I-495 at I-678

i495ati678scalingexamplsc1.jpg

Here they are with the scale marker extracted and roughly placed along some of the shortest ramps in those two interchanges.  If you're unfamiliar with SC4's scale, it is officially 16m per tile, which converts to approximately 50 feet.  Each of these markers are 200 feet, which means 4 SC4 tiles. 

Here's the I-278 interchange:

i495ati278scalingexampleb9.jpg

The ramp has 7 scale markers along its length (part of the last one is cut off a little, sorry about that), which equates to 1400 feet.

1 SC4Tile = 50 feet

1400 feet/50 feet = 28 SC4 Tiles

Here's the I-678 interchange

i495ati678scalingexamplct4.jpg

The ramp here has 6 scale markers along its length, which equals 1200 feet.

1 SC4Tile = 50 feet

1200 feet/50 feet= 24 SC4 Tiles

I also managed to get a screenshot clearly showing the tiles used in the BYSOI, as the outlines can be made very pronounced on a temporary basis by toggling the "grid view" on/off with the "G" key in game.  Each one of those yellow-outlined squares is actually a 2x2 area, 100 feet per side. 

bysoiscaledsmallhi3.jpg

As you can tell, the long flyover ramp (from its initial start to the Cuprum Avenue intersection) covers 17 of these squares.  Technically, only one piece of the ramp is in square no. 5, so really, it's more like 16.5, which means the ramp is 33 SC4 Tiles long. Overall, its footprint is 3x33, though the "blank" space is, of course, usable.  The on-ramp from Cuprum Avenue to the elevated section at the top of the screen is 5 squares long, equaling 500 feet, or 10 SC4 Tiles.  Its overall footprint is 1x10. 

Doing the math here, as far as I can tell, these ramps match real life scaling, even in urban areas2.gif.  In fact, that one on-ramp at toward the top of the image of the BYSOI is a little on the short side.  The shortest ramp that can be produced with the RHWMIS is 7 SC4 tiles, or 350 feet, and if you look at real-world scaling, I highly doubt you'll find anything shorter than that.  The ramp length in the default Maxis diamond interchanges is only about 150 feet long. 

Also keep in mind that the ramps on those NYC interchanges that I chose to show the scale on are probably the shortest in those interchanges.  (Edit: There is a shorter ramp in the I-678 interchange on the left side of the pic.  If anyone wants it scaled, let me know.)  The others would likely be in the range of 40-50 tiles. I realize it's hard to believe . . .  personally, I was even a little shocked myself when I converted feet into SC4 tiles, but it appears to be accurate. 

Meastro444: Yes, it would be quite easy to switch that splitter over to RHW-2 . . . it's just a matter of changing the "Checktype" in the RUL from "road" to "dirtroad".  And the puzzle pieces are currently in a TAB loop (that's the only way to plop them).  Right now, they are unfortunately scattered through the pre-existing NAM ones.  I've been trying to make a new button for them, but haven't had any success yet.  But I intend to have that finished before they are released.

SusanMarie1956:  Yes, you will be able to create a variety of diagonal interchanges.  I still need to finish up those pieces, though. 

mjig_dudy:  Excellent job on the new RHW-2 textures.  Those diagonals are fantastic!  And my compliments to you and Frankie_Grove on the rest stop.  It looks great!

LivingInThePast:  That's a great idea.  If you have any modding questions, feel free to ask.

-Tarkus

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@bwatterud: Funny...as i did just that..and saw your post as i made this one 3.gif

Well...I reLOTed and added those outbuildings...Deadwoods' prop pack was perfect, as the buildings have some wear and tear. I took this quick screenshot..i didn't provide power..so you can't see the cars though 3.gif But i assure you they are there!

SMP_RHW-Jan.jpg

9.gif no i only hope that making it a tile wider does not affect the pathing that mjig_dudy is working on 22.gif

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@Tarkus: Yeah, you are right about that (though Google Earth fails to show that I-495 is double decked at the I-278 interchange, the upper level is thru traffic) but you are right. It does make more sense. Out of curiosity will I be able to draw interchanges with OWRs? You know, kinda like a frontage road (we call them service roads 2.gif ). That would rectify most of my concerns. I will draw a diagram later to show you what I mean. BTW, I do not, by all means, to think that I am not impressed by the RHWMIS, I will probably go nuts with it! I cant wait!

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Now that's one good looking rest area there. 2.gif

BTW, with the idea I have for the "future extension" exit ramp, it's going to look good. 2.gif But I can't get started on it till Tarkus gets me a copy of the exit ramp file, HINT, HINT. 3.gif2.gif

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Will we be able to have the mainline transition into a single lane ramp? That would help.

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Are there going to be smoother curves like the new rail puzzle piece in the MIS?

That would be so cool, even if it were part of like an expansion pack...

I would also like to see it in euro textures or asphalt, that would be the icing on the cake...

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Very nice work again on the rest area. One word for you though: Trucks.

restarea.jpg

Shown here is the rest area I made for just sitting alongside a road or 2-way RHW. As you can see, plenty of trucks (I even added the truck-spawning script from the Logistics pack on the STEX.) Since long-haul trucks are the most common sight at rest areas, we can't forget them.

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Originally posted by: JCarter Will we be able to have the mainline transition into a single lane ramp? That would help.quote>
 

That's what my "Future Extension" Exit ramp will be like.  Just look back a few pages and you'll see some pictures of what I plan on doing. 2.gif

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looks nice! i'm also curious for the euro textures, as an european it fits me better

looking forward

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Originally posted by: Tarkus

Doing the math here, as far as I can tell, these ramps match real life scaling, even in urban areas2.gif.  In fact, that one on-ramp at toward the top of the image of the BYSOI is a little on the short side.  The shortest ramp that can be produced with the RHWMIS is 7 SC4 tiles, or 350 feet, and if you look at real-world scaling, I highly doubt you'll find anything shorter than that.  The ramp length in the default Maxis diamond interchanges is only about 150 feet long. 

quote>

 

Well, I was talking about "SC4 scale", not "real-world scale". 2.gif You did a great job in measuring the interchanges, but as we all knew, the scale in SC4 is way off in many aspects (just look at the in-game airports, for instance). So personally, I prefer something that adapts to the in-game scale better than to the real-world counterpart. But it's just a matter of taste, and tastes are certainly different. Anyway, you're doing an excellent job here, and I'm looking forward to try the RHW in my game. 4.gif

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This is all looking wonderful, and has inspired me to draw up a plan for an interchange, seen below. I'd like to ask whether this would be possible, and inquire about some of the pieces:

Retraced from original pencil drawing. Higlighting done with GIMP

1)2 ramps -> 1 one way RHW. This seems like a definite inclusion. (red)

2)2 ramps -> 1 one way road. Another one that should definitely be included. (blue)

3)left entry. Not needed here, per se, but the right side entry (dotted line) looks weird. (yellow)

4)Ramp over ramp. That should also be in there. (green)

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Hi everyone-

Just to let you know, I'm going to be out-of-commission for a few days.  The backlight that illuminates the screen on my laptop is going faulty (the second time this year), and my screen has dimmed considerably.  It's the only computer I have with me, and I can barely see anything on it at all. 

Don't worry, I haven't lost any files--I just can't see them easily.  In fact, I can barely see what I'm typing--it helps that Dirk gave ST a lighter background color.  As soon as I get a replacement for the faulty part, I'll be back.  It'll be about a week, though.  Sorry for not being able to really respond to any of your new comments (I can barely read them).  And rickmastfan67, when I"m back in commission, I'll be sure to send you the necessary textures for your "future expansion" ramp.

Again, my sincere apologies.

-Tarkus

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I do agree with Andreas Roth about the length of the interchanges. Granted that Maxi's are short in comparison to what you're developing. After all, the name of the game is SimCity which means it is simulation of the real world counterpart. It doesn't mean that it has to be 100% accurate to the real world. As long as the dynamics and functionallity are there.

Course being the sim-mers, sim-minites, er sim(fill in blank here) that we are, we're all attracted to new possibilities for our cities and all that gorgious eye candy!

Ok, I'll get off the soap box.

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