Jump to content
Sign In to follow this  
smoncrie

Roads under Bridges: an Idea

32 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online: A long, long time ago... 
 

I had an idea about how to get roads under bridges: add cross paths to the bridge repeat parts.  I have not tested it much, so I don't know if there are serious problems, or how practical it is, but here is the result:

>underbridge6yb.jpg align=baseline

In this test it worked with UDI, but it is probably very sensitive to the bridge's height. It needs puzzle pieces, (or probably lots transit enabled in the way I recently discovered,) to work.


Smoncrie

Share this post


Link to post
Share on other sites
Guest
Posted:
Last Online: A long, long time ago... 
 

Mamma mia!
Very, very intresting. I need to test it my self :}

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Now you have the cross paths sort of working can the road texture be stretched accross in a transit enabled lot (similar to how marrast did with his walls etc.) So similar to the trasnsit enabled alley lots, use crosspaths and road texture to go under a bridge (set in centre of lot) have transit enabled entrance and exit and cross path through the lot. I don't have the modding skills to do thi, but I think were already half way there, maybe you could discuss with marrast and who ever did the transit enabled alleys.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    OK you can try it out; I have attached the mod. This preliminary mod puts cross paths only on the level road bridge and it puts the height of the crossing 45 meters below the level of the bridge. It does not allow pedestrian traffic.  The mod can be changed to any bridge and any height.


    There two potential problems with this mod.  First, the height of the crossing, relative to the bridge, is fixed, unless the mod is changed.  Commuter traffic may or may not have a problem with a 10-meter (or whatever) deep pot hole or bump.  UDI, will certainly not work unless the path is relatively flat.  Can a useful height be found?  If not, this mod is not practical (I used my hole digging lots to get the exact height)


    Second, this mod puts the crossing paths on almost every tile of the bridge.  If you use the bridge a lot in a city you will have a large number of un-connected paths.  Will this cause the game to slow down, or crash?  At this time I do not know.


    I have not done much testing because I am mostly working on another project.


    BTW I had a hard time getting the picture to show.  Every time I tried to include the picture, my web browser would lock up.  Is anyone else having this problem?


    smoncrie

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Isn't there already a mod on the stex that allows ground level roads to go under bridges? Well either way, this is still cool, good work!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    having paths is one thing, but is there also actual traffic crossing the bridge? I mean, could you show a picture of a lovely green arrow going trough? 1.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    For this, this is something I have wanted for ever, I hope you get on the Modd Squad.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    smoncrie: This is an interesting idea.

    What if you added connecting paths from the 45m endpoints upwards, to 46m endpoints, 47m endpoints...and so on, and the same thing going down? So the profile of the path would be like this: 5767363_536cba2c3f_o.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    ardecila, I think that adding new paths with different path class numbers (a,b,c, etc) at different heights would be better.  Then it would be like the lanes on a highway, but stacked vertically instead of side-by-side.


    <ahttps://www.simtropolis.com/idealbb/files//under_bridge3.jpg align=baseline>

     

    I tried this with a path (a) at -15m and it worked.

    smoncrie 

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     
    Well, I finally got back to this idea.    I tried it with paths spaced vertically 5m apart.  I found the puzzle pieces are more sensitive than I had thought, and 5m was not close enough.  I then tried a specially transit enabled lot and found that it worked even without the mod that adds extra paths to the bridge sections!!!!!
     
    <ahttps://www.simtropolis.com/idealbb/files//smoncrie%20Underbridge1.jpg align=baseline> 
     
     
    I tested it some more and I found that it was not as good as I had hoped.  It does not work for roads under rail bridges (or rail under road bridges), it does not work for UDI, it does not work properly for 2 tile wide bridges, and it mixes the traffic on the bridge and the ground. Traffic can turn, jump off the bridge, and go along the ground level road, or leap up from the ground to the bridge.
     
    <ahttps://www.simtropolis.com/idealbb/files//smoncrie%20Underbridge2.jpg align=baseline> 
     
    For the moment I can not think of any way to improve it.
     
    Edit:  Pictures in this post changed to someone else's pictures!!! I have changed them back.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Something I noticed with the Bridge over Road thing I'd done (that thing I'd done with the RUL file), the UDI aspect actually worked (some twitching existed though), which I thought was rather odd considering.

    The fact that the route query is showing these paths, despite the jumping, looks interesting. Not having to mod the bridge itself too is also a good thing. Care to share what you've done? I've seen some Lots that have similar set-up (graphically), but functionally they don't work at all. Personally I think UDI for something like this should be considered secondary. If the routing is there & it works properly for both ways (or underneath & overhead portions), putting UDI aside, that in itself is progress.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    wow, this is really coming along.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     
    The Transit enabled lot is very simple,  I started with the Bus Station lot (although it do not think this matters) and adjusted the Transit switch point to allow North-South Car, Bus and Freight truck traffic.  I added a 0x07 LotConfig for road.

    The special part is that I used a RUL (rep 15) value of 0x02000000 in the LotConfig.   I have used RUL values like this in the edge tiles of GLR stations for connecting with puzzle pieces (They don

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I've seen that a EL to subway transition was invented. I say the because it it supposed to fake a EL entrance in a tunnel thru any mountain while in fact you have a subway instead of a EL tunnel. The Lot converts EL passengers into subway passenegrs and then with another lot at the other side of the mountain, they turn back to EL passengers again. Sorry, i don't remember the link but it might be on the STex

    I've seen that it's also possible to have lots that go beyond their dedicated squares. At least visually.
     
    So the solution in fact is quite simple : create a transit enabled lot that converts cars into subway passengers in a subway station, and that appears visually as an untouched straight road.
     
    then in game, plop two of these lots at both sides of the right you want to go under, lay four tiles of subway between those 2 and voila. Just need to do it will streets, road avenue, EL, ped malls and monorail, include it with the NAM, and call me when it's ready
     
    9.gif sorry i have some ideas but i don't know how to do them

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Benlemaire,

    Yes, using a concealed subway works, well mostly.   It does not work for bus and freight traffic, it does not work for UDI, and it adds subway to the networks listed in the traffic query. Since it is not a perfect solution (except perhaps for GLR), it is worth trying to find a better one.

    I am not claiming that mine is better, but my tests work for bus and freight, and sometimes for UDI.  It is not very usable yet, but it is promising enough to keep trying.

    I included the picture with GLR as an example of my special transit enabling since all the pass-through GLR stations use it.


    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Concealed tunnels work well (bus, freight and UDI).  But the ground must be flat and have a matching texture.

     
    smoncrie%20Underbridge3.jpg
     
     
    Edit:  I just downloaded nietseb's UnderBridgeRoad lot and I found it works by concealing a functional road tunnel under a bridge.  It works very well.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well, yeah, but it's just the best solution to use. Maybe you should stick to that? Then it would be easier than creating it with a puzzle piece (no offence, but right now, that looks ugly).


    Nine degrees of separation??

    NAM Team member | NYBT Member | NHP Member

    Download the Network Addon Mod and its related components here.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Smoncrie - have you tried making a lot/puzzle piece with an overhanging path to go under the bridge?

    I heard once from RedLotus that such a path file was possible. I even wrote one, as well as created an RUL entry for it. I couldn't figure out how to do it properly, though, so I never finished it.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Yes, exactly. Ideally, you would just add third coordinates to the paths, with Y-values of 24.

    I learned some more about how the CheckType lines work; maybe I'll take another swing at the puzzle piece.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    In the csk2 canals there is a 1X1 tile that extends past one tile which you use at each end of an elevated highway to get under it. could this same concept be used? it would fill in that gap under the bridge, no?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Yes, it would fill the gap with a functionless eye-candy effect, like any lot with overhanging props.

    However, this thread is not about things that would look like a road under a bridge; this thread is about things that would look and act like a road under a bridge. It takes more than just an overhanging prop to achieve that.


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

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

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    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. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

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

    STEX Collections

    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