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Everything posted by andreharv
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3ds Max - Troubleshooting & General Discussion
andreharv replied to Jasoncw's topic in SC4 BAT & Lot Workshop
I have a problem when trying to render a custom highway interchange. I am following Redlotus's guide but because of the issues with gmax, I am using 3dsmax. I cut the interchange into 136 pieces and have rendereed 4 so far but one of them triggers a 'script bug'. Redlotus provided a modified BuildMill file but it only works for gmax and I have found that it allows for the part to render in gmax but I need a version for 3dsmax so that I can follow the Bat4Max instructions. Would anyone know what the difference between BuildMill and CPBuildmill are (codewise) and how I could modify CPBuildMill for interchanges (or otherwise fix the problem with the 'script bug')? http://img107.imageshack.us/img107/5509/scriptbugqs8.jpg -
Is anyone aware if there is a tutorial for modeling highway interchanges? If not, a tutorial on modeling with 3ds would be helpful. Thanks.
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Real Highway (RHW) - Development and Support
andreharv replied to qurlix's topic in NAM & Transit Networks
Thanks for the quick reply, JCarter. I was aware of the 65535/tile cap that was hardcoded into the game. I was wondering if that last little strip of shoulder constituted a third tile. Nonetheless, the RHW-6 is exquisite eye candy. A RHW-8 and 10...Well, can dreams come true?- 3,919 Replies
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Real Highway (RHW) - Development and Support
andreharv replied to qurlix's topic in NAM & Transit Networks
Quick question. Is there a simple way to make the roadway capacities/driving speeds different for the RHW2,4, and 6? I feel that such an addition would add an incentive to explore the different highway variations.- 3,919 Replies
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- 56 Comments
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Frustration - population hits glass ceiling
andreharv replied to Seraph_Sphinx's topic in SC4 Showcase
Seriously, man. It looks to me that you zoned all your residential as low density. If you were to rezone everything to medium or high density and insured that there was water supplied to everything, you would see a change...I guaruntee it. Make sure that the high density buidings have easy access to residential and commercial zones via highway or avenue or public transportation. -
I think that SCS has the right idea by introducing these new social aspects that will no doubt change the face of simcity (at least Tilted Mill's rendition). When I first saw the game and saw what it was about, sure I was bummed too. However, we have to come to the realization that the man who made these games was on a roll (Will Wright). He took what he had made in previous games and added on to it. Unfortunately, to my understanding, he is busy creating Spore, a game that was at one point, doomed to failure. However, that is beside the point. The point is that he is busy with Spore and that other Sims expansion game which is currently in the works. I don't think he could possibly give this game the attention that it deserves at this time. SCS should be seen as a offshoot of Simcity. I think people do the admins of this site, Tilted Mill, and other Simcity enthusiasts a major disservice when they try and compare SCS to the rest of the franchise. Sure the game looks terrible from the previews and lacks pretty much everything fundimental to the game. However, we must keep in mind that nobody can make Simcity like Will Wright can. There is no need to even bother. Zoning, traffic and networks, were the reason why I loved SC4RH so much but they do not exist in SCS. To me, SCS exists more as a minigame and should be judged as such. I don't know why Tilted mill didn't just create their own game like Monte Cristo, the creators of city life. However, we have to settle with the fact that it is what it is and hopefully, maybe a couple years down the road, after we find that SCS sold 10,000 copies nationwide, we may be safe to expect an authentic SC5. SCS isn't all garbage and it has some things in it that none of the SC games cared to really go into. In SCS, your Sims actually come to life and have notions of obedience and happiness. I don't think that the mayor ratings were good enough. Adding venues that the sims can actually attend and gain happiness is a breakthrough. If SC5 could use that idea, it would excel the franchise leaps and bounds. Bottom line is that because SCS is not a city simulator and because the focus is not on the structure of the city itself, SCS misses the mark that all SC games have attained. However, SCS might look like a tasty snack once it hits the bargain bin.
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Is there a way to seamlessly connect glr to rail so that I can make a glr onslope bridge?
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Boston Central Artery/Tunnel Project (Big Dig)
andreharv replied to blahdy's topic in NAM & Transit Networks
I am from Cambridge. My sister went to Umass Lowell -
Boston Central Artery/Tunnel Project (Big Dig)
andreharv replied to blahdy's topic in NAM & Transit Networks
I am from Cambridge. My sister went to Umass Lowell -
Boston Central Artery/Tunnel Project (Big Dig)
andreharv replied to blahdy's topic in NAM & Transit Networks
I dropped my parents off at logan today and while driving through the tunnel I took note of the intricate detail that you included in these bats. What part of Mass are you from? -
Boston Central Artery/Tunnel Project (Big Dig)
andreharv replied to blahdy's topic in NAM & Transit Networks
I dropped my parents off at logan today and while driving through the tunnel I took note of the intricate detail that you included in these bats. What part of Mass are you from? -
Boston Central Artery/Tunnel Project (Big Dig)
andreharv replied to blahdy's topic in NAM & Transit Networks
I dropped my parents off at logan today and while driving through the tunnel I took note of the intricate detail that you included in these bats. What part of Mass are you from? -
SimCity 4 Deluxe wont start up
andreharv replied to SOEPSTENGEL's topic in SC4 Bugs & Technical Issues
I have this same problem. When I am lazy, I just log off and log back on rather than restart. You should try it. It usually doesn't work though so you have to be patient and just do it over and over until it works. This goes with restarting the computer as well. -
Well just like any network, you have to have the hsr going to a populated area. I have a city with a station that was shuttling over 32,000 sims using hsr. Normally, you want to use your large hsr stations to connect high density residential to their high density jobs. Oh yeah and in the earlier pictures you posted, the stretch of hsr didn't appear to be properly laid as there was a break in the graphics.
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Well just like any network, you have to have the hsr going to a populated area. I have a city with a station that was shuttling over 32,000 sims using hsr. Normally, you want to use your large hsr stations to connect high density residential to their high density jobs. Oh yeah and in the earlier pictures you posted, the stretch of hsr didn't appear to be properly laid as there was a break in the graphics.
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Well just like any network, you have to have the hsr going to a populated area. I have a city with a station that was shuttling over 32,000 sims using hsr. Normally, you want to use your large hsr stations to connect high density residential to their high density jobs. Oh yeah and in the earlier pictures you posted, the stretch of hsr didn't appear to be properly laid as there was a break in the graphics.
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I posted this way back when but has anyone has a problem with the diagonalxorthagonal el highway interchange where the traffic merges on the offramps inadvertantly? Also I thought someone was working on a highway Y interchange (I might have just dreamed it :S).
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I posted this way back when but has anyone has a problem with the diagonalxorthagonal el highway interchange where the traffic merges on the offramps inadvertantly? Also I thought someone was working on a highway Y interchange (I might have just dreamed it :S).
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I posted this way back when but has anyone has a problem with the diagonalxorthagonal el highway interchange where the traffic merges on the offramps inadvertantly? Also I thought someone was working on a highway Y interchange (I might have just dreamed it :S).
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Real Highway (RHW) - Development and Support
andreharv replied to qurlix's topic in NAM & Transit Networks
So what's the latest on development? I can't say that I have used the network much as it has limited interchanges but it looks nice.- 3,919 Replies
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Real Highway (RHW) - Development and Support
andreharv replied to qurlix's topic in NAM & Transit Networks
So what's the latest on development? I can't say that I have used the network much as it has limited interchanges but it looks nice.- 3,919 Replies
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Real Highway (RHW) - Development and Support
andreharv replied to qurlix's topic in NAM & Transit Networks
So what's the latest on development? I can't say that I have used the network much as it has limited interchanges but it looks nice.- 3,919 Replies
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The subway solution by jlemen is the best (see dude you get your props). The game reverts to the monorail model for the glr/el rail x hsr and it looks very tacky. This is also true for hsr x highway. Also, I don't know if this has been mentioned before, but the allowable slope for the hsr is a little bit low in my opinion. Especially if you want to put stations near bridges and/or you want ferries to actually be able to use the bridge that is formed.
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A. There are no blue skies in space. The reflections are fine. I would say it's like the John Hancock in Boston. Man, it's a good thing this building isn't made primarily of Glass right guys? (wink wink) B. You don't need to know what is on the top of the building. That is not a qualifier in gauging the realism of a BAT. However, the lack of roof junk on a skyscraper is.
- 77 Comments
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