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Criquette

Double Network Texturing

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Hi all.
Forgive me if i'm wrong starting a new thread, but may be if the idea is doable i could try to do it myself...

So, in theory, there is a posibility to auto replace the network texture after meeting the conditions that are needed. For example - a 3x3 roundabout mod. To have it, you need to make a 3x3 oneway collapsed piece. So there are some more examples like turning lanes, diagonal streets, etc.

The idea i have is about double network types that are the part of the NAM, like double diagonal oneway road, double diagonal road or just orthogonal variations of it... so!

Is it possible to force the double network texture to be replaced with a custom one? 
Just like this:

<img align=baseline>
    

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Last Online: A long, long time ago... 
 

YES. This is possible. In fact, this is how the Rural Highway Modd works. You draw two ANT networks next to each other to get the interstate-highway textures.

The issue, is that because of the way One Way Roads are set up, it's not possible to differentiate two oneways going the same direction from two oneways going in the opposite direction. Simply not possible.

So, if someone did your idea, it would be five lanes as one roadway, regardless of how the traffic flows.

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Yes, it is perfectly possible (though a little tricky, as I have learned). This is the exact same concept that most of the RHW mod relies on. If you want a highway-like version, I'm planning on implementing the exact same five-lane, side-by-side idea into the Rural Highway Mod.

-qurlix

EDIT: I was fast, but not fast enough...38.gif (I never check if someone else posts after I preview!) Anyway, the way the RHW mod works, however, the lanes will be distinguishable.

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Last Online: A long, long time ago... 
 
Date: 9/27/2005 11:22:08 PM
Author: qurlix
Anyway, the way the RHW mod works, however, the lanes will be distinguishable.
quote>

You mean you set up the RHW OneWayRoads to distinguish between ^v and ^^? I'd be interested to find out how you did it. I have a lot of ideas for a double-wide oneway road, and it'd be great if that was implemented.

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Posted:
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I would like to see that in the game. How do you make it

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Posted:
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Date: 9/28/2005 12:12:07 AM
Author: ardecila
Date: 9/27/2005 11:22:08 PM

Author: qurlix

Anyway, the way the RHW mod works, however, the lanes will be distinguishable.
quote>
You mean you set up the RHW OneWayRoads to distinguish between ^v and ^^? I'd be interested to find out how you did it. I have a lot of ideas for a double-wide oneway road, and it'd be great if that was implemented.
quote>
The way I understand it, the RHW changes not only the textures for adjacent ANT networks, but the paths as well. (It has to go from a two-way network to a one-way network somehow.) Therefore, ^^ will not be possible to draw, as it will revert to v^.

EDIT: I'd like to add that though this is possible to do in appearance, the center lane would be non-functional to any but UDI traffic (and then only with lane-snapping off) and switching lanes from one side to the other would be impossible (again, except for UDI with lane-snapping off).

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Well, everyone is sort of right, except for the fact that this is possible (with the RHW, that is).

The first thing you need to know is that the RHW not only checks side-by-side ANTs, but also front-to-back ANTs...ummm, that may have not clarified this... If one were to extend one side of the RHW beyond the end of the other side, the network would still be drawn as RHW. (I call this pursued. I came up with terms for a lot of stuff!) Indeed, it is pursued even through diagonals and corners, at least all of them that I've coded it to. (not many 15.gif)

The second thing is that the [RulOverrides] file (the main file incorporated into the RHW) has a distinction amongst the RULs in that can distinguish between an ANT piece and its RHW twin. This has been a hindrance in many scenarios, as it means coding has to be repeated for both ANT and RHW versions, but on the plus side it allows for some complex items, like mergers and access roads. (as well as five-lane sections...)

So by extending a pre-existing lane adjacent to one in the normal direction, the pieces can become conjoined (if so desired) and voila! A super-highway.39.gif

That's my rambling.
-qurlix

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Last Online: A long, long time ago... 
 

Oh, so you're not using One-ways at all.

That clears up a lot of things.

My point was that, in the RUL Overrides file, there is no way that I know of to distinguish between ^^ and ^v for Oneways, because of the way that network is tied to the EXE, etc.

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