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Pygma

Drag Overpasses, Underpasses & Tunnels (without Parks)

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Apart from the inconvenient having to quit every time to place different overpass/underpasses, it works really well.

I've had a lot of fun messing around with these tools =D

 

All we need now is to make a modded interface to allow these kind of things to be done without the quit, delete, replace and stuff =)

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Fantastic! It works really well - hopefully you can work out a way to make this work without having to swap files all the time.

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I suppose this could allow for the creation of custom interchanges. I'd love to see someone create a cloverstack; use the curveable/multi-height roads to their fullest extent.


bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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Once again I am astonished at the brilliance and persistence of you guys!

Thank you very much for all your effort - all of you!

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How do the agents handle this?  Does traffic flow smoothly with this mod?

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this is awesome work!   no more excuses EA, make this a standard feature without the fileswapping/restarting game stuff!

 

this will fix a LOT of traffic flow problems!

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Great mod, just having a few issues with the tunnels, can you explain what the numbers mean, I have been trying to edit to work in other regions, road tunnels stick out the ground and while the rail tunnels are buried I cannot build a road over the top, although I can tunnel under an existing road with rail.

 

I am unsure what changing A & B does.

 

Thx

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Thanks a lot to Pygma for the mod.  Been playing with it for few days, and it's awesome.  Now I can build a bridge all the way to the city border to avoid all the other intersections. Great for depot trucks. Now I'm wondering if it's possible to have junction diverging tool (or whatever name it is) so that traffic that want to turn to the right won't have to stop at the lights at all the junctions. Maxis should have included such tools under the road menu...

 

Again, thanks for the mod. :)

 

post-630686-0-28663100-1366795443_thumb.

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    Hey all. Thanks and sorry i didnt answer yet.

     

    -> Agents handle this perfectly. They are the same networks.

     

    -> You cannot build tunnels below a virtual 0. I dont exactly know where this is. If your Tunnel sticks out of the ground, you should alter the value at B. I didnt yet figure out what exactly the numbers stand for. I have some ideas though. A has something to do with the water level as well. C could be the lower network point (bottom of bridgepiles e.g.)

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    Is this possible with trains? It would be nice to run some of the track underground. Thanks.

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    -> The restart is needed because the game only loads these values upon start. I didnt find/excessively search for a way to change them. Ill try this when i find time. But someone else might have better knowledge. :)

     

    -> This works with all network types that offer bridges or tunnels. (not with pedestrian path or service roads)

     

    (sorry not much time atm)

     

    Regards

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    Your efforts are greatly appreciated. Mod worked flawlessly this morning however, now it does not work at all?

    Upon returning to the game this evening it seems that all of the package files in the mod as well as the package files in user data have changed to something that can only be opened with vshost32.

    Otherwise, game plays normally, no rollbacks. Completed mods remain. Have not attempted to change values as I am programing illiterate ( obviously).

    I assume vshost32 is a file extension?? Tried restoring files to earlier version. Even relegated mod and downloaded again, unzip new download and PAC files are changed in it as well?

    Any ideas? Is this possibly EA way of locking the files so they can,t be modded?

    If so then sell it as DLC because it quite usful.

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    Got it figured out. Disregard previous post.

    Having a little trouble with dragging roads over underpasses but still learning how to use the tool.

    Excellent mod, opens up all kinds of new challenges. Game is fun again in spite of other issues.

    Thanks Pygma!

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    may thereby make a video on how to make the tunnels? thanks

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    @jose, I can if i find some time. Hard atm. They dont work on sealevel. Do you have problems adjusting them, or drag them in the game?

     

    @dirtgure, thank you.! I will also try to look into the problem with dragging roads over underpasses (you mean underpasses, not tunnels?) -> if you adjust your underpasses, make sure you have a height difference of at least 128 (B)

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    Is it possible to create a road using the SHIFT key?

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    I'd also appreciate if someone posted up a video as I'm computer illiterate!

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    I'd also appreciate if someone posted up a video as I'm computer illiterate!

    Can't do vids. I don't want to make this thread look ugly with loads of pics but...

     

    Read Pygma's post again, even if it's after reading mine.

     

    You may not need to edit any values, and therefore I would suggest that the way to start is to only download Pygma's files and not SimCityPak. Unzip his tar (Tape ARchive file) and you will see the files he describes. As said in his post: QUIT THE GAME and put ONE of his files in your SimCityData folder; start with the higher level tunnel (Mod_Tunnel.package). Start the game and go to Norwich Hills in the little three city region (if your cam's stuck use the direction keys to free it like Pygma tells you) and with the road tool draw a straight tunnel like this...

     

    Spark_2013-05-02_09-38-26_zpsc6ed778c.pn

     

    Now quit the game, go back to your SimCityData folder and delete the Mod_Tunnel.package file. You can now restart the game as vanilla and draw roads from the ends of the tunnel you previously placed

     like this...

     

    Spark_2013-05-02_09-48-30_zps29e33a2a.pn

     

    After the first time you'll be able to do this quickly, and as I said in another post someplace: I can use Overpass 2 at sea level a lot faster than all the digging roads down like we've been discussing in other posts. 

     

    When you've played about with the different files at different regional heights you may decide you want to play with the numbers; that is when to go fetch SimCityPak and tweak things to your personal delight.

     

     

    One final thing: I forgot to say thank you to Pygma for this game-changing mod. 

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    Thank you FourWinds for your help.! Its actually a pretty perfect step by step guide. I might add some more variants of different heights. So you may never have to change any values by yourself.

     

    Im really short on time atm and mostly cant bring up more than a few minutes between stuff. Sorry. I hope to get to some things by the weekend.

     

    Dont hesitate to ask any questions or requests here. Ill read it.

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    EA should make this and all the new road stuff the first full expansion pack. Try to fix the simulation as well, if that can't be done first...

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    Thank you Pygma for the hard work on the mod and thanks FourWinds for the step by step. Working great for me to help clear up my traffic.

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    This would be really nice if values could be changed during the game in memory. I have spent couple hours, yet I was not able to get too far because of my lack of knowledge.

    Perhaps someone with more experience can look into this?

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    thx for this mod.. it work good..

    how i can change values of A,B and C? i tryed change it with Simcitypak but it dont work... i thing that left some think.. Pygma, can you help me?

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    Nice works, but if you can make the overpasses and tunnels a kind of road , it will be wonderful.

    I think you can make the briges and tunnels higher or lower than the ground by a few uints ( if all of these dont make sence, no need to mind.)

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    -> its a known issue with SCP, use visual studio and make your own build out of the sourcecode /or use it in debug mode inside visual studio:

     

     

     

    Edit: Use this awesome tool by trgs which allows you to change the values on the run:

    Again thanks a lot to develop this further.

     

     

    regards

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