So I have this lil'itching idea of developping a workaround to the problem occurring when 2 different SAM sets meets each other.
Possibilities I considered:
-use of transit-enabled lots, such as this
-use a 2 tiles long road as stopper and retexture the SAM transitions to road in a generic fashion
-(use a 2 tiles long road as stopper), retexture the SAM transitions individually depending of their interaction with other sets and create a RUL code that enables the display of most, if not all transitions
TE'd lots doesn't appeal me, for many reasons: menu clutter, inconsistencies between transit & lot textures, slope unfriendly, etc.
Generic retexturing of SAM transitions can eventually lead to decent results but the main issue here is the network width.
For example, rural streets have globally the same width as the roads, hence the transitions to a narrower set is fine. However, when 2 narrow sets are placed back to back, it produces a somewhat undesirable "reversed bottleneck" effect
pic to illustrate this:
Maybe this could be circumvented by redesigning the textures to make the width transition smoother, but there's a risk it looks weird. It would take amazing texture skills to make it work nice in all situations.
This lead me to option 3, which is both beyond the scope of my modding skills and my authority: use the RUL 1002 codes to override the textures, so every SAM could have it's own texture depending on their relation with the other sets.
By far the best of all, but will require a lot of work for textures and the creation of RUL code.
I fiddled a bit with them; I only have a basic idea how they work, so this is just experimenting.
Here I use rural street transition to road + road end to create the T3 texture, which is looking the same as the 5E54A300 but with different ID, it's used as memory
0x5E54A300,1,0,0x00000300,1,0=T3,1,0,0x00000300,1,0
0x5E54A300,1,0,0x00000300,3,0=T3,1,0,0x00000300,3,0
And the same with gravel textures to create T4:
0x5E54A400,1,0,0x00000300,1,0=T4,1,0,0x00000300,1,0
0x5E54A400,1,0,0x00000300,3,0=T4,1,0,0x00000300,3,0
Now to the part where the T3 & T4 are used to create T34, which is a unique transition from rural to gravel (on the rural side) and T43, which it's counterpart on the gravel side
T3,1,0,T4,3,0=T34,1,0,T43,3,0
T4,1,0,T3,3,0=T43,1,0,T34,3,0
This is where it fails. The T3 & T4 textures are showing up (I used watermarked textures for that case) but when I place them back to back, the sequence breaks and the normal textures are displayed instead.
It is totally possible the probem is I picked the wrong network IDs, I just chose those that I thought were appropriated according to my interpretation of the RULs... Although it is brute code, there are differnt ways to look at it...
Now to the policy stuff,. I won't spend my time making 36 unique textures if NAM refuses to include the RUL code in the controller, so I'd like to know from whoever has the authority in that matter.