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scoobysnacks

Help With Diagonals

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    So Ive been trying to pretty up my city and I've been having allot of trouble with making the edges of diagonal road and aves look nice.

    Here's an example of what I'm dealing with, I've been using bits and pieces of the Urban Beautification Pack Volume 1 and 2 as well as diagonal fillers from SFBT's high wealth park set.

    Victory-Jun211141308350852.png

    The area highlighted C is using the diagonal filler with grass and fits quite nicely.

    At B I have used the version with pavement to create a plaza separated from the road, but the grassy area adjacent to the road is a different texture and looks strange.

    A, is where things go really wrong, obviously I don't want those nasty jagged edges, but what can I do?

    Is there some sort of overhanging lot that will fill in the grass created by the diagonal ave? does there exist a pack of lots designed to deal with this issue? seen some really amazing CJ's on this site and I'm sure this has been dealt before. Any help would be greatly appreciated I've really been giving this city allot of attention and tweaks and maybe one day it will be the feature of my very first CJ.

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    {Here is a topic from a few weeks ago that is related to your issue}. Basically, the game displays that grass texture whenever parks (like diagonal fillers) are placed next to it. The only real solution is to use diagonal fillers that use the same textures as the texture the game displays in this situation. The lots you used in "C" would work well. The {SFBT Diagonal Filler Lots} in the topic I linked to would work well as well, along with {some of Daderic21!'s things}.

    For the Urban Beautification Packs (by soldyne, correct?), you would be placing the plaza tiles next to the road, and have the grass on the far side of the road. However, according to the description, you would need to have enough (commercial) zoning next to the road before the road displays the correct tile sidewalk texture, instead of the grassy texture

    Overhanging lots are an interesting idea for this. I don't think they would look to nice on slopes though...


    My New Old City Journal {on the old CJ Forums} or {on the new CJ section}.

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  • Original Poster
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    Yes unforunatly this is a big problem, theres no point in placing the pavement style filler next to the road if its just going to instantly convert the road border to grass because the filler it self is classified as a park. Now i was convinced thet the urban beautification pack 2 would fix this because the pic for the pack clearly displays the diagonal fillers with pavement, (pavement side in) running along the road. But how is this achieved??? Ill try pm ing soldyne to see how he did it.

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    The type of roadside (pavement vs. grass) is determined by the majority of structures next to the road. Medium and dense zones will trigger pavement, light zones and parks will trigger grass.

    You can either install a mod that changes all roadsides to pavement - this might look funny when you have a diagonal avenue somewhere out in the boonies, though.

    Another strategy you can try consists in dividing the avenue into segments. For example, if the avenue runs through a huge park in the suburbs, and then right through your CBD, it might switch to grass roadside because in total, there are so many park lots adjacent to it. On the other hand, having pavement in the area of the park would look stupid as well. In such a situation you can divide the avenue into segments - one through the park, which will trigger grassy roadsides, and the second segment will be the passage through your CBD, where many dense zone and only few park fillers will (hopefully) tip the balance over towards pavement. One way to divide an avenue is by bulldozing a small section and replacing it with one-way roads. Traffic will not be affected noticeably, but the game will treat both segments of your avenue as separate avenues and "count" the grass or pavement triggers separately for each segment.

    I hope this helps. :)


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