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Real Highway (RHW) - Development and Support

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QFT, Tarkus. I agree with the highways and the airport sailings. However, its not just because of deadlines, Maxis had to simplify these because it would allow players to easily just "plop" a airport instead of designing it themselves. Also, the compact highways and interchanges allowed for more room in the city for players to build their buildings. The 10 ft tall people in game are just so players can see them, otherwise they would be unnoticeable to the player, looking more like dots than people.

I am appreciative of the airport packs made here at Simtropolis, as it adds an extremely noticeable void that the game lacks. Highways are the others, and that 16X16 limit really messes up custom interchanges. This was not an issue with the airports because of the larger 64X64 limit. If this limit existed for the highways, we would not have a problem at all creating realistic interchanges that take up a lot more space (notably stacks, colverstacks, larger cloverleaves, Parclo A4s and B2s, and roundabout interchanges).

Anyway best of luck on the MIS and the Big Dig co-op. Glad to here the long awaited V 0.17 RHW network is to be released quite soon, as it has gained a lot of popularity,

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One question, I downloaded the two lane RHW, basically the two lane road with the dotted yellow line. But how do I use it in game? The plug in is in the folder with the rest of the RHW stuff but how do I use it in the game????

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It just replaces the ANT textures, which are normally the same as Maxis roads. To get it, you must have the NAM with the ANT plugin installed. The ANT is at the top of the highway menu.

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for some reason it didnt replace the textures, can someone link me to the two lane RHW download in case i installed it wrong?

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Do you have the latest version of the NAM? Because the current version of RHW doesn't work with it.

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Actually, I am using the new version of the NAM, and the two lane RHW.

It seems to be working fine as far as I can tell.

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BackRoads: The obvious question, do you have it loading AFTER the NAM? (just rename it with Z at the beginning, or stick it in a folder named Z), If not, this is your problem.

It should work perfectly with the new NAM, unless someone has gone and changed the ANT texture IDDs (and seeing as pvarcoe is using it with the new NAM it would seem that it does work 9.gif)

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but when i have them both in my plugins, the euro-exits for the highway do not exist!

so the RHW works only ALMOST perfectly with the new NAM xD =P

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Oh really? Because pretty much everyone in this thread has said they don't work. Hmm, I guess I'll try it to see if it works, because I've really been looking forward to this.

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Hi everyone-

Thanks for your compliments, and your support on the scaling issue.  I really appreciate it, and I look forward to providing you all with something useful transit-wise really soon.

Not too much of an update here, but I thought I would show off the shiny new RHW and MIS puzzle piece buttons, that will soon be gracing your in-game menus:

buttonpic1hl2.jpg

buttonpic2ni7.jpg

Now to respond to a couple of issues:

haljackey: QFT as well.2.gif  The further reasons you mentioned for the Maxis (mis-)scaling make perfect sense.  The thing I had always been wondering about with the giant pedestrians was whether or not the pedestrians were actually giant, or if the signs/traffic signals were too short.  It's really kind of hard to tell in game, since there's no height grid.  I might be able to tell something in iLive's Reader though, as the models are accessible that way, though come to think of it, there isn't a height grid there either . . .  still something I may look into.

BackRoads:  Here is the link to the most recent version of mjig_dudy's RHW-2.  He's working on doing a new version as well.  If that doesn't work for you, you can also find the original post back on Page 37 (it's at the very bottom).  I'd also follow mjig's advice as well.  I'm using the new NAM with those RHW textures as well without problems.  (And no, I don't have an advance copy of v17 . . .10.gif)

Aznaj and DFire870:  Well, as far as the whole NAM v20/RHW v12 issue, yes, it is indeed possible to run both mods, but there are some older internal files in the RHW v12 DAT file which are derived of NAM v19.  So running the most recent version of the RHW will basically negate most (if not all) of the content in the current NAM--the highway interchanges, the Rail-Under-Road pieces, new bridges, etc.  It's just like running NAM v19 again.

I'll have some more stuff in a couple of days.  Namely, I'm probably going to mess around with making some more splitter pieces.

-Tarkus

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Ahhh, okay then. I don't really use the rail-under-road pieces, but I'll wait since I don't urgently need the RHW (and I use the new interchanges anyways).

The new buttons look good; I can't wait!

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really can't wait! new RHW to come, MIS,

can't wait, have to....

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I cannot wait for this to be released tarkus. so many possibilities

As there is comment about the interchanges, i was wondering if anyone could answer a few questions i have 2.gif

would it possible, as a way of breaking the 16x16 limit, of creating two separate interchanges which fit together as two large puzzle pieces and when plopped together look like one large interchange?

Also could any tell me if its possible to assign t21 exemplars to interchange tiles, so there are props on a tile on an interchange, and also if it is possible to have these props overhanging?

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would it possible, as a way of breaking the 16x16 limit, of creating two separate interchanges which fit together as two large puzzle pieces and when plopped together look like one large interchange?quote>

I was wondering the same thing (and about to post the same question) but I guess there would be pathing issues there.

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Hi everyone-

Thanks for the continued support, compliments and comments.  I really can't wait either to finish up things on my end here so you guys can finally mess around with this stuff.  I managed to get a few rough textures done for some new splitter pieces, and there's more on the way.  Once they're in-game and functioning I'll show you guys--there's some interesting stuff that they'll make possible . . .

mjig_dudy, to answer your questions, it is indeed possible to split things between two 16x16 pieces as well.  And yes, it is possible to have t21 exemplars on any 3-dimensional piece, like an interchange piece.  The NAM pieces are set up this way.  I would guess you probably could do an overhang as well, though admittedly, I'm still learning about t21s.  But if you can do it with t21s for ground-based networks, it would at least seem logical that it could be done for 3D pieces as well.

And JCarter, actually, the pathing would be okay for the most part, though there are actually a few pathing issues that exist with the larger NAM highway interchanges (plop one down and open up the "DrawPaths" cheat). 

The big reason for not doing that is simply because it's a heck of a lot of work (ask anyone on the NAM team who's made one--Fukuda is quite fresh with it), and there are ways around it (**cough . . . modularity . . . cough**).2.gif

-Tarkus

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Well, with the RHWMIS, we neednt worry about it anyways 2.gif

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Tarkus, any update on when you can get me those exit ramp pieces so I can get to work? I should have some free time this weekend to work on my idea, but I'm been doing some work on part it that I can do. You know how most highways have those little highway reflectors on them? I've started to work on a flat version that I hope will work on with the exit ramp that I'll be doing. Here's a small preview of what I have done so far. Ignore the colors as they are just so I can tell areas apart on it. 2.gif

https://img.photobucket.com/albums/v645/rickmastfan67/Interstates/HighwayReflector.png

Still needs a lot of work, but I have the basic shape done for it.

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rickmastfan67:  Check your e-mail . . . 2.gif  The reflector design you've got there looks quite nice as well.

-Tarkus

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Even though I'm new to this site, I would like to say that the RHW Project is one of the best things that ever came on this site. The work that was done here is truly a master piece. However, I would like to point out a few things. For instance, although these look really nice, I would sugguest that on page 57 in one of the pictures, that you make a transition piece from the ANT network to the ramps of the RHW. On some highways that I have seen, the pavement has a crack before it "transits" from one material to another. Or, the material mixes in color due to natural wear and tear on the highway. If someone else has already pointed this out, please excuse me.


After a hiatus of 10 years, the slumbering giant has awoken.

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Originally posted by: Tarkus rickmastfan67:  Check your e-mail . . . 2.gif  The reflector design you've got there looks quite nice as well.

-Tarkusquote>

 

Got the e-mail. 2.gif  BTW, you have an e-mail back with a few questions. 2.gif

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Unfortunately, weathering in roads without creating potholes is impossible to do.


~ COMING SOON! Exciting new projects! ~

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I think what wonderboy145 is talking about is kind of what the Maxis streets did as they turned into roads. And I do think he's right. It usually doesn't go from asphalt to concrete without any crossover. Though I'm not sure about concrete to asphalt.

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Im so far loving this project.But Im about to ask a slighlty silly question. Is it possible to construct a 5 lane highway with a double tileset.Like an expansion of the concrete maxis highways.


Pick English for the CJ Forum Edition | Pick Sierrastarin for the CJ Section of the Site

the new kingdom of SIERRASTARE | La SIERRASTARINTA Del Zonta Newe

UPDATED: December 28 2011 | UPDÀTÉ: 28 de Decémbre 2011

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...Ok...I have a problem. The ant when I run them adjacently ...They dont become highways...They stay the road looking things.


Pick English for the CJ Forum Edition | Pick Sierrastarin for the CJ Section of the Site

the new kingdom of SIERRASTARE | La SIERRASTARINTA Del Zonta Newe

UPDATED: December 28 2011 | UPDÀTÉ: 28 de Decémbre 2011

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i'm starting to love this project more now,

really good work guys keep up the good work

daniel01

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Tarkus: Thanks for your answer. It is, indeed, a lot of work, just reading the interchange tutorial makes my head hurt 3.gif

Shingure: Make sure you have the RHW installed in your NAM folder, and loads after the NAM ANT plugin. (add a Z to the beginning of the filename)

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