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  • Original Poster
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    Place the road first, then use this trick to place the elevated rail:

     

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    Well this makes things interesting in the stacked decks highway scene.  Definitely subscribing to test this out and applying to my current construction work.

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    Hey Boformer, I got this error when loading up your mod.

    LoadGame - Some mods caused errors: [ModException]

    Details:
    System.Exception: 
    ---------------------------
    [0]: Object reference not set to an instance of an object
      at NetworkSkins.Pillars.PillarCustomizer.GetActivePillar (.NetInfo prefab, PillarType type) [0x00000] in <filename unknown>:0 
      at NetworkSkins.Pillars.PillarCustomizer.SaveDefaults (.NetInfo prefab) [0x00000] in <filename unknown>:0 
      at NetworkSkins.Pillars.PillarCustomizer.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 
      at IsolatedFailures.IsolatedFailures.<OnLevelLoaded>b__1 (ILoadingExtension e, UpdateMode m) [0x00000] in <filename unknown>:0 
      at IsolatedFailures.IsolatedFailures.ProcessLoadingExtensions (UpdateMode mode, System.String methodName, System.Func`3 callback) [0x00000] in <filename unknown>:0 
    ModException: LoadGame - Some mods caused errors:

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  • Original Poster
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    Hey Boformer, I got this error when loading up your mod.

    Should be resolved. Can you confirm?

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    Started C:SL back up.  You've fixed it boformer.  Good to go!

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    Stop being awesome pls. You will break this game by your awesomeness <3 

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    Well if everyone posts his pillars :thumb:

    (I made ploppable pillar props too, that way, I was able to reduce the space between pillars)

    nYgv4D5.jpg

    ymZR5ZR.jpg

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    Boformer, you're a genius and a freaking wizard! And so is the rest of the modders who showcased their pillars - this game just keeps getting better and better!!!

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  • Original Poster
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    This was easier than expected...

    Controllable trees/streetlights/bus stops/props per network segment:

    8o64B0o.jpg

    Right now the displayed trees are selected by a randomizer.

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    Phenomenal stuff! This sort of customisation is something I've been dreaming of ever since C:S came out.

    Could this be used for sections of road with crash barriers (or whatever they're called), the kind you find in mountainous regions?

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  • Original Poster
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    I think there is a vanilla concrete pillar that can be used for that.

    I'm not planning to create custom pillars, but I will create a custom bridge type when the mod supports it.

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    Currently working on a 60m stackable with standalone support beams, shouldn't take too long to unwrap.

    Screen%20Shot%2011-01-15%20at%2001.59%20Screen%20Shot%2011-01-15%20at%2002.02%20

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    Module 3: Segment textures (e.g. cobblestone roads)

    While everything you've mentioned is amazing, I'm especially intrigued by this one! One thing, however, is that looking through the extended networks thread, it seems like the game distorts and warps the road mapping in corners and transitions. I think that may be your biggest battle when it comes to something like cobblestone roads. Really, really looking forward to seeing it come to life, though!

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    Cobblestone / brick roads are likely gonna be part of future Next/T++ installments, you are right about the uvs getting distorted, but it looks quite good if the bends aren't too sharp.

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  • Original Poster
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    Cobblestone / brick roads are likely gonna be part of future Next/T++ installments, you are right about the uvs getting distorted, but it looks quite good if the bends aren't too sharp.

    I hope that NExt will not add networks with only visual changes. My mod is a reaction to mods like MoreTrainTracks or SomeRoads. All the visual stuff should be handled without adding new NetInfos.

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    Some networks do have just visual changes. For example, I've been playing around with the pedestrian roads to make them look more fancy, but it's technically just a dirt road with different textures.

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  • Original Poster
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    I think tram tracks might also be possible if I manage it to replace the road texture per segment. But that would be a very advanced feature.

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    This whole thread is beyond awesome :wub:

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    @ Boformer: I have a feeling CO is working on trams :)

    Btw, do you know if it's possible to stack nodes? So far I found the game refuses to put pillars on top of pillars (which would be needed for true stacking).

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