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Haljackey

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Everything posted by Haljackey

  1. Avenue Roundabouts Development Thread

    Wilfried Webber, I've been making those circles around my monarails just like u used light rail transit there. The problem there is that there are intersections, that I want to avoid. Secondly, that works well with a "parkway" style road because the avenue has a tile empty there. Linking an avenue there would cause you to drag one direction 1 tile over, while leaving the other strait. Your smaller roundabout is more of square, and I want to try to make it a circle like the other roundabouts while conserving room as well. Now I know they are nothing new, but the inability to use avenues roundabouts just sucks. Oh and by the way, Glenni i know circular buildings do exist. I live in London, Ontario, Canada, and we have many roundabouts here based on the ones from the UK, as architects base many things on stuff from London, UK. My favorite has got to be the IMAX inside of a roundabout. Thats Awesome! Thanks for the feedback everyone! If there is a way to get rid of the 2X2 ave in the centre, as Tarkus mentioned, and we get rid of the intersections, then the roundabout will turn out great! Because the avenue is a 2 wile wide network, there needs to be a place where that network can connect on all four (or possibly 8,) sides. Other networks, such as roads and streets also need to be able to use it, and the shortness of the 4X4 ave roundabout would create weaving in the innermost lane from cars rapidly entering/exiting that lane. I was thinking of going with a larger circle, possibly 8X8, so the innermost lane would have a longer circumference, allowing vechicles more time and space to enter/exit that lane safely. I know in real life multiple lane roundabouts are a lot larger because of this purpose. a 6X6 variant wouldn't work because there needs to be a equal number of tiles on each side of the avenue when it intersects with the roundabout. 4X4, as already seen from my 1st post has 1 tile on either side of the ave and allowing for sharper turns and a smaller roundabout. 8X8 would allow two tiles on either side for a larger, higher capacity, safer, nicer looking roundabout. 8X8 would also have a larger area in the middle to place biuldings, kind of looking like a + shaped network. Something like this: A circular building could stretch the corners;/overhang where there is not a tile, kind of what toxicpiano said. [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] -Haljackey
  2. Rate this image!

    Okay, heres the riverfront skyline of London, Ontario, Canada, my hometown. Its a moderately sized city with a nice downtown for a city of 400,000. It is the testing site for many products/services because it is the average sized city in Canada. Did you know that debit cards originated here? Thats right, London is a debit crazy city, its everywhere and you hardly ever see cash! Blah, I've stopped. Rate this image if you would.
  3. All Right, A ramp! A ramp! Cool! Now interchanges can happen! I know that there is still quite of a lot of work to do on the ramps, but just seeing the pioneer for the first time lets us know that just about everything here forward came from that ramp concept! Awesome job! Edit: OH OH and WHOHOO!!! PAGE 50!! Congrats on the RHW and all the posts in this forum reaching the silver. What else to say... Oh, I know... I Dedicate the next 50 pages in this thread to be the RHW takeover. I invision that the RHW will soon change Sim City 4 as a whole, for having a new highway in-game will change the face of our cities forever... and for the better! A quick tlme lapse of the RHW's history" It started out as this to wider networks to a useable wider version to 2 lane versions to elevated sections to even wider variants to various ramps and intersections What will the future of the RHW hold?? Heres to the RHW and the RHW Team Everyone!!
  4. Wow, just had to give you my support, blahdy! These ramps in your project are just fantastic! Keep it up! Can't wait to try the new ones out!
  5. Show us your (Classic) Tutorials

    Multi/Dual RHW (Rural Highways) Okay, a lot of people have been asking me how to make multi/dual highways for the RHW (rural highway), so I thought i would post a guide here. This can be used to extend the RHW from 4 lanes to eight or more lanes. I am not sure if this should be posted here, as it may be better off in the transit networks forum. It could even go in the omnibus... I need feedback! Anyway, heres how to do it 1. Biud a regular rural highway. <<<< >>>> (nothing) (nothing) 2. destroy the right inner road. <<<< (nothing) (nothing) (nothing) 3. biuld a regular rural highway 1 tile away from the road you just biult <<<< (nothing) <<<< >>>> 4. destroy the left middle road <<<< (nothing) (nothing) >>>> 5. Biuld a regular rural highway in the middle, but several tiles away from the other roads <<<< <<<< >>>> >>>> 6. extend your middle roads as long as you want, up to or past the outer roads <<<< <<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>> >>>> 7. extend your outer roads the length of your inner roads. <<<<<<<<<<<<<<<< <<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Voila! A basic 4-tile collector/express RHW setup Now with a little experimenting, you will be a pro! Over time, you will learn how to biuid overpasses, ramps, and transitions to this layout. Here is a picture of the new network, fully functional and easy to connect! You can also leave a tile in the centre of the highways for medians, signs and lights. An example is below. *Note: these images have not been photoshopped in any way, and have been taken directly from the game! Hope this giude helps! -Haljackey
  6. NAM General Discussion Thread

    Originally posted by: Bennett000 Is it possible with NAM or other modds to have a highway with express and collectors lanes, such that one essentially has four one way highways, with the interior highways exiting infrequently to their respective exterior highway, which in turn exits to roads and streets frequently? The best real world example of this I can think of is Highway 401 in Toronto Canada which is sixteen lanes across, eight in each direction. I will try and scan in the interchange diagrams from a map which show all the links.quote> You Can use Lakeyboy's multi highway giude to create a collector/express setup. It is found in the omnibus area in the forums. You can also use the RHW (rural highway) to also create a wide variety of highways. An example of mine is posted below. Hopes this helps you out and welcome to Simtropolis!!!
  7. Originally posted by: pilotdaryl Vice: That design seems to have a lot of weaving problems... Request: Can you remove the sidewalk thingyson the left (right) side when something is placed beside the RHW? They look ugly (maybe you can extend the texture so it covers the sidewalk up). The ViceKing (again): You are thinking 401 dude I just came up with this idea--a crossover (without the weaving. Will need an overpass. Will post pic). Not the best pic: quote> You mean somthing like this? I've done somthing similar in SC4 with this using the RHW: (really sorry for the PNG!! Taken from a post long ago! Try this link if you can't see it!) http://img489.imageshack.us/my.php?image=crossingsjan261731157081338mediumsmalleh6.png
  8. From Wikipedia: (metro area by population/area) Unless otherwise specified, figures are based on rough estimates for the year 2005 and rounded to the nearest 1,000. Despite the standing of the organisation behind the figures, the appropriateness and consistency of the boundaries used is controversial and the aforementioned warnings apply. As of 2007, New York has fallen to #6, overtaken by Sao Paulo and Mumbai. Rank Metropolitan area name Country Definition Area Population estimate Population density
  9. Holy crap ppl! This is some amazing stuff!! I really like the 4/6/8 lane roads as it allows you to create wider roads (which I always wanted). I thought when Rush Hour came out that if you dragged a road next to a road, it would become a 4 lane road. Add another road next to it, it would become a 6 lane road, and so on... untiil you had a 12+ lane road. I also hoped it would apply with highways so we could have super-wide highways (20+ lanes) which actually DO exist in real life. mjig_dudy, excellent job with your design/pathing with the RULs! Tarkus, about your ramps, I gotta say that is a "giant leap" in the RHW project because we now can have a controlled, limited-access highway! It shows a lot of potential to the RHWMIS as well as the RHW itself. I do have one comment about the ramp though. Based on your model, the acceleration/deceleration (exit/entrance) lanes look very short. I always hated that in the default highway (FHW) because of how unrealistic it is. If the acceleration/deceleration lanes on the RHW could be extended by a tile or two, (or even three, especially for acceleration lanes) it would look a lot better because it gives motorists more time to biuld up their speed and merge safely with traffic rather than dangerously cutting off cars in order to merge before the lane ends. For example this is what the acceleration/deceleration lanes and ramps look like here in Ontario, Canada. They are also quite common on Asian and Euro highways as well as newer US highways. Congrats on your sucessful ramp model Tarkus! -Haljackey
  10. Now that I have the new NAM, its amazing how much I miss the RHW. Nothing works works anymore because I had to remove the RHW files . This mod has really changed the face of the game and I eagerly look froward to the new release so the RHW and the NAM can live in harmony with eachother. All the best wishes with the next NAM-compatible RHW release! I am hoping that there are no problems with it and that it will be out soon. I cant play the game anymore without the RHW!!!
  11. NAM General Discussion Thread

    WOW!!! I just hope the new NAM Compatible version of the RHW comes out soon so everything is compatible with eachother!
  12. Hey, the more flexibility the better. Intersections or interchanges... why not both? Looking forward to release date along with the next NAM. This will probially be answered with the next release... but qurlix, the intersections/overpasses with roads you have created, have you made ones for one way roads? Or, generally speaking, habe you made any for other networks or is that still long-term?
  13. Rio de Janeiro, Brazil and Lisbon, Portugual.

    Wow! Nice stuff! I have always wanted to visit Rio de Janerio and Sao Paulo in one trip sometime! However, I have yet to visit the South America yet. Rio does look like a nice tourist spot, I have heard and now seen a lot of it. The tropical weather there is almost the opposite as here in snowy Canada... I may have to take a winter getaway and travel there sometime. Thanks for sharing!
  14. MaybeMemories06, holy crap nice work on that texture!!! Its black and blends with all the other road surfaces in the game! Thats what I hated about the Maxis highways (FHW), even with the asphalt texture it is still not the same as roads/aves. You could look into changing the street texture to a more darkened look as well.
  15. Well, MaybeMemories06, If you refer to page 25 , you will see that HOV (diamond carpool) lanes are not feasiable, for it would not work right in the game. Since there is no such transit type as carpool (as opposed, to car, bus, train, etc.), it would just function like a regular lane. It could be added as eye candy, but it would be extreamly hard to modd, having the proper crossover sections, HOV signage and exits, the stripped buffer zone, and other features used for the HOV lanes. Seems a little too farfetched to me. As I said before, see page 25 for the discussion of the HOV lanes. EDIT: Just to put it into prespective, just have a look at this picture. Its way too long to post here, being 330X1114 pixles , so just click on this link to see how complicated it would be to design this. http://www.mto.gov.on.ca/english/traveller/hov/image/enter_existing_lane.gif pilotdaryl, Maybe instead of ending one of the lanes somewhere, it could exit to the right, forming a one way road to the right of the transition, which could then be used for future interchanges for the splitting roads for non-highway bound traffic. On the opposite side, the fifth lane could be added like this as an entrance ramp from a one way road. The only other way I see out of this problem is to elimate the fifth lane all together and revert the network back to its four lane status, which could make pathing a lot easier for the modders. Just my opinon though, I do like the 5 lane network myself and I hope it all works out great .
  16. Lookin good!! I really like that photograph, and now there is a median; how wonderful! Keep it up with the pathing issues though, I am dumb as a doorbell when it comes to stuff like pathing, but it may be difficult to path the centre lane because it crosses two tiles... Well anyway awsome job! prucedorion, nice job with that model! Only one sugestion, can you make the exit/entrance ramps longer? There is very little room to exit and enter highway traffic there, making it difficult to merge. Also, a centre median of some sort may be sutiable for the underpass . Just my two cents.
  17. Sorry about my last post, must have been misleading. Here in Canada urban roads have a yellow solid line in the centre to devide traffic. In rural areas, there are two lines, which one or both can be broken for passing. Anyways dogscarletnyc, you wanted to know where to get the 2 lane RHW, it was made by mjig_dudy and can be downloaded here twoway RHW1.zip . Download the regular RHW via my signiture. Concerning ramps and overpasses (interchanges), for now, just use your creative skills to make them with one way roads. In this photograph of a Parclo B2 interchange, I left a one tile buffer zone in the hopes for a ave overpass which will be released. Notice that the ramps, paticullary the loop ramps, are of different sizes. This is so that when an avenue is biult, I will not have to recreate the ramps because the ramps on the bottom of the picture are 1 tile longer so they can connect with the 1 tile wider avenue.
  18. Double-solid yellow lines in the city????? Thats what I hate about the roads in SC4, they are rural roads! There should be only 1 yellow line in the city to devide traffic!! Why to we want to see double passing lines in urban areas in SC4? There should be two in the country where passing is not allowed and broken (solid on one side sometimes) yellow lines (kassarc16's post) for passing.
  19. Rate one image.

    Wow!! Nice waterfall! 10/10!!! Water going up ILL Tonkso???
  20. Tallest

    Tallest here is One London Place. Its a shinny blue office tower in London, Ontario, Canada. Fact: It is the tallest biulding in Ontario outside of Toronto, or 3rd tallest in Canada. EDIT: reduced size of picture to 600X800 to comply with site regulations
  21. Freeways with High Mast lighting

    High-mast lighting is good. It dramatically improves visability during dark periods, thus making it a huge safety asset. Heres a pic
  22. 4-5 lane highway ??

    Okay,,, I will repost my tutorial here... follow this link for discussion of the tutorial. https://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=67624&STARTPAGE=30&FTVAR_FORUMVIEWTMP=Linear 1. Biuld a regular rural highway. <<<< >>>> (nothing) (nothing) 2. destroy the right inner road. <<<< (nothing) (nothing) (nothing) 3. biuld a regular rural highway 1 tile away from the road you just biult <<<< (nothing) <<<< >>>> 4. destroy the left middle road <<<< (nothing) (nothing) >>>> 5. Biuld a regular rural highway in the middle, but several tiles away from the other roads <<<< <<<< >>>> >>>> 6. extend your middle roads as long as you want, up to or past the outer roads <<<< <<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>> >>>> 7. extend your outer roads the length of your inner roads. <<<<<<<<<<<<<<<< <<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Voila! A basic 4-tile collector/express RHW setup Now with a little experimenting, you will be a pro! Over time, you will learn how to biuld overpasses, ramps, and transitions to this layout. You can also leave a tile in the centre of the highways for medians, signs and lights like so (just like this) If you cant see the image above (you probially don't have firefox) try this link http://img336.imageshack.us/my.php?image=crossingsoct251651156894700mediummk0.png *Note: this image is not photoshopped in any way, and has been taken directly from the game! Hope this giude helps! -Haljackey It's a shame to have to delete an image from a tutorial because it's too large, but rules are rules. ~ VT
  23. RHW - Questions, Errors, and Testing

    Heres a missing texture: Interesting enough, only cars in the right lane can cross under this. Thats why it works for the 2 lane RHW, but the white line doesnt match up well with its yellow line. Also the textures are a little darker, but looks like this for other underpasses such as elevated highway/rail. Just wanted to point it out.
  24. Now, that looks great! Its just like the RHW curve! I really enjoy the 2 lane RHW mjig_dudy, as it gives my main country roads a more humble feel with the yellow broken line and the shoulders! Tarkus/qurlix: Thanks for the feedback! All I wanted to do is adress is that somthing needs to be done with the sidewalk, be it by filling up the area with an emergency lane, a berrier of some sort, grass, or whatever. The sidewalk looks especially bad on diagional sections, as the rest of the texture other than the RHW itself is a sidewalk; even the diagional road in game has something to cover this up! Ever since I joined Simtropolis back in December, the RHW has always been my favorite thread. It seemed to have slowed down a few months ago, but has really jumpstarted with a huge afterburn with all the progress being made here. If theres anything I can do to help out, please PM me! -Haljackey! Edit: Heres a shot of the problem. In this enviorment, the sidewalk on the straight sections of the RHW looks okay: ...But the diagional section acts as an outlyer in this picture.
  25. Liken whats happing! I don't really know or care what has been happenig in the last few posts, but I can say that the current progress of the RHW is outstanding! I am baffeled at the fact that tarkus got the road to appear elevated, and mjig_dudy, awsome job on the 2 way RHW! But I too, like Ryanb_SC4 stated, that a smoother angle between straight and diagional sections should be considered. Awsome job everyone! What I like about these two things is that they have an emergency lane on each side, completly removing the sidewalk from the left side of the current RHW. I think that Tarkus' elevated RHW (without the sidewalk) should replace the default ground texture because of the sidewalk elimination. Anyone else agree???
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