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kefkafloyd

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About kefkafloyd

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  1. NAM: Requests

    Not at all weird to Americans, that is, if you live in Massachusetts like I do. We do have a few of those hanging around here.
  2. Toll on an highway exit ...

    Or, you could just be indirect about it - which is how I solved my problems when recreating the Mass Turnpike and its indirect interchanges with tollbooths. Check out these two examples (images not in line to save 56K users): Highway to highway This one is pretty simplified, but not outside the realm of reality. Most tolled highways tend to use trumpet interchanges as opposed to full-Y interchanges, but this gets the job done. If you really want to, you can recreate (ugly) trumpet interchanges with one way roads, but only go that way if you're trying to reproduce a specific interchange. If you only want a one side of the highway exit, check this out: One-sided highway to surface road Using NAM's one way road single exit ramps is the solution for the more complicated ramp systems you might see at various tolled highways. Just remember that if you have a tolled highway, there cannot be any toll free exits in the same city - or else people will avoid the tolled exits in favor of the free ones. Silly cheap sims... Here's an example of how you can be tricky with this. This interchange is based on a real one - the I-90(masspike)/I-91/US 5 interchange in West Springfield, MA. While it doesn't look as pretty as the real interchange, it's functionally the same. Before I-91 (highway on the left) was built, the turnpike and US 5 (surface road on the right) had a regular old trumpet interchange at exit 4. When I-91 was built, a small connector road was added to connect the existing US 5/turnpike interchange to I-91, and you get this three-way thing. It would look a lot prettier (and more like the real thing) if we had trumpet interchanges and on-slope ground highway bits. Click to see my SimCity rendition of the real thing . Don't even ask me to tackle the Weston tolls. X_X
  3. New NAM Logo --- Vote Now

    It's an old-style US highway route sign. At least I think it is. Ssomeone who lives there might know more about it than me.quote> Yes, it is.
  4. New NAM Logo --- Vote Now

    I'm not voting for any, because had mine been in there I would ahve voted for it, and the one I would ahve voted for if mine wasn't there isn't there either (ChocolateMax's, with a few edits, would have been perfect).
  5. New NAM Logo --- Submit Yours

    I don't understand why people who have nothing to do with the NAM development and have not even a small technical background knowledge about SC4 are playing the marketing managers of essential MODs. For me, the NAM is still a BETA MOD. It's content is not final and sometimes, modifications on features which are distributed since many months are made. In my opinion, we may not invest much time in advertisement. The focus is the development and the time is better invested if more people learn how to create content. The bad side of a massive marketing for a BETA MOD are lots of support questions but not enough people who have the time to give suitable answers. I am not against logos, homepages and so on, but I will not take much care about it.quote> I'm a professional graphic designer, not a software modder. I've always liked the NAM and wanted to give back, which I saw an opportunity here. I take what I do seriously, and I'm sure if there's other design pros contributing, they do too. I don't know what newyorkrunaway's role is, but if Tropod is okay with it, I don't see what the big deal is.
  6. New NAM Logo --- Submit Yours

    My goal was to create something iconic. Acronyms don't lend themselves to iconification that much, so I chose the first letter and worked in some geometry in Illustrator. The NAM is all about moving SimCity forward, and I figured capturing that movement would be a good idea. This has a multitude of uses other than in a website banner - watermarking, stickers, T-shirts, bumper stickers, buttons, tattoos... Kidding on most of those. On an aside, I left off taglines, as I figure the website would have its own title and that the size it's used in would render any tagline I would include unreadable.
  7. New NAM Logo --- Submit Yours

    Working on something, I'll post it later tonight.
  8. Texture Request Thread - Networks

    Holy crap, frimi! ...Would that actually work?
  9. Texture Request Thread - Networks

    some For now Tropod and Andreas are right: We have to be in the near of the ingame textures. Later on, if some (oops ;-) people want, there will be an option, to replace the new and the ingame textures. So please be patient.quote> I am, I am, I made edits realizing that I was late to the party on the decision on lane markings. It doesn't matter to me, like I said, I was just making a clarification.
  10. Texture Request Thread - Networks

    Tropod and frimi: Since I was the one that requested the avenue intersection that people are complaining about the garlicking, I should mention that the intersection in real life has some line markings, but not as many as frimi put in. I photoshopped one of the ones frimi posted so you could have an idea: Why are the lines marked the way they are? Through routes on state highways. MA 8 and MA 9 meet at this intersection to multiplex into Dalton to the east, and the MA 8 SB movement and MA 9 WB movement is marked. It's coincidence that these through routes are also the best movements to mark, as multi-lane turns can get tricky without them. Whether it has line markings or not doesn't matter to me, but this is how it really is on the one I posted. EDIT: Looks like I'm late to the party. Whoops.
  11. Texture Request Thread - Networks

    Tropod: Is what I was referring to. Dalton Ave (the east-west road) is intersected by Merrill Rd (the diagonal road coming up from the southwest) and Cheshire Rd. (The north/south road). Basically, it's a standard + intersection, except that the southerly direction, instead of going straight south, goes southwest. I assume the flip would be true as well. Since I'm a graphics person, I was thinking about starting texture work on these intersections and seeing if I could contribute to the NAM, but I wanted to know if this kind of thing was feasable from the pathing perspective first.
  12. Texture Request Thread - Networks

    Tropod: With these new additions (when they're pathed and such), is it possible to do an orthogonal avenue with diagonal north and orthogonal south intersection, or does that require another texture? http://maps.google.com/maps?q=Pittsfield+MA&ll=42.467641,-73.203492&spn=0.007451,0.010131&t=k&hl=en Ignore the little slip road, but that kind of intersection is the one I'm wondering about. You can sort of do this in the game right now, but it doesn't look very clean.
  13. Turning Lanes - Feedback and Testing

    Insert_name_here: That is exactly what I would be looking for in a T turning lane section. This kind of intersection is especially common, although most times it widens up slightly so that you can have two through lanes and a turn lane on the top side, not a thru onyl and a thru+turn. The game is limited in this manner and can't do that, though, so we'd take what we can get. There are several potentially useful T intersections depending on which way traffic goes. If it is heavily biased for left or right turns, the orthogonal road in your diagram could be expanded to five lanes instead of just being four. However, this is a manual and not automatic thing and I wouldn't see it being feasible unless it's done in a puzzle piece manner (which is unlikely).
  14. NAM: Requests

    Thanks for the info, smoncrie. I wasn't sure what the parking viaduct idea would fall under, and thanks for the correction. Could you elaborate more on why the ground>highway onslope is being troublesome?
  15. NAM: Requests

    I'd like to request an at-grade (or, for better term, on-slope) transition from ground highway to elevated highway. I think someone may have done this already (I swear I saw a picture of it once) but there's several times where there's embanked ground highways that transition seamlessly to elevated highway at the same elevation. Another worthwhile suggestion would be an elevated highway puzzle piece that has a parking garage underneath the viaduct. This has been done before (notably in Springfield MA) where there's a parking structure underneath a viaduct. This could be a great way to make viaducts into revenue generating structures and saving space by putting parking garages underneath highways. I don't think it's really feasable in the game, though.
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