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GC_Vos

Modular canals

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While I really enjoy the water simulation in this game, it's not really ideal for making intricate networks of canals like you see in Amsterdam, Paris, etc. I've experimented a bit in the map editor, and the landscaping is just too rough for cities like that.

So I was playing around with the idea to build a collection of static pieces. It would be similar to Tianleins series only more like SC4 blocks. I'm wondering if any of you like this idea and/or have suggestions for this?

As a start I'm thinking 4x4 or 6x6 garden pieces you can align next to any road. You could remove the roads afterwards. And slowly expand with more sizes and pieces, corner blocks etc. Also, if the blocks are larger than the plot size, players could build bridges (well really just roads) without having to worry about collision. Or even build on top of the paved area.

Canal-Saint-Martin-Paris-France.jpg

What do you guys think?

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I think that i'm expecting that since too long.

Would be amazing

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There was a guy on Simtropolis a few months back who I had seen started a project like this.  I never heard anymore from him and I think he disappeared so I dunno if that ever got any progress/released.  It would be very cool to get static pieces you could plop and then route water through to fill them.

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    I haven't seen any sets like it in CSL, I guess he gave up?

    My idea was to include the water in the blocks, there would be no need for actual water. I'll be experimenting over the next few weeks. :)

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    The problem is that there are also curved roads, but only regular square lots.

     

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    I love the idea of having canals in CS, and though I am not familiar with the intricacies of the code, I have to believe there's more potential in this game for functional canals with real water. I think our standards are a little higher for CS than eye candy canals could satisfy.

    You're right that terraforming for canals is difficult, but it's not impossible.  I recently made a map that included my best first attempt at canal space that looks man-made, with the idea that people could use the various waterfront pieces to complete the look.  Here's a screen grab to demonstrate:

    canal.png.d5f915c39a46f1e319231d7eaf598b

    I was very satisfied with how this looked considering it was achieved with (a significant amount of) painstaking terraforming in the map editor, lots of testing, and a couple of waterfront assets. But if I am critical of this solution, I would say:

    1. Canals usually aren't so deep with water levels so low down and steep hills down from the main land area
    2. As a result, the natural cliff texture serves as retention "walls," which is not very realistic
    3. This is just one straight canal
    4. Making this work for an intricate canal with curves and intersections would be very, very difficult, but I haven't yet tried it with the in-game terraformer.

    My imagination suggests that it might be possible to create canal pieces that, instead of including the water, could overhang the water so that the walkways with retention walls cover the natural cliff texture and visually narrow the waterway.

    My challenge for making the above canals narrower in the map editor was that when I created a 90 degree vertical drop, it looked perfect in the map editor, but in game there was this raised ridge at the land's edge that made the placement of waterfront pieces difficult and at inconsistent heights. So I had to smooth and slope the edges.

    As for the water level, the reason these are deep is that if they weren't, water would not have filled the space. If the rivers this water was diverted from were more shallow, that issue could be solved. 

    For in game terraforming of canals, I wonder if there's the possibility of a water utility asset that pumps water from one source and diverts it to another (if that even makes sense). That's the whole point of a canal after all--diverting water.

    I'm just spitballing here, because I really love the idea of canals, but I want mine to be functional. If there will ever be recreational boats, water taxis, canal police and fire protection, etc., then I want to see those vehicles on my canals if possible. 

    All that said, if you build it, I will try it out for sure.

     

     

     

     

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    I am sorry to disappoint but this would really be focusing on aesthetics. Somebody did suggest using the road mechanics for dragging rivers, but that stuff is way out of my league. So I am going for form over function, and there won't by any real water involved because it would just end up being too bulky.

    Here is a proof of concept (really early please ignore crude textures), it's only the one 16x4 atm.

    Screen%20Shot%2009-04-15%20at%2002.14%20

    Screen%20Shot%2009-04-15%20at%2002.15%20

    Screen%20Shot%2009-04-15%20at%2002.12%20

    Screen%20Shot%2009-04-15%20at%2002.15%20

    Now early on I did bump into an issue using individual blocks, which I think is the main reason it hasn't been done much:

    Screen%20Shot%2009-04-15%20at%2009.28%20

    As you can see it doesn't create clean gaps in the terrain where blocks meet. So I'll have to stick to single pieces for this to work.

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    My idea would be a custom road type without any usable lanes, so just for decoration. The height of the segments has to be fixed (like the dam road). I know that it is possible to cut wholes into the terrain. That's exactly what the tunnel entrance segments do.

    Maybe it is also possible to use the water pipe as a template, so these canals would be working water pipes (but still fake water).

     

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    My idea would be a custom road type without any usable lanes, so just for decoration. The height of the segments has to be fixed (like the dam road). I know that it is possible to cut wholes into the terrain. That's exactly what the tunnel entrance segments do.

    Maybe it is also possible to use the water pipe as a template, so these canals would be working water pipes (but still fake water).

     

    If this could be a road type... why not go further and have some vehicles (but only certain ones... like canal boats) use it ???

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    I was actually thinking the same thing as you boformer! A draggable network is definitely the best approach to canals. The idea has been brought up to CO, but isn't quite on the top features list right now. After Dark will have waterfront districts though.

    I think this would be a great start, and I'd be happy to pass on ideas, requests, and even proof-of-concept

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    Community Management Team Cities: Skylines Paradox Interactive

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    I was actually thinking the same thing as you boformer! A draggable network is definitely the best approach to canals. The idea has been brought up to CO, but isn't quite on the top features list right now. After Dark will have waterfront districts though.

    I think this would be a great start, and I'd be happy to pass on ideas, requests, and even proof-of-concept

    A draggable canal would be awesome, and I want a draggable seawall too.  While we're at it, let's have draggable fences for decoration too, with the ability to change fence type.

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    If this could be a road type... why not go further and have some vehicles (but only certain ones... like canal boats) use it ???

    That's a very interesting idea. A while ago I also had an idea how we could add new transport types and networks to the game, like monorails, trams and maybe canal boats. But it is just a theory that is related to the way how C# enums work.

    Another interesting thing: Canal crossing with roads can work like rail crossings, with a custom bridge model, or even things like Bascule bridges, but that's a very advanced idea.

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    If there could be some kind of template that allows you to hook up meshes to a spline that would be amazing!

    Here's current wip. I am seeing some weird things like flying peeps, but other than that I'm quite happy with this. :)

    Screen%20Shot%2009-05-15%20at%2011.37%20

    Screen%20Shot%2009-05-15%20at%2011.33%20

    Screen%20Shot%2009-05-15%20at%2011.30%20

    Screen%20Shot%2009-05-15%20at%2011.31%20

    That's not how water works lol...

    Screen%20Shot%2009-05-15%20at%2011.34%20

     

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    I have now! That looks like it could work quite well, and I think I could make assets similarly to that. But for now, I'm gonna keep it easy to use so people don't have to terraform like crazy. Maybe make some single walls later for actual water.


      Edited by GC_Vos  

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    This looks awesome. I could definitely use this. Keep us updated!:thumb:

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    Thank you, I am almost ready to start with the lod and other parts but I'm still seeing floating people. I even put an invisible box around the whole canal but they walk right thru...

    Screen%20Shot%2009-11-15%20at%2002.21%20

    Screen%20Shot%2009-11-15%20at%2002.20%20

    Anybody know how I could fix that?

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    Thank you, I am almost ready to start with the lod and other parts but I'm still seeing floating people. I even put an invisible box around the whole canal but they walk right thru...

    Screen%20Shot%2009-11-15%20at%2002.21%20

    Screen%20Shot%2009-11-15%20at%2002.20%20

    Anybody know how I could fix that?

    Use a different template. Maybe a water building?

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    I haven't tried this, hope that might work!

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    The first block is almost finished, just tweaking now. I managed to narrow down the floating peeps. They will still walk in a straight line from gathering point to gathering point. Only solution would be to remove the hangouts and keep just one or two benches on one side. I guess that could work, but I will miss all the Japanese tourists on my bridges. :P

    Screen%20Shot%2009-28-15%20at%2005.08%20

    Screen%20Shot%2009-28-15%20at%2005.08%20

    Screen%20Shot%2009-28-15%20at%2005.09%20

    Screen%20Shot%2009-28-15%20at%2005.10%20

    Screen%20Shot%2009-28-15%20at%2005.11%20

    Edit: Published! http://steamcommunity.com/sharedfiles/filedetails/?id=526279877


      Edited by GC_Vos  
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