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Street roundabouts ?

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Hi guys !!   :party:

 

I was trying some stuff with networks and street layouts and I was wondering if there is a way to have street roundabouts  ?????

 

Not the 2*2 ones, but some 3*3 like what we have using one way roads.

 

492126rondspoints.jpg

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Yes that is totally possible.

 

That would require 2 things:

 

-create 5 new textures for the roundabout + interaction with different road-based networks.

-insert new RUL 1002 code to trigger the texture override.

 

Both are quite easy to achieve: the textures and the code already exists, they just need some lght editing. However the problem is to include the code in the  controller: it is explicitly forbidden to release publicly new RUL code without the NAM team approval.

 

Since more code entails a heavier controller (which consequently increase loading times), there's little chance to see the concept of a 3x3 street roundabout implemented. The team has put a lot of efforts trimming down the controller to make it as light and efficient as possible and your idea sound a bit counterproductive in that regard.

 

However. If the reason that leads you to wish for a 3x3 street RA is the ability to place some piece of decoration in it's middle, I'm about to release a T21 mod aimed at streets and roads roundabouts. Basically the mod would add trees and other flora on such roundabouts. If all goes well it might be finished tonight or tomorrow. Nothing spectacular though, don't set your expectations too high :D

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At the moment, I don't think so.  As the previous post states, some work with RULs is necessary.  The NAM controller is big enough at present, even if one can shrink it by dropping RHW.


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Since more code entails a heavier controller (which consequently increase loading times), there's little chance to see the concept of a 3x3 street roundabout implemented. The team has put a lot of efforts trimming down the controller to make it as light and efficient as possible and your idea sound a bit counterproductive in that regard.

At the moment, I don't think so.  As the previous post states, some work with RULs is necessary.  The NAM controller is big enough at present, even if one can shrink it by dropping RHW.

Most of the initial code here would actually be governed by INRUL code (specifically the Street Supplemental INRUL), which is completely independent of the main three RUL files (especially RUL-2) and many times smaller than RUL-2. Additionally, the amount of RUL-2 code that would be needed to connect non-Street networks would be negligible compared to RHW.

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    However. If the reason that leads you to wish for a 3x3 street RA is the ability to place some piece of decoration in it's middle, I'm about to release a T21 mod aimed at streets and roads roundabouts. Basically the mod would add trees and other flora on such roundabouts. If all goes well it might be finished tonight or tomorrow. Nothing spectacular though, don't set your expectations too high :D

     

    I expected nothing... so in my eyes it will be spectacular :) :)

     

    At the moment, I don't think so.  As the previous post states, some work with RULs is necessary.  The NAM controller is big enough at present, even if one can shrink it by dropping RHW.

     

    Yes, the nam is already quite huge !!!  ;)

     

     

     

    I've just got an idea... it is possible to lay purely cosmetic road tiles on existing tiles, Wouldn't it be possible to create such cosmetic tiles on top of a road roundabout to make it just look like it was a street one ?  :ninja:

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    I've just got an idea... it is possible to lay purely cosmetic road tiles on existing tiles, Wouldn't it be possible to create such cosmetic tiles on top of a road roundabout to make it just look like it was a street one ?

    Are you talking about creating an overhanging prop disguise for the Road roundabout? If so, that'd be redundant because the Road roundabout is identical in size to the Street roundabout. If you mean the One Way Road roundabout, it'd still be redundant. Why? It's actually far easier to just edit the textures if you so desire.

    Additionally, the level of detail of such an overhanging prop would be far different than just using a textural replacement; it's a bit complicated to explain and requires I explain the concept of 2.5-dimensionality, but such an overhanging prop would be a lot more pixellated than just a regular textural mod. Plus, making an overhanging prop requires sufficient knowledge of creating a BAT in GMax or something of that nature.

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    Additionally, the level of detail of such an overhanging prop would be far different than just using a textural replacement; it's a bit complicated to explain and requires I explain the concept of 2.5-dimensionality, but such an overhanging prop would be a lot more pixellated than just a regular textural mod.

     

     

    Damn !! Yes I understand. It must have to do with the Zoom 5 limitation.

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    Damn !! Yes I understand. It must have to do with the Zoom 5 limitation.

    Nah, it has to do with how buildings in-game are projected (and even made). Most in-game buildings aren't really 3D, they're 2.5D, for lack of a better term. They're just boxes with textures that make them look like buildings, but the textures can only be viewed from one angle in order for the building to be viewed correctly. The resolution of the the building's "textures" can be increased to mitigate the pixeliness, but then you risk increasing file size (and maybe the risk of crashing the game).

    Well, maybe you may have known this already (or if not, now you know).

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    You know, that NAM controller is starting to get very top heavy.  I wonder if it is even faintly possible to do something better than RULs and all that interpretation back and forth?  The NAM Team has done a lot of neat work, but I am beginning to think there has got to be a better way.

     

    Because we are locked out of the source/binary, I suppose we really can't do something like generate a nice *.dll in machine code that would operate as a controller.


    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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    Damn !! Yes I understand. It must have to do with the Zoom 5 limitation.

    Nah, it has to do with how buildings in-game are projected (and even made). Most in-game buildings aren't really 3D, they're 2.5D, for lack of a better term. They're just boxes with textures that make them look like buildings, but the textures can only be viewed from one angle in order for the building to be viewed correctly. The resolution of the the building's "textures" can be increased to mitigate the pixeliness, but then you risk increasing file size (and maybe the risk of crashing the game).

    Well, maybe you may have known this already (or if not, now you know).

     

     

    I have no problem with the 2,5D, I know how it works.

     

    I think I'll look two ways (purely cosmetic then).

    Overlaying the current roundabout the way rtmt works (I have no idea how at the moment but I'll see what's what)

    Using overhanging props (a bit like the roundabout fillers work)

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    Overhanging props would have to be the way to go. Unfortunately RTMT utilizes TE-lots (Transit Enabled), which are unsuitable for intersections, because of a property known as the Transit Switch Entry Cost (TSEC) which is designed to prevent Sims from using the stations as shortcuts (since travel time through a TE-lot is technically zero, the TSEC makes up for this by adding a time "cost" to entering and exiting the lot).

     

    Puzzle pieces are a whole different affair, which is why TuLEPs work, but TE-Lot pieces generally cause erratic behavior (Sims specifically try to avoid the lot, but with intersections the impact is much worse).

     

    Of course, the only problem with overhanging props is that they take up space somewhere, but maybe you could look into some of the work that Bipin and Paeng have done regarding TE-lots for cosmetic purposes, as well as the roundabouts that Bipin has somewhere, which utilize overhanging props as crosswalks for the 3x3 roundabout.


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