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BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)

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I know requests are a no-go, but is there any chance in the future you might consider making eight lane roads and some variations? IMO it feels like the gap between six lane and 12 lane is a little bit big, and while Networks Extensions does have an eight lane road, I doubt they're planning on adding Bus/Bike/Tram variations anytime soon. 

Furthermore, they've already got a very nice bridge model you could use.

595C5C8B4C1C3D32B618BDB91A334FE299B836B3

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    Hey Guys, Head over to twitter to take part of a popularity poll to decide in which order I will work on the pictured roads. These are kind of placeholder layouts so they may be tweaked by the end (with discussion from you guys) but please vote on the initial idea of each one. I think that twitter isn't multiple choice which is fine as I'm going to make ALL of these roads, it's just a matter of when. So choose the one you want to see first! (and the popularity of each one will dictate the order)
    I will also along the developing process post pictures to keep you updated on the roads design and you can feel free to comment on them as I go - although as usual I MAY choose not to act on feedback (mainly because I would have a good reason not to)
     

    Just now, Giveaway412 said:

    I know requests are a no-go, but is there any chance in the future you might consider making eight lane roads and some variations? IMO it feels like the gap between six lane and 12 lane is a little bit big, and while Networks Extensions does have an eight lane road, I doubt they're planning on adding Bus/Bike/Tram variations anytime soon. 

    Furthermore, they've already got a very nice bridge model you could use.

    595C5C8B4C1C3D32B618BDB91A334FE299B836B3

    Incidentally @Giveaway412 - see above that I was just about to post :) Although note that i would never use their bridge mesh as that's plagiarism and I would need to ask permission to use it. (And I'd feel like a hypocrite asking when I could just make my own ;) ) 
    And you're still welcome to suggest things (especially when they're a broad idea like yours) I just don't necessarily act on them all. But i DO consider them!
    Happy voting!

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    Ah, excellent. I can't vote on the poll but I WOULD vote for #3 if I could. 

    Thank you for clarifying, for some I assumed the bridge meshes were public domain. I understand your reasoning, though it does seem a shame as I love that bridge mesh.

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    7 hours ago, Giveaway412 said:

    Ah, excellent. I can't vote on the poll but I WOULD vote for #3 if I could. 

    Thank you for clarifying, for some I assumed the bridge meshes were public domain. I understand your reasoning, though it does seem a shame as I love that bridge mesh.

    I think we have permission to use any of the CO meshes as long as the required DLC is still mandated.  Apart from that everything on steam is protected by intellectual rights agreement which everyone agrees to when they sign up to steam. Technically if someone really got annoyed they could press charges for copyright infringement. 


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    My vote is for #3 but it looks like #2 is winning :(

    My question is how would this type of road work with the game's AI? Actually, how do these roads work in real life? How does one lane change out of the outer lane?

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    8 hours ago, Fistandantillus7 said:

    My vote is for #3 but it looks like #2 is winning :(

    My question is how would this type of road work with the game's AI? Actually, how do these roads work in real life? How does one lane change out of the outer lane?

    He answered this question on Twitter before you posted it ;)

    Quote

    Bad Peanut‏ @CS_badpeanut

    do you mean the ability for traffic to cross over between all 3 lanes? They will, at each node there will be a break in the medians separating the lanes allowing cars to change

    so every 12u (max) will be a point at which cars can enter and exit the outer lanes ;)

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    Update time guys, please take into consideration this is just a placeholder/working concept and there is no way the mesh and textures are near finished. I just wanted to make sure the flags obey my mesh rules ;) Don't you love it when things work out how you theorize? <3

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    1 hour ago, Bad Peanut said:

    Update time guys, please take into consideration this is just a placeholder/working concept and there is no way the mesh and textures are near finished. I just wanted to make sure the flags obey my mesh rules ;) Don't you love it when things work out how you theorize? <3

    Wow, that's a top notch road. I didn't think that this would be possible. how does the transition from this road to a vanilla medium road look like?

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    8 hours ago, boformer said:

    Wow, that's a top notch road. I didn't think that this would be possible. how does the transition from this road to a vanilla medium road look like?

    it returns to a normal node mesh, that way there's no odd overlay through an intersection :)


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    Further to this post on twitter,

    You all know I take the quality of my assets very seriously and i actively defend intellectual rights for my work. I'm not too sure I've made it clear why, so i will try and give a good understanding here:
     

    • The time and effort taken to make the meshes and textures is actually quite substantial. A simple road can take at least 20 hours at bare minimum to come up with the different meshes, supporting texture maps to go with each mesh and the optimization process. This is probably an under estimate too. It's hard to count though as I usually do it when I get home after a long day at work. 
    • I test my stuff to make sure it's going to be as user friendly as possible - sometimes i fail, and i will do everything in my power to rectify that. this means i need full control over what everyone perceives as my work. and my work is usually recognizable, be it from the same styling, the "branding" (or attempt at) of the Bad Peanut cartoon I stamp on most things these days, or by the blunt yet constant support I provide for each and every upload to the workshop. And yes, I know I can be blunt, or straight up incredulous sometimes, but most of the time, if I feel it's a legitimate request for help I will provide answers or at least explain why things can't be done (the bluntness depends on how much logic the person in question has used before asking questions)
    • This sort of "I do what I want, but what I want is to provide you with awesome assets" approach is the best way I can stay sane and provide a good range of (hopefully) quality custom content. When people upload copies of stuff I've created, it can be confusing for subscribers who don't know any better when they subscribe to a copy thinking it's done by me. On more than one occasion I've had an outdated copy of an asset be broken or not work so good and I've updated my original, only to have an angry fan complain that it's not working when really they're not actually subscribed to the correct asset. I always feel helpless in those situations hence the constant infringement notices I file for my assets.
    • It may seem trivial but it really isn't to me, I can't really explain why it feels like a violation but it really really makes me not want to put out more content if people will just blatantly copy it for their own purposes.

    This moves on to the latest debacle: Most of the time when issued infringement notices, people back down and delete the asset in question. Everyone moves on and they probably get a strike against their name on steam.

    This time however is different. Another fairly active asset creator - I mean they have more uploads (and presumably time) than I do - has reuploaded one of my tram roads, with the small adjustment of changing the tracks. (the one part of the road that isn't my intellectual property!) So they're continuing to use my custom mesh and textures as a basis for the duplicate road. I've asked them to take it down and I've filed the infringement notice, but this user refuses to acknowledge they have done anything wrong. however in their latest response they say they will take it down in a couple of days if steam doesn't, but they reiterate they haven't done anything wrong.

    So what will I be doing in the future with similar cases? I think if someone refuses to take down copies or reuploads then I will stop producing assets until they agree to remove the content in question. If it really gets to a point of no return and I feel that I'm no longer even motivated to make new things I would probably remove all my content from steam, and actively have it taken down if people repost saved versions. 
    That may sound drastic and it is worse case scenario but it's maybe the one thing that will make people rethink plagiarizing other people's content so blatantly. I hope that I will never been in such a stand off situation where i basically have to blackmail with my own content.

     

    As of now, I will continue working on the upcoming content I mentioned a couple of days ago when and only when this particular road has been removed from the workshop.

     

    Thanks for your understanding, BAD Peanut

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    I totally understand how you feel as I'm the same. I have a few things I've opened up for others to use, but generally I much prefer having control over my creations. And reposts with just a few tiny changes are the most frustrating! I usually qoute the Steam Subscriber Agreement, since that's pretty clear on the fact that people are in no way allowed to upload our stuff without our permission (it's in section 6D). Some people seem to think that workshop creations become public domain or that crediting the original author makes it okay, but that is actually not the case. To upload something we have to be the original creators or have the permission from the original creator.

    Having managed to file a DMCA takedown notice against myself at one point (don't ask me how, I was tired that day! :P), I can say that a takedown notice stops the user from uploading anything to the workshop for a couple of days as well as send a very serious email about copyright infringement and potential lawsuits. On the downside it doesn't actually delete the asset, but only hides it on the workshop (it might just be for a couple of weeks while the other person has a chance to provide proof that they didn't steal anything).

    As for taking everything down I hope it never comes to that! Personally it isn't something I'd do as it affects all the wrong people. The people uploading copies of our work are most likely not even using the originals anymore, so they'll go unaffected. Plus you'd have to monitor sites like Skymods for any reuploads (and first have them take down all your assets) which copy stuff that is uploaded to the workshop. It would be a lot of energy and wouldn't even really affect the people who reupload other people's assets, but instead affect a lot of users who did nothing wrong. But hey that's just my view on things. In the end you have the right to take your things down if you want to, but they're unlikely to be really gone and not available somewhere, be it some website that copies files of the workshop or just someone who had a local version and shares it through dropbox.

    At least the road in question seems to be gone now - at least the link doesn't work for me. Hopefully kowkamurka will have understood by now that it isn't okay to just share other people's work like that and that we actually have rights over our creations on the workshop.

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    I agree with Avanya in that I totally understand the amount of frustration those situations involve (though fortunatly for me I'm not affected by it). But I also agree with the fact that a total takedown of your Workshop would just punish the wrong people, while having little effect on those at fault.

    In addition to all the valid points she made, I will just add that those warnings of possible removal would likely go mostly unnoticed to people re-uploading your stuff, as I doubt they spend a lot of time here or reading descriptions carefully anyway. Not to mention that many people doing that (in case of simple reuploads with asset-editor only level of changes, so not this last case of course) are probably kids who are just messing around and don't know better.

    Ultimately you have every right to do what you want with your content of course, but for those reasons I'm not sure those last-resort measures (or threats thereof) would have any real impact. People sensible enough to take those threats seriously are sensible enough to understand the concept of intellectual property in the first place :)

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    Sorry to hear that your work has been plagiarized and it's never acceptable in any walk of life. I echo the same sentiment as regards to taking down all your content. But ultimately it's your decision. If you feel the need to do so maybe worth looking into sharing the content with your friends on steam. I think @Darf has done something similar previously. So share you with people you only trust. It would be great if the developers could put out a statement on social media on this matter to reaffirm the consequences of doing so. Anyways, looking forward to your next road and the community is right behind you *:)

     

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    On 6.2.2018 at 2:52 PM, Bad Peanut said:

    Update time guys, please take into consideration this is just a placeholder/working concept and there is no way the mesh and textures are near finished. I just wanted to make sure the flags obey my mesh rules ;) Don't you love it when things work out how you theorize? <3

    Amazing work as always! Really loving that tram stop transition :D

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    Thanks guys for your support, and you're all right of course, it would be punishing the wrong people. 

    As to kowkamurka, their last comment before hiding the asset was they will take it down because it's easier and not because of my claims. They were flat out rejected the idea that they'd used my mesh and textures and insisted that they could do so.

    So frustrating when you come up against a real life trump who insists the wrong is right...

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    As I'm excited I'll leave this here: 64m bridge + Maglev :)

    HDeoOUI.jpg

    Guess this bridge will be kinda "congestion save" ;)

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    On 06/02/2018 at 9:52 PM, Bad Peanut said:

    Update time guys, please take into consideration this is just a placeholder/working concept and there is no way the mesh and textures are near finished. I just wanted to make sure the flags obey my mesh rules ;) Don't you love it when things work out how you theorize? <3

    Wow I'm very interested to know more about the flags. Many of them are undocumented. Perhaps you could consider updating the wiki...

    Do the lanes change position at the tram stop? I didn't know that could be done - it would open up a whole lot of possibilities.

    Is the seamless transition part of the entire stop segment's model or is it a separate transition segment?

    I'm also very interested to know if there is a flag for a priority road. If there is, hopefully there can be a different priority road node model that doesn't have to give way. I think RyanCat has managed to do it with major/minor roads but if I'm not wrong the yielding road has to be of a smaller road category.

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    On 2/25/2018 at 6:51 PM, The Urbanist said:

    Wow I'm very interested to know more about the flags. Many of them are undocumented. Perhaps you could consider updating the wiki...

    Do the lanes change position at the tram stop? I didn't know that could be done - it would open up a whole lot of possibilities.

    Is the seamless transition part of the entire stop segment's model or is it a separate transition segment?

    I'm also very interested to know if there is a flag for a priority road. If there is, hopefully there can be a different priority road node model that doesn't have to give way. I think RyanCat has managed to do it with major/minor roads but if I'm not wrong the yielding road has to be of a smaller road category.

    There are a lot of flags, the best thing to do is play around with them and see what they do by trial and error, or find buildings/roads that use specific ones and deduce what they do


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    Here is more 48m ideas:

    https://streetmix.net/-/647811

    5a9c12e7df1a6_heavy-tram-avenue(1).thumb.png.887ac33f37eac4061d32c705250c95e3.png

    https://streetmix.net/-/647814heavy-tram-avenue-with-monorail.thumb.png.679a69b21dc45472759756b30c5d4218.png

    https://streetmix.net/-/6478165a9c13a03951a_heavy-avenue-with-monorail-and-bus-lanes(1).thumb.png.7802bfc967ba5c9ecfefaff3021cdedc.png

    https://streetmix.net/-/647817heavy-avenue-with-monorail.thumb.png.65b997bda8add3445f476c93c54f84e3.png

    oops...missingheavy-avenue.thumb.png.eb4524865a6df5a207a02b375edbca98.png

    https://streetmix.net/-/6478185a9c12f5d29c8_heavy-traffic-avenue(1).thumb.png.28bfa94ebaa214d7d186bcf9db71cf1c.png

    https://streetmix.net/-/647819heavy-tree-avenue.thumb.png.692153afdab18465d4f50ed1d25ebeeb.png

    Yay, i forgot lights :D Luckily, they can occupy same space as the bollards.

    Light rail=monorail, if monorail is not compatible with 48m roads, let it free, then you can use no pillars mod to place it there.

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    1 hour ago, Penkover said:

    Here is more 48m ideas:

    https://streetmix.net/-/647811

    5a9c12e7df1a6_heavy-tram-avenue(1).thumb.png.887ac33f37eac4061d32c705250c95e3.png

    https://streetmix.net/-/647814heavy-tram-avenue-with-monorail.thumb.png.679a69b21dc45472759756b30c5d4218.png

    https://streetmix.net/-/6478165a9c13a03951a_heavy-avenue-with-monorail-and-bus-lanes(1).thumb.png.7802bfc967ba5c9ecfefaff3021cdedc.png

    https://streetmix.net/-/647817heavy-avenue-with-monorail.thumb.png.65b997bda8add3445f476c93c54f84e3.png

    oops...missingheavy-avenue.thumb.png.eb4524865a6df5a207a02b375edbca98.png

    https://streetmix.net/-/6478185a9c12f5d29c8_heavy-traffic-avenue(1).thumb.png.28bfa94ebaa214d7d186bcf9db71cf1c.png

    https://streetmix.net/-/647819heavy-tree-avenue.thumb.png.692153afdab18465d4f50ed1d25ebeeb.png

    Yay, i forgot lights :D Luckily, they can occupy same space as the bollards.

    Light rail=monorail, if monorail is not compatible with 48m roads, let it free, then you can use no pillars mod to place it there.

    Quick said: most of them are not possible due to limitations.

     

    If I recall correctly he won't do trams/monorails on the roads outer lanes at all cause you have to create custom nodes for these to work which then would still not be compatible with most other custom roads.

    Also in C:S you cannot design lanes which are just for turning. The behavior of lanes cannot pre defined (so, you can't control in editor if a lane is for changing directions only)

     

    The last one has two issues:

    1. you cannot control cars staying in their lanes. They will simply run over that pedestrian path between them when a node appears

    2. bike paths in the middle are possible, but bikes would run diagonal across the intersection to go there if another road with bike lanes as its outer lanes is connected to this intersection

     

    cheers!

     

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    2 hours ago, Delta2k5 said:

    Quick said: most of them are not possible due to limitations.

     

    If I recall correctly he won't do trams/monorails on the roads outer lanes at all cause you have to create custom nodes for these to work which then would still not be compatible with most other custom roads.

    Also in C:S you cannot design lanes which are just for turning. The behavior of lanes cannot pre defined (so, you can't control in editor if a lane is for changing directions only)

     

    The last one has two issues:

    1. you cannot control cars staying in their lanes. They will simply run over that pedestrian path between them when a node appears

    2. bike paths in the middle are possible, but bikes would run diagonal across the intersection to go there if another road with bike lanes as its outer lanes is connected to this intersection

     

    cheers!

     

    Ok, ill move trams to the middle.

    However, if i were a pedestrian going for tram, i would hate the road designer because i would have to cross over such big road. Maybe some special under/overpass is required.

    The turning lanes arent real turning lanes, they are just lanes with wrong arrow. :)

    Pedestrian path in last one is just ,,pedestrian crossing island". Its not there all the time. Cars can change lane right after the island.

    So, the bikes would transfer lanes diagonally? Not at pedestrian crossings...hmmm 

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    11 hours ago, Delta2k5 said:

    Quick said: most of them are not possible due to limitations.

     

    If I recall correctly he won't do trams/monorails on the roads outer lanes at all cause you have to create custom nodes for these to work which then would still not be compatible with most other custom roads.

    Also in C:S you cannot design lanes which are just for turning. The behavior of lanes cannot pre defined (so, you can't control in editor if a lane is for changing directions only)

     

    The last one has two issues:

    1. you cannot control cars staying in their lanes. They will simply run over that pedestrian path between them when a node appears

    2. bike paths in the middle are possible, but bikes would run diagonal across the intersection to go there if another road with bike lanes as its outer lanes is connected to this intersection

     

    cheers!

     

    Correct on all counts.  Thank you!


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    10 hours ago, Penkover said:

    Ok, ill move trams to the middle.

    they have to be either the wide or narrow or single track configurations as seen in all snowfall roads

    10 hours ago, Penkover said:

    So, the bikes would transfer lanes diagonally? Not at pedestrian crossings...hmmm 

    think of bikes as vehicles that carry 1 person, that's how the game reads them. they have their own lane type but they do not act like pedestrians.


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    1 hour ago, Bad Peanut said:

    think of bikes as vehicles that carry 1 person, that's how the game reads them. they have their own lane type but they do not act like pedestrians.

    Except there is no separated lane - then they act like peds and share pedestrian crossings ;)

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    2 hours ago, Delta2k5 said:

    Except there is no separated lane - then they act like peds and share pedestrian crossings ;)

    If they're on a bike lane then they're separate and don't use the pedestrian crossings.  They instead wait for vehicular right of way

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    Sneak attack! Yes I've been quietly studying away but I've come back to sanity for 5 minutes to make this! Hopefully I will have a tiny bit of time to complete it soon (study break is after easter so maybe then!)

    Thanks for your continued support and patience!

    @BloodyPenguin

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    Hi Bad Peanut, 

    thank you for your great work. I like your assets very much.  I've deleted the Network Extension Mod, because of the Vanilla-Extensions. So I want to ask, if you could mod a narrow 4 lane road? So I don't need to use the whole NExt Mod for this. 

    Thank you. 

    Bye,

    Sylver

     

    PS: I've just read that requests are a no go. Sorry for this. So I ask differently:

    Do you plan to build assets of the roads from the NExt Mod? 

    small-4-lane-road.png


      Edited by Sylver81  

    Ergänzung

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    11 hours ago, Sylver81 said:

    Do you plan to build assets of the roads from the NExt Mod? 

    Not really, as i think Next is about to undergo a revamp according to the thread on this forum. So a lot of people will stay subscribed. If you wanted though i believe the next roads (that don't actually require additional code) can be cloned in the editor which you could save as a local file. 

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