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0 Clean SlateAbout bloo
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Date: 2/16/2006 7:41:48 PM Author: GoaSkin Is there still interest on invisible ferry route puzzle pieces for ploppable water road/ underground/ rail dual-networking ???quote> I expect there would definitely be interest in such features. Perhaps the best thing to do is work on the one more easily realised. Thanks for all your hard work... even though you have helped to make a dangerously addictive game even more addictive.
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- network addon mod
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I don't mean to press you, just wondering how the actual double deck experiment is coming along?
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Date: 7/25/2005 4:43:26 AM Author: bloo EDIT: Hmm, actually that would be kinda crap for people doing a left hand turn out of the diagonal avenue. I'm not really sure on the limitations of tile usage.quote> Now that I think about it I would say that this is the optimal layout:
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Date: 7/25/2005 4:20:01 AM Author: frimi2 Date: 7/25/2005 1:23:40 AM Author: bloo REQ: 2 Orth x 1 Diag. Please, with all these new intersections still the one that I really want is missing. I understand thats prob because it would be a total biyatch to make but it would be so awsome to have. See attachment. EDIT: If I made the textures would there be more chance of this happening?quote> I have many textures in my stack, something like this too But textures are only the half of the journey quote> I think the texture is somewhat less than half the work ... um even... Otherwise, I was thinking a layout more like this (sorry for the crapness of the diagram, but I think its good for a 3 min job!) : EDIT: Hmm, actually that would be kinda crap for people doing a left hand turn out of the diagonal avenue. I'm not really sure on the limitations of tile usage.
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REQ: 2 Orth x 1 Diag. Please, with all these new intersections still the one that I really want is missing. I understand thats prob because it would be a total biyatch to make but it would be so awsome to have. See attachment. EDIT: If I made the textures would there be more chance of this happening?
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roads/ streets/ avenues through ped malls: Wanted or not?
bloo replied to GoaSkin's topic in NAM & Transit Networks
Maybe consider making the base texture a ped mall texture with an overlay containing lines. The overlay I guess might have a gutter effect down the sides of the road and cross hash yellow lines across the roads. Then it will look more like a road running through a ped mall than a ped mall crossing a road. I'm just thinking of malls where pedestrians have priority. This could be what the single lane one way road ped malls could look like. -
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Date: 10/31/2004 5:34:59 AM Author: lakeyboy Date:10/30/2004 9:22:03 PM Author:bloo On another point where did you get that image?quote> I got the aerial photos off this website: http://www.aussoft.com/OnlineMapping/Custom/AusMap/AusMap.asp?view=0 This only covers the City of Whitehorse. http://www.knox.vic.gov.au/Landscape/Pages/Directory.asp?cookietest=1&&map=1&layer=0&streetsearch=1 This link does the City of Knox. Both sites use the same software but Knox has more info in there. And the box hill extension concrete/grass issue, Here is the evidence: Zoomed In: This should clear up everything now and I take back saying that all of Melbourne's tram tracks are paved. (I forgot about the Sth Melbourne Light Rail when the converted it in the 80's or something.) quote> I thought of another place where they are not paved, the track through royal park is not paved. The track down the center of dandy road after chappel st untill glenferry is mostly reass/dirt. The track running down the side of albert park (old railway) is dirt/gravel. The new track section at box hill (other than the stations) has grass between tracks. The Burwood to Vermont South extn will also use this grass format. It is very grassy the tracks are kind of concealed in the grass, however it is obviously kept well manicured at least by the trams passing over. The grass wouldnt have a chance to like grow over the tracks. However equally there are places where the track is separate from the road and has concrete, like burwood highway also places like fitzroy st, however traffic is permitted to cross the tracks. Im sure there are lots of other interesting examples but I can't think of any right now. As for the aerial image its possible that was during construction, the dirty section to the left should now have grass, or even has grass just with the colour of the image you can't tell. EDIT Even better Rubber insulation on tracks will be used to lower noise from tram wheels, smarter wiring will reduce the number of overhead tram poles and the space between tracks will be grassed. http://www.dpc.vic.gov.au/domino/Web_Notes/MediaRelArc02.nsf/d025c300601da9dc4a25688e00143d49/f9d73d1a844ffda94a256ab7000009cf?OpenDocument EDIT again All this riminds me check out http://www.mitchamfrankstonproject.com.au/html2/maps/maps/aeri.htm for some awsome aerial map. EDIT Wow that is scary I just happened to come across this page when browsing for an unrelated reason. http://www.myweb.net.au/trams/109extension/020503/
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Date: 10/29/2004 3:08:45 AM Author: lakeyboy I think that the ground texture should stay concrete. Here in Melbourne, every single tram track is covered in concrete. quote> Man how can you say here in Melbourne, are you sure you have driven around the place. There are many places where there isnt concrete, think of dandy rd, stkilda light rail section, the box hill extn, etc. Anyway my point is that usually when the trams dont share the same roadway as the cars the tracks are not surrounded by concrete. On another point where did you get that image?
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Date: 10/20/2004 3:12:13 PM Author: redlotus Just wanted to post a quick update on the TGC Stack: I'm about half way through (sorta) this behemoth. Things are going a little slowly, so I don't think I'll have the skinning done before I go on vacation Friday. As you can see, even the pieces that are done need significant adjustments. Anyway, I'd appreciate any comments that you folks might have. I am also looking for a better texture for the supports. The one that I am using now is a bit too green. If anyone can help me out, I would greatly appreciate it. Thanks, -redquote> Genrally it looks really good. Perhaps you could tweak the model of the main deck and ramps to better integrate a little better with the original highway models. Similarly for the support columns. I think their being round is good, however the flared bottom sections could be lost. Actually after pondering it a little more I think you could probably exaggerate the height of the ramps a little more. As at that angle it looks like there is not very much clearance height.
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Date: 7/25/2004 8:38:18 PM Author: Tropod: Are diagonal puzzle pieces in the future plans for NAM? I could use a road and avenue piece that can go over rail diagonally (either the road/avenue and/or rail being diagonal). Since buses don't add to traffic do they also not add to congestion at intersections? I have some intersections where thousands of trains are intersecting an avenue carrying thousands of buses but can't build an overpass because the intersections are not horizontal/vertical. In some places I've had to put in dual rail lines to handle the capacity. In a couple of places I have roads overpassing two or three rail lines + blank tiles + a ground highway. This is why the puzzle pieces are so great! BTW I changed the rail speeds to insane amounts which may be one reason why my rail system is used so extensively. Super job to Tropod and everyone else working on this mod!quote> If the road is diagonal dig a ditch on either side and pass the rail under with tunnels. Or if the rail is diagonal do so for the road.
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