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Everything posted by 3ddz
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Version 1.0
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Sunken Higway Walls This little set is designed to enhance the look of sunken higways. It provides straight walls that fit on the slopes surrounding sunken ground higways. And it also contains special pieces to nicely integrate overpasses into your sunken higway network. You can find them in the parks menu. I recommend using the hole digging lot for ground higway to get the right slopes beside your higway, especially to get the terrain needed for the onramp pieces. To get them right you should dig a hole with the diggin lot then level the terrain by placing single street tiles. When done lay the highway and plop the overpass, hopefully you should get the right terrain. If not try playin arround a bit with the terrain tools somtimes its just tricky to get it right but in most cases it works fine. -
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Just want to let you know that im back form my vacations, i havent read all the replys from the last 3 weeks but i will read them soon. The next days i will foll around a bit with the slope settings to see what can be done there.
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Look in the stex in the .3ds section there you find models and textures for the HSRP
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Originally posted by: SC4BOY ... 2. As I have already mentioned, but in summary you CANNOT place a road of any kind touching the large station at the ends where the track enters/exits the station. You must have at least one tile in between. I haven't encountered it yet, but I'm betting the "FLAT TRACK for one tile in and out" also applies to this station too. ...quote> Maybe i missunderstood your post, but it is possible to run a road along the track side of the station, below is a screenshot of it or was it something different you mean? About the maximum slope allowed i will do some testing to find out if i can increase the slope a bit to lets say 8%... if you would like to do some experimenting on your own you need the ILive Reader and open the hsrp.dat. Select the filter button in the toolbar and select only exemplar files and hit refresh. Now select the third last entry and on the left side you see a bunch of values and the name of this exemplar "HSRP Placement Tuning Parameters". In this exemplar file you can adjust the "MaxSlopeAlongNetwork" value change the max slope, then save the file and test it ingame. But beside that i personly like just the fact that you have to carafully chose the path for the tracks since you cant go up and down the hills like a rollercoaster which is possible with the standard networks. I think it just adds a great sense of realism to the game that you have to deal with some restrictions when planning your high speed rail tracks just as it is in real life. Thats all one essential aspect of the modd to bring a more realistic transportation network to the game and thats the reason why i will also replace the original monorail station in combination with the high speed rail network in the final release since its absulutely unsuitable for the network.
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@degnaw/degnaw: concerning the station i already wrote some lines on the last page... @Yoman3: hm just had a look inside all hsrp files and could not find that old tunnel texture, did you have also the alpha version installed? @rodent1989: The tunnel i know are single tubes, i think dual tubes are only used for longer tunnels like the english channel tunnel you showed in your picture. Edit: i created new preview graphics so now the track shows up correctly when dragging.
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Ah now i see whats wrong, the track you show was plopped before installing the hsrp modd so get track layouts not supportet by hspr. This is no bug you have to redrag the track when you install the hspr modd theres no way arround this... but you can put the el rail modd back in.
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Sorry i dont know the name of that modd only that its a repalcement of el rail and that its japanese.
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@Jerebannus XVI: Your image is not showing, only whwn quoting your message. The picture looks like if you have installed an other monorail replacement mod. You have to remove that modd for the hsrp to work. Edit: hm now the image is there...
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@Andreas Roth: many thanks for your help with this! Eventually if you have some time you can help me with an other problem im having? Im tryin to fix this for a long time with no sucess... The props for the overhead wires dont alwasy show up, for example on the bend pieces they show up only on two of the 4 possible rotations and i just cant figure out how to fix this. @djlee1999: I think this is rather a bug than a track design issue. Since i hanvent changed the network characteristics of the monorail expect the speed. And monorail is mainly used by rich and some med wealth sims not by low wealth sims as far as i know. So you should eventually check your HSRP lines if they are atractive to the above mentioned group of sims.
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@KeanoManu / SC4BOY: You can use the original monorail station, technically it works for the HSR, but the track visually didnt fit with the HSR track. And for realism isues the station is way to short/small for the HSR Network, even the big transit Hub is often to short for the trains. Its just completely unrealistic to use such a small station for high speed rail. And its only called HSRP station because i changed the name of the monorail network so the old station is renamed automatically. But when u use the old station beware that i will replace it completely with the tansit hub in the final release so you could get problems if you use it now and then install the final release. @Franzeus: The station is pretty cool, but i dont have the time to bat another station in the near future... @flobo: dont know what causes your problems, since for me it works fine even on curves are you eventually missing the HSRP Path file ? @Fraz86: That looks really strange, as said above it might be a texture conflict with an other mod, or maybe your HSRP.zip is corrupt, try redownloading it and see if that helps. Otherwise check for the any installed train reskin mods if there is a conflict?
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Originally posted by: buzzupt Just downloaded it. looks great but the only problem is that as it replaces the current monorail system, it is unable to follow the same path as the already placed monorail. example, where you could connect monorail lines running on squares that are side-by-side, with the high speed rail you need an extra square between them, as well as other placement problems. you will need to make it follow the existing monorail paths otherwise existing citys will have to be dramaically altered inorder to run your rails. looking forward to the modification!!quote> This will definitely not be changed since thats is one elementary feature of this project that the track folows a much smoother line and can not be so curvy like the monorail since its absolutely unrealistic to have a train go at 400km/h on a zig zag track!
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@simpletown24: Im sorry but there is nothing i can do for you, the HSRP is a monorail replacement so its not recommended to use it in cities that already use monorail since it drastically changes the network characteristics. You will have to redrag the broken parts of your monorail network after you removed the modd. @SC4BOY: I have no idea why the bridges dont show up in the transportation map, i havent changed anything on the bridges except replacing the models. About the reconcile thing i have to do some test. But personly i never use reconcile edges in a build city because it alsways does strange thing even whit no modds involved, like crashing nearly the halv city and so on.
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Originally posted by: Fraz86 This is an awesome project, and it's already working great in my cities. However, I have one small problem. In Zoom 3, one of the views has what appears to be a partial texture failure. It is one of the views in which the track runs from the lower left part of the screen to the upper right (the opposite view, which has similar orientation, has no problems). The texture failure only affects the left part of the track, which seems odd to me because I was under the impression that the whole surface of the track is a single texture. The left part of the track is covered up by a texture composed of red, green, and white shapes. This isn't a big deal, considering that it only shows up in one particular view at one particular zoom level, but do you have any idea what the problem might be? I can try to post a picture tomorrow if it would help. Thanks.quote> Sorry but i have absolutely no idea what you are talking about?!? Please post a pic if possible, so i can see what the problem is.
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Originally posted by: thebestguy I have just added the HSRP to my city and although i have seen pics here that shows tunnel entrances, i've tried making tunnels with it but i always fail, the lines go from yellow to red without green, is this because its just a beta or is there a way to make tunnels?quote> Thats not a special HSRP problem its the same with elevated rail, for a tunnel you need a great slope so try ploping single road tiles until the slope is so great that you cant plop anymore tiles. Remove the tiles and do so on the other side of the hill. Then you can drag the track over the hill and you will get the tunnel. Unfortunately it cant be made easier to get tunnels i think, have you ever tried to get an elevated rail tunnel? The game rather cuts a grand canyon through the hill instead of building a tunnel.
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Im at the moment reworking the overhead wires, since i cant get the prop things to work correctly im now putting them in the actual 3d track model which will increase the polycount a bit but i think its not too dramatical.... but if anyone has a solution for my prop problem i would prefer to use props instead of real geometry @SC4BOY: what he means is that all the network speeds for road street highway and so on are stored in one file so you have to replace this file when you want to change monorail speed. So you cant adust the monorail speed seperate. @Andreas Roth: im also not so happy with the night lighting and some other things so i think i will rerender the station. Since i now use BAT for 3dsmax i think i can improve the rendering quite a bit. About the double icon i have actually no idea why it shows up twice. All i did was to copy the exemplar from simcity1.dat into my dat and changed the values...
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I made some additional changes to the tunnel entrance an i think it looks mch better now. Made it a bit less smoth and added some lines on the concrete.
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It just came to my mind that the double icon problem might be depending on the game language because no one of the english language users mentioned it. Eventually this appears only in the german language versions of the game? So i need some more feedback, especially if it ocours in the english version too.
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I forgotten to mention the double menu icon, i have no idea at he moment why there are two menu items. When i remove the file which contains the new plop costs there is only one icon, but it says building cost 100... im working on it.
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At first than kyou all for your comments! Concerning that speed isue, as said here before you can get back normal speeds when you load the NAM after the HSRP plugin by renaming the folders to something like aHSRP and zNAM. For the final release i will probably have to include all the NAM traffic files with changed monorail speed so that you can chose wich one to use. But for the beta it had been too much work to include all these single files. @NightlinerSGS: No unfortunately the speed file is included in the HSRP core file so if you take it out it wont work anymore. But you can use the folder renaming to get your original speeds back. @Yoman3: No its not the ICE3 Skin its something quite similar but in blue with slightly different design. Im thinking already about a connector piece to normal rail but not sure jet how to do it without the train switching suddenly from a HSRP Train to the normal passenger Train. @cogeocogeo: You are right the bak file isnt nessecary, it contains the old tunnel entrance, forgotten to put it out. As i wrote above you can chose either to install it before or after the NAM (alphabetically) @beto_080480: I allready know about that, i have to create new preview graphics to solve this, but dont worry if you drag the track it will turn into a correct track. @SC4BOY: You need to delete your monorail network if you want to use the HSR, but i think its no matter if you delete it before or after you installed the HSRP Beta.
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HSRP Beta Release! Finally here it is, the first beta of the high speed rail project. I finished testing the main functions of the high speed rail network, and just made a more generic tunnel entrance. There are still some things to do until a final release but most of the work is done, so i need some testers and feedback to find remaining bugs glitches and so on. So if you notice something using high speed rail i would be glad if you post it here so i can fix it for the final release. Things left to do are: - Create new preview graphics, actually it looks a bit weird when you drag the tracks - on some tiles the props for the overhead wires wont show up, im at the moment conducting some research why. Download: https://www.simtropolis.com/stex/index.cfm?id=16426 Whats new in this release: - now the path files are in place, so the trains move correctly along the track - a transit hub is now included to connect the HSRP to el rail rail and bus - as mentioned above i redesigned the tunnel entrance (se below) - most of the track now features overhad wires - in game textes and descriptions are changed from Monorail to HSR - Speed changed to 400 km/h to get a better "high speed" effect How to install: copy all the files from the zip file to your plugin directory and make sure it loads after the NAM so the speed changes can affect. And be sure to remove the older alpha version! Note that the file for the speed changes replaces the NAM traffic file whith a file which is similar to the NAM traffic file for 2x capacity and 10x speed (whit further increased hsr speet to represent 400km/h) I hope i will get a lot of feedback from you, so i can improve the final release!
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Ok, now with the pathfiles done i will start finishing the project on friday so i hope i can get a new realease redy in the next weeks. There are some pieces left i have to add the props for the overhead wires and stuff, and some description texts. Maybe i will change the tunnel entrance to a more simple model, not sure yet have to do some testing bevore i can make a decision. And i have to thank swamper77 for hiws work on the pathing and fixing some iid and occupant group things.
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hkabat-forum-threads Hong Kong / Asia BAT team
3ddz replied to paulvmontfort's topic in SC4 BAT & Lot Workshop
Originally posted by: Skyfire2275 I have found that if I convert a box to an editable poly, it then only has 6 polygons... quote> Just a hint on triangle/poly count, when you convert to editable poly it might only show 6 polys but it has still 12 triangles so nothing has changed... it got even worse because max/gmax can handle an editable mesh much faster than an editable poly so when using such a huge number of objects you should prefer using editable meshes. -
The reason why there are no updates here is that im still waiting for the path files to be done. It seems that there are some problems with the pathing. And i think its worthles to work any further on it unless the pathing is done. I contacted Swamper 77 recently and he is on it.
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Crossing two hsr tracks is a really difficult thing, since crossing at the same level isnt a good solution because it could allow collisions between two train. And overpasses are hard to realize since hsr trains cant handle slopes, for example here in germany a new train model had to be developed to use a new track with a slope of just 4%
