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Everything posted by andreharv
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Subway + Railway
andreharv replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
IMHO I don't think they should all use the same tracks as they all serve different purposes, operate at different speeds, and look different. It might look a little cluttered. An underground/above ground metro, if I ever got around to it, would be a modified clone of the train. @boformer I am currently working on improving the T++ ped roads. I will have a 8m tiny road sized version with elevated support and it behaves as a road would so it should work. I'll do some testing. -
Network Extensions Project
andreharv replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
@GC_Vos: Looking good. I have found that roadside parking is useful to ease congestion, especially around the new ped roads I am making because it takes less time for a cim to park their car then for them to drive in circles a couple times and then put the car in their pocket. Everyone: I do plan to eventually make roads that support bikes and trams because...well...why not. CO has introduced some new properties that make it easier to filter dlc dependent stuff. Just keep in mind that we build our roads based on user demand and practicality so slight or superfluous modifications of existing networks will be put on the back burner. This all being said, one of the growing pains of NExt is...well...it's growing. We haven't even scratched the surface of useful networks but we are also working on ways to make our mod easier to digest and enjoy. If we do dlc stuff at all, it would probably be sectioned off from the rest of the base stuff...somehow. More on that later.- 813 Replies
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Network Extensions Project
andreharv replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Being 'merican myself, I really liked the American Roads but I didn't like how it caused my city to take several times as long to load. Currently there is someone taking a stab at textures. Road signs and props might be tedious but to your point, @Simulanten and @Matthias King 'Merican roads just wouldn't be 'Merican without em but it might be a while. Remember to watch the steam page for updates. As was mentioned before, we are working feverishly to make sure that this mod still works when Snowfall comes out...tomorrow? Wow...- 813 Replies
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Boston 2.0 - finally most of the snowfall related issues solved
andreharv replied to Simulanten's topic in Cities: Skylines City Journals
Wow...I feel like I'm back home just by looking at that pic. Nice! ATM we don't have a very good way of notifying people of new updates so stuff kinda randomly shows up. That bridge was from an update about a week ago so people are probably stumbling upon it as they see it. Keep up the good work. Love what I see.- 70 Replies
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Boston 2.0 - finally most of the snowfall related issues solved
andreharv replied to Simulanten's topic in Cities: Skylines City Journals
Being originally from Boston, the Zakim bridge was actually much of my inspiration behind the 8L avenue bridge in the Network Extensions Project. While it is not a highway bridge, I think you'd like it.- 70 Replies
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Total Overhaul Mod Thoughts
andreharv replied to boformer's topic in Cities: Skylines Modding - Open Discussion
I love the potentials of this idea. There has been a lot of talk about SC4. What about Cities XL? While the game was pretty static as far as random events were concerned, it did have a really nice interdependence system for zone types. Pretty much, dirty industry drove manufacturing demands, manufacturing drove hi tech and all industry drove office demand. Farms (but in our case I would make it all industry) drove retail. This gives the player a sense that the RCI demands are actually meaningful. I would be willing to help however I can. Good ideas all around! -
Subway + Railway
andreharv replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
Currently, there are no original fully rendered metro vehicle models, none of the segments are rendered, and there is no code that supports metro going above ground. I do intend on starting a full metro system but it will be based on trains. It won't be able to connect to the original train tracks because it will be a different network altogether but it will pretty much be a modified train track clone. I will also render metro tunnels but I would need help in building stations. Unless someone beats me to the punch, you may have to wait a few months though as this would require a lot of work and I am already swamped with TAM/NExt but I am eager to get it done :). -
Network Extensions Project
andreharv replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Yeah they are...Though the devs decided not to use them for a whole lot of network stuff...just LODs but they can be used on main textures too and for something like cobblestone, it would look amazing.- 813 Replies
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Network Extensions Project
andreharv replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Hi ya'll, Lazarus*Man here. @GC_Vos Looking at this photo gave me an idea. I wonder what your roads would look like if a normal (XYS) map was applied. That would look super awesome!- 813 Replies
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- network extensions
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One word, my friend: Pulitzer
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Nice shot! Are you using a custom color enhancer? If so, do you care to share what it is? I really like it.
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'Some danny' (No pillars mod) and 'japa' (fine road heights) have single-handedly (double-handedly?) fixed almost everything wrong with CS highways and they are my heroes!
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I built this interchange back in 2009 or somewhere abouts and I would echo what Tarkus said...probably won't happen (at least anytime soon). This interchange along with the partial and full y interchanges were built about the same time and it took about 12 months to build all 3, the only reason being that I was unemployed and desperate to work (think wake up at 8am sleep at 3am )..otherwise it would have taken much longer. While it would be great to dust off the ol' 3dsmax and start modeling, it won't be likely anytime soon as the RHW was coming into focus the same time I made it and not a lot of people use maxis highways anymore. Not to mention, AFAIK the models were on a hard drive that died (I have the hard drive somewhere but just can't get anything off it). If there were ever a wave of nostalgia for the interchanges of old, I would consider it, but probably not otherwise, sorry.
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Banned for personifying a mishmash of 2 gaming systems and placing it after a symbol that make most grown men cry.
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Banned for being anatomically incorrect but still thinking you are pretty enough to wear a bow and perm your whiskers thus making people feel guilty in telling you how much you look like a peeled Mr. Potato Head.
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Banned for having a profile linking a news forum which is currently being updated (not finished!)
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Banned for summoning the hypnotic twirling merman
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Banned for offending those who suffer from hippopotomonstrosesquippedaliophobia.
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Banned for supporting Lego, which encourages people to physically build things rather than simulate building.
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- 39 Comments
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- mhw total retexture mod
- samerton
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Well the population density issues seem fine to me. I mean someone find a 2km by 2km city with more than 200,000 people in it. I am just hoping beyond home that this game will support or at least be modded to support larger city areas and more than 16 maps (4 maps by 4 maps presumably) per region.
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According to worldnet.princeton.edu, a fruit is the ripened reproductive body of a seed plant and a vegetable is the edible seeds or roots or stems or leaves or bulbs or tubers or nonsweet fruits of any of numerous herbaceous plant. Therefore, a vegetable is technically anything that we can refer to as 'vegetation' eg leaves, roots, stems, and even fruits. A fruit simply holds seeds. Thus a tomato is both a fruit and a vegetable. As far as SCS is concerned, it is a misnomer. Simply put, it is a different game made by a different developer and appeals to a different audience. Because most of the people who play that game like SC4, those people are not going to enjoy it. I, myself am a diehard SC4 fan and I will not sample SCS. Maybe someone who plays Caesar, Children of the Nile or some other kind of government simulator would benefit more from SCS. It was messed up that Tilted Mill took such a tilt (pun intended) and created a game that was nothing like the previous SC's simply because they wanted to make the game more similar to games that they made in the past. At the same time, you all were fairly warned that this game was NOT a city simulator. CitiesXL, on the other hand, seems to be Monte Cristo's way of intercepting a failed pass between Maxis and Tilted Mill and let me tell ya, if they can created a good pathfinding algorithm, find a proper use for airports and seaports, and improve the street and building textures to that of an isometric 2D/3D SC4, Ill be so happy, I think I might slap my momma and kiss strangers.
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Hey ya'll. I have been working on my lofthouse interchange trying to get the onramps a bit longer and thus somewhat more realistic. Here's a pic of what I have so far. <img src="http://img247.imageshack.us/img247/7210/lofthouseinterchangezf8.th.jpg" border="0" /> In the meantime, I have completed the model for a diagonal to orthoganal trumpet model...with the experience that I got from the lofthouse, I think that I did a better job on this one. <img src="http://img442.imageshack.us/img442/6522/trumpetinterchangeby1.th.jpg" border="0" /> Let me know what you guys think...also, someone please tell me how I can host pictures on this forum and what the acceptable size is for pictures.
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- interchanges
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Originally posted by: BlackStar Originally posted by: haljackey Dalton: Yes, they DO exist in real life. Here is a quick example: -Haljackeyquote> God, they look so big from the air, lol. When you get used to driving over several 4 times a day on work runs, they begin to seem tiny.quote> Funny you guys happen to bring this up shortly after I finish this strange interchange that I thought that I invented LOL. Well at least I now know the name of what I just made. Oversized image deleted.--hym
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3ds Max - Troubleshooting & General Discussion
andreharv replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Here is a pic...I had a little trouble figuring out how to post pictures but I think this will do. Notice that the piece that I am trying to render is very small.
