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    On 10/14/2016 at 9:50 PM, maksim2014 said:

    Huh so I'm still not sure what it is, but at least I replaced the top with a mesh texture so it makes more sense now.


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    I'm going to stream again right now and finish up the retaining walls, then probably make some road mirrors, gonna see if I can squeeze in something else.

     

    UPDATE: Retaining Walls published

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    On 2016/10/17 at 11:08 PM, Ronyx69 said:

    Huh so I'm still not sure what it is, but at least I replaced the top with a mesh texture so it makes more sense now.

    Cooling towers for air conditioners

     

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    Streaming again to make the road mirror props, since I overestimated my pace last time I'm not sure if I can make more than that in a day.

    Also I enabled archiving so streams will be saved so you can view them later.

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    SvVjlRj.jpg

    I'm gonna also have variations - double mirror, no sign, and a rural version with worn metal instead of orange.

     

    UPDATE: Mirrors Published

    z6Of7vW.jpg


      Edited by Ronyx69  
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    Going to stream again. This time I want to make something more interesting - this Kachidoki bridge from Tokyo, I know nothing about making a bridge so we'll see how it goes.

     

    UPDATE: Progress pics, seems more complex than I imagined, it's already over 2k tris.

    Wq6Rmxu.jpg

    UXhNcm3.jpg

    jWJykq9.jpg

    nL1TsUC.jpg

    uWUdfBD.jpg

    P5LvXx5.jpg

     


      Edited by Ronyx69  
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    Streamed again to continue the bridge.

    Almost 6k tris already, I'm being wasteful still but it's going to grow a lot, I need more beams and supports and details, and the sides and the underside. Probably will get over 10k, will need to scrap some details.

    kbp2.jpg

    kbp2.jpg


      Edited by Ronyx69  

    update
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    @Ronyx69 Looks fantastic!

    Just one comment -- I think you ought to model the abutments at each end, as well as those supporting the draw span in the center. I don't know a lot about the bridge in particular you are modeling (or anything about it at all) but it looks like a simple arch rather than a tied-arch and thus requires a heavy abutment at each end to take the thrust load. I took a look at the google and indeed the girders do appear to end rather abruptly on land, but a look from underneath shows the bridge is in fact bearing into a big lump of concrete.

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    Progress:

    QUqVgnf.jpg

    1 hour ago, donoteat said:

    @Ronyx69 Looks fantastic!

    Just one comment -- I think you ought to model the abutments at each end, as well as those supporting the draw span in the center. I don't know a lot about the bridge in particular you are modeling (or anything about it at all) but it looks like a simple arch rather than a tied-arch and thus requires a heavy abutment at each end to take the thrust load. I took a look at the google and indeed the girders do appear to end rather abruptly on land, but a look from underneath shows the bridge is in fact bearing into a big lump of concrete.

    You mean this thing I just made?

    0qDAIYz.jpg

    I mentioned it earlier, but I called it an "end piece".

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    This bridge is looking great. I've been wanting a nice bridge with a shorter span to use in the inner city somewhere, over a sunken highway or maybe a canal.

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    It might be possible to transform this bridge into an actual bridge segment for NetworkSkins.

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    1 minute ago, boformer said:

    It might be possible to transform this bridge into an actual bridge segment for NetworkSkins.

    With all that detail? If so, it should have a minimal length, otherwise it will looks weird I think.

    Anyway, I hear a Proof of Concept coming!


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    1 minute ago, Tim The Terrible said:

    With all that detail? If so, it should have a minimal length, otherwise it will looks weird I think.

    Anyway, I hear a Proof of Concept coming!

    Probably some things must be simplified.

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    13 minutes ago, boformer said:

    It might be possible to transform this bridge into an actual bridge segment for NetworkSkins.

    The bridge is on a slope, so a lot of adjustments would need to be made, most likely rebuilding the entire thing.

    My best bet is make it a segment mesh / pillar combo, to seperate the top and bottom of the model.

    And for the segment mesh I could create the road as well, so it's not the unfit stock road that I need to tip toe around at this point.

    When you have something working I could use to adapt this bridge to a bridge mesh, maybe message me if you're interested.

    I would need a beta mod to replace the mesh and preferably a mesh of some vanilla bridge (specifically the elevated 6laner), so I have reference, and need to do less guesswork.

     

     

    I also have an idea for a raised pillars mod. (perhaps could be a part of network skins)

    Right now pillars automatically align the top vertex of the pillar with the road height, so you can't make a pillar with stuff above the road.

    By simply changing one of the sizes with ModTools I managed to make the pillar go above the road, which is how I made the "tunnel pillars" for my maglev experiments.

    The mod would only need to read some predefined size in the asset and set it on load. Similarly to how the big decals mod does it.

    The pillars remain raised forever by the way, the mod is only needed to place the raised pillars.

    This could be used to make the center pillars for this bridge, with the buildings, which must be above the road.

     

     

    23 minutes ago, Tim The Terrible said:

    With all that detail? If so, it should have a minimal length, otherwise it will looks weird I think.

    Anyway, I hear a Proof of Concept coming!

    What do you mean minimal length? The sloped segment with the arch for the bridge I'm making is 12u, the longest segment you can have normally.

    p4lCSkT.png


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    4 hours ago, Ronyx69 said:

    What do you mean minimal length? The sloped segment with the arch for the bridge I'm making is 12u, the longest segment you can have normally.

    p4lCSkT.png

    Well, I meant there needs to be a minimal length of the segment before the Custom Mesh appears. I guess the vanilla game already has such a condition in place (with the ugly highway arches and the Rail Bridge). Basically, you don't want a cropped-up glitchy arch to appear after laying down a segment of 4u. In this case the segment must be at least 10u / max 14u (bit of stretching) before the arch appears. 


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Any more shots of the Japanese highway for Road United: Japan? Is it still in development?

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    38 minutes ago, Tim The Terrible said:

    Well, I meant there needs to be a minimal length of the segment before the Custom Mesh appears. I guess the vanilla game already has such a condition in place (with the ugly highway arches and the Rail Bridge). Basically, you don't want a cropped-up glitchy arch to appear after laying down a segment of 4u. In this case the segment must be at least 10u / max 14u (bit of stretching) before the arch appears. 

    I do think it's a good idea, but I don't think boformer wants to add more complexity to the mod - in this case having some sort of segment length requirement and use a custom segment mesh after a certain length and possibly a different one or the vanilla elevated before the required length is reached. You could just put the length for which the segment was made in the name e.g. "R69 Kachidoki (12u)" and let the players handle it themselves.

     

    23 minutes ago, Dejected Angel said:

    Any more shots of the Japanese highway for Road United: Japan? Is it still in development?

    Just a little bit, did make some of the highways with more lanes, no screens but you can see some of it in the latter hour of this stream.

    But I think I will completely start it from scratch, because a lot of stuff was rushed and approximated and just sloppy, now I have a better idea of how it works.

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    1 hour ago, Ronyx69 said:

    I do think it's a good idea, but I don't think boformer wants to add more complexity to the mod - in this case having some sort of segment length requirement and use a custom segment mesh after a certain length and possibly a different one or the vanilla elevated before the required length is reached. You could just put the length for which the segment was made in the name e.g. "R69 Kachidoki (12u)" and let the players handle it themselves.

     

    Just a little bit, did make some of the highways with more lanes, no screens but you can see some of it in the latter hour of this stream.

    But I think I will completely start it from scratch, because a lot of stuff was rushed and approximated and just sloppy, now I have a better idea of how it works.

    Could you make this changed arrows as props?


    It must be something like this  :rofl:

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    2 minutes ago, mikamaty said:

    Could you make this changed arrows as props?

    Technically they already are props. The roads united mod replaces the vanilla arrows, so the vanilla arrows props become whatever the mod replaces them with.

    If you want the wip version of roads united japan you can add me on steam and I'll send it to you, then you can use any roads united mod you want as a local mod, and replace the arrows with mine. If you want to use a different roads united mod, and have my arrows as props in addition to the vanilla props, then I would have to make them as decals, which I can do but see no reason to do and I'm too lazy, but you could do it yourself if you get the wip version.

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    I was wondering, with the new Prop Snapping mod, will you be creating some Japanese highway signs like the one seen here?

    Shuto_expressway_ginza.jpg

    Or perhaps something similar to the American Roadsigns mod?

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    I was wondering, with the new Prop Snapping mod, will you be creating some Japanese highway signs like the one seen here?

    Or perhaps something similar to the American Roadsigns mod?

    If I ever get around to making my series and city, I would definitely make japanese style signs specifically for my city.

    Prop Snapping won't really help it though, it doesn't snap props to network meshes, instead it only snaps to the road surface.

    You would be able to position them however you want with move it though.


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