Jump to content
the7trumpets

NAM: Requests

2,125 posts in this topic Last Reply

Highlighted Posts

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

I agree that the the double decker el feature should be expanded to other types, but I also think you should include an over road station.  You could get the one off the STEX or make your own.  It'd be really cool if you coud make the stations go over T intersections and 4 way intersections too.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Is there a way to improve the texture of the pillars for Avenue flyover,road... and Elevated Rail over road?

 
 
 
 
 
 
 
 
 
 

The Genetic Term of Gen for the future

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date: 7/20/2005 12:59:13 PM
Author: Tropod
It really is impractical to make puzzlepieces with different heights. The possible number of height variations, for the different scenarios, would be astronomical. This is partially why the actual proper bridges in the game are hardcoded on some level. I'll see if there is some way to some how manipulate them, to get the same results (like the proper bridges), but I highly doubt it'd be possible. In any event, I wouldn't hold your breath for this.


quote>

To make diagonal bridge pieces, I don't think the number of pieces needs to be astronomical or anything like it. What is needed at first is one high diagonal piece for each major network (hw, road, avenue, rail - we can do without one-ways, streets or el), that is, say, twice the height of the current pieces, maybe some more. In addition we need a connection piece to the shore for each network. This means a total of just eight pieces. To use these, granted, the seabed and the shore needs to be at a certain level - they won't work everywhere. So, this means that the user will in most cases need to do terraforming to use them, and that they won't work on all types of terrain, but only certain types. I think most of us will be OK with this. Even limited in this way, this would be a major asset, I think.

Well, that's my two cents. 2.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Yes I think this is a great beginning and I don't see others pieces for my part except in the future some retaining structures like for more complicated bridges like suspension,etc.40.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

REQ: 2 Orth x 1 Diag.

Please, with all these new intersections still the one that I really want is missing. 7.gif I understand thats prob because it would be a total biyatch to make but it would be so awsome to have. 2.gif

See attachment.

download.asp?mode=download&fileID=4456

EDIT: If I made the textures would there be more chance of this happening?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

You creators are without a doubt what keeps this game alive ...  I couldn't even imagine playing without all your invaluable contributions, but i have to keep requesting double-deck freeways in hopes that they might get done...  I've tried....and  i'm a idiot when it comes to batting.... So i'll keep my fingers crossed!!

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date: 7/25/2005 1:23:40 AM Author: bloo REQ: 2 Orth x 1 Diag. Please, with all these new intersections still the one that I really want is missing. 7.gif I understand thats prob because it would be a total biyatch to make but it would be so awsome to have. 2.gif See attachment.  EDIT: If I made the textures would there be more chance of this happening?
quote>
I have many textures in my stack, something like this too 1.gif But textures are only the half of the journey 2.gif
 
<ahttp://img350.imageshack.us/img350/9075/gesamt20bb.jpg align=baseline> 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

hey, could we have avenues with those yellow lines down the middle of them?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Yes, but that is not a NAM-Request. Changing the ingame textures is an other departement 2.gif 

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date: 7/25/2005 4:20:01 AM
Author: frimi2
Date: 7/25/2005 1:23:40 AM Author: bloo REQ: 2 Orth x 1 Diag. Please, with all these new intersections still the one that I really want is missing. 7.gif I understand thats prob because it would be a total biyatch to make but it would be so awsome to have. 2.gif See attachment. EDIT: If I made the textures would there be more chance of this happening?
quote>


I have many textures in my stack, something like this too 1.gif But textures are only the half of the journey 2.gif




gesamt20bb.jpg
quote>

I think the texture is somewhat less than half the work 2.gif... um 7.gif even...

Otherwise, I was thinking a layout more like this (sorry for the crapness of the diagram, but I think its good for a 3 min job!) :

download.asp?mode=download&fileID=4457

EDIT: Hmm, actually that would be kinda crap for people doing a left hand turn out of the diagonal avenue. I'm not really sure on the limitations of tile usage.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date: 7/25/2005 4:43:26 AM
Author: bloo

EDIT: Hmm, actually that would be kinda crap for people doing a left hand turn out of the diagonal avenue. I'm not really sure on the limitations of tile usage.
quote>

Now that I think about it I would say that this is the optimal layout:
download.asp?mode=download&fileID=4458

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
I wish please to add a request. I am interested in a 
 
                   =DOUBLE DECKER BRIDGE.=
 
 I don't know if this is possible, but I am encouraged by seeing the el over road capability recently shown to be do-able. It may be that bridges are a special class of object in SIM4 and cannot be user modified
 
 The bridge in question is an overgirder bridge (happens to  be the combined I-71/I-75 crossing of the OHIO RIVER leaving Cincinnati OH into Covington KY.) This bridge has approximately 8 lanes of interstate traffic with the northbound traffic on the lower deck (I think.. been a while since I've been there) and the southbound traffic on the upper deck.  This is an interesting and major bridge carrying a lot of traffic 24/7. Thanks for your consideration.
 
The more I think of this the more outrageous it seems.. haha.. because of course the approach would have to involve some over/under expressway capability too.. oh well.. can't hurt to ask.. prolly would require very senior talent even if possible..
 
Do any of you other people know of double decker bridges? I am sure there must be many on major roadways.
 
 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Can somebody lend me the highway texture please or tell me where to find it on the site?
i would also like to see double decker bridges. Could you make double decker highways? you could offset the thing so that the elevated highway went over the other, but the actual tiles you would place it on would be next to the ground highway. So could we have offset puzzle pieces?
like this perhaps
highway.bmp
maybe it could be even just a transport enabled lot.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

...should include an over road station.
quote>
 
Sweet idea AND it should automatically INCLUDE a pedestrian xover in it

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

can you try making bridges for streets?i dunno if thats possible tho....

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
To much free time ? - To many free resources ? - Your life is empty ?
And you are fit in making RULes ?
 
Here is the solution: My NAM-Requests 2.gif
(Don't worry, the textures I do by myself 1.gif)
 
<ahttp://img52.imageshack.us/img52/4876/overview15ua.jpg align=baseline>
<ahttp://img52.imageshack.us/img52/3214/overview24wz.jpg align=baseline>

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

And hence, the intersections that never were. 2.gif

However, frimi, some of those textures show inconsistent style. Take, for example, number 5. Draw an imaginary line down the center of the diagonal avenue. Now, flip the texture over that line, so the NE and SW corners are reversed, and the NW and SE corners remain the same. (In an image editor, you'd do a 90 degree rotate, followed by a flip or a mirror.) The differences in the crosswalks should be immediately obvious.

On a different note, I'm not a mod, but really, 600x1199?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Date: 7/25/2005 2:38:05 PM Author: Keiran Halcyon
.... On a different note, I'm not a mod, but really, 600x1199?
quote>
Where is the difference between 1 and 2 or 3 pics ?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

heres another idea,

<ahttps://www.simtropolis.com/idealbb/files//intersection.jpg align=baseline>
it would look so badass, maybe it can be done? the right turn bypass lanes can be made dby dragging a one way road in the direction shown in the red box. the cross walks would definitely look best where the white lines are drawn, and the borken white lines are where they cross walk could be, but i'm not sure if the game would accept it. any questions just ask me, i'll gladly explain. i'd love to see left turn lanes, but i know that they arent easy to make. i'll help out with this in any way, if possible. tell me what you think.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date: 7/25/2005 3:26:01 PM Author: joe_dirt976

heres another idea,

 
it would look so badass, maybe it can be done? the right turn bypass lanes can be made dby dragging a one way road in the direction shown in the red box. the cross walks would definitely look best where the white lines are drawn, and the borken white lines are where they cross walk could be, but i'm not sure if the game would accept it. any questions just ask me, i'll gladly explain. i'd love to see left turn lanes, but i know that they arent easy to make. i'll help out with this in any way, if possible. tell me what you think.

quote>
I love it, but don't like to annoy Tropod and Teirusu and all the other guys, which do this fine work.
I had only some ideas, may be at the other side of the border to the reality  2.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

okay, just elaborating a little more

<ahttps://www.simtropolis.com/idealbb/files//intersection.jpg align=baseline>
<ahttps://www.simtropolis.com/idealbb/files//intersection2.jpg align=baseline>
okay well, theres some more proposals, i know there are several inconsistencies especialy in 3a, with the crosswalk, and these are just my idea on something already proposed. but how does this look in terms of changes?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

yea, i dont mean to annoy anybody either, but if anyone is willing to go thorugh on this, i will gladly help out in any way i can. just some ideas though, would definetly love to see those right turn lanes though

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Date: 7/25/2005 4:21:01 PM Author: joe_dirt976 yea, i dont mean to annoy anybody either, but if anyone is willing to go thorugh on this, i will gladly help out in any way i can. just some ideas though, would definetly love to see those right turn lanes though

A good idea is always the first step. That is the reason why I do this 29.gif
 
EDIT: to discuss my little pics, of course 1.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

sorry to heap on another request, but i'm just itching to ask,

<ahttps://www.simtropolis.com/idealbb/files//road%20types.JPG align=baseline>
[edit:anyone know why the pic randomly changes?]
okay, this pic is old, ignoring number three, and 4, could it be possible to make a boulevard like number 1, but with a turning lane in the center by laying 2 parallel one way roads next to eachother?, and for number 2, could the roads be modded so that a turning lane [eye candy] is used only around certain densities? ei, high density zones

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

This is not an item request, but a functionality request. Would it be possible to make it so that ground highways are grouped with elevated highways with the tab key? (The purpose being to make ground highways accessible without using the menu, by hitting shift-R to get elevated highways and then tabbing to ground highway.) Likewise, for roads and one-ways.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
I wanted to request this, pulled from the Textures request thread. Someone brought it back up. It was an idead of mine from a long while ago.
 
 
/idealbb/files/curvedintersection.jpghttps://www.simtropolis.com/idealbb/files/curvedintersection.jpg width=899 border=0>
 
Now, I know frimi2 did make a version of this, but I think it conflicted with the NAM (the turning lane textures were messed up with it installed)  While his textures were spot on, the intersection still contained the stoplights, which are the one thing I wanted to see removed. If this is possible without messing up an actual roadxroadxroad-to-street intersection, I would like to see it included in the NAM, or at least a non-conflicting version.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date: 7/28/2005 1:57:24 AM Author: kassarc16
I wanted to request this, pulled from the Textures request thread. Someone brought it back up. It was an idead of mine from a long while ago.
Now, I know frimi2 did make a version of this, but I think it conflicted with the NAM (the turning lane textures were messed up with it installed)&nbsp; While his textures were spot on, the intersection still contained the stoplights, which are the one thing I wanted to see removed. If this is possible without messing up an actual roadxroadxroad-to-street intersection, I would like to see it included in the NAM, or at least a non-conflicting version.

quote>

Nothing can be messed up with my little replacement, because it only (and nothing more) replaced the the ingame-textures. No replacing for path, exemplar or whatelse is done 19.gif

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections