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boformer

I think I found a way to create elevated train stations

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I found a way to disable the height restrictions of the "Train Station Track".

It can be done with a very simple mod (10 lines of code) or with Mod Tools, if you just want to test it. I can record a video if anyone is interested.

Maybe some of you know how to solve these problems:

  • How can I delete the default non-elevated station track?
  • Right now the station track is split into 2 segments. How can I create a single segment that is 16 cells long?

677SvwJ.jpg

I think it is also possible to create a station track that does not change the terrain, like the elevated rail segments, but it requires a more complex mod.

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Thats awesome news! Mh maybe just replace the station with an custom one, that has a different pivot?


  Edited by Feindbold  

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Right now the station track is split into 2 segments. How can I create a single segment that is 16 cells long?

I have this exact same problem! And i haven't been able to find anyone that know anything about it, yet i can see that there are a number of assets on the workshop that have solved this. So someone most know how..

I believe the problem with the missing ability to build elevated Station tracks is that it does not have a bridge or elevated model like the regular track and is therefore locked at ground level. Sadly.  

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    I believe the problem with the missing ability to build elevated Station tracks is that it does not have a bridge or elevated model like the regular track and is therefore locked at ground level. Sadly.  

    Yes, but I found a solution for that.

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    Yes, but I found a solution for that.

    Yes i have been thinking about doing it like you show on your screenshot, it is a nice way to work around the problem. And i guess you would be able to have a model that cover the raised ground, if one would need that.. (: 

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    Yes, but I found a solution for that.

    Yes i have been thinking about doing it like you show on your screenshot, it is a nice way to work around the problem. And i guess you would be able to have a model that cover the raised ground, if one would need that.. (: 

    In 3 weeks when I have more time, I will try to write a mod that removes the terrain. Maybe it is even possible to build train stations which are stacked on roads, with the No Pillars mod.

    I also thought about sunken railway stations.

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    -Nopillars mod causes major problems with zones. Tracks would need to snap above streets.

    -You would need a custom track mesh or a custom street so the train track columns don't cut off lanes.

    -Stations would need to snap above roads. For example, they could snap above a 4 lane road that's at least 12 tiles long.

    -Could you also bury the station track below the ground, and hook up tunneled train tracks? That could make a subway of sorts.

    -For regular elevated stations that aren't over roads, it seems to work ok.

    Maybe the NoPillars issue can be solved with the scripts below.

    I think the second problem can be solved by just including the road in the station, and then use NoPillars to connect it with the other rails (probably also needed to place it).

    Burying a station should work similar to the elevated station, though it is a bit more complex.

    -----------

    I found a way to place the elevated tracks with a mod tools script, and also a way to delete the default train station tracks. All you need is the mod tools mod:

    Open the asset editor (new train station).

    Now open the modtools console with F7.

    In the bottom, enter this in the textbox and hit run:

    https://gist.githubusercontent.com/boformer/cf7a59a71a845079ba40/raw/58f177b7d9a350e97776285f45a2a90259e4a339/network-list-and-make-all-editable.cs

    What it does:

    • It outputs a list of all network segments of the asset (pedestrian paths, station tracks etc.).
    • If the variable in the first line is set to true, it will make all networks editable. I think pedestrian paths are still not selectable for some reason, but station tracks are.

    BQKKg1H.jpg

    Now delete the original station track with the bulldozer tool and build a new elevated track where you want it. The length of this segment should be 12 segments or shorter (use precision engineering to see the length) to avoid the splitting of the network segment. You can just use the normal (elevated) train tracks that can be found in the game menu:

    ubxcA2o.jpg

    The next thing we will do is convert the new track to an elevated station track and make it longer. It can even be 32 blocks long! First we need the ID of the rail track. Use the script above to display the list again and write down the ID of our segment:

    8AxUmyx.jpg

    Now use the script below. Before you run it, adjust the variables in the first few lines:

    https://gist.githubusercontent.com/boformer/cf7a59a71a845079ba40/raw/eacbc130f145cf6f31edecd42d7d425b218f18f0/edit-segment-endpoints-and-net-type.cs

    In the first line, you can specify the ID of the segment you want to edit.

    In the second and first line, you can modify the start and end points of the segment. In the script above, the station track is extended 3 cells to the left and 4 cells to the right. A 12 cell long track would be extended to 18 cells, the default length of a station track in the game.

    The last variable sets the new network type of the segment. In this case it is set to "Station Track Elev", but you can also set it to any other type.

    Here is the result: No more hex-editing, and a perfectly aligned track!

    ucrPxMd.jpg

    You can repeat the steps for multiple tracks. The script should also work for pedestrian paths

    You can also mix ground and elevated station tracks to create an X-shaped station:

    5045155700_723eac9573_b.jpg

    And you can also use the second script to stack a train track exactly on a road:

    4zEhxgP.jpg

    This script here can be used to delete ALL pedestrian paths of the asset:

    https://gist.githubusercontent.com/boformer/cf7a59a71a845079ba40/raw/58f177b7d9a350e97776285f45a2a90259e4a339/extra-script-to-remove-all-pedestrian-connections.cs

     


      Edited by boformer  

    Ok, this forum does not like square brackets... I will link to gist.github.com instead...
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    Ah, Berlin Hauptbahnhof!  Glorious multi-level station that I've had a pleasure walking through.  Came in from Cologne on the upper east-west tracks, and later left for Prague on the lower level north-south platforms.

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    Wow, this is pretty awesome boformer, thank you so much for working on this, and BloodyPenguin, if you're reading this, thanks are due to you as well. Keep up the great work.

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    I'm working on a station right now:

    jarKD3N.png

    7mvT8LF.png

    It is based on this station in germany:

    Bochum_HBf_Luftbild.jpg


      Edited by boformer  
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    I would love to make berlin central station with 8 underground platforms and 6 elevated platforms.

    The base is a square and would fit on a 21x22 plot. The rest could be "overhanging".

    5adb03254b3c4cf8ef8d53a19ffee640_1_orig.hauptbahnhof-berlin.jpg

    berlin-3.jpgberlin-hauptbahnhof.jpg

    It would be a huge undertaking. Maybe next year...


      Edited by boformer  
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    Amazing work on this, the modding is a bit too daunting for me to get into it, otherwise I would totally join in in making an L-train station. Props to you!

    I visited Berlin once, that building is without a doubt the most futuristic station I've ever visited. It's really amazing from the upper platforms you can see all the way down through to the underground ones. And there's a huge shopping center in between. Probably my favorite piece of modern architecture in Germany next to the Sony Center.

    But yeah good luck rebuilding that lol.

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    Today I did some tests with sunken stations.

    First try:

    Looks ok, but texture below 0 is replaced with concrete. So there is basically no way to texture the station. Maybe concrete and a few props are sufficient?
     The start and end-points can be connected with tunneled rail tracks. There are a few shadow glitches.

    sXQOn6Z.jpg

     

    Second Try:

    Using a "melting" template like the cemetary, this happens (but the texture works!):

    XIvte4k.jpg

     

    The best way to create the station is another custom rail type that is similar to the subway station track. Then all of these issues will disappear.

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    That looks awesome allready!

    About the textures:
    Cant you just use the hole tool? Like on other underground assets:
    I used a subwaystation as a template tough:
    2015-09-15_00001.thumb.jpg.03e0bbe69277c

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    that's exactly what I did. Problem is that the station track affects the terrain, which causes it to look like in the second picture.

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    If you change the boolean m_lowerTerrain from true to false, it doesn't affect the terrain. Although you can't see underground tracks because they are no real tunnel tracks, it's still possible to add stops and poeple can really use them.

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    Boformer the first picture looks like it it's about ready, seriously it doesn't need that many textures. <the main thing is that it's working.

    That first picture is a very beautiful picture and station.

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    OK; I managed to get it working by adding a real "tunnel station track". I hope that BloodyPenguin will update the mod soon.

    The shadow issue is also gone. The only limitation is that the terrain has to be completely flat (there is an asset property to limit it).

    I'm having serious issues with the uv mapping in Blender. Next week I will install 3dsmax and remake the asset.

     

    Btw, the tunnel station track also supports complete underground stations similar to the subway station.


      Edited by boformer  
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    I think using the metro network type for trams is a great idea.

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    It looks very neat and compact, shame it can't be textured. :(

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