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I'd also say it should be probably 8 m to look high enough in the game. Some truck automata might be rather large and would collide if it's only 6 m high. Besides, 8 m is half of the standard 16 m, and I figure that it might be easier to use "even" values. And as ArkenbergeJoe pointed out, if you put it in a new rotation ring, it can be added easily as an optional NAM plugin, so you won't have to wait for a new NAM - that's one of the main reasons why we made it modular.

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Originally posted by: haljackey Holy crap ardecila! That looks amazing 9.gif! Is that a ground highway overpass?quote>

No, it's just a road overpass.  The outer areas are for pedestrians, and the inner areas are for vehicles.

Andreas/Nardo69 - I will experiment with greater areas by importing some buses and trucks and testing their heights relative to the clearance.  Like Nardo69 mentioned, many of these viaducts were designed before semi-trucks were common.  Typically, the roads underneath these viaducts are lowered rather than raising the tracks, but the sidewalk remains the same, so you get an interesting situation where the sidewalk is 4 feet above the road while underneath the tracks.

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Originally posted by: ardecila Like Nardo69 mentioned, many of these viaducts were designed before semi-trucks were common.  Typically, the roads underneath these viaducts are lowered rather than raising the tracks, but the sidewalk remains the same, so you get an interesting situation where the sidewalk is 4 feet above the road while underneath the tracks.quote>

Very interesting!  I've noticed that before, I just assumed it was original, and it was done because it was cheaper than having the viaduct taller.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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I have created an avenue long turn puzzle piece, it's 4x6...it shows up in game (I figured out the RUL coding myself), and the pathing works. I also have created a preview S3D. But the interchange tutorial I have (the redlotus one) doesn't have the "EffDir_Trans_Template.txt" file, so I have no idea how to create the EffDir file to make the preview appear. Could anyone help me with this? Figured out the Effect Dir file...never mind. Noticed it doesn't have pedestrian paths, will fix it. So how do I submit this?

Pictures to show that it works:

chrissycitymar600118308ze8.th.pngchrissycityjun300118308aa1.th.pngchrissycityjan700118308id0.th.png

chrissycityjan700118308fi9.th.pngavenuetestingco0.th.png

The most up to date:

chrissycitymar150011831mm1.th.png

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

Did any of the Viaducts ever get finished? I'd love to have some of them in my cities, especially in the metro areas, since it's very hard to fit a large freeway between the large buildings if you decide to build it later on.

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Chrno-Looks good! i wanted one of those4.gif


Gsig.jpg

"With a purposeful grimace and a terrible sound he pulls the spitting high-tension wires down..."

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Originally posted by: ardecila Seriously?quote>

I don't wants my london buses to crash 35.gif

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Chrno, that's amazing work!! ask andreas roth about it.. he puts the installer together.. send him a pm

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Does anyone have the textures for a one way road roundabout texture for when a straight road (North South) crosses another straight road (East West) I looked around the site for it, and could not find it. I based my last release off an avenue round about texture (World Plaza), and i need a one way road texture to do my next thing, which will be NAM related.

EDIT: If I extract the textures from the NAM with reader, does every texture dispalyed (the road textures) equal a size of one tile? I was only able to figure out the avenue texture (avenue roundabout development thread) because it has the tiles marked.

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Every texture is the size of 1 tile. There is usually 5 images minimum for any transit texture, 1 image for each zoom level. If you are also dealing with the various wealth levels, then you end up dealing with 20 images, 1 for each zoom level and 1 for each of the 4 wealths. The 4 wealth levels are:

0 = None

1 = Low

2 = Medium

3 = High

-Swamper77

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Ardecila, I live in Kenosha, Wisconsin and we have those kind of bridges that the C&NW RR used and they are high enough for semis and buses to go underneath the bridges. Of course there are dips and the sidewalk follows the dip of the road and that has been like that since the bridges were built. But it looks great on what you did. Keep it up and enjoy.

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

Yup, that's the line I'm thinking of. Finally, someone who knows what I'm talking about!

Buses and trucks can make the underpass, which is why I have raised the tracks to 4.75 meters now to allow trucks to clear... but accommodating the double-decker London buses would ruin the realism.

I'll probably do something with type-21 exemplars to allow bushes and scrub to grow on the grassy parts. Trees would be somewhat unrealistic... railroads usually keep them trimmed back, I've noticed, probably to avoid them dropping sticks and leaves on the tracks.

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No thats not right!I live in london and i know. 2.gif

It depends,

embankments in suburban areas

viducts in inner city areas,not CBD.

Mostly underground and ground rail in CBD.

ditches also in suburban areas.

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In the centre of London you (Southbank especially) You will find viaducts all over the place. Sunken rail is more common in the suburbs, but there are lots of points where the rail is raised on an embankment.

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Well southbank is an exeption.Besides i'm talking central london(from trafalger square to about London wall at tower brigge)

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I have crated an avenue overlay. It is a overhanging gmax model that adds detail to the avenue roundabout:

avetest1ds3.jpg

 

This is just a test, the actual release will have something in the middle. Also, the final version wont have the red borders, they are just there because I wanted to test road edges. The arrows are not the only thing that is possible, anything can be overlayed over the roundabout, like brick or stone  I dont know how to do transit textures, so this is a model, it is not a transit texture, which means that it is removable, and since it is overhanging, it does not interrupt transit

This is not a final version, I posted this here to get some feedback, I want to know if the model is good, or if I should change something (textures, where something is located, if something should be changed etc.) If you want a different type of overlay, or if you have comments about this one, post or PM me, and i might do something (I have to deal with RLS, I' m doing this as a break from studying for summer college class finals)

Edit: If you see smileys, it is a glitch I don't know what is causing it

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Well, the idea itself isn't bad at all, but those turning lane arrows are highly unrealistic. A roundabout is always a oneway-road, so there are no left-turn arrows. There's simply no need for additional arrows at all, since the only direction is a right turn into and out of the roundabout, or going round counter-clockwise (or the other way round in a UK version of the game).

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Originally posted by: Andreas Roth Well, the idea itself isn't bad at all, but those turning lane arrows are highly unrealistic. A roundabout is always a oneway-road, so there are no left-turn arrows. There's simply no need for additional arrows at all, since the only direction is a right turn into and out of the roundabout, or going round counter-clockwise (or the other way round in a UK version of the game).quote>

rounda2vb1.jpg

This is the picture i based my design off of. It is from a road standards website. The left turn arrows don't mean that you are turning left. It just mens that you are using the inner lane to go to the road to the left, because you will go on the inner roundabout lane. I did not use the dotted lines, and i moved the arrows because the roundabout alredy had arrows in the middle.

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Ok, thanks for the explanation - I only know German roundabouts, so the arrows seemed extremely uncommon to me. From what I can see, the roundabout in your picture is set up differently; it's not a "real" roundabout, but more like a series of intersections, where you can either turn left or right. I guess that's probably due to the fact that roundabouts aren't that common in the US...

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Xyloxadoria: Yes, that diagram (at least a similar one) can be found in the MUTCD Guide here.  Oh--and btw, for the GLR Developers: link

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I'm just wondering if anyone is doing draggable High Speed Rail, that is independatant of monorail, with a starter piece, as I was doing GHSR but then realised if draggable HSR is being developed I need to change some/most of the RULS. And as draggable starter peices need to be included in the NAM i thought I'd ask here.

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If you want to create such a starter puzzle piece, feel free to do so. At the moment, I'm not aware of anyone who has started with such a project, unless he's trying to keep it secret for the time being. I suggest to have a look at the NAM development thread at SC4Devotion as well, and post there about your plans. As you said, draggable HSR would have to go into the NAM, most likely as an individual plugin, but the NAM controller files have to be updated. The NAM team will try to give you as much support as possible, just be sure to keep them informed about your progress, so it can be integrated into the other NAM files. 4.gif

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Thanks Andreas

I have done the Ground HSR starter piece , the orth RULs, the curves RULs, and nearly finished the diagonal RULs, but I am having trouble getting rid of the shadows and pylons.I have started on the HSR but don't know how to change the pylons.

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I have edited the RULs so GHSR is independant of the main HSR modd, although I still have to modd the maxis monorail to make the GHSR less "fragile".

I need help with removing the plyons and shadows, as far as I can see it's possible, but then I might not be able to see very far. If anyone knows how do this or where to get such infomation, it would speed things up. Also after i have removed the shadows and pylons I will post some images and see what people think.

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