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Everything posted by Norwegian Neko
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Sweet! I want to blow up my cities now!
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Boston Central Artery/Tunnel Project (Big Dig)
Norwegian Neko replied to blahdy's topic in NAM & Transit Networks
I'm going to $%&^! about it not matching the asphalt texture used in the normal simcity roads. There, I bitched. -
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Are there underpasses so roads can go underneath?
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I'm a bit confused by this - HSR has never been released, right? Only the developers have been testing portions of it and posting screenshots. Will it be released as a separate package to the NAM, or will it be bundled together?
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I also have a lot of experience with commute times and capacities, so I would be willing to share my NAM capacity settings.
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Actually, that pic of the Taiwanese rail line is a test track full of trains that they apparently just bought. There's like 10 of them in the photo. Moshi (and others): you can't have semi-sunken puzzle pieces, unless there have been significant developments. When Marrast and I worked on the sunken railroad underpasses, that was the big limiting piece - which is why he stopped developing them - is that automata cannot be displayed in the ground. Now, if current puzzle pieces can carve away the surface texture (grass, whatever) and display the pieces of the lot/puzzle piece below it... then you might be able to. But Marrast and I could never come to an agreement whether this was even possible or not. I think it might be, but I've never delved into the programming aspects and how lots overlay on top/underneath the ground texture. Judging by the subway to el train lot, it seems like you can, but Marrast didn't want to pursue that avenue - because the other limitation was you couldn't have automata cross over another network. With puzzle pieces, you can. So it should all be possible! Woohoo! If you guys need help with texture related stuff, I actually have time now, so I might be able to help. Cheerio!
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Originally posted by: jeronij Hello to all, thanks for the feedback . Your suggestions about the model are greatly apreciated. chocolatemax285, I made the windows more transparent, as you pointed. You are right, the old ones were not transparent enough. About lowering the railtracks, they are 7 meters below the highway lane ( very close to the reality) which is the required height to modd it properly. vester_DK, as you may have noticed, I have no idea on designig real life bridges . I do apreciate your practical lessons btw . And the useful pics too. I have some pics on the real bridge sections already, and as mentioned, we decided to make some changes for the game, in order to be able to see the trains trough the bridge. jesselong, yes, the bridge is suposed to look like the real Tsing Ma bridge. You can see I havent worked on the cables. Smoncrie told me that the game engine places them. I think we will have to work with them once a beta version of the main model is done and can be used in game. The model will probably need some improvements to allocate them. and thanks to Dr. Frickenstein and umnoscottishhootsmon for the big collection of ducks and bunnies Now some pics on the progress. I added some more details and I started to work with the central pylons. EDIT: Some more details on the towers... The time to place the lights is arriving. I have a problem though. I have found two night pics on the real bridge, but they are way different one from each other. You can see what I mean: So, one looks yellow. The other one looks more pink. Does anybody know which is the right one ?¿. Or does somebody have another pic which shows the light in a real way ?¿ IMPORTANT IMPORTANT IMPORTANT If somebody has a pic on the decker cables anchorage, I would really need to see it. I have only one pic where I can see partially it . Thanks again for the nice comments. quote> Could we maybe have different lights for each season? Have multiple night light maps depending on the season, like the seasonal trees? Or something like that? Course, probably not worth it. I wouldn't mind something... DIFFERENT. Throw in some red lights for the cables, and normal little yellow lights along the roadway. The two bridge pics were likely taken with different lense filters to achieve the varying coloration. EDIT by Andreas: Please don't quote pictures in your reply.
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Originally posted by: Murakumon Let's take a quick look at the possibilites of sunken puzzle pieces... I'm thinking something like this, with built in lights and power gantrys I want it to have the look of being sunken without actually having to lower the terrian or use more than one tile in width. Naturally it'd include road bridges and tunnel enterances ( etc. ) MAYBE it's possible to do sunken turns... Kinda like what's going on in zilfondel's underpasses ( i can't find the orginal marrast ones on the stex )quote> Did someone call? Speaking of rural settings for HSR, besides the usual European ROW which is at ground level, perhaps on a berm or surrounded by them, is this pic of an elevated rural HSR line in Taiwan:
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hkabat-forum-threads Hong Kong / Asia BAT team
Norwegian Neko replied to paulvmontfort's topic in SC4 BAT & Lot Workshop
Looks awesome, guys. Any idea when you will be releasing these on the STEX? How many total (different designs, not lots) are you doing? Man, I wish I could work on these too - I'm an architecture student who's bored with too much free time this winter. =P And I BAT pretty decently, too. =D Email me if you're interested in having another BATTER (I do textures really well also). Cheers from Oregon. PS - Vancouver, Canada has some really cool HK-style towers. Hundreds of 'em ~30 or so stories tall. -
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PEG The Great Lighthouse of Alexandria
Norwegian Neko commented on Pegasus's file in PLEX Custom Lots & Mods
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