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Ciaolo

Offline mod for street planning: need help

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I'd like to create a mod that contains new streets and avenues whose only purpose is planning the city layout (no traffic, no zoning, no building). Very useful when playing offline without sandbox mode.

 

I think I know how to do everything: creating the roads, managing the upgrades and downgrades, adding them to akar, etc.

 

The only thing I can't do is the part related to graphics. Textures, icons, 3D models, I know nothing of them.

 

Let's create a team and work together.

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    I want to be more clear about what this mod should do.

     

    Imagine that you want to plan without spending money, you go to the street menu and see "plan street" and "plan avenue", and they look like some streets drawn like lines on a football pitch.

    You pick them and start planning. They cost 0, allow no traffic, no building, no zoning, no water/energy/sewage and nothing of all the other hidden things (modders know what I'm talking about).

    You plan your layout, and if you want you can upgrade and downgrade between streets and avenue plans. Then, when you've done, you'll want to build real streets and avenues, so you just upgrade them.

    You can upgrade streets to dirt roads (and to avenue plans as well), and you upgrade avenue plans to medium avenues.

    When you upgrade a plan to a street/avenue, you can't downgrade to the plan, because you can build on a road and nasty things could happen if you change a road into an avenue without buldozing everything on it. At least this is what I think by looking at scripts. And more importantly, as this downgrade could allow changing a road into an avenue, this is a completely different matter, and an unwanted behavior.

     

    Now, what to do with udon and regional roads? Maybe I could do those plans for them as well, but it's to be decided. Of course it could be possible, but let's start small.

    As far as regional roads are concerned, it would be much easier because they look like normal roads, and it would be good to do them from the start.

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    work with the team and they will help figure out the best location and place to put them as well as help with icons and images if you become one of the team members its up to you to decide.

     

    However the resources of the team help with everyone's endeavors

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    I had another idea: we could create "service road" (tentative name) that doesn't look like a road, it's a tube on the ground and electric tracks above it.

    These roads allow no cars, no sims, just a connection for power-water-sewage for those who "segregate" (a new thing I discovered in an old skye storme video).

     

    I'll talk about this with the group, and update.

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    Now that your a member or someone working with the team you are welcome to bring up ideas and work any ideas you wish to go down.. Danny and Cap have been wanting to create a ultra tin water line road maybe using hybrid udon road so we could strip or use similar to transition path which has no properties and use that potentially as a baseline as a tought

     

    Also with RCI you have a better way to measure out with zero cost due to the eact plop of use with varience depending on buildings not just general R C I use.

     

    Jeff

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