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Haha :D nice synchronicity.  Im looking to make some assets/mods so im reading everything I can find,  I'm a designer/coder but on the opensource web dev end, C# & visual studio are new to me, though it looks pretty clear & clean with tons of learning resources.  ...also brushing up on my Blender skills. 

I agree performance is paramount, every bit gained is more available to push the limits!  I was thinking about this recently when brainstorming multi-city regions, you ever notice how the game loads super fast after you're already playing an active game? ...when you load another city/save,  this is because few of the functionalities for compiling mods/assets have to run again i suppose.  I was thinking why not have a check to only run those once, and then persist unless the version number changes? Or am I barking up the wrong tree? lol

The bundles make so much sense & everyone's system will benefit a ton,  I am curious to see how it's pulled off.  I was thinking of this exact thing as I was scouring the citycopter code looking for tidbits, since he added a collection of assets into one mod and even animated some of them.

ok, im excited & rambling now.... ill stop lol :lost:

 

10 hours ago, andreharv said:

That's interesting...we were reading that same PDX forum at the same time.  We have developed a lot of stuff and there is plenty of stuff on the drawing board but most computers have 8 or less gigs of ram so one of our main focuses atm is with optimizations and bundling will hopefully help us achieve that.  Animations seem nice...I can see the possibilities now but I would be getting like a year ahead of myself :rofl:

 

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Wouldn't it be great to have the 8-Lane Avenue and 4-Lane Medium road equipped with buslanes?

 

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@alkiskan  I had the same idea. It would be great to have a narrow 4lanes road with bus lanes and a 6lane road with bus lanes and tram tracks in one as I had written here one month ago.

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It must be something like this  :rofl:

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What would be interesting to see if at all possible, where I live we have some places (mainly housing estates) where there is a sidewalk on only one side of the street and the other side the house blocks go straight to the curb of the road..

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My dream is that the single one way tiny road can be elevated, also to become modular and used to add turning, merging, additional lanes, wherever desired.  It seems possible but could be quite complicated lol. 

Also why not an elevated dirt road?  Its way more common than you'd think, here in the states we have them all over, known as animal bridges, for wildlife, and sometimes livestock to safely traverse over highways, railways etc.

@ghosty20 Check the network extensions project, boformer once showed some images of exactly that, controllable on any road type, :) coming soon.

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Is there any chance of integrating Elevated Stops Enabler into NExt, T++v2 or the upcoming TAM?

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Soooooo........ How long do i have to wait to get those ped malls? Im happy holding off starting a new city till that and Feindbold's ploppable corner buildings that are really rocks are released. 

 

Since this thread has requests/suggestions Id love to see roads with bike lanes and trees. If i was to be indulgent i'd suggest Copenhagen bike lanes. Which are bike lanes on the outside, medium strips (with trees), parking then road lanes.

 

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That looks really great, also being able to place boardwalks sounds amazing!

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That looks Awesome! Will we be able to customize the wood planks?

Would love to see older planks like these in some places. Not that what you have don't look great.

EKuWhjs.jpg

cCWm5jn.jpg

If you want, let me know and I can send you some textures.

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I was going for the washed out look for the planks but the silly default LUT makes everything look cartoonish and brand new.  I will keep that in mind and textures are always welcome.

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Nice to see the boardwalks. Are these just dirt paths that are drawn since there aren't any dirt path bridges?

For the asymmetrical road idea, a 1 lane bus lane with road on the other side would be nice as well.

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Sorry, to clarify what I said earlier, this is for the gravel ped road (not the vanilla dirt road).  Can't imagine it would be too much trouble to extend these to those as well in the future.

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3 hours ago, andreharv said:

I was going for the washed out look for the planks but the silly default LUT makes everything look cartoonish and brand new.  I will keep that in mind and textures are always welcome.

FYI if you didn't realize already...The game is very aggressive with saturation. In your paint program darken your levels a bit (play around with it) and desaturate a lot. Like 45% and higher until the color is still there but almost black and white. As long as some color is till within visible RGB, the game will still render it but without it being so saturated. This will help for any LUT used.

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3 hours ago, Prosper Merime said:

Can anyone share a bitmap texture sidewalk?

255710_2016-02-29_00002.png

Below is the custom concrete texture I use for my city (and the rest) - feel free to use it if you like it.
It looks darker than it ends up in-game, this screen should give a good impression what it looks like in-game. But obviously you can always change the brightness if you think it's it's too much:
jYwWk07.png

 

Btw: love the boardwalk Andreharv, looks terrific!

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@Judazzz thanks, I'll try to use it.

I already lag behind opportunities in this game: As you changed the texture of the pedestrian zone everywhere? 

And did I understand correctly that these beautiful boardwalks and other previously shown here road will be added to the NEP later?

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Will we be getting the asymmetrical roads? I've been super pumped for those! 

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16 hours ago, Judazzz said:

Below is the custom concrete texture I use for my city (and the rest) - feel free to use it if you like it.
It looks darker than it ends up in-game, this screen should give a good impression what it looks like in-game. But obviously you can always change the brightness if you think it's it's too much:
jYwWk07.png

 

Btw: love the boardwalk Andreharv, looks terrific!

I love the way this looks in your screenshots. Thanks for sharing. Question: how do you apply it in-game?

And as for NExt, I'd like to request something. Would it be possible to either remove the speed limit sign and lamp post from the pedestrian road, or make a variant without them?

I ask because I've started using this a lot for parking lots, and it looks silly having a lamp post right in front of a parking space, and the speed limit sign just looks out of place.

Thanks.

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4 hours ago, Matthias King said:

I love the way this looks in your screenshots. Thanks for sharing. Question: how do you apply it in-game?

I still use the Terrain Texture Replacer mod, but I reckon you could also create a custom terrain theme.

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I haven't experimented with the custom terrain themes. Have you? Are they tricky to use?

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I have created one with my texture set dabbled a little with the many settings, but haven't loaded my city with it yet. For it to be useful, I'd need to be able to do all those things with my city loaded. Otherwise it's a shot in the dark.
I don't mind, though. The mod works perfectly fine.

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23 hours ago, andreharv said:

The speed limit signs will be removed.  However, the lights stay.  I imagine you can remove them, however, with network skins.

I didn't want to add yet another mod to my growing list, but I guess I'll have to.

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It seems like a good mod to have and if you are concerned about prop placement (or lack thereof), I am sure you will find many other uses for it as well.

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On 5/12/2016 at 5:46 AM, Prosper Merime said:

@Judazzz thanks, I'll try to use it.

I already lag behind opportunities in this game: As you changed the texture of the pedestrian zone everywhere?

Oh crap, I completely missed your question! Sorry about that :) 
If you change the base textures (gravel, cliffs, sand, concrete, ruined, etc.) with the Terrain Texture Replacer mod or with a custom map theme, it will be a global change: so in case of my concrete texture, it will be used everywhere (sidewalks, pedestrian pathways, concrete area fillers, etc.) Unfortunately the game doesn't support multiple concrete textures (as far as I know), so it won't be possible to, for example, give sidewalks and pedestrian pathways a different texture. The only way that I can think of to add some variation is to use decal props/ground textures, but they are very small, so using them on a big plaza or all sidewalks is a LOT of work.

1 hour ago, andreharv said:

It seems like a good mod to have and if you are concerned about prop placement (or lack thereof), I am sure you will find many other uses for it as well.

It is an awesome mod, but unfortunately it seems to suffer from a slightly inconvenient issue (or perhaps I'm the only one?) I have used the mod in a number of places in my city, but for some reason haven't seen any of the custom roadside trees and street lights in the last few days or so.

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Just curious, will the next nExt update make traffic++ v2 compatible TM:PE? Or are you releasing that update separately? I know you guys took over T++v2, so I was curious. I want to use the 4 lane + turning lane but traffic keeps using the turning lane as a normal lane to enter into and I need t++v2 to fix the problem, but I'd prefer TM:PE if I have to make a choice. 

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