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    Well,  you won't have to wait much longer: 

     

    8afcd2507603d4bada6c25b83f797727972b5356

     

    Thanks for the comments RepublicMaster and Darknono35, much appreciated as always! 

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    I think I'll have no choice but to install RHW when those textures will be released. Simply irresistible

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    It looks like the road is made of sections, that doesn't look very realistic.


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    Actually, that looks to be done by design. Each section is one concrete plate and all these sections are separate. You can clearly see the intentional made joints.

     

    It does look OK, but I still spot a slight offset in the model. As you can see, two side by side stretches (with different rotations) don't line up properly.


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  • Original Poster
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    Actually, that looks to be done by design. Each section is one concrete plate and all these sections are separate. You can clearly see the intentional made joints.

     

    It does look OK, but I still spot a slight offset in the model. As you can see, two side by side stretches (with different rotations) don't line up properly.

     

    The road is indeed made in sections, thus it's very realistic, as virtually every concrete road deck is built this way. It would be extremely difficult and unsafe otherwise, as there will be no room for the road to expand/contract without causing cracks. Especially on elevated sections.

     

    loh2.jpg 

     

    Maarten, would it be possible to re-lot the prop before it is put into a T21? As far as I know the prop was rendered so it is correctly centered along X and Y.


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    Sorry to drag you off topic for a moment, Bipin. I was wondering what size your contemporary condos you released about a year ago are (lot size, that is.) I haven't been able to grow them and I'm also having issues plopping them. Basically, when opening up BuildingPlop the "zzzz..filename" versions of your lots don't show up, only the "Bipin [rest of file name]" do, which I'm not able to plop for some reason. Everything seemed to install correctly, so perhaps something in my plugins isn't playing nicely. 

     

    Anyways, onto your most recent stuff: looks awesome! These will be perfect for urban areas, especially. They have a less rural/suburban feel to them, which could play nicely into my alley for something coming up. Keep up the great work! :)


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    The lots should be 3 wide, and 2 deep I believe. I hope you can get them to grow! However, in the case that you can't, I'm working on modifying them to grow easier, so far to a lot of success.


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    Well, maybe the expansion joints rub some people the wrong way because they coincide 100% with SimCity's tile grid. This makes the underlying construction very obvious. Maybe the effect will be less noticeable once the diagonal sections have been made as well. In any case, the seams are a tad too prominent IMO.


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    I agree, maybe they could be slightly thinner. :)

     

    Also, will there be diagonals for curves? It might be hard to use a T21 as I'm pretty sure they don't show up on diagonals. :? Maybe a overhanging lot? But you would have to make sure the traffic lined up.


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  • Original Poster
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    There isn't really much I can do with the joints. They have to either be 16m apart or 8 and 16m apart, which would look too small based on real world dimensions and how it looks in-game. These are the only two options due to the nature of how the pieces are placed; the same prop 16m away, one after another. You will always get repetition on 16m intervals or divisors of that. Given that this is wholly a 3D model (which will especially come into play later on with lighting), the joints will not be perfect without something to cover up that seam, which was an issue highlighted earlier.
     
    However, the grid will be broken up when it comes to curves and diagonals. They will appear to have radial symmetry like in the real-life picture a few posts back. You can also expect something similar in diagonals:
     
    8afcd25076df13c899083f133faa716cdaddf270
     
    Keep in mind that this is two diagonal pieces side-by-side.
     
    8afcd25076ce24af3f7e018460ff9fb58f61e8af
     
    Given that there is some overhang between pieces to facilitate a smoother transition, the seams won't always line up 100% correctly. However, I had noticed this does create an interesting patchwork texture which further breaks up the monotonous grid.
     

    EDIT: Assuming I can have different pieces for network tiles with and without support columns, I've created a pretty nice solution. ;)

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    So, I checked my T21 again, I can find no errors. I checked the models again and I found an offset of no less than 1.128m in the direction of the dashed line. So your model indeed has an offset.


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  • Original Poster
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    So, I checked my T21 again, I can find no errors. I checked the models again and I found an offset of no less than 1.128m in the direction of the dashed line. So your model indeed has an offset.

     

    Alright, thanks for the information. Given the overall response, I'll do some slight modifications to my props anyways. Good to know though, thanks!


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    I feel both ways. They do stand out a bit too much, I eel like they should be subtle.

    Alternatively, would it be possible to have it begin something like 4m into the tile? This would make it offset from the grid yet still keep blocks at 16m.


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    Here's an view of a stretch I drive over frequently that has joints (zoom in close on US 67)

     

    https://maps.google.com/maps?oe=utf-8&client=firefox-a&q=beebe+ar&ie=UTF-8&hq=&hnear=0x87d2f255af563fe9:0x2af8643ea9cdc105,Beebe,+AR&gl=us&ei=2tuHUca8O_Gp0AHXg4CIDQ&ved=0CKYBELYD

     

    I will say one thing that might make it look better....make the joints only be on the road surface and not the curbs.  The curbs don't always have the expansion joints (the example I link here doesn't...they paved the shoulders with asphalt and the highway with cement).  That would make it look less like it is a texture alignment issue and more intentional.

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    I thought about your highway pieces, maybe you need to add several track across the road to cancel the effect of repetition and maybe, they should not be perfectly parallel, it would be more real, but it's just an idea ;)

     

    Great job, really, I can't wait :)


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  • Original Poster
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    A lot of your requests have been answered. Here's the result:

     

    8afcd2507674d6875afecaba5054cd4ac7f6a509

     

    The above piece will occur every other tile (on pieces with pillars), not one after another consecutively. This will make sections 32m long, more or less, and best of all not square. In between two of these pieces will lie the following:

     

    8afcd250764831ab9ba7023af7c8883535153498

     

    Keep in mind that these two pictures, both above and below, are of two sections placed side-by side. This will not occur unless Maarten and I have the pillars appear with two tiles in between, as opposed to one tile in between that which contains a pillar like it is now. Otherwise, you'll see the above-pictured piece  then the piece pictured below, then the one above, then the one below and so forth.

     

    8afcd250762afbb270ee916529a3fcb8a0c12a58

     

    Enjoy!

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    This looks really great Bipin!

    Reminds me of a Californian highway or something! Keep up the great work! :thumb:

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    Add me to the list of satisfied customers. :)

     

    Those changes really did the trick! Now the seams look intentional and not accidental, as if somehow the grid became visible through the elevated highway pieces. I'm really looking forward to seeing a screenshot of a coherent stretch of highway dressed up with these pieces!


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    Ahh, realism added to highway textures. Finally someone's done it with exceptional quality :D


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  • Original Poster
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    Thanks everyone for the very kind words, I'm glad to see you are all happy with this! Kellydale, good for you, for noticing the inspiration behind this! Aside from Californian highways, this was also inspired by the West Side and Gardiner. In other news, I'm waiting on Maarten to wrap up the modding part of this so the props may be displayed in-game as T21s. Keep in mind though he is a busy person, so let's all just be patient for him to work his magic. ;)

     

    Meanwhile... Here's something to pass the time:

     

    8afcd25076b6d842dc0a7efecbe236f75f3415c0

     

    The pictures above and below represent the two different pieces in alternating order, like they'd appear in game (this screenshot is from the Lot Editor, thus quite an accurate portrayal of what to expect in-game).

     

    8afcd25076574f76f894e670b0fbfc3af34dc127

     

    Enjoy!

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    Amazing how a small change makes such a big difference.  It went from looking like a texture issue to looking like an expansion joint.

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  • Original Poster
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    Here's the in-game picture:

     

    8afcd2507651f72007b899593ec9be314e4cd5ac

     

    I'll be adding custom pillars very soon.

     

    8afcd250763bd5652df510d5c0ba0ec6e3e72758

     

    Enjoy!

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  • Original Poster
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    Thanks for the reply Darknono35, your adamant feedback is greatly appreciated! If you enjoyed that stuff, I'm sure you'll love this:

     

    8afcd25076da4a8d05421e888313a19f64dec86e

     

    I'll be replacing the current piece that goes over support columns with this one.

     

    8afcd250765ff6fc707edecbbb4c7caf9137e9cc

     

    Speaking of those support columns, the above image showcases something close to what you can expect.

     

    8afcd25076f910f70911a057435736b895ecc4b5

     

    Look at that lovely reflection in the grate!

     

    8afcd2507607767bd46a15291878124b29379dd9

     

    I have also considered doing the props in HD, since it looks so wonderful close-up.

     

    8afcd250768d2590d413ba22e737f726130cb0eb

     

    Many of the details, especially in cracks and grating, really comes out at this view.

     

    8afcd250765e4d00e0ab524f55ad3526546aa92d

     

    In fact, the cracks are less blurred in zoom 5 as HD. If there's one good thing about HD at zoom 5 it's that cracks and rough bumps really come out. Personally I prefer HD, but let me know what you think!

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