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Showing results for tags 'highway signs'.
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Entry 20: Lost? Follow the Signs! (Note: I’ve been experimenting with a new LUT; therefore, the color scheme of the pictures has changed from older entries. The previous LUT was causing blue colors to appear extremely white and desaturated). October 15, 2011 (A day later) Kanin fjord’s layout is typical of a European town. Roads and buildings were constructed on an as needed basis, rather than being preplanned. As a result, a complex network of winding and twisting roads traverses through Kanin Fjord. There is no hierarchical road system in the town. Even E220 has a complicated route as it passes through the town. All auto and trucking traffic between Stokkvågen and the Norwegian mainland pass through town. This results in thousands of vehicles traveling through town every day. Unless one lives and works in Kanin Fjord and has learned the town’s roads, it is quite easy to get lost in town. Adding to the complication was an inaccurate and poor system of road markings. It has been estimated that as many as 100 motorists a day were making wrong turns and getting lost in town. While lost drivers occasionally stop at a store to get directions and buy something, most tended to be more of an annoyance than benefit to the town. People aimlessly driving through town was creating unnecessary traffic issues and headaches for town residents. Illegal U-turns are a persistent issue for local police. Early in 2009, Kanin Fjord entered into a municipal development partnership with Stokkvågen to fund upgrades to E220. This included a significant budget for adding highway signs with clear directions. While not perfect, the new system of road markings ended up reducing incidents of lost drivers by almost 95%. Another important part of the town’s partnership with Stokkvågen is to begin the eventual conversion of E220 into a limited access motorway with no stops between the two towns. Part of this project included the construction of the Midgardsveien interchange. Midgardsveien is a new road that winds its way up the mountainside to a new suburb of Kanin Ford called Øvre kaninfjord. (More about Øvre kaninfjord in the next post). Newly completed E220- Midgardsveien intersection. Approximately 1.1 kilometers west from the center of Kanin Fjord. Before and after pics. The Midgardsveien Intersection was constructed for non-stop traffic. This way the merging traffic onto and off of E220 will have a minimal effect on existing traffic patterns. This stretch of E220 is the most heavily used road in Kanin Fjord. It is not uncommon for occasional traffic jams to occur. Heading east on E220 approximately 1.6 kilometers west of Kanin Fjord. Heading east on E220 approximately 1.5 kilometers west of Kanin fjord. The east Midgardsveien exit. Heading east on E220 approximately 1.4 kilometers west of Kanin Fjord. Heading west on E220, approximately 1.3 kilometers west of Kanin Fjord. Heading west on E220, approximately 1 kilometer west of Kanin Fjord. The west Midgardsveien exit. Heading east on E220, approximately 0.9 kilometers west of Kanin Fjord. Heading west on E220 towards Stokkvågen, approximately 0.8 kilometers west of Kanin Fjord. Heading east on E220 right before E220 veers to the right with the main traffic lane turning into Fjell sti. Approximately 600 meters west of the center of Kanin Fjord. Fjell sti leads to the old village while E220 heads into downtown Kanin Fjord. Traveling east on E220 and Fjell sti, approximately 400 meters west of the center of Kanin Fjord. The center lanes are Fjell sti and outer lanes are E220. Leaving Kanin Fjord, heading west on Fjell sti, approximately 500 meters west of the center of Kanin Fjord. Center lanes are Fjell sti, and outer lanes are E220. Entrance to downtown Kanin Fjord, traveling east on E220. E220 goes to the North Port, while the right exit goes to the South Port. Tunnel entrances. E220 on the right and provincial road 245 on the left. The right tunnel leads to the north port, while the left tunnel goes to Ny Kanin Fjord. Provincial Road 245 exiting the Hjortfjorden tunnel and entering downtown Kanin Fjord. The beginning of Provincial Road 245. This is a non-stop route to Ny Kanin Fjord. The 5.9 kilometer route consists of two bridges and two tunnels. Intersection of Havet, Lakseveien, and Provincial Road 245. Typically, this intersection is referred to as the geographic center of Kanin Fjord. It also is the most congested in the town as all traffic passing through must travel through this intersection. Entering Kanin Fjord from E220. The end of Midgardsveien where it merges into E220. Kanin Fjord’s residents refer to this complex network of roads as Korketrekker (The Corkscrew) If you accidentally turn onto Provincial Road 245, you will have to drive all the way to Ny Kanin Fjord before you can turn around. A few parting shots of Kanin Fjord.
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- 14
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Version 1.0
1,118 Downloads
Are your sims speeding?, Tired of not knowing what comes ahead in the road?, Want to add realism to your highways? Then you are on the right file! These highway signs, based on the Manual on Uniform Traffic Control Devices (MUTCD) will add a little bit of realism to your roads. From speed limit to rest stop signs, this pack contains around 100 signs distributed in 51 lots. You will find these lots almost at the bottom of the Miscellaneous Transportation menu. These lots have no bulldoze nor mantenaince cost. Some of these lots include prop families, meaning that, in order to plop an specific signnyou may have to plop it several times until get it right. The signs included in the lot are specified in its description. Installation: Just extract the files contained in this .rar file into your plugins folder. For uninstalling it, just delete them from your plugins folder. Dependencies: None, this is a dependency free pack Enjoy it! For more information and/or notify me of an error with this prop pack, please visit this thread or PM at my Simtropolis profile: Disclaimer: As in real life, speed limit signals will not reduce the speed of your sims, but at least they can no longer use ignorance as an excuse when police pull them over.- 5 Comments
- 6 Reviews
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- 20
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Hi Everyone. So I've decided to start a BAT thread to show some of the stuff I've been working on. These are, and started out as, projects to primarily fill gaps in the cities that I'm building. I'm not really looking to become a career modeler or anything like that (I'm already well into my career doing something else). This is a hobby and a way to relax after work and family commitments are done for the day (sometimes (more often lately) at the expense of sleep.. but who needs that, right?). Anyways, I hope to release these once I'm satisfied that they're "release-able"... but thought I'd share with you all regardless. AVIATION: Fact of the matter is, I really, really miss the content put out by the AC, SCAG teams and mike_oxlong. If you followed my CJ from years ago, you'll know that I love to build airports. Since there hasn't been any activity from the aviation teams a lot of the planes and liveries available on STEX are becoming outdated. A month ago, I contacted mike_oxlong and he was kind enough to share some of the base models that he converted from Flight Simulator (with permission from their original modelers for release to the STEX). With his help (and it was a LOT of help -- HUGE thanks to mike_oxlong), I began re-texturing some of those models. Here are two examples: Xiamen Air Boeing 787-800: Amazon Boeing 767F: RETAIL: Working on those planes kind of opened up a bit of a BAT rabbit-hole for me. For years, I've wanted to add some retail to my cities with brands that don't exist on the STEX. Primarily, I was looking at Asian American brands that are quite common where I live in California and in major metropolitan areas along the US west coast, in Texas, the East Coast and in Canada (and some mainstream brands as well-- specifically Pacific Northwest based brands). In the past couple weeks, I've come up with these: 99 RANCH PLAZA: This is a retail plaza styled after similar retail plazas found throughout suburban areas on the US west coast and in Texas. It's anchored by Taiwanese-American supermarket chain 99 Ranch, which is based out of Buena Park, California. They have 42 locations in various US states. There's also a GEN Korean BBQ, a 85' Bakery, a Tea shop and Koi Palace Seafood Restaurant (a popular (and rather large) dim sum restaurant in the SF Bay Area). SEAFOOD CITY PLAZA: After coming up w/the above, I re-skinned the original to make a smaller plaza anchored by Seafood City, a Filipino-American supermarket chain based out of Pomona, California. There's also a Red Ribbon bakery, Filipino restaurant, and a Jollibee's (a Philippines-based fast food joint w/over 3,000 locations worldwide including a few in the US) in this plaza. COSTCO: I made this one just to fill a spot in my re-creation of Tokyo. It's a Costco, but its based on their Japanese locations, which, unlike their American counterparts, are usually two stories and set in a very urban environment (although I've seen one in New York like this). It's purposefully W2W so that you can plop a parking garage next to it, though if I have time, I may model a parking garage for better consistency. I've got quite a few others coming up, as well as some on my "To-Do" list, including two more Pacific Northwest-based retail chains (one store has the initials F and M... and the other N and R.) Anyways thats it for now.
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Highway Sign Maker - For Cities Skylines?
Need4Camaro posted a topic in Cities: Skylines Modding - Open Discussion
I have 0 modding experience with Cities Skylines. I can 3D Model fairly decently but I am not a programmer. Anyway onto my questions. I wanted to eventually make a mod that literally allows users to "plop" custom Highway Signs instead of having to 3D Model them or custom make them for each interchange. It could be completely modular or it could work with the currently existing "Street Name" mod. So lets say for example that you have a stretch of highway and it has an interchange. The mod would do the following things for each interchange: Remove the existing Cities Skylines Highway Sign Prop By default, place a modern / realistic gantry or sign post near the exit ramp. Upon its initial appearance the post will be incomplete and will not have a sign attached to it. The user will select the post and will be brought to an interface to assign the sign's data and other specifications. User will select the type of post. Whether it be an overhead gantry that spans across the entire carriageway, or a post on the side of the road. The street name, route number, herald, exit number, direction, control name can all be set for the sign in this interface If a user has the street name mod, the sign can be set to automatically detect the name of the street at the end of the ramp to pretty much automatically generate a sign. Multiple sign boards on one gantry would be possible. (For example a sign over the main carriage confirming the router number / direction advising that you're traveling in, and another board to the right (or left UK) advising the information for the current exit) Provide the ability to generate approach signs. By default their distances would be set to 1/2 mile and 1 mile (like real life) but they can be altered aswell. Approach signs would also be modifiable to include other information If two approach signs are within 1/4th of a mile of each other, they will automatically be merged to avoid cluttering. The Mechanics: The interface will use pre-fabbed sign boards (so the game will not have to create shapes / 3D models in-game) and will use the data the user enters to determine which sign board is most appropriate according to size. In essence, everything will be built to fit in the smallest board possible, but if a larger board is needed, it will use a larger board. Approach signs will automatically merge if they're too close to each other, however; it will be possible to customize approach signs or de-merge them if necessary. Approach signs will also merge onto the control sign at a previous exit if its within 1/4th of a mile of the previous exit. Signs will avoid spawning under overpasses, but they CAN spawn on bridges. Users can import their own Heralds and define in the game how the route numbers will be placed on those Heralds The mod would be made to support multiple Heralds. The mod would be made to support automatic exit numbering, with an offset number aswell for interstates leading into your city (I.E. the first exit for your city is Exit 50 instead of Exit 1) Can be controlled by mile OR by actual exit. 2 Lane Highways will Generate a Rural Post (on the side) by default. 3 and 4 Lane Highways will Generate an overhead Gantry by default. Basically the idea is to provide a way to generate highway signs for those who don't want to 3D model a sign for every exit they have. Once again this is all still theory. Nothing is in the works yet. This thread is asking if my idea is even possible, and if it is..where would I begin?- 33 Replies
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- highway signs
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Version 1.0
2,942 Downloads
UK Motorway Signs I have recieved several requests to release these from my CJ, so here they are. This is a Zip containing 2 Overhanging Lots containing a Moterway Sign, one for Ground Motorway, one for Elevated Motorway. These are designed to add a little realism to your British Cities. Note: As these were not due for release they are only basic models. They ARE rendered on High Quality and DO have Nightlighting. Both Lots appear in the Parks menu.- 33 Comments
- 12 Reviews
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