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

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    9 minutes ago, velrox said:

    48m request?

    10-lane Road

    Screenshot_12.thumb.png.1a8e2b4e1929e06d8c491fc2f133a522.png

    how do you exactly put 12 lanes into 6 meters?

     

    someone stole my 4! it's 64m babe ;)

     

    EDIT* oh and 48m sets are well and truly on the way too ;)


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    43 minutes ago, odrzutowiec said:

    This bridge is very wide as well
    CrC5j8fWYAEUMwO.jpg3-kopru.jpg.aspx
    I didn't have a chance to work with road modding editor yet, but is it now possible to model custom bridges that are scalable like in-game ones? 

    yes and no, so you can model bridges (they're just an additional mesh in the bridge elevation - I've been to lazy to do any so far except in the latest 4 lane tram road) however they do follow the repeating rules that you see in the normal bridge meshes. so you can get 1 segment to mirror but after that they will repeat so the above bridge where the suspension wires don't connect to the bridge in the middle, but are anchored on the other ends wouldn't repeat well - because the mirrored segments would mirror where the pillar/tower is.

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    3 hours ago, Bad Peanut said:

     not really, ideally this would act like a but of a suburban highway but unfortunately roads don't allow you to bundle other networks inside them unless like the monorail there's a completely different road AI to accommodate it. 

     

    Ahah! See I'm actually building a set of arterial roads that will include tram and bus and bike variations.  Not promising any particular combination as obviously that would be hundreds of roads but these will definitely be the higher capacity roads.  Lots of people ask for more lanes on the little 32m roads without realising there's no more room. 

     

    In terms of zoning you just need to be in multiples of 16 for zoning to fit inside how the zone grid works. So anything less than 16 won't work (it'll keep the 16m zone) and anything that's not a multiple of 16 will misalign. Technically there's still a limitation with getting bigger than 64m because at 64m you have to be particular when drawing the road out because it's so big it's easier for it to give a collision error. Just means it's too short or too long a segment. Any wider and it would be too big i think.  Which makes sense as it would be wider than it is long. I will still play around with it and see if there are any improvements in the depths of the coded values but i doubt it. 

    I'm currently juggling in my mind aroind 4 or 5 projects i want to do with equal amounts of enthusiasm but it's hard to decide priority. I think that I'm going to do roads and canals first, the other two are buildings which will take A LOT of work.  I'm talking like 2 months at least of solid work as since i rarely have that continuous free time it's gonna be longer haha

    great to hear that it will be a whole set :) Will 48m roads be included as well? 64m is just too big in some situations :D 

    btw: what do you think of this idea i mentioned in my last comment? :

    "Another cool way to reach the tram platform in the middle would be a tunnel or bridge connection! just like at your "bright coppice" station there could be a node thats elevated (or underground) that you could connect to a pedestrian bridge (or tunnel). This could also be implemented at all intersections, so you would't need crosswalks at all"

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    1 hour ago, Nicolas B said:

    great to hear that it will be a whole set :) Will 48m roads be included as well? 64m is just too big in some situations :D 

    certainly! got to have a step up from 32 to 64!


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    9 hours ago, Nicolas B said:

    btw: what do you think of this idea i mentioned in my last comment? :

    "Another cool way to reach the tram platform in the middle would be a tunnel or bridge connection! just like at your "bright coppice" station there could be a node thats elevated (or underground) that you could connect to a pedestrian bridge (or tunnel). This could also be implemented at all intersections, so you would't need crosswalks at all"

    missed this twice haha
    I don't think it's a possibility I'm afraid, not in the way you're thinking anyway, Bright coppice is a building asset so i can place more than one network in it, which is how there's the pedestrian path, with roads, they ARE the network, and you can't put another inside one (like i explained with monorail AI)


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    I know somebody already suggested a version with bus lanes, but what about turning it into more of a BRT system? Buenos Aires' 9 de Julio Avenue comes to mind (granted, that part is not 12 lanes, but something similar could be made. It may work for your planned 48m network too :))

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    14 minutes ago, Manuel-ito said:

    I know somebody already suggested a version with bus lanes, but what about turning it into more of a BRT system? Buenos Aires' 9 de Julio Avenue comes to mind (granted, that part is not 12 lanes, but something similar could be made. It may work for your planned 48m network too :))

    it's just not how bus lanes work in the game - priority bus not bus only, sorry


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    1 hour ago, Manuel-ito said:

    I know somebody already suggested a version with bus lanes, but what about turning it into more of a BRT system? Buenos Aires' 9 de Julio Avenue comes to mind (granted, that part is not 12 lanes, but something similar could be made. It may work for your planned 48m network too :))

     

    55 minutes ago, Bad Peanut said:

    it's just not how bus lanes work in the game - priority bus not bus only, sorry

    Also something like this already exists:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1256606798&searchtext=

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    1 hour ago, velrox said:

    4-lane Bus Stop Transfer

    Screenshot_15.png.1a9fbdefaf874361e59a9a4899e7ebfa.png

    and a 4-lane Bus-Tram Transfer? it will cover 48m. 2 lanes without parking? it will cover 32m.

    This won't work like that at all - buses have doors only on one side, so the third from left won't be able to let any passenger in. You should have a look at the workshop from "ELVIS" as he creates BRT-System roads atm:

    https://steamcommunity.com/workshop/filedetails/?id=1256618743

    He is also working on a platform segment for his 10-lane-road, kinda like your request number two I think.

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    2 hours ago, velrox said:

    48m requests:

    4-lane Tram Stop Transfer

    Screenshot_13.thumb.png.f0988c9e2ca07cd44513c8f2a4c736ff.png

    8-lane road with Middle Bus Lanes

    Screenshot_14.thumb.png.3e54320125fce1afc1760f63bc4f65e5.png

    4-lane Bus Stop Transfer

    Screenshot_15.png.1a9fbdefaf874361e59a9a4899e7ebfa.png

    and a 4-lane Bus-Tram Transfer? it will cover 48m. 2 lanes without parking? it will cover 32m.

    See previous posts


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    1 hour ago, Delta2k5 said:

    This won't work like that at all - buses have doors only on one side, so the third from left won't be able to let any passenger in. You should have a look at the workshop from "ELVIS" as he creates BRT-System roads atm:

    https://steamcommunity.com/workshop/filedetails/?id=1256618743

    He is also working on a platform segment for his 10-lane-road, kinda like your request number two I think.

    unfortunately, i can't download any things like roads or mods as one website keeps claiming that the game won't support downloading of its assets.

    but, for the 4-lane bus transfer, the second from left bus lane is facing the wrong way. or just reverse the third from left bus lane.

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    58 minutes ago, velrox said:

    unfortunately, i can't download any things like roads or mods as one website keeps claiming that the game won't support downloading of its assets.

    but, for the 4-lane bus transfer, the second from left bus lane is facing the wrong way. or just reverse the third from left bus lane.

    you still can't really have bus lanes separated from normal lanes by a median/platform because cars will still clip right through it


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    On 02/01/2018 at 10:33 PM, Bad Peanut said:

    Reminds me of Asian megacities! I've been to Seoul and Shanghai and Bangkok and the roads are this huge. In Bangkok, there would even be an elevated freeway in the median! It's a pedestrian's nightmare - just imagine the awful noise and the difficulty of crossing the huge width.

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    BP, just for clarification: Is the node issue with trams limited to interactions with "stock" roads? In other words, if somebody were to make an entire set of tram roads based on a common but non-standard alignment, would they behave as long as they only interacted with each other? Or would the junctions still be a mess no matter what?

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    4 hours ago, mitch1238 said:

    BP, just for clarification: Is the node issue with trams limited to interactions with "stock" roads? In other words, if somebody were to make an entire set of tram roads based on a common but non-standard alignment, would they behave as long as they only interacted with each other? Or would the junctions still be a mess no matter what?

    they would still be a mess because the way the tracks work inside a node, they rely on knowing which road to connect to, which is dictated by the connect group assigned to the road, and there's a limited amount of them. I could personally release a whole set using a connect group that isn't a tram connect group, but if another modder had the same idea and used the same one then our nodes would clash. I'd rather stick to the stock positions to avoid that. I mean kudos to the guy releasing the tram tracks on the outer road lanes but they've basically used up a connect group now that if anyone uses it, it will be a visual conflict between them....

    I hope (although it's a thin one) that there may be a way to introduce serialised connect groups, meaning the road uploaded to the workshop acquires a custom connect group based on the workshop ID (similar to how props are serialised) that way you could upload a set in the one ID and have them all interact properly without any conflicts with other custom roads, and you could even allow them to specifically interact with other custom roads with a different ID (ie I could suddenly make my roads all compatible with that outer tram track road set) 

    I have a feeling this is kind of wishful thinking because although it makes a sort of sense i bet there's a sort of limit to the way serialisation works in the game. I did suggest this idea to the devs but if it's not in their design intention they not necessarily going to go out of their way to implement a random idea I've had :)

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    I might not end up finishing the canals for now until the shaders get sorted out.

    You can see below the comparison between the bridge shader on the main segment (and how dark the shadow is cast) and the normal road shader on the corner node but they don't properly cast actual shadows, but are lit correctly for the shadows (you can see on the stairs in the twitter pics the lack of shadows being cast below the second step from the top)

    HiresScreenshot-13.thumb.png.c2e666cfc34ae593141566f26a6819bb.png

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    Aww, that's a shame! Weird shadows or no shadows isn't ideal at all. :( Hopefully it's something that will be fixed so we can have more awesome looking canals - I love the concept you've come up with and would love to have these in my cities. Much more interesting than the default ones :)


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    2 minutes ago, Avanya said:

    Aww, that's a shame! Weird shadows or no shadows isn't ideal at all. :( Hopefully it's something that will be fixed so we can have more awesome looking canals - I love the concept you've come up with and would love to have these in my cities. Much more interesting than the default ones :)

    It is a shame! I was so put out ahh oh well i guess I'll have more time to work on those arterial roads now. It's a shame because the canals were the most popular thing I've posted about the last couple of weeks :(


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    48m requests:

    8-lane medianless road? it could be fit to 32 without parking spaces. adding parking spaces requires to expand to 48m. and with pavement? grass? trees?

    7-lane one-way? 8-lane one-way? it could be fit to 32m, but parking spaces has to be removed. to fit parking spaces to these one-way roads, it needs to be widened to 48m.

    a bus-tram transfer? for 32m? 2 lanes without parking. 48m? 4 lanes, with parking.

    an 8+1?

    and 32m requests:

    5-lane one way?

    4-lane road without median? and with pavement? grass? trees?

    a 6+1 road?

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    2 hours ago, velrox said:

    48m requests:

    8-lane medianless road? it could be fit to 32 without parking spaces. adding parking spaces requires to expand to 48m. and with pavement? grass? trees?

    7-lane one-way? 8-lane one-way? it could be fit to 32m, but parking spaces has to be removed. to fit parking spaces to these one-way roads, it needs to be widened to 48m.

    a bus-tram transfer? for 32m? 2 lanes without parking. 48m? 4 lanes, with parking.

    an 8+1?

    and 32m requests:

    5-lane one way?

    4-lane road without median? and with pavement? grass? trees?

    a 6+1 road?

    So many requests! Well i will answer like i usually do: I'm happy to see what people want but I'll choose to make somethings that will cover a few bases so they may not be exactly what you've asked for but it'll still be close. 

    I won't be doing any +32m roads that are one way. That would be wayyyy too ridiculous for my taste.  I already feel silly for the massive 64m 2 way.  Everyone knows the traffic AI gets more clunky the more lanes you add - or at least the players just don't understand how they work...

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    I'd like to second the request for a bus-tram transfer! It could be the same setup as your tram transfer road, with trams on the outer two lanes and buses on the inner two lanes.

    There's one more thing I'd also like to see - a 32 m road with only one lane in each direction, perhaps with a thin median between them, and a very wide sidewalk. No parking. Alternatively, two lanes in each direction, no median, and very wide sidewalks. 


    When do we get underground tram stations? CO pls.

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    8 hours ago, wasmic said:

    buses on the inner two lanes.

    I can't put buses there because other traffic can still cross into those lanes so you'd get cars crossing from outside the tram, across the tram into the bus lane then back. That's just the game there is no bus only lane - it's bus priority 


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    More work in progress shots now with the new suspension bridge mesh (still working through it though)
    some more shots just for you guys:
    180108_bridge4.png.e55f0c163a2a8daf5097d7c012195997.png

    180108_bridge5.png.170e680f68c7dbe7797145ce477c1054.png

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    That bridge looks so cool! I'm not sure I'd find a use for that road in any of my current cities, but I'm really tempted to try. :D


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    So, if I understand correctly - if you want to build a road where NO cars will use the bus lanes at all, you need to have a lane for both left turns, right turns and going straight, that are *not* bus lanes?

    Alternatively, if the layout was [car - tram - bus - bus - tram - car], you'd just need to NOT place it in front of an intersection. This would remove any turn arrows, preventing cars from entering the bus priority lanes. Then again, the average end user can not really be trusted to read the instructions.


    When do we get underground tram stations? CO pls.

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    7 minutes ago, velrox said:

    tram request:

    can we have a 2-lane one-way tram track? a 4-lane tram track? a wide 2-lane tram track? it would be prefect for building flying junctions. it would take over more space than an flat junction but it prevents conflicts. it can support stops, which allows for local and express stops.

    -image snip-

    You know, if you want to build flying junctions, you can just use the one-way tram-exclusive track that's already in the game. They do support stops.

    No roads support elevated stops, though, unless you use the Elevated Stops Enabler mod.

    What I'd mostly like to see is a more aesthetically pleasing standalone tram track; something that looks a bit more like the light rail that C:S's trams emulate. Something along the look of MOM's tracks, but for trams instead.


    When do we get underground tram stations? CO pls.

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