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For the road textures I'm unsure, I agree about the noise of the HD version. However without seeing it in game/photoshopped into game, it's hard to judge.

But I think just looking at them, HD.

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It's the default rock textures for the Appalachian terrain mod. ;)

 

Thanks. ;)


"I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    Will this float your boat, Sim_Link?

     

    8afcd250760414c4ab0550267642f4854cdcf7fe

     

    I've always been frustrated by the lack of photorealism in SC4 road textures, so I hope to fill that void.

     

    8afcd25076dccf135ab2ff575c235bdbdbdc19df

     

    Enjoy! :)

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    Amazing work! 

    You should also make a little bit simialr road texture, but also with a paved pedestrian sides :D

     

     

    You should release all this in a one mod. It will kick the NAM right out if you also make rounabouts and all the features that the NAM supports.

    Infact, it will be great if you start a project thread. I would like to join for sure. 

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    Seeing as this is merely a texture projected onto a flat surface in the shape of a road, it shouldn't be that hard for someone else to utilize it in a myriad of other setups via UVW wrapping, so it may conform to different curves, roundabouts, etc. By all means feel free to jump aboard if this interests you.


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    If this won't be a SC4-Hit, that I don't know what could be. This is new, and will be interesting, amazing and very useful. Love it already, and I am starting to see some parts of my towns with it. ;)

     

    mrb

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    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    The HD's look wonderful, but don't get the wrong impression that they're a new discovery.  Tarkus has mentioned before that the NAM doesn't use HD textures because they are so much larger in file size.  Once you start making a fully functional network, you'll have a huge mod on your hands.  It could definitely slow down the game.

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    The HD's look wonderful, but don't get the wrong impression that they're a new discovery.  Tarkus has mentioned before that the NAM doesn't use HD textures because they are so much larger in file size.  Once you start making a fully functional network, you'll have a huge mod on your hands.  It could definitely slow down the game.

     

    At the moment I'm planning on only a few curves, straight sections, 4-way and 3-way intersections; only one of each for the latter two. It shouldn't be too large and I've really got the noise issue at zoom five down, so there's no question I'm sticking to HD for at least these main pieces. Future pieces/less used pieces would be another story though. In other news, I've already designed sets to fit with darker grass textures and lighter grass textures, so that should cover more ground. ;)

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    I'm glad you have a plan.  That tends to be my downfall in a lot of situations... :whatevs:

     

    I'm sure you've got a lot going on, but would you be offended if I proposed a teeny tiny BAT request?  It would be really easy, and fall into your current highways theme.

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    Bipin, your work reminds me of Detroit. The gritty nature of some of your work is just amazing, almost photorealistic! 

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    Thanks Invaderrjl123, you don't know how nice it is to hear those words. I strive to render the grit of Detroit; a favourite city of mine in a photorealistic manner for SC4. For me to hear those two, key words in the same sentence, it makes me extremely happy!  :thumb:

     

    I'm glad you have a plan.  That tends to be my downfall in a lot of situations... :whatevs:

     

    I'm sure you've got a lot going on, but would you be offended if I proposed a teeny tiny BAT request?  It would be really easy, and fall into your current highways theme.

     

    I can't guarantee anything as I have nearly  a dozen requests on the go, but with it being related to highways, the chance of your requested being realized is exponentially better. ;) 


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    They've been proposed before.  If your creations so far are any testament to your skill, I bet you could make them during a lunch break.  And unless I'm forgetting something, you'd only need to make one tiny model.  These wonderful little...

     

    http://tribwxin.files.wordpress.com/2012/12/cable-barriers.jpg?w=900

    http://media.mlive.com/kzgazette_impact/photo/cable-guardrail--316d7295729a2d55_large.jpg

    http://transportationfortomorrow.com/final_report/volume_3_html/05_field_hearings/images/0407_minneapolis_test_bio_swanson_img_4.jpg

     

    ...cable barrier thingies, found in medians throughout the U.S.

     

    The only challenge I can imagine would be to make sure they work well on slopes.

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    The only challenge I can imagine would be to make sure they work well on slopes.

    I mostly seen them in flat lands where there were barely any slopes, when I went through the Shasta Cascade in on the Interstate 5 it was mostly concrete barriers. Those cable barriers are mostly used on really straight flat highways from my experience. There are probably tons that do go on hilly highways but i haven't seen much of it. I wouldn't mind a slope problem, would probably recreate the Central Valley with it. :D

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    Regarding the HD matter, as Indiana Joe mentioned, we actually did quite a bit of experimentation with it on both the RHW and NWM sides in 2009-2010.  Indeed, the filesize of individual FSH files for the closest zoom were running well over 100KB.  We originally had the AVE-2/Road +-intersection in HD, and it was 110KB compressed.  I found that if the SD FSH processing is done carefully, and in an uncompressed format, the end results are virtually identical to HD, but with a much smaller file size.  Around that same time, I also happened to acquire some HD texture .dats from the infamous "Freeway Experts" team, when one of their members (quite unsuccessfully, I might add) tried to bribe their way back onto the NAM Team--they were running 11MB for a single puzzle piece.

     

    That said, if you're going the route of only a handful of HD textures, and using true-3D models with UVW mapping, you're not going to run into an issue.  That's actually how Maxis set up the Maxis Highways.  There are a number of NAM items that are already set up that way as well.

     

    Concluding that technical tangent, this is some pretty cool stuff you have going on here, Bipin--I'll have to stop by here more often. :)

     

    -Tarkus

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    Thanks for the kind words and valuable information Tarkus! This will be quite useful for me when it comes to this project, as well as similar ones. In regards to how you noted that Maxis went a similar route with MHW, I think I will continue to follow in those footsteps. The only way to achieve the correct shadows and bumpy feel at zoom 6 I find is to really just go for a thin, textured model that overlaps the normal road tiles. Such as this, seen optimized for use with the Sudden Valkley Terrain mod:

     

    8afcd25076575a29a74ceec18179f6130f55068d

     

    I have already made a set optimized for Lowkee's Terrain Mod. I may make one more to compliment  another commonly used colour of grass. Enjoy!

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    It looks great, but you have some small glitches there.

     

    Can you make zones around these roads? 

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    Thanks for the kind words everyone, but I should mention that functionality is to be addressed. I've been asked about this many times, so I'll make it clear... :P

     

    These roads function no differently than the normal roads in-game that you are currently used to. This is merely a cosmetic addition! 

     

    Now, regarding glitches, those can and largely have been phased out already. It's really just a matter of stretching the road surface props ever so slightly in one direction or the other. 


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    Just to prove that I don't have my hand over the B.S. button...

     

    8afcd25076e24241a907fdcaaf21fc76342260ac

     

    Functionality is indeed present, now for you to see with your own eyes. Enjoy!

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    It's an awesome work Bipin ! You create an fantastic road, and it work perfectly in your game. This game needed more pieces like you've do here so far, and with your concrete highways, our cities could be more realistic and beautiful !! I can't really wait to have all stuff you've done :)

    Keep it up, I can't say anything else :)

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    NYBT / USA BUILDINGS / CBT

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    Thanks Darknono35, it's always nice to hear from you! Likewise, you keep up your own work with the BAT, for you are very talented and I always anticipate seeing what's in store for us next.


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    B.S I call Photoshop D:

    Nah just kidding. I never doubted you for a second Bipin. :P Keep up the progress with these roads. They look fantastic already and would work wonders in a countless number of CJs :yes:

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    Former Username: 10000000000000

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    8afcd25076a736f07b839186efe0bff537598628

     

    Hey can you make this one for Sim Mars? We can use it as a terraforming facility!


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    8afcd25076a736f07b839186efe0bff537598628

     

    Hey can you make this one for Sim Mars? We can use it as a terraforming facility!

     

     

    I believe I had deleted or otherwise gotten rid of this version. However, the more up-to-date version of this building is availible on the STEX. I'm not really sure what must be done to adapt a building for SimMars. If I need to do anything to the most current version; the one on the STEX, let me know! :)


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