Jump to content
Bad Peanut

BadPeanut: Road Modding [FIRST LOOK] 48m Tram Boulevard (as you voted)

347 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • 3 minutes ago, R3V0 said:

    I use Network skins to change them. For vanilla segments (segments that are in the base game), you can use Network Skins and change trees with workshop ones. NS doesnt work with custom roads nor pillars so it's not possible to modify anything (trees, lights, pillars) that come with workshop roads. 

    I had a discussion with Ronyx today to make 1 road with specific style of bridge/pillar and recycle these on other segments, but he confirmed that NS doesn't recognize workshop roads, thus using it is no longer possible. 

     

     

    hmmmm i think boformer was thinking about updating it somehow - or maybe someone will come out with a mod that removes all props from roads

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Query: would it bother people having jaywalkers? because of the way i need to set up nodes it enables cims to cross at any node not just the junctions. this would mean you would get cims crossing in front of traffic. I personally am not bothered by it as i know lots of people jaywalk, but I'm hesitant because i can predict all the subscribers being like "bug: cims are walking in front of traffic in the middle of the road"

    you can see in this screenshot the green is cims crossing at both the junction and the node next along.

    DYPGrrb.jpg

    Share this post


    Link to post
    Share on other sites

    IMHO:

    1. Your prediction is correct

    2. If i use boulevards, I'd use for main and high density zones where high amount traffic will occur, so jaywalking will cause congestion, important amount. This would reduce the efficiency of the road ergo people wont prefer to use the boulevard and go with other networks instead. 

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Just now, R3V0 said:

    IMHO:

    1. Your prediction is correct

    2. If i use boulevards, I'd use for main and high density zones where high amount traffic will occur, so jaywalking will cause congestion, important amount. This would reduce the efficiency of the road ergo people wont prefer to use the boulevard and go with other networks instead. 

    funnily enough from what i've observed the cars haven't been slowing at all like they normally would at the junction

    Share this post


    Link to post
    Share on other sites
    Just now, Bad Peanut said:

    funnily enough from what i've observed the cars haven't been slowing at all like they normally would at the junction

    They... run over pedestrians ? Well then ignore my remark lol

    I wonder if placing pedestrian overpasses at or around these points will eliminate jaywalking like in real life

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 7 minutes ago, R3V0 said:

    They... run over pedestrians ? Well then ignore my remark lol

    I wonder if placing pedestrian overpasses at or around these points will eliminate jaywalking like in real life

    the cars just clip through them, so i can predict the "it breaks my immersion" comment

    Share this post


    Link to post
    Share on other sites

    I've never seen a road like this before, so I don't really have much feedback. :P I would suggest going for the same texture of the median and the smaller dividers - grass or woodchips works either way for me, it just strikes me a little odd they're not the same. Otherwise a very interesting road :D

    Share this post


    Link to post
    Share on other sites

    16m one-way road with lightrail (tram) on the left side, 2 car lanes, one bike lane and trees on both sides. Would be so amazing if anybody would do something like this! :D

    one-way-tram--2-lanes--bike.thumb.png.8194321cabca0e39fe8bfb26ab92053d.png

    Im not sure how wide the bus bays have to be, so I just made them 2.8m wide. The trams could just stop wherever they like, because they got their own lane - no need for a "traffic shelter"

    one-way-tram--2-lanes--bike-busstop.thumb.png.34163f023e5233431a603c94bbf827a4.png

     

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 33 minutes ago, Nicolas B said:

    16m one-way road with lightrail (tram) on the left side, 2 car lanes, one bike lane and trees on both sides. Would be so amazing if anybody would do something like this! :D

    one-way-tram--2-lanes--bike.thumb.png.8194321cabca0e39fe8bfb26ab92053d.png

    Im not sure how wide the bus bays have to be, so I just made them 2.8m wide. The trams could just stop wherever they like, because they got their own lane - no need for a "traffic shelter"

    one-way-tram--2-lanes--bike-busstop.thumb.png.34163f023e5233431a603c94bbf827a4.png

     

    I don't think i'll be making something that doesn't use the vanilla track positions as it means it won't be fully visually compatible with any other road that decides to have different positions.

    Share this post


    Link to post
    Share on other sites
    21 minutes ago, Bad Peanut said:

    I don't think i'll be making something that doesn't use the vanilla track positions as it means it won't be fully visually compatible with any other road that decides to have different positions.

    Oh okay, what if the tram would be on the right side, would that be the vanilla track position? I could just swap out the tram with the bike lane. But this creates problems for buses 🤔

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 25 minutes ago, Nicolas B said:

    Oh okay, what if the tram would be on the right side, would that be the vanilla track position? I could just swap out the tram with the bike lane. But this creates problems for buses 🤔

    well it needs to be the exact position, so there are 1 way tracks, 1 way on road, 2 way and 2 way wide

    Share this post


    Link to post
    Share on other sites
    1 hour ago, Bad Peanut said:

    well it needs to be the exact position, so there are 1 way tracks, 1 way on road, 2 way and 2 way wide

    Then I would already be very happy if you could make versions of the vanilla 16m tram roads (two way + one way) where parking is replaced with trees :) (and bike lanes if possible) 

    Share this post


    Link to post
    Share on other sites
    2 hours ago, Bad Peanut said:

    some screens of the new asymmetric road I'm working on
    7Qv3QnH.jpg

    IU13Jih.jpg

    NmQIRA3.jpg

     

    let me know what you think!

    They look really awesome, and was one of the sad things about the roads, there were none of those turning lane style roads that you see.. Really cool to see them coming.. :)

    Share this post


    Link to post
    Share on other sites

    Uhhh! I love that road! :D

    Btw I was playing around with your tram/bike roads (love it!) and I could swap out the trees with Network Skins fine. So you prob don't have to worry much about what trees you pick for the roads. It didn't like me changing the spacing of the trees though, anything above 0 (with Network Skins) had trees placed on the crossings in intersections. I have no idea if you can do anything about it (and if it's worth the time), but I figured I'd mention it. :)

    Share this post


    Link to post
    Share on other sites

    It would be nice to have a version of the vanilla 4 lane avenue that connects seamlessly with these to create turning lanes without using props, I don't know if that's possible though.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 4 hours ago, Dexter said:

    It would be nice to have a version of the vanilla 4 lane avenue that connects seamlessly with these to create turning lanes without using props, I don't know if that's possible though.

    I've been trying and although it's kind of possible, visually it's not a nice curve, it just makes a rectangle cut out like the NExt roads do

    Share this post


    Link to post
    Share on other sites
    1 minute ago, Bad Peanut said:

    I've been trying and although it's kind of possible, visually it's not a nice curve, it just makes a rectangle cut out like the NExt roads do

    I was afraid that would be the case, it's a shame nodes are so rigid as it would be nice to be able to have "through nodes" for transitions and half-junctions, but we just have to make do with props and decals for now.

    You've done a brilliant job of creating these roads and I hope you continue to, a lot of people (especially on Steam) seem to keep demanding you make "x type of road with x lanes", so it must be difficult trying to decide which ones to make, but at the end of the day you are the one doing the work so it's down to whatever you feel is a priority.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 17 minutes ago, Dexter said:

    I was afraid that would be the case, it's a shame nodes are so rigid as it would be nice to be able to have "through nodes" for transitions and half-junctions, but we just have to make do with props and decals for now.

    You've done a brilliant job of creating these roads and I hope you continue to, a lot of people (especially on Steam) seem to keep demanding you make "x type of road with x lanes", so it must be difficult trying to decide which ones to make, but at the end of the day you are the one doing the work so it's down to whatever you feel is a priority.

    hahahah it get's a little overbearing sometimes, and then you have the literal dickheads who think they can dictate to me about how I manage requests hahaha so now I just copy and paste the same answer to requests. I do try and take into account what people generally want but i don't think i should choose any one design over another, better to have a road that fulfills most people's needs but still choose the design myself

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • another screenshot of the WIP - it may not look like I've done much but I've sorted out a lot of gameplay finicky bits (ie meshes for bus stops showing up in the right circumstances and getting props to appear properly in both RHD and LHD which usually is easy as it's just mirrored but with asymmetric nothing is symmetrical) 

    also added extra turning lane arrows :)
    El6gC6K.jpg

    Share this post


    Link to post
    Share on other sites
    40 minutes ago, Bad Peanut said:

    cool! let me know when you upload it to the steam workshop!

    No offense Bad Peanut, but maybe you should edit the first post of the thread to clarify you're no longer taking suggestions? It still says you are so that might be confusing some people.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 1 minute ago, Giveaway412 said:

    No offense Bad Peanut, but maybe you should edit the first post of the thread to clarify you're no longer taking suggestions? It still says you are so that might be confusing some people.

    you're right! I swear i had but it mustn't have saved ;)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 3 minutes ago, Giveaway412 said:

    No offense Bad Peanut, but maybe you should edit the first post of the thread to clarify you're no longer taking suggestions? It still says you are so that might be confusing some people.

    Although I think this poster didn't bother reading that post anyway because they didn't bother with any of the instructions so I guess I'll keep it and people can still post their ideas, I just won't answer them individually (but will still see them and observe) BUT they really need to show they understand the widths etc of the game

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 3 hours ago, pniedzwiedzinski19 said:

    This is my idea of pedestrian path with one-way tram track https://streetmix.net/-/604696pedastrian-path-with-bicycle-track-and-one-way-tra.thumb.png.0f47b529d9b168254e0c85eca9ba4350.png

    so in response: read the first post, although I am not  taking actual requests I am still interested in ideas, just make sure you use the right widths for lanes and the overall road first :) thanks xx

    Share this post


    Link to post
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In  

    Already have an account? Sign in here.

    Sign In Now


    • Similar Content

      • By aciaKa
        Side Lake, End of Lake
      • By Giovanni E
        So a while ago while screwing around with modtools i stumbled upon something that seems to control how smoke effects (or spawners) behave. Editing these parameters made me discover these things:
        M_maxlifetime: controls how long the trail of smoke will be.
        M_maxspawnangle: controls the grouping of the individual smoke puffs
        M_maxstartspeed: i believe this controls the amount of smoke puffs spawned.
        there are min and max values allowing for variation in the effect. i used the factory smoke large effect to test this.
        At this point im stuck, i can edit the smoke effects without problem, however they just wont save, everytime the game is restarted they reset back to their default settings.
        I tried to look into making a mod that saves them, but i lack the knowledge on how to do so. so i hope someone can help me figure this out or wants to pick this up.
        Attached screenshots is were the prop effect parameters are located (default settings), and how the effect can look when you edit these.

      • By Frankie_Grove
        This Mod was originally created by BigRedFish, This is a slope mod which was lost during the ST upgrade. He or She is no longer an active member of Simtropolis, however this slope mod is his, I mearly recovered it and uploaded.
         
        This slope mod is fairly radical, especially with railroads, It takes several tiles to go up 15 meters, this provides a very realistic incline. Enjoy this mod! And remember all praise and credit goes to BigRedFish.
      • By elavery
        Hello, I am wishing to reduce the size of this model https://community.simtropolis.com/files/file/30946-oneamerica-tower-indianapolis/from 6x6 to 4x4. 

        I go to model tweaker, open the model file for this building, enter 0.75 in the scale factor, and then hit save. Despite this, nothing changes in the size of the model. Am I missing a step? I read the tutorial and don't think I have missed anything. I have also used this tool successfully before, although not for a few years so perhaps my memory is foggy?  
      • By Shannanigan O'Crabby
        I'm trying to create a large animated screen for my Drive-In theater.
        I used the "Video Screen" base for my screen prop, because I wanted the images to change like a slide-show rather than scroll through.
        It works when I'm creating the asset (left) but once I pull it into a building asset as a prop, and also in game the screen is blank.
        Am I supposed to be doing some code changing to get the prop asset for it to work correctly?
         
         

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Season's Greetings!

    xmas popup.jpg

    Thank You for the Continued Support!

    Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Echange.
    Make a donation and get one or all three discs today!

    stexcollection-header.png

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections