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Question about T-Intersections

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Hey Everyone,

I started playing again after a two year break and I'm more then ever into custom content. I just downloaded jeronij's concrete walls to create a sunken highway for my poor city but I couldn't get past something I got obsessed with. The t-intersections. I got the walls around it alright. With no jagged edges mod, they look great but I'm worried about whats between them. As you can see from the screenshot below, the intersection looks too ... bare. I will place parks and other things around the elevated ground but I can't do anything about the ground below the intersection and it looks out of place. Is there anything I can do to place something nice beneath the intersection that will make it fit with the rest of the highway? Something like a texture maybe?

Thanks!

SimCity42012-09-0104-36-03-56.jpg

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Buddybud has a set that includes such a piece ().

T-InterBud-1.jpg

Edit: Platanero posted the same link. Be sure to get the other components mentioned in the listing to complete the set - as well as the dpependencies.

Another note: Buddybud created his works to be used at a depth of 14, not 15 as may be the case with other sunken pieces. Depths other than 14 may result in improper texturing.

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A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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I personally think you're wasting your time with the Maxis highways. Should look into the RHW. You can customize things and build more complex systems as well as beautify them better with different other plugins that resemble retaining walls and such. Not that you can't do it the way you are now, I just think with the RHW you will have more options available.

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I personally think you're wasting your time with the Maxis highways. Should look into the RHW. You can customize things and build more complex systems as well as beautify them better with different other plugins that resemble retaining walls and such. Not that you can't do it the way you are now, I just think with the RHW you will have more options available.

thats true, but the maxis highways are -in my opinion- better to do compact sunken highways

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You are right there. I guess that is more in line with functionality but I have always been one to go with realism. All depends on your gaming style really, nothing wrong with it of course :)

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I personally think you're wasting your time with the Maxis highways.

Many people say this and I question why. Why rule out an entire network? When used right, it can look (and function) fantastic. Below-grade examples are some of the best.

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I wasn't aware that that set contained Maxis T intersection textures. Interesting. As for RHW, I strongly prefer it myself for most purposes, but MHW isn't always an inferior option - in fact the vast majority of the time it is preferable over RHW for sunken highways. It depends on your gaming style, of course. Being a roadgeek, I'm willing to take extra time if it means a vastly superior road system. Also, as a roadgeek, I agree with Haljackey that ruling out an entire network is foolhardy. It's just another tool in the toolbox.

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It really depends on whether you want to take all the trouble to engineer a highway system with RHW or just use the default to accomplish what you need. Some players enjoy playing with RHW and consider the game a platform for it. On the other hand, I prefer to work on my villages, towns and cities to keep transportation links down to a minimum. I only use highways (any kind) between cities when there are considerable distances to cover, but then I am likely to use rail.


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You are right there. I guess that is more in line with functionality but I have always been one to go with realism. All depends on your gaming style really, nothing wrong with it of course :)

totally agree with u, actually i love RHW, specially the rhw8S :D

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Everyone to his own delight. What would I do with one of those in my town of some 10,000 residents most of whom work on nearby farms or in the factories in the next block?


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

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The best part about the MHW, in my experience, is that it works with minimal time investment on the part of the player. It's flexible and supports interchanges with crossroads and frontage roads (currently the RHW doesn't have proper TX-style frontage road ramps), and it can cross through all terrain features. RHW does have the edge when it comes to customization and realism, but for sheer ease of use MHW is the way to go.

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That's actually about to change...

mhw_override_02.jpg

And yes, that's actually a Maxis Highway in RHW-disguise. No trouble with starters and instable overrides, this might actually appeal more novice players. Call it MFRHW (My First Real HighWay :D)

Best,

Maarten

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Nice skin, wouldn't mine using it if it was made to match the 3 lanes.

Yes, Maxis highways can look good, and believe it or not, do things RHW can't do, and may never be able to.

It depends on area, and preference. I know all my crazy highway systems in LA wouldn't be doable with RHW, without taking up Huge amounts of space, or look ugly.

I like both, and use both. I like my Peanut Butter and my Milk it's why I eat Peanut Butter Captain Crunch.

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Nice skin, wouldn't mine using it if it was made to match the 3 lanes.

I wouldn't call it a skin; Just a replacement of models, with the preexisting RHW stuff as its "skin". For the record, this is exactly what Maxis had originally intended for their highway systems, though their intentions still had no shoulders.

Alex made a similar prototype that had three lanes per direction, but judging how it was set up, you'd have to say goodbye to shoulders and diagonal functionality. I think it's safe to say that many of the NAM Team Members you see today have at least played with this idea (MHW to RHW) at least once before.


  Edited by Ganaram Inukshuk  

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The point about highways in general is that they are limited access. I don't understand the point about wanting general access like a road along them.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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The point about highways in general is that they are limited access. I don't understand the point about wanting general access like a road along them.

When frontage roads are built to allow general access along a freeway corridor, they greatly increase the value of the land, due to the fact that once remote lands may now be accessible to tens of thousands of travelers each day. Because this outcome is desirable to landowners along a proposed freeway, the construction of frontage roads often allows the state to avoid paying steep costs to acquire the land. In addition, frontage roads promote commercial development along the freeway, resulting in more taxes paid to the city and state. Also, in the case of Texas (not too familiar with freeway politics elsewhere in the U.S. and the world), frontage roads enjoy massive popular support, so much so that a proposed measure to eliminate them from the construction of future freeways was protested right to its death.


  Edited by Cobhris96  

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Alex made a similar prototype that had three lanes per direction, but judging how it was set up, you'd have to say goodbye to shoulders and diagonal functionality.

Not necessarily . . . here's what happened when I stuck my prototype texture for that onto the revamped models . . .

fiuNu.jpg

And with wide-radius curves . . .

rXgGG.jpg

It's amusing looking at where the old MHW sign gantry T21s line up on there. Default MHWs are absurdly narrow.

-Tarkus


  Edited by Tarkus  

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The 4. Make the 6 a TuLEPs-like piece for the redone Y and Partial Y pieces (Which should all be rebuilt just to see if it's possible to rebuild them)

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The 4. Make the 6 a TuLEPs-like piece for the redone Y and Partial Y pieces (Which should all be rebuilt just to see if it's possible to rebuild them)

Yeah, not gonna happen. Literally too much work, and we're not making prefabs for RHW. Ever.

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