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smoncrie

Double-Deck Bridge Experiment

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Date: 11/27/2005 12:43:09 PM Author: Nexis you don't know what a trestle bridge is.  are you joking.
er i didnt know what a trestle bridge is...
if i saw it i might know though. dont be so bloody rude about it.

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jeronij - that bridge looks good. Is it for streets? Because a street bridge would be great.

But back on the subject of double decker bridges - when are we likely to see smoncrie's bridges in our cities?

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jeronij: There are a few types of trestle that I was able to find, one that's more simple, and probably easier to make, and another with a maze of supports. Generally they carry only rail traffic, and the former is seen more often in use in modern times.

Here they are:
<ahttp://upload.wikimedia.org/wikipedia/en/c/c2/AlhambraTrestle.jpg align=baseline>
 
width=795 align=baseline>
 
 

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Hello to all.

 
Andreas, thanks for the suggestion, sometimes I am lazy lazy...2.gif
Fairlane500, thanks for the pics ( I just can see the first one though 34.gif).
 
I have just now noticed that there were some trestled bridges in the page 2 in this thread 43.gif
 
Yes, this test is a street bridge, and I hope Smoncrie can put it to work. If so, I

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    jeronij, I got your models working as a bridge.  There were a few problems.

    <ahttps://www.simtropolis.com/idealbb/files//smoncrie%20double-deck%20bridge7.jpg align=baseline>
     
     
     
    I found that you do need to change the ID from those generated by BAT, and that fixing this by hand was much more tedious than I had thought.  I think I remember seeing a way to tell BAT what ID

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    Date: 11/27/2005 5:12:02 PM Author: smoncrie

    jeronij, I got your models working as a bridge.&nbsp; There were a few problems.

    <ahttps://www.simtropolis.com/idealbb/files//smoncrie%20double-deck%20bridge7.jpg align=baseline>
    I found that you do need to change the ID from those generated by BAT, and that fixing this by hand was much more tedious than I had thought.&nbsp; I think I remember seeing a way to tell BAT what ID

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    ILL Tonkso, not for a little while.  We need to solve the problems first.

    Everyone:  Remember that new bridges will have to become part of the NAM, so there will be much less freedom to create them compared to lots.
     

    EDIT:

    jeronij, I used reader

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    Here's abridge that might be easy to make and would look modern:
    SegmentalBridgeFtLauderdale.jpg

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    jeronij, adding end pieces should not be hard, but I think that we need to get things working properly first.

    The Material ID is the Instance ID of a FSH texture.  It does not necessarily match the Instance ID of the S3D.


    I found the  reference to changing the ID

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    Trestles

    I like the trestle idea; the problem is that the supports would need to keep widening the further down the bridge went, and if the widening extended beyond the bounds of a single tile, it might cause problems. If not, cool. I dunno, just a thought. If it does cause problems, though, I'd suggest that, as soon as the widening reaches that 16m-wide point, you just continue it down vertically.

    Adding Bridges to the NAM

    What happens if there's an entry in the BSPEC without models or an exemplar? Would the bridge still appear in menus? If not, then maybe the central BSPECs could be written to accomodate all custom bridges that are made, and then the exemplar and models come in a seperate package that the downloader can choose about.

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    I may have found a solution to the widening problem in another kind of trestle also. I came across this one during my search, and it would feasibly work.

    <ahttp://www.education.mcgill.ca/profs/cartwright/rawdon/trestle.jpg align=baseline>
     
    As for the more conventional ones, they could always extend down for aways, then have concrete blocks. That seems to be what the railroad did along Snoqualmie Pass near the trestle bases.

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    jeronij, I was thinking of using the same models for more than one transit network, street and road, for example.  It might be best if you rendered the bridge deck as shell with a hollow center.  If you also leave the street surface as a (Edit) rectangular hole on top of the bridge deck, I would be able to add the appropriate texture.

    ardecila,  if there is no problem with a bridge that is all supports, a trestle bridge would be a simple bridge.   If one also wants water traffic under it, it becomes a more complicated bridge.   Having the support widen beyond a single tile should be possible, but there might be odd visual effects such as a boat going part way through the trestle.  Another way to do it might be to use a 3 tile wide bridge.   I think that both possibilities would work well on land, but on water, the water wash effect might look odd at different bridge heights.

    Sometimes more is needed than a reference to a bridge

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    smoncrie: A local landmark near my house, the Wilburton Trestle, displays what could be a possible, if complex, solution to the opening problem. Most of the trestle is a wooden mass, as seen in the following image:
    width=516 align=baseline>
    But the central section is designed to accomodate a roadway running beneath it:
    width=799 align=baseline>
     
    Though, the one potential loophole is that most trestles that span water are so low that boat traffic is not permitable, or the taller ones are built over valleys that have only a small stream or river, or no water at all, negating the need for boat passage.

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    Holy.. This is great! 3.gif If you can get that working for everyone then I'll download it for sure!

    By the way, I can't see your pictures fairlane.

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    *nods to smoncrie*

    Ard&co: The purpose of the BSPECs work like this. Generally speaking, a bridge can be defined as being constant over various distances or variable over various distances. Variables are where the BSPEC comes in because it takes each length (4,6,7,8,9,30,34,24,etc) of bridge and makes a specific combination of pieces just for it. Fun huh?
     
    I didnt personally know that you could just ignore them for simple constant bridge types, but this does make sense considering I dont remember BSPEC's existing before rush hour, and I deffinitely remember bridges existing before rush hour.
     
    One of the interesting things is that maxis had pointed out at some point that Diagonal Bridges were possible, but just would have taken them too much time to fit diagonal pieces together. Maybe if we ever do perfect the process we can do that for them. You never know.

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    Date: 11/28/2005 2:55:50 AM
    Author: Karybdis

    One of the interesting things is that maxis had pointed out at some point that Diagonal Bridges were possible, but just would have taken them too much time to fit diagonal pieces together. Maybe if we ever do perfect the process we can do that for them. You never know.
    quote>

    Yes, I remember a post about the features of Rush Hour and someone had commented on the bridges. A Maxis employee responded with it was either more bridge types or diagonal bridges and that they were happy with the decision they made to include a greater variety of bridges. I don't remember the exact wording, but I know it was an 'either-or' besides an 'and'. But who is to say diagonal bridges were a limitation of time instead of the game?

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    jeronij, what I meant in my previous post was that the bridge deck model should look like this:
     
    smoncrie%20double-deck%20bridge8.jpg
     
     
    Notice that the street surface is missing.   Although it is not important, the bottom of the deck is also missing.  This is OK because it will not be visible.   You would not need the ends either, except that an end of this piece can be seen when it is at the end of the bridge.

    I plan to add a rectangular model with a street texture to all your model

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    Date: 11/28/2005 10:48:20 AM Author: smoncrie
    jeronij, what I meant in my previous post was that the bridge deck model should look like this:
    <ahttps://www.simtropolis.com/idealbb/files//smoncrie%20double-deck%20bridge8.jpg align=baseline>
    Notice that the street surface is missing.&nbsp; Although it is not important, the bottom of the deck is also missing.&nbsp; This is OK because it will not be visible.&nbsp; You would not need the ends either, except that an end of this piece can be seen when it is at the end of the bridge.

    I plan to add a rectangular model with a street texture to all your model

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    Jeronij, the group numbers are good, and the instance numbers are OK for now.  The problem is that I am not sure what instance values should be used on a permanent basis.  If we use non-NAM addresses we risk conflicts with BAT buildings.  Possibly we could use NAM addresses, but the bridge pieces will use a very large amount of address space.  I should probably contact tropod about this.

    You are correct, streets are narrower than roads.  However, we are learning how to make bridges, and frequently the same bridge models are used by road, one-ways, and avenues.  I think we should know how to do this properly. In any case, it will be interesting to see what the narrower roads look like, even if we never use them.

    I plan to add the road textures like this:   I start by BATing a flat rectangular model with a size that lets it fit into the bridge model pieces.   I take each of the S3D

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    from my instance Spec if this helps:

    0xA82CA30F - Exemplar - Bridge Pieces Main Definition
     0xAA0000BB
      A = Network ID
      B = Bridge ID
     
    0x2821ED93 - Exemplar - Bridge Pieces Network Part Assignment
     0xAAAABBBB
      A = Bridge Pieces, Piece ID
             Light Map, Unused
      B = Bridge Pieces, Unused, For S3D
             Light Map, Piece ID
     
    0xA8434037 - Exemplar - Highway Pieces Definitions
     0xAABBCCCC
      A = Network ID
      B = Bridge Piece Family
      C = Bridge Piece ID
     
    0xCB730FAC - Exemplar - Avenue Bridge Pieces Resources
     0xAAAABCCC
      A = Piece ID
      B = Section Flag (Support, or Connector)
      C = Unused. For S3D's
     
    0xE8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel
     0xAAAABCCC
      A = Piece ID
      B = Section Flag (Support, or Connector)
      C = Unused. For S3D's
     
    0x1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
     0xAABBCCDE - Network Textures
      A = Network ID
      B = Piece Family
      C = Piece ID
      D = Border Texture Type
      E = Zoom
     
    badb57f1 - Simglide 3D Model
     0xAAAABCDE - Standard Instance Format
      A = LODs, LOD Model ID
             Object, 3D Object ID (Cars, complex 3d objects, etc)
             Arbitrary Assign, AssignID (All other values unused)
      B = LODs, Foundation flag (is foundation or not)
             Object, TypeFlag (0 = vehicle, 1=rear light, 2 =Vehicle
                            lights, 3 = siren, 5 = General 3d model)
      C = LODs, Zoom
             Object, Unused
      D = LODs, Rotation
             Object, Unused
      E = LODs, Unused
             Object, Secondary Typeflag (as main type flag)
     0xAABBCCDE - 3d Networks
      A = Network Type (02 highway, 08 LTrail)
      B = Highway, Piece Class (00 Single or 01 Intersection)
             El/Light, Piece ID
      C = Highway, Piece ID
             El/Light, Underlying Network Piece ID
      D = Highway, SubID (for things like Clovers, the part of the clover)
             El/Light, Where used, the SubID as above
      E = Highway, Zoom of Underlying Network Piece
             El/Light, Zoom of Piece
     
     
    As long as some form of that is adhered to on a permanent basis, then conflicts are avoided in theory. Not to say all of those should be used, but they were maxis' guidelines by the looks of it.
     
     
     
     

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    jeronij, that model you sent me was just what I needed.  It is a little odd at zooms 1 and 2 (BAT is the cause of this), but I found a good work around.

    smoncrie%20double-deck%20bridge9.jpg
     
    Here is a close up of it.  The street surface models have been added and they use textures that are corrected for the lighter colour used in bridge pieces.

    Thanks Karydis, that

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    Holy expletive deleted! This is awesome! I'm going to have to drag out a good pic of the Steel Bridge... It's a weird double-decked vertical lift bridge, rail on the bottom, Light rail and cars on top. The lower deck can be raised independently from the upper! I don't know if that'd be moddable, but it would sure be cool to see!

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    Well, that's a job well done, but it looks a little seamy. Maybe clean it up a wee bit? I note that the street surface is fine, tho. Also, that shadow... don't worry about fixing it, lol [a couple of Maxis bridges have the same problem, besides, you can barely notice it 3.gif]

    What would be cool would be an avenue bridge with elrail running on the top of it.

    Nine degrees of separation??

    NAM Team member | NYBT Member | NHP Member

    Download the Network Addon Mod and its related components here.

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