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Found 17 results

  1. Hi everyone especially my fellow UK mayors... I've just started my first region in 10 years and already I have come to a grinding halt...so I'm asking my fellow UK mayors (or anyone really) their thoughts on NAM UK road network equivalents... My way of thinking is as follows: Motorway - NAM RHW6 Dual Carriageway - NWM4 Avenue (My brain can't get past the word "Avenue") Single Carriageway - NWM2 Avenue or possibly RHW2? Thoughts anyone?
  2. I have recently noticed periods of slow downs and freezing in-game. The most common occurrences are when drawing rail networks, ESPECIALLY when upgrading to another type, 2-3 seconds of freeze per segment can happen. Move it also takes longer in placing or removing items at times. Unfortunately I've got a massive amount of mods and assets to sift through so was hoping to get some insight as to potential mod conflicts others have already resolved or discovered to compare against my own subscriptions as a starting point. Thanks!
  3. I've been releasing some roads based on my favorite Roads United texture package. I am sitting on several completed networks because they are based on NEXT roads and I haven't been able to get in contact with anyone on that team to get official permission to make them public. I am 99% certain the original author would be cool with it but I want to make sure everything I do is 100% kosher and gives proper credit to everyone who contributed. If anyone here knows a good way to get in contact with anyone involved with the current NEXT 2 project that would be supremely useful.
  4. Hi there! I'm finishing a whole set of line networks and I need some help with the name system. Initially it was going to be 3 or 4 assets but I'm currently sitting at about 50 !! So I want to create a decent name system that it's easy to search for and flexible enough to add new networks later (in the same pack or a new one). Main categories There are 3 main categories: Solid Dashed Dotted Are these names clear enough? I thought about using "broken" instead of dashed, but I wanted the lines to be a bit more general purpose (even if they're will be 99% used in roads). Types For each category, I devised several types, which I'm naming A,B,C,D,E, ... There is no correlation between types in different categories. Some examples: Size variations For each type, I'm creating a few different sizes, which I'm naming 1, 2, 3, 4, 5, 6 ... Some types can have just 1 size and others can have 4 or 5. Some examples: Terrain variations At this point, I noticed that it's impossible (or at least I haven't found a way) to have fence networks that can be elevated and that are terrain conforming at the same time. So I decided to have 2 versions of each networks: Regular: the one that can be elevated (perfect to use on sunken roads that are flat). No suffix at the end. Terrain conforming: can be used on slopes but can't be sunked. TC suffix at the end. Is there a better way to call them? Conclusion Putting categories, types, size and terrain together... at the moment my networks are named like this: Line : Solid A1 Line : Solid A1 TC Line : Solid A2 Line : Solid A2 TC Line : Dashed A1 Line : Dashed A1 TC Line : Dotted A1 Line : Dotted A1 TC etc etc And the icons look like this: Do you think the name system and the icons are clear enough? Any other suggestions? And what about color variations? In case you were wondering if I was planning to do color variations like yellow... I'm not. I'm making all the networks colorizable with Network Skins 2 ! Sorry for the help pos! any help or suggestion is deeply appreciated !
  5. Hellos Friends. I'm trying to create my own pedestrian path but i have a problema with the Tiling MOD. I'm using these parameters: NetworkTiling(basic, segment, 1, 1.75f); NetworkTiling(basic, node, 1, 1.0f); NetworkTiling(elevated, segment, 1, 1.75f); NetworkTiling(elevated, node, 1, 1.0f); It Works fine with the basic segment but not with the elevated one:
  6. Entry 2: Networks

    Hello everybody, Work continues on downtown Karlskrona and the navel base but I don't really have anything ready to showcase yet so I thought I might show some of the networks already in place instead. On to the screenshots! The two main road entrances to Trossö (Blekingevägen top center and Infartsleden/Österleden top right). Plans for redevelopment of the larger Pottholmen area, basically all around the train station, are in the loop but the build is based on the current state. The road entrance is centered around 3 intersections with timed traffic lights, achieved using TM:PE. The first version saw all three intersections being timed together but I've found that separately timed traffic lights work better. Traffic wise, the whole area functions alot better than I would have expected. The current population of Trossö is only about 6-7k, all using either one of these two roads. Eventually, I expect around perhaps 15-20k residents relying on entering/exiting through these intersections. Industrial traffic and traffic connecting via ferries to the outer islands may add to the total traffic though these intersections but I believe we will be able to handle it without any major changes. Contiuing out from Trossö the main highway entrance, Infartsleden/Österleden reaches this interesting Y-junction at Oskarsvärn, where Vämö (alternatively Wämö, to the left) meets the mainland (right). The top fork provides access to European route 22 (E22) heading west toward Malmö and the bottom fork provides access to national route 28 heading north , E22 heading east towards Kalmar, the suburb of Lyckeby and the ferry terminal at Verkö. Note that the main passenger rail line into the town is single track, just like IRL. By reducing the budgets for train and including some two track passing segments, this appears to work pretty good without traffic build up. Vedebykorsningen (The Vedeby intersection) heading north from the bottom fork in the previous screenshot. The bottom left road leads to the intercity ferry port and industial areas at Verkö as well as the relatively large suburb of Lyckeby. Traffic may become tricky here. In particular, I have had a hard time getting the traffic to use all lanes. Timed traffic lights are used. The roundabout further out along the same route, featuring a relatively modern art installation depicting a submarine conning tower, symbolizing the towns naval history. The installation has had a mixed public reception. Even further out is this interchange between E22 (left to right) and national route 28 (top to bottom). The junction features a timed traffic light intersection at its north end. Remember the Y-interchange? Heading west along the fork towards E22 you get to this roundabout with an anchor as a central art piece. Apparently we like roundabout art here. In the screenshot, the left road is towards the Y-interchange and the right road is towards E22. The west fork eventually reaching and connecting to E22 (left to top right) at Rosenholm. The bottom junction is probably more problematic than the Vedby junction, in part because of the extremely close railway crossing. This arched bridge does a good job of emulating the IRL one over E22. The water tower at Bryggareberget and some other structures of downtown Karlskrona are visible across the archipelago. E22 passing by the western suburb of Nättraby with dedicated bus infrastructure. Now something a bit different. To the west of Karlskrona, the Hasslö bridge connects to the island of Hasslö. Whats interesting about this bridge is that it is a swing bridge. For some reason the water is moving very fast here, being close to the map edge. Any tips of how I could fix so it doesn't do this as much would be appreciated. Finally, heading east along E22, you get to the so called Sturkö roundabout, providing access to the main road heading out towards Möcklö (actually a peninsula), Senoren, Sturkö and Tjurkö. The roundabout features fictional art based on a particular constellation. Can you figure out which one? This area is also scheduled for a major upgrade, with a new streching of E22 bypassing the town of Jämjö, but that won't be due for a number of years. Thats all for this time. Stay tuned for updates.
  7. Network Skins 2 | Alpha 3

    Version 0.1.2

    1,107 Downloads

    First alpha build of the new version of Network Skins. The download also contains the catenaries which come with CatenaryReplacer (by Tim the Terrible) and an updated version of the Modern Lighting Pack (by GCVos). I wouldn't use this in long-term projects, though it is pretty stable and should not break savegames because it saves data in its own container. So far it doesn't import data from NetworkSkins 1! If you have some time for an alpha test... there are a few things I would like to know: compat with 81 tiles, especially pillars outside of the 5x5 area compat with parallel road tool, if you are using that try to save and reload a few times. try second loads take some nice screenshots. I would love to see some and maybe I will use them for the workshop page I want to include 10-15 road colors with the mod. so if you want, post your color codes and I will select the best ones. I'm looking for a nice variety of colors, realistic tones
  8. Before we begin... This is the first and by far most important step! Before doing anything else back up your city(s) save files! This is so that you don't accidently save the city while having transportation buildings and certain networks demolished which will be required to simplify the map making process. Be forewarned; a certain degree of familiarity with image editing programs goes a long towards making the map making process somewhat easier and less time consuming. As for myself, I more or less learned on the fly so it was quite time consuming, but I was very highly motivated which is why I didn't give up until I finished the process. Alright now that that's done the first step in the actually map making process is demolishing all transportation related buildings(not networks) in your city with the exception of ones which sit directly on top of roads and tracks, such as te-enabled bus & train stations. Next you have several options on how to process after this point which depends on how complex your cities are and how complex you want to make your map. If you have subway lines running through your city your going to want to destroy those subway lines. Don't worry this is only temporary afterall you're not going to be saving this city and even if you did that's ok, remember you made a backup of the city save file. Subway paths running underneath can obscure and confuse the actual surface routes on top which will make things more confusing when your drawing out the surface paths. Next demolish any te enable none-network lots such as parking garages & pedestrian paths etc. Now depending on how complex your surface transit lines are(rail, elevated rail, GLR, monorail, HSR, etc) you may want to demolish all these lines as well. This can be quite time consuming but it's probably less time consuming than having to double check later if that line on that map is actually a road or a railway. However if you feel like you know your network pretty well it's probably less time consuming to keep these networks in place and distinguish them later rather than to demolish them all now(I kept mine in). Or if your mass transit system is fairly simple or your just mapping out a small city than you can skip this step as well. Open up the Date Views menu and click on transportation network. Take a snapshot of the map, here's a screen shoot of me doing it. It doesn't matter how big or small your snapshot is as long as you include the entire traffic map within the Dataview; Leave the game and open up the screenshot in an image editing program. The one I use happens to be called paint.net but I'm sure most programs will work for this next step. All we need from the above image is the data map of the transit network seen here; Cut out the entire map from the snapshot. Do not save as a jpg! It's important to save this in a lossless format like png. Otherwise it will make it more difficult for you to trace out the paths especially in areas with a high density of roads. If you have a subway network and want to incorporate it into your map you can do it one of two ways. If you don't mind being somewhat imprecise you can simply draw the subway paths later on an their approximate routing. I more or less do this with rail tunnels through mountains especially when there are curves involved(see the very last map). The real tunnel path would be jagged which isn't very realistic, however I allow myself a little creative license when drawing out these paths because they cannot be seen in game in any case. Otherwise if you want to be precise the quickest way to add them is to literally demolish everything on the surface(goes without saying I think - but do not use the obliterate city option!) and then take another snapshot of the data view as shown above. You might need to run the game clock for a bit before the game registers that all the networks above ground have been demolished. And then follow all the steps below to create a system wide background dataview subway image. The next question becomes do you just want to create a map of one city or the entire region? If you plan on making a map of multiple cities it's best to get the dataviews images for each and combine them into one image right away. Keep in mind that you'll have to resize the dataview map depending on the city size before combining them into one. Here is a combined map for my entire region, this includes both road & rail networks. This was a map I made years ago before I rebuilt the entire highway system. Just having a dataview map of your region like this alone is very helpful(and pretty cool!) in and of itself. It made me realize certain flaws/shortcomings, like how I needed to incorporate more smoother curves for networks and that I should add more FAR angles as well. Next comes the most time consuming part, the actual map making and for this I'd recommend some better software. I personally use Inkscape as it was recommended to me years ago but the program has quite the learning curve. However any image editing program that will allow you to have seperate layers should work just as well. Once you found the the right software to use now you can begin drawing out all the transportation network paths on top of the dataview screen shot. Unfortunately there is no quick way to go about this, you have to draw out a line which follows each and every single road on the map. Using 'fill' won't because your diagonal networks will end up being jagged lines. Not to mention the red spots on the network for the congested areas will stop the fill in its tracks. It's best to work on each network individually - separate files for the shoreline, streets, roads, avenues, highways, railways, and any other networks you may want to incorporate into the map such as pedestrian paths, rail spurs, highway ramps(the most time consuming of the lines to draw for me ), hydro corridors, city boarders, abandon networks, etc. all of which I like to make use of. This is what it looks like after removing the dataview image layer and combining several of the transit networks together. Do not combine any of the networks like this or remove the underlying dataview image until you've completed covering each individual type of network (streets/roads/etc) with lines. It's just an idea of what it looks like together without the dataview. Updated image after coloring and sizing out the networks for Roads, Highways & Rail to the proper sizes and combining them together. You can easily add a border to all lines drawn in inkscape, this creates the red outline outside of the yellow filled zone for the roads seen below. Lines can also be dashed, as for the railways. And you can adjust the level of each individual line so as to control which one passes over the other for making under and overpasses on the map. Going back to before you start combining the lines > Once you've completed the bare lines for each network then you can widen those lines and choose whatever color template you want for each network. I follow Map Art's colors as that's what I'm used to; Here's an overlay of several completed networks(Shoreline, Streets, Roads, Rail, Highways) on top of the dataview for a large city tile. You can see I've already started to fill in the zoning type in the center. That comes after I've completed the and combined the transportation networks and is generally easier to do because you can use the fill tool for it. Here's the template I use for zones and for other items that I include in my maps: Once you have all the networks in place and you've filled out the spots in between based on the type of land use you can add these other items. After creating a symbol in inkscape you can paste a copy of it anywhere. Keep in mind you can use whatever symbols you like and you can include whatever types of buildings, it can be more or less inclusive that what I use above. And by all means you can copy my choices as well - imitation is the most sincere form of flattery afterall The last step in the map making process for me is naming. Quite simple and straightforward in most image editing programs. It's a good idea to use different font sizes and colors for different uses. Black typically for roads, blue for bodies of water and so on. (I high recommend being creative, no one likes plain names ) After you've completed naming and itemizing all that you want you'll need to export the image out of inkscape at a high resolution. However the image size may exceed to storage allowances for many online sharing sites, which is why I had to upload some of my maps in a compressed format(jpg). Some of the sharpness is lost as a result as you can see in the largest map below verse the others. End result examples; Small city map Medium city map Large city map Multi city map (7x8km) If there's any question or confusion about any step in the process feel free to ask me.
  9. Inspired by this reddit post: How difficult would it be to make a new ped path with stairs as the elevated mesh variant? I can't think of any significant obstacles. You'd probably need mods to really make them look good, but that's true of just about anything. Am I missing anything?
  10. The Networks of Lakeland

    I made these maps in illistrator using a cimtographer map overlay. My region was too big to easily visualize.
  11. Now that CO added a new AI class for decorative networks to the game, it should be simple to add new types. With the right settings, these new networks could even be placed in the game and in asset editor. And it is possible to automatically place trees or props along these networks (like road with trees). Maybe even soundproofing walls for highways are possible. Only drawback: Removing the wall mod causes broken saves, just like removing Network Extensions.
  12. I've come across and interesting problem after upgrading my VM setup to Windows 7 (from Windows XP) that I had never had before. Everything seems to run flawlessly, except the textures for the roadway networks. For example, Zoom 6 before: (Windows XP and WINE) Looks pretty standard, right? Well, now here's Zoom 6 after (Windows 7): Both are the pure vanilla game. It's as if the roadway networks aren't getting anti-aliased or they're rendering in 256 colors or something (avenue-avenue intersections look especially bad) and seems to affect zooms 5 and 6 the most (makes sense since they're basically the same) and 4 to a lesser degree. I've spent some time playing around with Graphics Rules.sgr but haven't found anything yet that fixes it; I'm assuming that is probably the root of the problem. All other textures appear unchanged. Interestingly, I get better results with the stock version of both Graphic Rules.sgr and Video Cards.sgr - when I have them modified to include my video driver, overall performance seems the same but I get the hideous B/W cursors and the in-game Graphics Options doesn't show any "selected" radio buttons - which is perhaps ok but just feels like an issue waiting to happen. Interestingly enough, I also get this degraded performance when I disable hardware acceleration in the VM options - but interestingly enough, the roads look right! In WINE and under a previous version of Parallels running XP, the files significantly improved performance as is expected. Below in the spoiler box is my config log for Windows 7: And the "last good" configuration in WINE: It's something I can easily deal with in light of the overall performance boost even over WINE, but it's definitely something I'd like to fix. I'll keep hacking away at it but I was curious to see if anybody else ever had this problem and figured it out.
  13. With Network Skins you will be able to change the appearance of roads, train tracks, pedestrian paths and power lines. The changes are purely visual. That means that you can uninstall the mod at any time, and your save games will still work! Features: Replace Pillars of bridges and elevated networks (done) Replace roadside trees (almost done) Replace street lights (almost done) Remove decals on roads (direction arrows) Replace power lines (e.g. rural, different power poles) Replace textures (e.g. cobblestone roads) Replace meshes (e.g. custom bridges) Here is the first working version with trees and street lights: The only thing that is not done is serialization (that means saving and loading doesn't work). I am working on that! Here is the current Roadmap (December 2015): DONE | HIGH-PRIORITY | LOW-PRIORITY Module 0: User Interface Static GUI for pillar selection (done) Dynamic context-sensitive GUI (done) One-click presets saved by the player Module 1: Pillars Replace pillars of elevated transport networks (done) Replace pillars of bridge transport networks (done) Replace pillars of power lines (depends on Module 4) Module 2: Props and trees Experimental Feasibility Study (done) Serialization System (almost done) Select tree type of decorated roads (done) Select street lights (done) Option to disable decals (direction arrows) Select other props Module 3: Segment textures (e.g. cobblestone roads) Module 4: Segment meshes (e.g. custom bridges) I am planning to publish the update (Module 0, 1 and 2) in January. After that we can think about module 3 and 4 Module 1: Pillar Changer The first module of the network skinning mod. More features will be added in the future (e.g. Configuration of street lights, trees and props per segment, different textures for one road type, different bridges). Right now this mod allows you to change the pillars of elevated network types (roads, rails, pedestrian paths). Support for bridge pillars will be added in a future update. It is similar "No Pillars", but with more options and without the collision detection. The mod also supports custom pillars, but right there are no pillars in the workshop. MrMaison is working on a NYC style pillar for elevated trains (stacked on a road). Here is a quick tutorial how to create custom pillars: Spoiler Install Mod Tools Open the Asset Editor (New Asset) Press F7 and run this script with the command line: PrefabCollection<BuildingInfo>.FindLoaded("RailwayElevatedPillar").m_AssetEditorTemplate = true; Select "Building" and search for the Railway Elevated Pillar template in the Public Transport Tab. The special thing about this template is that the AI of the pillar is passive (no visitors, no "No Road Access" warnings, no crime etc.). You can also use it for other decorative assets. Now import your model as usual and save it To test your asset locally: Open your local "Assets" folder. Create a new subfolder and move the .crp into that folder Create a new empty text file named "Pillar.xml" and put it into the folder Start a new city. You will see your pillar in the list To publish your asset: Click the "Publish" button in Content Manager Click on the little folder icon to open the folder that contains your preview image Open the "Content" subfolder that contains your .crp Create a new empty text file named "Pillar.xml" and put it into the folder Publish your pillar. Don't forget to add my mod as a dependency.
  14. After a quick check, I suspect that the incompatibility between this and this may be to do with tab limitations. It appears any number of mods may add only one tab to the roads menu. Installing this works fine in both cases, though I haven't tested Traffic++ and Network Extensions together. Does anyone think this is a tab thing? Or do network mods simply not like each other?
  15. Show us Your Interchanges!

    Lets face it, every big city in SC4 has highways running through it! This thread was created to show off how your highways connect with city roads and other highways. I have been experimenting a lot with the maxis highways and the NAM features to create some unique interchanges, using other networks such as the rural highway (RHW), aves and one-way roads. Adding props such as lighting and signs completes the picture. So lets show them off here! MAJOR EDIT NOV 20, 2018 Thanks to @CorinaMarie & @Cyclone Boom for merging the two threads together. Helps with search history and finding posts. Here's a collection of some of my interchanges since the original post kinda lost them... ----- Old pics below: You can click on the images to view them in FULL RESOLUTION (1440x900 px) Side view of the interchange. Express lanes are the elevated highway, collectors are the RHW and one-way roads. Together, they form a 10 lane cross-section approaching the interchange and as much as 20 through lanes in the interchange. This picture shows a 12 lane cross-section at the fringe of the interchange before expanding itself in the interchange. You have to zoom this far out in order to view the entire interchange! East of the interchange, two parallel highways combine and transfer together to form the collector/express system. This 8 lane bridge structure had to have another 2 lane bridge constructed as seen to help reduce congestion. A look in the eastern part of the interchange showing the main stack, collector lanes tunneling underneath, and connecting ramps. I hope you liked it! Now feel free to post some of your interchanges!!!
  16. I have attached the model and lot files for the roadside bus stop. It has been taken from simcity.com lot exchange (author: Striling1). Please check if you can help (please read the posting above). Thank you in advance
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