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I just wanted to share an idea for a main street style. It reminds me of a main street that is trying to accommodate the shops and increased traffic. the larger avenues could have two lanes instead... The perpendicular parking could be multifunctional: angled parking, changes into a bus stop, and changes to a turning lane to the right? The center lane could change into a turning late to the left. The bike lanes are not necessary (maybe a wider sidewalk) but their was space.   Just a thought.

main-street oneway.png

main-street single lane.png

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Here is another common layout: A walkway with trees in the middle.

o58ikmb.png

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    Sweet! Hehe I don't think we can keep up with all the proposed layouts, but I love the ideas!

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    Like the layouts.  While we are rather busy atm, new ideas are always welcome and we will keep them in mind when we are not...as busy lol? aaaanyway...

    @elvnadusk Small town main steet would be a nice touch.  However, afaik, because parking is a lane (like driving lanes or pedestrian lanes), cars must be parked in the direction of traffic.  Perhaps if there is a way to hardcode the angle that cars park, they could drive into the spot and flip but I have no idea.  

    @boformer  It appears that you are describing a 2 lane 24m boulevard.  I have played with this road width and with that custom zoning tool, it would work like the tiny roads do (it would be needed for any road that takes up an odd number of cells (3)).  I have a lot of ideas for this road size as it bridges the wide gap between 16m and 32m roads.  The majority of them would only serve for decorative purposes, with the exception of a 5 lane road, though I doubt there is much demand for that atm.  By the way, I am currently flirting with right turn only roads (roads with unbroken medians at intersections)...Problem is, not sure how to stop cars from making left turns.  It is a research effort I have largely on the backburner but if you have any insight into pathfinding restrictions based on road connection angles, they would be very welcome!

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    1 hour ago, andreharv said:

    It appears that you are describing a 2 lane 24m boulevard.

    The width doesn't matter to me. 32m is probably the better choice. Basically it is a medium vanilla road with a wider median and no parking (or only one lane and parking).

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    There were nice examples of these on a mod for CXL.  With CSL, it would be a challenge keeping the service road traffic and main road separate since they would all be one road.  

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    49 minutes ago, andreharv said:

    There were nice examples of these on a mod for CXL.  With CSL, it would be a challenge keeping the service road traffic and main road separate since they would all be one road.  

    Is it possible to make this modular? Either one way avenues with walkways in the middle or separate roads (2-way 4-6 lane and 1-way that includes the pedestrian paths with benches). But the main road should not support parking.

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    I bet it is possible to make the road (non modular) just need to figure out how to control lane switching and turning.  If there is a way to figure that out, making this road woudn't be very difficult.  In fact, these are my favorite kind of road period...I love the side roads and how you can use them to control which roads intersect with the main road.  There is one of these near where I live and while they are not the most fun to drive on, they would be very fun to play with in game.  Assuming I went to scale with this picture, and there were access roads on either side, I would guess this road is about 64m across or 8 cells wide! LOL.  However, I have played with making networks twice that wide so it is very possible.

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    I love all the work you guys do and I hate to read that you guys have the knowledge but not the time, so I would really like to help out. In 3 weeks I'm completely done with school so I'll have all the time in the world. I want to study 3D Visual Arts at NHTV Breda University for Applied Sciences next year because I really like modeling and texturing. I'm Dutch(The Netherlands) but I have a Cambridge Certificate in Advanced English. I also have basic knowledge on SQL, HTML and Java. I've learned my way around Blender and Asset Creation in less than a year (keep in mind, I had a lot of school to deal with #finals) so I guess you can say I learn pretty quick.

    In short: making stuff (for CSL) has become my passion and I hope you guys find me usefull enough to teach me some stuff and get this awesome mod up to speed!

    Kind regards,

    Tim The Terrible

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    On a diffirent note: we should ask CO how to make custom traffic lights and railway crossings, which I think are the only things that have not been customized by now lol. We've come such a long way, but this seems to be impossible, correct me if I'm wrong


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    3 hours ago, Tim The Terrible said:

    On a diffirent note: we should ask CO how to make custom traffic lights and railway crossings, which I think are the only things that have not been customized by now lol. We've come such a long way, but this seems to be impossible, correct me if I'm wrong

    Those are just props. The only difference to normal props is a different kind of color map (for the red/yellow/green lights). You can extract it with mod tools to see how it looks like.

    Level crossings work in a similar way. The animation is the biggest mistery, so it's kind of difficult to replace them. But you could modify the textures!

    The actual mod that replaces the props is super simple.

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    11 hours ago, boformer said:

     You can extract it with mod tools to see how it looks like.

     

    Okay, so I dumped all props possible from Small Road to Train Tracks to Tram Avenue. I can see the textures just fine but when I load the .obj into Blender nothing shows up.

    I get an error when I try to dump mesh+texture:

     

    aefweg.png


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Thanks man! Will do that. I'm hoping that the 'arm' of the Rail Crossing works like the wheels do on vehicles and the game does that automatically. I also want to experiment with traffic lights but I don't know how to test that. How do I temporarily use my traffic lights in the game? Is there little script for that? Thanks for all the feedback!


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Is there any chance the small Alley-sized Roads in NwEs could have Tram lines?

    I'd love to be able to have those meagre, cramped roads with a Tram line in them too. Not just one way roads, though....

    Would they fit?

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    On 5/23/2016 at 8:27 PM, Mr_Maison said:

    Zpjin1i.jpg

    Man, every time I open this thread I have to double-check that this isn't a screenshot - every time :D 

    Btw: like that road layout (and photo, pretty inspiring - anyone know where this is? On first glance it reminds me a bit of Coney Island or Brighton Beach).
    Should be possible to recreate with NExt road I reckon, but whether it'll actually work might be a different story.

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    5 hours ago, Tim The Terrible said:

    Thanks man! Will do that. I'm hoping that the 'arm' of the Rail Crossing works like the wheels do on vehicles and the game does that automatically. I also want to experiment with traffic lights but I don't know how to test that. How do I temporarily use my traffic lights in the game? Is there little script for that? Thanks for all the feedback!

    The most flexible way (brief description) is mod tools copy/paste:

    Install More Beautification and select your custom traffic light prop for placement.

    Open the mod tools scene explorer while still in prop placement mode, find the PropTool, copy the "m_prefab" field

    Now you got a reference to your prop in the mod tools clipboard.

    Find the network where you want to replace the street lights (e.g. select it, then go to NetTool > "m_prefab") and find the traffic light in "m_lanes" > "m_laneProps".

    Press the "Paste" buttons on the right to override "m_prop" and "m_finalProp".

     

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    Thank you such much boformer! This is what I got: 

    You can see the custom test prop compared to the default prop:

    • Green is idle
    • Red is closing/opening
    • Purple is closed
    • the non-colored props are supposed to be speed signs :P

    I just wanted to show you guys, perhaps some of you know what to do, but other than that I think this is going nowhere until CO supports animation. Since I could only dump the main tex map I dont know how the lightmap of the crossing looks like, I only know the lights are either ON or OFF.

    I will try out some more props coming weeks and share the results.

    yvvvXsB.gif?1

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    5 hours ago, Judazzz said:

    Btw: like that road layout (and photo, pretty inspiring - anyone know where this is? On first glance it reminds me a bit of Coney Island or Brighton Beach).
     

    Yup, you are correct! That's Ocean Parkway. You can see the Q and B train line crossing in the distance. The view is towards the harbor and Coney Island area.

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    Yeah, I will be so excited when animation of various types become doable/teachable.  I have my lava props but they feel so wrong without at least an animated texture at minimum, and at best a full on lava shader :D  there are some cool ones available in the Unity community, even the free ones are nice.

    On 5/24/2016 at 6:58 PM, Tim The Terrible said:

    Thank you such much boformer! This is what I got: 

    You can see the custom test prop compared to the default prop:

    • Green is idle
    • Red is closing/opening
    • Purple is closed
    • the non-colored props are supposed to be speed signs :P

    I just wanted to show you guys, perhaps some of you know what to do, but other than that I think this is going nowhere until CO supports animation. Since I could only dump the main tex map I dont know how the lightmap of the crossing looks like, I only know the lights are either ON or OFF.

    I will try out some more props coming weeks and share the results.

     

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    I thought vertex animation on the FBX was importable?

    A loop at least, even if one can't set up a nice Anim Controller.

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    On 5/26/2016 at 6:56 AM, Jimbobbedyjobob said:

    I thought vertex animation on the FBX was importable?

    A loop at least, even if one can't set up a nice Anim Controller.

    I seem to remember hearing as much also, but other than the Cim Copter mod ive not seen many uses of animating stuff thats not vanilla game stuff.  I think we are close, the game does do it but there is some issue with the importer not being ready yet AFAICT?  I could be way wrong but im waiting on animating stuff untill ive gotten through a good chunk of the non-animated assets I want to make.

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    Fantastic! Can't wait for this day at the office to finish!

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