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    17 minutes ago, hitzu said:

    @R3V0 will cims use elevators too?

    Unlikely, I don't think game AI prefers to use a secondary path while there's one which is going to be on escalators 

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    @R3V0 hey, could you add an 'empty' module without plaforms for bypassing trains?

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    2 hours ago, hitzu said:

    @R3V0 hey, could you add an 'empty' module without plaforms for bypassing trains?

    I can, good idea 

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    Will it be using the new rotors shader? And do you think that you could update the Union Station glass roof to have the rotors shader?


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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  • Original Poster
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    Transrapid MAGLEV WIP: 

    I'm planning to release it in time with the DLC but since I don't know the dimensions of the monorail in-game, I can't finish the model, so it's gonna wait a bit: 

    It will require to run on separate monorail connection, due to the length. I'm thinking to make a shortcar version for standard monoroails. 



     

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    On 17/04/2017 at 10:03 PM, R3V0 said:

    Transrapid MAGLEV WIP: 

    I'm planning to release it in time with the DLC but since I don't know the dimensions of the monorail in-game, I can't finish the model, so it's gonna wait a bit: 

    It will require to run on separate monorail connection, due to the length. I'm thinking to make a shortcar version for standard monoroails. 



     

    surely the wrap around rail part is far too wide? we've seen in game they're a lot thinner than that:

    citiesskylinesmasstransit-660x330.jpg

    and i think it's a bit superfluous to bother modding the "hole" of the wrap around, just make it solid because it's not like you're going to see the difference anyway?? it's just useless triangles being loaded and rendered that you won't see. the rail will still pass through the solid block of mesh making it look like it's got the hollow bit


    Come follow me on Twitter @CS_badpeanut 🥜 or Facebook!

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    54 minutes ago, Bad Peanut said:

    surely the wrap around rail part is far too wide? we've seen in game they're a lot thinner than that:

    citiesskylinesmasstransit-660x330.jpg

    and i think it's a bit superfluous to bother modding the "hole" of the wrap around, just make it solid because it's not like you're going to see the difference anyway?? it's just useless triangles being loaded and rendered that you won't see. the rail will still pass through the solid block of mesh making it look like it's got the hollow bit

    Front is modeled according to actual design, that's why I wanted to know the dimensions in order to modify it for CS.

    It's gonna be closed mesh indeed, I just asked for the front section since it's too obvious unlike the default mono train. Not planning to model the entire bottom section but I just wanted to make front part consistent with the mono rail width.

    Judging from the screenshot, I'd say 1 meter..

     

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    Bombardier INNOVIA train sets: 

    2jQQAKj.png

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    Very very early WIP:

    With main building + stacked closed roof module: 

    MuD92mJ.jpg

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    Update: 

    Open roof variant; 3 stacked modules to main building along with closed section 
    No normal, spec or lighting. Other modules (closed and glass roofs) will be based on this one: 

    I'm having troubles with sunken tracks though, gives no path error, despite <10 unit limit, any ideas ? 

    jo1LGt1.jpg
    FzXFIbv.jpg

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    Open Roof section is almost over (need to edit tunnel sections). Not sure about the lighting... is it too much ? 

    Remaining mods: 

    MOM, Tram, Monorail, Closed Roof (Train), Wave Roof (Train), Office Buildings, (End Section)

    3KWmbDA.jpg

    2xse5Fq.jpg

    t6hT8Vu.jpg

    lKSWXQ3.jpg

    QOMIkJx.jpg

    BU4A8IP.jpg

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    i am flashed .. amazing work ...

    and eventually just a bit too much light - the 3d picture is quite bright.

     

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    What a productive day ! Finished Wave Roof variant and gave it a go in the game. There's a render issue on the stairs, not caused by the model nor the ps files. I suppose stupid game strikes again.. 

    3 stacked open roof + 3 stacked wave roof + 2stacked open roof: 

    wcyyFSk.jpg

    ernbiWV.jpg

    RMEG3gt.jpg

    BYSHfSN.jpg

    LIdAq5s.jpg

    tnt9cxL.jpg

     

     

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  • Original Poster
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    The Ultimate Modular Train Terminal Project/Roadmap

    I decided to publish a roadmap regarding to the roadmap of the modular train terminal. When the project will be completed, players will have a sheer amount of combinations to make by using different modules, with different functions and styles. I am going to resume components as the following. Once the project is completed, it is supposedly the biggest modular terminal of the Workshop (snob face)

    Entire project can be explained in a scheme (as pictured below as well): 

    /MAIN BUILDING /STYLE /NETWORK /END SECTION /MISC

    /MAIN BUILDING

    3 main building will be released: 

    * Original Design: Nothing to say about it, it has sharp edges for the futuristic look, will be first to release.

    * Curved Glass: It will be "smoother" comparing to the original style. It will feature fully glass exterior with limited interior modeling.

    * Urbano: 2 or 3 units deep, smaller footprint terminal, in order to use in urban, high density areas. The idea here is to use 1 main building and 2 modules should give  lanes of underground train stops on a 6 tile deep zone, along with metro connections. 

    All main buildings will come with 4 direction metro stops. 

    /STYLE

    Styles are available for station modules: 

    * Open roof

    * Wave roof

    * Glass roof

    /NETWORK

    Networks are transportation options which modules will have: 

    * Train (Two lane, Two Way)

    * Train (Two lane, one way)

    * Train (Through)

    * Tram (not sure if game will handle it, i'm planning to use ground track then sink it)

    * Monorail (will require separate model)

    /END SECTION

    End sections will be modeled with the same concept of main buildings. Thus there will be 3 sections to use: 

    * Original Design

    * Curved, glass

    * Urbano

    /MISC

    Miscellaneous section will contain different utility buildings and other components on the complex:

    * Office buildings with at least 2 different height options. Those building can be placed on top of the main building and "blend in" with the terminal, or can be placed on its own.

    * Terminus Extension: Adds an extra underground module without passenger access, which can be used as end stations. 

    * Underground maintenance facility: Early concept, I need to travel and photograph certain stations (we have such one in Geneva)

    * Skywalk: Early concept, visually will serve as a connector between station and office buildings, if player decides to place them not on the main building but on a separate, nearby zone. 

    * Restaurant: Will be placed on the main building, original styled.

    GUxCl9J.jpg5S9gyGk.jpg

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    That sounds ambitious. Let's hope you won't hate the project in the end ;).

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    This sounds like an overall amazing plan! It'll be fun to try out.

    1 hour ago, R3V0 said:

    -snip-

    /NETWORK

    Networks are transportation options which modules will have: 

    * Train (Two lane, Two Way)

    * Train (Two lane, one way)

    * Train (Through)

    * Tram (not sure if game will handle it, i'm planning to use ground track then sink it)

    * Monorail (will require separate model)

    -snip-

    Okay, so AFAIK, you won't need a two track one way train module. There is only one type of station track for dual track, and it is compatible with both the dual track one way and dual track two way networks. Also, a two track one way would by necessity be a through module as well, since it would be impossible to return back the way the train came from.

    Regarding tram, I'm pretty sure it won't work (or at least look pretty wonky), unless you create a sunken station like the Bouteillier station that @BadPeanut recently made, meaning that it ends in trenches rather than in tunnels. Alternatively, you could go and pester @BloodyPenguin, who also made the currently available Tram Station Track. AndreHarv/Lazarus_Man has said that he has a Tram Overhaul Mod coming, but without any sort of schedule yet.

    Monorail sounds awesome too. Will it then be an elevated monorail that is located higher than the rest of the station, or will it be ground-level?


    When do we get underground tram stations? CO pls.

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    2 hours ago, wasmic said:

    This sounds like an overall amazing plan! It'll be fun to try out.

    Okay, so AFAIK, you won't need a two track one way train module. There is only one type of station track for dual track, and it is compatible with both the dual track one way and dual track two way networks. Also, a two track one way would by necessity be a through module as well, since it would be impossible to return back the way the train came from.

    Regarding tram, I'm pretty sure it won't work (or at least look pretty wonky), unless you create a sunken station like the Bouteillier station that @BadPeanut recently made, meaning that it ends in trenches rather than in tunnels. Alternatively, you could go and pester @BloodyPenguin, who also made the currently available Tram Station Track. AndreHarv/Lazarus_Man has said that he has a Tram Overhaul Mod coming, but without any sort of schedule yet.

    Monorail sounds awesome too. Will it then be an elevated monorail that is located higher than the rest of the station, or will it be ground-level?

    Thanks for the input. 

    Dropping one way then. 

    The trick with tram track will be trench indeed, I'm thinking to cover trench - tunnel transition of the track with the 3d model, so tunnel entrance will be invisible, it will look like sunken tram stop. TOM is a good news, I could update default tram network when TOM is ready. 

    I don't have a sort of early copy of monorail network so can't say anything about it, but if tracks' height can be adjusted to ground level (or at least 1-2 meters) I'm thinking to make "almost ground" station or place the stop on one of the modules to keep the height the same. 

     

    VERY WIP: Office Building

    Windows and interior textures are random, exterior panels might be reworked, otherwise vertical straps will have color variation.

    P4Gg0cx.jpg

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    2 minutes ago, DeltaGamer said:

    How about busses, will you do anything related to them in the project?

    I might throw it to MISC phase, shouldn't be complicated to model something for 'em.

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    Office building var#1 is almost over:  I will detail the roof, finish spec and illumination map and work on glass. 
    I will release an entrance door prop, so that the building can be placed independently from the station. 

     

    yL3mXbJ.jpg

     


    txElDT9.jpg

    TERVKU2.jpg

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    The offices look really good man im interested too see what the other variations look like!

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    Sound like a great projevt and is just the one I'm missing for an actual city.

    Would it be possible to create a trench extension as well. Meaning an extension without tunnel cover so that the station can end in a trench?

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    5 hours ago, rovapasi1 said:

    Sound like a great projevt and is just the one I'm missing for an actual city.

    Would it be possible to create a trench extension as well. Meaning an extension without tunnel cover so that the station can end in a trench?

    It is possible, ill add to the list

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    Thanks.

    Btw. if you need somebody for testing, let me know.

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    Obligatory: 

    ALL HAIL RONYX

    MQfmlcQ.jpg

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  • Original Poster
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    I did notice something though, I can't save the building as office since it surpasses 4x4 dimensions, any way to turn it into plopabble RICO office ? 

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    As far as I remember you could do this by saving as monument and adding a rico xml

     

    EDIT:

    Here is the content of the rico file for the motel one

    <?xml version="1.0" encoding="utf-8"?>
    <PloppableRICODefinition>
      <Buildings>
        <Building name="motel one" service="commercial" sub-service="low" level="2" workplaces="60" homes="0" construction-cost="55000" ui-category="comlow"></Building>
      </Buildings>
    </PloppableRICODefinition>

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    Nice work! I'm assuming the modular train station project will replace the Grand Central Station?

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