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City Showcase (All games welcome) => Mayors' Diaries => Inactive Best Sellers => Topic started by: smileymk on November 29, 2010, 09:14:46 AM

Title: Realistic Cities For Dummies
Post by: smileymk on November 29, 2010, 09:14:46 AM
Firstly, a note about the title. It's a good and proper rip-off of the popular British book series '(Subject) for Dummies', which is a bestselling series of 'idiot's guides' to a wide range of subjects, from iPods to carpentry (I just plucked the 2nd one out of thin air but you get the idea), which are written for someone who knows little, if anything, about that subject, but are also used by people who do know what they're doing for use as and when necessary.

It also explains why I chose this particular title - because that's what this MD is - an 'idiot's guide' to building realistic cities in SimCity 4.

In this MD I will be walking you guys through 4 projects, each more substantial, ambitious and higher-standard than the last. And at the end of these, there'll be the opportunity for you to have a go yourself.
The 4 projects are thus:


Oh, and we'll be starting each of these from scratch, and finishing one before moving on to the next. That's why there aren't any pictures yet. I assure you that this will change.

The aim of this, of course, is to get into the Classics section, but it's also to get you guys, who I know are all capable players of the game (and I say that in a nice way), to learn something new - even in the beginner projects.
I expect to do this in the very first lesson.

I hope I've explained it to you well enough.
Now, if you're interested, the inspiration for this came from 'Canons Cross', a model railway built for British Railway Modelling to show that even a beginner can build a model railway to a high standard, using only ready-to-run products.
It didn't take me long to realise that this concept could easily be applied to SC4, so I came up with the idea of doing this.
So that's the reason for the railway modelling terms - and there'll be more. Maybe I should do a glossary so you know what I'm talking about.

Anyways, I'll shut up now. I should have the first lesson of the first project ready in a couple of days.

- Chris

Title: Re: Realistic Cities For Dummies
Post by: metasmurf on November 29, 2010, 09:49:06 AM
Sounds like an interesting concept. I wish you good luck! 
Title: Re: Realistic Cities For Dummies
Post by: WC_EEND on November 29, 2010, 10:09:42 AM
I'm intrigued by this: and I might be able to learn a thing or two from it ;)

Xander
Title: Re: Realistic Cities For Dummies
Post by: pepsibottle1 on November 29, 2010, 10:13:54 AM
Wonderful! Been waiting for this for a long time
Title: Re: Realistic Cities For Dummies
Post by: Battlecat on November 29, 2010, 10:39:27 AM
Sounds like an ambitious and interesting project!  A tutorial formatted MD should be a very interesting read!  Looking forward to the first lesson. 
Title: Re: Realistic Cities For Dummies
Post by: mightygoose on November 29, 2010, 10:41:09 AM
i await with baited breathe
Title: Re: Realistic Cities For Dummies
Post by: MandelSoft on November 29, 2010, 10:49:39 AM
Interresting... I'm curious how this will turn out...
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 01, 2010, 02:22:24 AM
Thanks for all the kind words, guys. I can promise you I won't disappoint.

Now let's make a start with the first lesson shall we?

Project 1 - Single City

Lesson 1 - Planning

Fail to plan, plan to fail!

I don't know who first made that quote, but they had a point. Building a city, even just a single city tile, is a very ambitious project, and one that you can't just dive into without any clear sense of direction. Because if you do, your city will look like it was just thrown together in the hope that somehow it all worked out.

So what do you do to prevent this? You do what any team of builders would do before building anything - plan it out beforehand. I can't stress enough the importance of doing this. It will make your project so much easier to complete, because you won't need to spend time figuring out what to do next.
The larger your region, the more important it is to plan!
This is because you will have a huge space and not know what to do with it otherwise.

But we should still plan even the smallest projects. Here's how it's done.

How to Plan

The first thing to do is to develop a concept - i.e. a clear idea in your head about what you want to achieve from this project, and the kind of thing you're going to build to do it.
The concept for this project is thus:

To build a small town, of about 50-100K population, which has an industrial heritage, but is also within commuting distance of a major city, and has hence become a 'dormitory town' to that city, meaning it is served by a major motorway and major railway line.

See how simple that is?

Now we can start planning properly. For this, you need a piece of paper, and a lot of coloured pens. Draw a fairly big square to represent your city tile, then start adding features.
To explain this better, here's the plan I made for this project:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconcept.jpg&hash=57ac6260103834e6c0894f1658a7c5a9cd75a48e)

(I did this on Paint but you should do it on paper, so you can refer to it in the game)

There are a few things to note here. First of all, it's simple. Just a few lines representing important features like roads, railways and rivers, circles to represent motorway junctions, and a few brief labels to explain what's going on. That's it. That's all you need to do. No further elaboration is necessary.
Also, you'll notice that some areas, like motorway junctions, are almost oversimplified. These are complex areas, so you might want to plan these out as well if you like. I did this for both the main motorway junctions so you could see what to do:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froundaboutplan.jpg&hash=676be5d6f901fd9525a9397aa6371bdd1c42c2f1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fforkplan.jpg&hash=93249538e88cff5f8be31c5ff5ea4e47c5a86435)

(The first one was the northern one, the second the southern one. Just so you know.)

Again, see how simple it is! It's just a few lines and a bit of narrative. Nothing fancy. A 5-year old could do it. And it should be this simple, so it's easy to follow.

At this stage you should also come up with a name. To help explain how to do this, I will tell you I've decided to call this city Faulkner's Bridge.
This was created by
a) considering the geographical features. There's a river, so there'll be a bridge - a bridge which we can say was fairly important, say, 500 years ago, and
b) plucking 'Faulkner's' at random out of an index of a map of my hometown. This is an important point - get a random number generator (a good calculator or Excel) and generate random numbers between 1 and 26 to represent letters in the index. Progress until you finish with just one option - use this as your city name and come up with a good excuse (e.g. Faulkner was a nobleman 500 years ago who lived here).
Be creative!

Themes are also good, especially in big regions - but that is for another project.

And that's it! You're now ready to get going.
The three things we learned today were:

Remember, if a 10-year-old can't follow your plan, it's too complicated.

I hop I've taught you something new today. Read it slowly, take it in, and you'll be ready to move on to the next lesson, in which we look at preparing your region so it's ready to be built on.

-Chris





Title: Re: Realistic Cities For Dummies
Post by: mightygoose on December 01, 2010, 02:58:10 AM
nice basic stuff, good to see it layed out in a readable format.
Title: Re: Realistic Cities For Dummies
Post by: metasmurf on December 01, 2010, 03:38:59 AM
A good lesson even for more experienced players (like me  ::) ). Very well written!
Title: Re: Realistic Cities For Dummies
Post by: WC_EEND on December 01, 2010, 09:09:51 AM
Looks like you got the basics covered, I eagerly await the following part

Although, on a side note, I'd like to say that my cities are nigh on never planned ahead (well, 5 mins ahead, in my head) and most turn out rather nice (although I totally agree that you should plan ahead)
Title: Re: Realistic Cities For Dummies
Post by: wallasey on December 01, 2010, 12:23:05 PM
I try to do that...

Btw, your map reminds me of Doncaster in South Yorkshire...is it the inspiration?
Title: Re: Realistic Cities For Dummies
Post by: Jmouse on December 01, 2010, 01:56:51 PM
This is a unique and very interesting approach to MDing, Chris. I definitely need some help with planning, so you can be sure I'll follow along as you show and tell.

Joan


Title: Re: Realistic Cities For Dummies
Post by: Battlecat on December 02, 2010, 09:01:17 AM
Good approach!  Looks like you put a lot of thought into your city layout!
Title: Re: Realistic Cities For Dummies
Post by: cubby420 on December 02, 2010, 11:48:30 AM
I know when I pulled this game back out from a four year long hibernation about three years ago, I longed for stuff just like this.  "$Deal"$ Something to bridge the gap between those starting out and a community that often seems to have moved far past what beginners can handle. Its good too that your not talking to your audience like total noobs either.  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 04, 2010, 06:36:03 AM
Crikey, I can see this is going down well with you guys. Long may it continue!

Now to answer all of those comments:

mightygoose: That does help. Thanks for pointing that out.

metasmurf: Fantastic. If I can teach even the greats (the likes of Haljackey, Peg, dedgren, etc.) something new, I'll be ecstatic. It's great to know I've taught you something new.

WC_EEND: As long as you have a clear idea in your head about what you want to do, that's fine. I was just trying to illustrate what happens if you don't.

wallasey: No. I live in Milton Keynes, and have never been to South Yorkshire, let alone Donny. Maybe that'll change one day, but if the map looks like Doncaster, it's just a coincidence.

Jmouse: Excellent! I'm glad you find it interesting.

Battlecat: Thanks. I did try to make it look reasonably realistic. It shows that it's worth taking time to plan - think of it as a labour of love.

cubby420: Well, you guys aren't noobs, and I don't want to sound patronising. But I do agree with the statement before that about bridging the gap between the beginners and the greats - I hope I can do that.

And now it's time for the next lesson.

Lesson 2 - Preparation

I'm aware that most of you will probably already know the stuff in this lesson, but there'll be those that don't, and those who need a reminder.

Now that we've planned out what we want to do, we can start work on the region. But as soon as we create the new region, the game throws up the first of many problems for us:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Foriginalregion.jpg&hash=5ab5f887f5d32ead8c8852222ac1570d5bb5cbdc)

This region is no good to us. Look back to the brief, and the plan, and you'll see that we wanted a single city tile (large size). Here we've got the bricks randomly thrown around by Maxis in the hope that it somehow worked out. You can see that they didn't plan.

So we need to quit SC4 and sort this out.
To change the region size and setup, we need to locate the region folder on the hard drive, and find this file:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffindingtheconfig.jpg&hash=43e755d5912e4933a078411a64d2a022f9f34cb0)

Pay attention to both the file directory (do NOT change this if you want your region to work!) and the config.bmp file name.
This is the file that is responsible for your regional setup. Do not move it, or change the name, for the same reason that you don't move your region directory.

Instead, right-click it and select 'Edit' from the menu that appears. That will open the file up in Paint, where we can change it.
This is what you'll get when you open the file:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftheconfig.jpg&hash=8f09cb19a5b9b20a3a8bfff1876821a073b51586)

That's it. That little thing in the red circle. That's your region. That's going to be hard to work with, so go to View - Zoom - Custom, and select the largest zoom:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fzoom.jpg&hash=8f0cdef6b2e6090d5a4fe74f90ee8e9c62044fb9)

Then click the Show Grid option in the Zoom menu, and you'll get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fblownupconfig.jpg&hash=97bdd96ce5a611723613ee1a3750b337e94efec2)

That's much easier to see and to work with. At this point I need to explain how this file works.
Each grid square in Paint represents one pixel. And in the game, one pixel is equivalent to one small city tile.
As for the colours, they determine the size of the city tiles. To make a city tile, you need to make a square of the correct size in the correct colour. This table explains all:

Tile SizeSize in Paint (Pixels)Colour
Small1x1Red
Medium2x2Green
Large4x4Blue

Our plan calls for one large tile, so we need to clear the image we've got (CTRL - SHIFT - N does the job), and change the image size. To do this, go to Image - Attributes, and you'll get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fresizing.jpg&hash=b68db226aec902687d5581eb134e65d7c7b1105d)

Pay close attention to the size. One large tile is equal to 4x4 small tiles, which means that the region size needs to be 4x4 pixels. Click OK, and the image will become smaller.
Now click on the Brush tool, find the largest cursor size there is, and set the colour to blue. Click on the image, and it will go all-blue:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnewconfig.jpg&hash=7da031c5703ee1d68b94958c82d4fe74ca75f6a8)

And we're done! This image will render in the game as a single large city tile. To prove it, let's go back into the game and load up the region:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnewregion.jpg&hash=f937758056b4e7448c67c876e6994297d94fd6bf)

Now that's a proper region, which is now ready to be worked on for real.

And that's what we'll do in the next lesson, in which we'll be doing the terraforming.

Bye for now,

Chris




Title: Re: Realistic Cities For Dummies
Post by: regoarrarr on December 04, 2010, 09:53:35 AM
This is some pretty cool stuff - I did a lot of this stuff on my blog - SimCincinnati (http://simcincinnati.wordpress.com) - where I'm trying to recreate Cincinnati in SC4
Title: Re: Realistic Cities For Dummies
Post by: cubby420 on December 04, 2010, 11:16:00 AM
Good update. Given the content of this MD, I almost wish there were a way for it to be in a tutorial section as well...just to make it more accessible to beginners by putting it in a more logical location.
Title: Re: Realistic Cities For Dummies
Post by: Lowkee33 on December 04, 2010, 12:46:17 PM
Neat stuff.  I want to mention that there is no need to enter SC4 to get a config.  All you need to do is make a folder in your regions folder and put a config.bmp in there.  SimCity knows what to do when it reads it.
Title: Re: Realistic Cities For Dummies
Post by: Devotion4Q6 on December 04, 2010, 02:38:30 PM
nice man! helped a lot!!  &apls  I was wondering if you could make one on how to create certain districts. i.e.: downtown/CBD, suburbs, historic districts, Marina. Because my downtowns are hard to plan out because the middle is the worst because it is hard so squeeze in highways. please help?  ;)
Title: Re: Realistic Cities For Dummies
Post by: Jmouse on December 04, 2010, 05:16:54 PM
You're right, Chris. I do know how to create a config.bmp file, but there's an interesting twist just the same. I have Win7 on my new desktop and laptop computers, and I haven't taken the time to learn the Paint program that came with them. So I use an old computer I built several years ago that still has XP installed! ::)

It's obvious you've put a lot of thought into your lessons, and I appreciate your thoroughness. When a person is very familiar with a subject, it's easy to assume everyone already knows this or that and skip over some "boring" details. I'm glad to see you don't.

As for terraforming, I'll be waiting with much anticipation. I've been struggling with that very thing for months now and can't seem to get it right. Please hurry before I find out how far I can sling my SC4 Dx disks! :D

Joan


Title: Re: Realistic Cities For Dummies
Post by: malibu_man on December 05, 2010, 06:58:16 PM
Great start to what could be a great project!! I really hope to see this go on and learn a few things myself. Love the level of understanding here, you know how to make it simple. Keep it up.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 08, 2010, 02:48:52 AM
It's now time for that 3rd lesson you've all been eagerly anticipating. I should say now that this is a long lesson, but it is certainly worth it. It'll be not much narrative and lots of pictures.

But time must be taken beforehand to say a few things:

regoarrarr: Sounds cool. Maybe I should check that blog out. The best of luck with that!

cubby420: The reason why I put this here was because it isn't just a standalone tutorial, but a long-term walkthrough project. I thought it better to have it here. Also, I should think that beginners do read MDs for inspiration and to see how it's done, so this being where it is isn't doing beginners a disservice - but that's just my opinion.

Lowkee33: That is correct, however, you also need to create a region.ini file to go with it, and I thought it would be easier to explain region preparation through the method that I used. Thanks for the info though.

Devotion4Q6: I would be delighted. I plan to teach about CBDs and suburbs in this project. Marinas and historical areas will probably have to wait until the next project, however. But I'm quite happy to teach about anything you might be interested in.
Also, can I give you some advice now? Don't build motorways through the CBD - it's not very realistic and, like you said, it's really hard.

Jmouse: Well, you have to do the boring stuff before you can do the fun stuff. I assure you you'll get a lot out of this terraforming lesson.

malibu_man: I will. Thanks for the kind words.

Now then, terraforming.

Lesson 3 - Terraforming

The truth is simple - flat city tiles are fine if you want to create a huge concrete jungle, but when one is trying to create a realistic city, a flat city tile becomes boring and unrealistic. How many areas do you know of that are paper flat? I bet it's not a lot.

Therefore we must terraform our region to give it a realistic appearance. It is very hard to do this realistically and create good results, but it can be done quite simply. Let us start with hills.
The key thing with hills is to not make them too tall. Let me show how I created my hills for this region:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhillcreation.jpg&hash=0e7e18829e10ee64a24684c177f0a88aab59bf75)

This was done in Zoom 1, using the Hill tool with a large brush (accessed with the SHIFT key). You should only give it a couple of quick taps on the left mouse button to make this kind of hill. Any more and it will be too tall, any less and you won't see it.

To create realistic hills, you need to link them in a 'rolling hills' style, each hill linked to the next. You do this by placing additional hills so that they overlap existing hills, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fadditionalhills.jpg&hash=5120ba1c9c841c65fe4eca370884226136daac73)

Notice the gap in the middle. If I zoom in on that gap, you can see the kind of slope between hills that you're looking for:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flinkinghills.jpg&hash=da569cbb2379a124ba6ae2e565bc682e232379e5)

Notice how the slopes are really gentle. This is perfect for us. The hills are linked, not too tall, and flow in a really nice way.
Also, notice how I'm using the grid. It's really worth having the grid on whilst making slopes, because slopes are quite hard to see without the gridlines, but become very obvious when you turn the grid on. It really helps you to see if your slopes are of the right steepness.

This image is of a slope and shows you just how gentle they need to be:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fidealslope.jpg&hash=43392b67b440395c9829cdda11cfa74d739c89ca)

For realism, the whole tile should be covered in hills, as they don't just stop when they feel like it. The process is simple - just do what you did for the first 2 hills:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frollinghills.jpg&hash=6c96572891b493345e7fd5aff4e91cc2dbf3b743)

Fantastic. Now, our plan calls for a river, so we need to make one. Go into Zoom 5 and select the Shallow Valley tool. Click on the edge of your city tile and hold down the cursor until you get a small layer of water like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcreatingwater.jpg&hash=57423b29d6fe519366573b563112aa933499523c)

The key here is not to make the river too wide. It should only be about 2 tiles wide, maximum 3. And it shouldn't be too deep either.
Drag the river through the city tile, going around hills and not through them, and you'll eventually get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffullriver.jpg&hash=cf8f0b679470d773cdd1cc8b36c12b8643341f5b)

That's fine, apart from the cliffs which border the river. We're now going to soften these out so that there's a nice transition to the river. Do this in Zoom 5, using the Soften tool, and hold it down until you get rid of the cliffs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsofteningriverbanks.jpg&hash=a63298a524218ed8a0705b8a0667a53a10ad6bba)

Then it's just a case of keeping that process going down the length of the river:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fimprovedriver.jpg&hash=2b42151aa4a0d531cf33e82554fe278a69bee02b)

This is now better, but look at those transitions! Again in Zoom 5, use the Soften and Plains tools to sort these out. Don't stop until you get that nice, gentle slope we saw earlier:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsofteningapproach.jpg&hash=83d7339dd71e6ec8a61ecc7996de69d15544578d)

Again, use the grid as a guide:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflatterriverside.jpg&hash=3ee07570b99b77444d9eafe8a39b8626a567779e)

Keep going, and eventually you'll get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoftenedriver.jpg&hash=889898cc006f380c5a065055d1e1995e2fa0c1b1)

Now we've got the transitions we want, but part of the river's gone.
Dealing with this is simple. Turn the grid on to find the trough through which the river needs to run, and drag the Canyon tool in Zoom 5 through that:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frestoringtheriver.jpg&hash=091ab5ee86b61d0594a866ee66271eb2691073f5)

You may need to soften the slopes again afterwards - use the same techniques as before. Take your time with this, and don't stop until you're happy with the result:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedriver.jpg&hash=fc8df2848c9492b2ef020ee6905cc76025c6f2a9)

Now, before we move on to trees, let's get that rolling hill effect really visible by creating shallow valleys in between the hills. The Shallow Valley tool in Zoom 1 is perfect for this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fvalleys.jpg&hash=e4b3687fc53c8473cb3c6378e3658a9bd2bb4edb)

Again, don't hold on too long, or you'll have another river.

To finish the region off, and give it a bit of life, trees need to be added. You need to be careful, however, about where you put them, or they will spoil the look of your landscape.
The first rule of trees is that they should NOT be placed on slopes. They are big, tall things, and on a slope, gravity is going to get the better of them sooner or later. So they should either be on the tops of hills, where they're protected from flooding and landslides (there is a higher risk of lightning strike but it's still really unlikely):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftreesonhills.jpg&hash=cade989e4def18eb648e1deca249d7bcffd29222)

Or placed at the bottom of hills, where they're protected from the brutal conditions that the hilltops experience:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftreesinvalleys.jpg&hash=a2a8b0b0b69c097362cb265f89211cc05dbc5110)

(Again, there is landslide risk here, but it's unlikely.)

At the riverbank, however, you really need to go to town on the trees. A riverbank provides the ideal habitat for trees, so they will exploit that to its full potential. You need to represent this by creating a really dense cluster of trees throughout your riverbank, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftreesnearwater.jpg&hash=e23db32aee65ce3d3c1f9aa5711e8dd3f8cb3b9c)

These 3 pictures have also shown another rule of tree placement: they should ALWAYS be in clusters. You never see a single, solitary tree standing all on its own in the landscape. They're always together in a thriving ecosystem.

And that's it. By considering all of these things, you should be able to create a really realistic and aesthetic landscape. Here's the result I got after all that hard work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffinishedterraforming.jpg&hash=6a121c19adc34d7080ce7dfae85d69bec29ef260)

That is fantastic. That's the effect you're aiming for.
It's really important that you spend a lot of time and put a lot of effort into your terraforming to get realistic results. As a guide to how long you should spend terraforming, this tile took me about 5 or 6 hours to terraform. You should be spending more time than this, and you shouldn't stop until you're absolutely satisfied with what you've done.

I will leave it at that.

Now we're ready to start the fun bit - actually building the city. We will start with the transport infrastructure, which we will do over 3 lessons as it's quite complicated. The first of these will look at motorways.

I hope you found this useful.

Chris










Title: Re: Realistic Cities For Dummies
Post by: MandelSoft on December 08, 2010, 03:15:44 AM
Nice tutorial, Chris! Although I have a few points to mention.
- You can also use the SC4Terraformer to create landscapes. This is more practical to make a landscape for a whole region, rather than a single city tile. However I used some of these points when creating my latest region Schellingen-Stadt; the landscape is not completely flat, but is hilly and has a few rivers meandering through the region. However I also used the erosion tool for realism (to make my region look 'older') and I also have the rule to place large hills and mountains away from the water.
- Trees actually CAN be placed on slopes, even in RL (Luxemburg and Germany are quite hilly and have forrests on these hills), at least on low-angeled slopes. If a slope is steeper than let's say 20 degees, you shouldn't place trees on it, but for the rest you can place trees if you want to.
Title: Re: Realistic Cities For Dummies
Post by: rooker1 on December 08, 2010, 07:08:23 AM
Great work on the tut.  Very similiar to how I terraform.
Robin  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: FrankU on December 08, 2010, 07:48:09 AM
Quote from: smileymk on December 08, 2010, 02:48:52 AM
Lesson 3 - Terraforming

The truth is simple - flat city tiles are fine if you want to create a huge concrete jungle, but when one is trying to create a realistic city, a flat city tile becomes boring and unrealistic. How many areas do you know of that are paper flat? I bet it's not a lot.

Hi Chris,
This really is a very ambituous task, you took on your shoulders. I'll hope it will work out, because the idea is great. I'll follow tou closely, always being eager to learn something new.

And about the quote: obviously you've never been to the western or northern part of the Netherlands.
Although we do have differences in heighth these are so small, on the scale of SC4 they are not visible. One of the problems I face when I try to make a region that resembles my own country.
Title: Re: Realistic Cities For Dummies
Post by: malibu_man on December 08, 2010, 08:29:32 AM
Great work on the terraforming update. I have to say that I like the SC4 terreaformer myself too but you did a great job using the game controls. Great tutorial with simple tips to make a nice looking terrain.  :thumbsup:  &apls
Title: Re: Realistic Cities For Dummies
Post by: Battlecat on December 08, 2010, 01:56:17 PM
Great terraforming tutorial, that approach will lead to a very interesting looking city!

The only difference in my approach for Adara is I use the SC4 Terraformer to do the initial work across city borders to save me the headache of using the reconcile edges tool!  Looking forward to the next update!
Title: Re: Realistic Cities For Dummies
Post by: mightygoose on December 08, 2010, 03:21:05 PM
considering you are not using a tree controller, your flora placement is exquisite. that is no understatement, best hand tree placement using maxis trees only i have ever seen.
Title: Re: Realistic Cities For Dummies
Post by: Jmouse on December 09, 2010, 03:13:01 PM
You've hacked into my computer and sneaked a peek at my new region, haven't you? :D How else could you know this is exactly the effect I've been trying to achieve?

It took a bit of experimenting to discover which strength worked best for me when using the hill tool, but I finally narrowed it down to 6 (Shift+F6). Some players are likely to have a heavier or lighter hand than others, so the strength of the terrain tool is definitely a factor in the overall success - or failure - of this terraforming method. I haven't had a chance to experiment with a smileymk river yet, but I'll get around to it sooner or later.

Transportation infrastructure is another weak spot for me as is just about every other aspect of the game. I'm looking forward to seeing how you deal with motorways, but while I wait, I think I'll go and create some more hills! :)

Joan

Title: Re: Realistic Cities For Dummies
Post by: WC_EEND on December 09, 2010, 04:45:59 PM
Great terraforming tutorial :thumbsup: Although by looking at your sceenshots, I noticed my hills were way too steep, so I guess I'll just start from square one again. But anyway, thanks for the clear and simple explanation


Xander
Title: Re: Realistic Cities For Dummies
Post by: Tomas Neto on December 10, 2010, 12:36:44 AM
Fantastic tutorial, great work!!!  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: Jmouse on December 11, 2010, 03:14:28 PM
I have spoken with Chris and he has agreed to let us post one or two photos of the results we got by following his instructions. I was especially interested in this particular lesson because I've never been able to create gently rolling hills successfully. I still need a lot of practice, but for a first try, I can see a little bit of improvement. So here goes...

Before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi810.photobucket.com%2Falbums%2Fzz25%2FDellaH44%2FOldhills.jpg&hash=22011a6949cc60cbcd14812868f9917ef5d92ddf)

After:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi810.photobucket.com%2Falbums%2Fzz25%2FDellaH44%2Fnewhills.jpg&hash=8e9f4155bb71b777ceee52a2545a948883d9b95f)

OK everybody, fire away... :)
Joan

Title: Re: Realistic Cities For Dummies
Post by: art128 on December 12, 2010, 02:57:59 AM
That's a nice and tricky tutorial there Chris, I'll try it out too !

Take care,
-Arthur. :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 12, 2010, 08:14:26 AM
Many thanks for the great reception to the terraforming lesson.

Important Announcement

As Jmouse has said, yesterday (Saturday) he asked me if I'd like to give you guys the chance to post a couple of your own shots, so that I could help you improve them.
I very quickly accepted this invitation, and I see that Joan has already taken up the opportunity.

That opportunity is open to you all - if you need guidance on anything, or want me to give a fair, honest review of your progress, feel free to stick in a couple of pics. I promise I will give you a fair, honest judgement - what I like about it, and what needs improving.

This is a great chance for you guys to improve your game, so make sure you take it.

I now have all those nice comments to reply to:

mrtnrln: I wanted to teach people how to use the in-game tools to great effect. Those points you made about the trees are good ones, and I'll bear that in mind for the future projects.

rooker1: Cheers. I'm obviously doing it properly then!

FrankU: Well, no, I haven't been to Holland. If you want to make small hills, I'd suggest to make them anyway - you will know that they're there, and you'll be happier with your region for it. As for this, it'll work out. I know it will.

malibu_man: Thanks - it just goes to show that it is possible to get good results with the in-game tools (but using SC4TF is fine too.)

Battlecat: That was the idea - but I'm glad you liked it, and that you're finding this helpful.

mightygoose: I'm slightly taken aback by that, but in a good way. I can only say thanks.

Jmouse: (Comment 1) Lucky guess. Good to see you're experimenting - that's a really good way to learn how to do things, and to discover new tricks.
(Comment 2) Your region has certainly improved - well done for that. However, there are still a couple of misalignments at city boundaries here and there, and in places your hills stop for the city boundaries. If they flow between tiles, the effect will be much more realistic. Apart from those minor niggles, though, good job.

WC_EEND: Remember, little clicks give you so much more. I'm glad you're finding it easy to follow.

Tomas Neto: Thanks.

art128: Go for it!

And now it's time for the motorway lesson.

Lesson 4 - Motorways

Before you begin, make sure you have these mods. You really can't build realistic motorways without them:

NAM (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)
RHW (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853)
Ennedi Slope Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1512)
Hole Digger Lots (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1544)

To build your first section of motorway, go to the RHW Starter Pieces menu (under Highways) and plop a starter piece of your choosing. I selected the RHW-6C for the main motorway, as most UK motorways are like that - 3 lanes in each direction, with a hard shoulder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingoff.jpg&hash=26ec03a0ad75e027b3b91194f7875d35877bb92a)

Wider motorways should only be used in congested areas, and 2-lane routes (in each direction) can be built to represent motorway-standard routes that don't have the legal designation.

Now that we've built a starter piece, we can drag out the motorway from it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fextendingthemotorway.jpg&hash=325a8509f8b1ab5fac2fc2c4d604b0ef0887123c)

I've curved it and added roads at the side, because the fork for the spur motorway is going to go here. The curve on the mainline follows the plan and gives me a way to build a bridge for the spur. There aren't any smooth curve pieces for the RHW-6C, so this'll have to do.

Now to build that bridge, you need to create 15m-high abutments for it. You do this with the hole digger lots. Find the 15m Up lot, and place two of them parallel to the motorway, with some sort of gap in between, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fholediggerplacement.jpg&hash=e1086341d307fe48c3f9748f4b22977c58bae615)

Now drag roads through the hole diggers to create the abutments:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbridgeabutments.jpg&hash=9827d098f36cbfdfb732155c8821e652618ad6b4)

Place single road tiles in the centre of each abutment and place additional ones going away from the motorway to extend them, as shown above.

Then delete them and build your bridge. Do this by placing RHW-4 on-slope pieces at the abutments, so that the middle tile of the piece is on the slope of the abutment facing the motorway.

Make sure you get your "To ELEVATED" and "To GROUND" pieces the right way round - to do this, determine whether you have LHD or RHD (i.e. which side of the road your cars drive on), and use that to determine the direction your cars will take over the bridge. Place the "To ELEVATED" piece where they'll get on the bridge, and "To GROUND" where they get off. Use the arrows provided to help you.

Then drag RHW between the on-slope pieces to complete the bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fspurbridge.jpg&hash=6a5de7038ca51192b67ff69fc524dcb3d341f446)

Now on the south side, place a MIS - RHW-4 transition, as this is going to the main motorway and there aren't any ramps for RHW-6C that have RHW-4 branching off, so you need to rely on MIS. Place a RHW-6C - MIS ramp at the appropriate place on the main motorway, and then try to find a route, as straight as possible, connecting the transition to the ramp:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnorthboundramp.jpg&hash=3e99101ba72c81cf5f5d742fae0ac0c7ddd79ec6)

This is not easy with a slope mod, and the setup isn't ideal, but it was the best I could get. Try to use smooth curves when possible, and keep the route straight.

Now we can build the other ramp for the other carriageway. This is much easier as we don't have to build a bridge. First, we have to get the ground ready so that we won't have any difficulties building the spur - just run a road alongside the carriageway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpreparingsouthboundramp.jpg&hash=875c8ee275c55407f2c73540fc6a033b397be904)

Just place an A-type ramp before the main motorway curve, place that MIS - RHW-4 transition to make the spur carriageway 2 lanes, and drag the RHW-4 out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsouthboundramp.jpg&hash=59add98ada433536a7389a261b51987a20d32074)

Now extend the abutment north of the bridge so that there's enough space for a curve to meet the other carriageway. Drag the curve out first, and then place the RHW-4 Outer Curve piece to make a nice smooth curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothcurves.jpg&hash=e2f5f16d7a680a785fd46ecdaeb2179ab8ea14bf)

The RHW can then be dragged out without reversion to RHW-2.
Where the carriageway meets, use the RHW-4 Inner Curve piece to bring the carriageways parallel to each other (drag the curve out first though!)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcarriagewaysplit.jpg&hash=60c7b170c5e830cfbe9d146c9a91dc7b781d99db)

A bit further along, we can bring them together for a straight run to the north to the CBD. Use both curve pieces to do this, and place them so that the 2 carriageways are next to each other:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcarriagewayjoin.jpg&hash=df209a173fdbfb888da7ce371e8eb8b6923b5762)

Now we can drag the RHW up to the city centre, where it will end at a flat roundabout.
Place the Avenue Roundabout in line with the motorway spur (i.e. so that the central 2 tiles align with the RHW), and then drag a 1-tile stub of Avenue towards the RHW from the roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflatroundabout.jpg&hash=fe78fc2e92a39ce9df3bed20482e6e06c4faddc2)

Then drag the RHW into the Avenue, and you'll get a nice smooth transition from the RHW into the roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frhw-roundaboutsmoothtransition.jpg&hash=d6982f17bd357a4d8ab8e955a1dfa92173c80bc0)

The spur is now complete. Now it's time to return to the main motorway. Drag it out in accordance with the plan. Don't worry about it going up hills - this is not unrealistic, and your slope mod will ensure they're not too steep.
Run it to the other end of the city:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletingthecarriageway.jpg&hash=309fcff4da3ac830ca8490ff78f5951ee043b8ae)

Now that that's done, it's time to build the roundabout interchange in the north west, that will be a major route into Faulkner's Bridge.
Demolish a 6-tile stretch of motorway and flatten the ground by placing single road tiles, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpreparingtheground.jpg&hash=9ea589991eb5d077fe7b8db1bc0037746f457ced)

Go 2 tiles either side of the motorway, so we can place the hole digger lots to get a perfect 15m high abutment. Once done, demolish the outer 2 columns of road tiles on each side, and place your hole digger lots parallel to the motorway, like we did for the fork. Drag road through to create the abutments:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcreatingabutments.jpg&hash=11a87c98952211587497ce7303c0c4049c3f0bc9)

Now demolish all the road tiles and hole diggers, and place single road tiles on the abutments to extend them. For a roundabout interchange, you need to place them in this exact arrangement:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftilearrangementforroundaboutint.jpg&hash=6ec6fb928533701022a9e58d1b6c784442ab8f15)

As I've done, feel free to restore the RHW at this point.

On the first row of each abutment, one tile in from the edge, place one-way T on-slope pieces to create stubs for the bridge. As with the RHW, make sure you get the ON and OFF pieces the right way round. For LHD, which I'm using, the ON pieces need to be in the north-west and south-east corners, and the OFF pieces in the other 2. For RHD, this is reversed.
Again, use the provided arrows to help you, and think about the direction your cars will travel in:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fonslopepieces.jpg&hash=c12f9879b144b6d816924eb0889b134f90cbe0b0)

Notice how I've dragged one-way roads between the stubs. This is so when we delete them, we don't delete the puzzle pieces as well, and we can build curves straight from the pieces.

Now build the bridges, using the One-Way Road over RHW-6C piece (don't worry about orientation), delete the roads between the bridges, and drag one-way road in the correct direction (clockwise for LHD, the other way for RHD), around the edge of the abutments:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletingtheroundabout.jpg&hash=4a096f80f3633bdc2abb9f17fb8c6cc0e81d5988)

Drag the surface road stubs out at the edges, as shown (using one-way roads). Notice how it's all smooth, with no traffic lights in sight.
Now you can build your ramps. Use the A-type ramps and drag MIS towards the one-way stubs parallel to the RHW, leaving space for a nice smooth S-curve to bring the MIS into line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froundaboutramps.jpg&hash=b1d07120121b66540b189f8b1d8eff7926e5f650)

Pay attention to how I've used the RHW-4 - MIS transition on the exit slip roads to make them 2 lanes wide. This is a good way of making your interchange more realistic and sophisticated, as it increases the capacity of the interchange, as it creates different lanes for different movements. This advantage is not present for the entry slips, so they can just be ordinary MIS.

Finally, drag avenue from your side stubs to complete the interchange:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedroundaboutinterchange.jpg&hash=39f629d018d22a39164f345a9aa25bcedb3c0be6)

And we're completely finished building our motorways! Let's have a look at the network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedmotorwaysystem.jpg&hash=38f943df2561df3504961e0b68f8463c41d392ac)

Looks good. And that wraps up the lesson.

Next up is the roads, appropriately.

Any questions then feel free to ask,

Chris.













Title: Re: Realistic Cities For Dummies
Post by: io_bg on December 12, 2010, 08:22:50 AM
Nice highway layout. Looking forward to seeing how you'll deal with the roads.
BTW... looks like there's a small problem with one of your 90 degrees MIS corners ;)
Title: Re: Realistic Cities For Dummies
Post by: mightygoose on December 12, 2010, 09:06:56 AM
my only concern is that your primary highway (RHW6C) seems to follow a predetermined route that has not taken into account the local terrain. although slope mod safe, the incline immediately after the left turn past the fork is very steep for such a substantial arterial. perhaps continuing diagonally up the length of the valley may offer smoother slopes?
Title: Re: Realistic Cities For Dummies
Post by: malibu_man on December 12, 2010, 09:37:49 AM
Very nice update!!! Great tutorial on RHW and interchanges, I like the roundabout and will be using that after a nice lesson. I agree with mightygoose on the 6C after the spur, I feel it would also help with pointyness of the curves a little. Keep up the great work, cant wait for the next update!!!
Title: Re: Realistic Cities For Dummies
Post by: j-dub on December 12, 2010, 09:48:16 AM
QuoteFirstly, a note about the title. It's a good and proper rip-off of the popular British book series '(Subject) for Dummies', which is a bestselling series of 'idiot's guides' to a wide range of subjects, from iPods to carpentry (I just plucked the 2nd one out of thin air but you get the idea), which are written for someone who knows little, if anything, about that subject, but are also used by people who do know what they're doing for use as and when necessary.

Except...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2F2sbplk2_th.jpg&hash=0c6007528613d34e2a8718d435c6fa40c0a57a72)
Enlarged image: http://i56.tinypic.com/2sbplk2.jpg
Title: Re: Realistic Cities For Dummies
Post by: wallasey on December 12, 2010, 12:13:11 PM
Good update!

Jumping the gun somewhat, I take it that in the vicinity of either the spur or the roundabout interchange, you will lay out a few retail and business parks? They seem to like motorway junctions for the convenience of being next to a high speed route.

Please don't be disheartened, but I have just two points of note...

1: It may be an idea to plant up the free flowing spur junction; the UK system likes trees and bushes as long as they don't conflict with sight-lines on the curves.

2: Going on from what Mightygoose said, It may be more realistic if the motorway is in a cutting on the hill section? They rarely stay at ground level. Take a look at the M62 or parts of the M1.

Very good work thus far, look forward to more.

Title: Re: Realistic Cities For Dummies
Post by: MandelSoft on December 13, 2010, 01:32:03 AM
Looks like an interresting update. I'll give further comment later, since my computer refuses to load any picture on this page  :angrymore:

EDIT: Well I can see them now. Here are some points of critic:
- You're starting with a RHW-6C. I know this is common in the UK, but in "continental" Europe and the US a four-lane motorway (two lanes in each direction) is more common. Even in the Netherlands, one of the densest populated countries in the world.
- You missed something: you haven't placed a neighbour connector piece at the neighbour connection of your motorway, making the connections useless.
- I always use accelleration and deccelleration lanes at my ramps. Therefore I use more C- and D-style ramps, rather than A- or B-style Ramps. At these lanes, drivers can accelerate and merge with the traffic on the motorway more fluently, and this is particulary usefull when the motorway is busy with traffic. Decelleration lanes are also helping controlling the traffic flow. With your setup of the fork/Y-interchange, the congestion problems at the southbound will be significant: 5 lanes are merging to just three lanes in a quite short distance. I see congestion to occur very quickly.
- I would use FLEXFly for the fork interchange southbound ramp in a situation with RHW-6C. Personally I would use for this interchange RHW-8 Splitters and let a ERHW-4 pass over a diagonal RHW-4.
- If I was building a motorway here I would stay in the valley at the south side of your city tile.
- The roundabout interchange is nice. I believe you use asterconn's method for that one?

Best,
Maarten
Title: Re: Realistic Cities For Dummies
Post by: WillG_75 on December 13, 2010, 06:48:50 AM
Useful topic. I never knew about the show grid option in Paint. :)
Title: Re: Realistic Cities For Dummies
Post by: Nardo69 on December 13, 2010, 04:18:04 PM
Nice one. RHW is one of those task that old oldfashioned donkey of me hasn't mastered - maybe because never really tried.

One think I need to criticize though: before I start laying out highways and main roads I layout the railway network. Historically older and more sensitive to slopes it'll create some fix points for highways and roads, not the other way round.

Other than that_ like it!

Take care!

Bernhard  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: travismking on December 13, 2010, 07:03:15 PM
heh bernhard I think you lay out the railway networks first cuz thats what you enjoy doing, and your damn good at it :P I tend to lay out highways first as well
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 15, 2010, 02:42:32 AM
Interesting reaction. People have spotted things that I clearly didn't! Your suggestions have been helpful, and I thank you for those.

io_bg: What you've spotted is a texture glitch - very annoying, I know. There's not much I can do about it, so we're just going to have to put up with it.

mightygoose: Very well spotted. After some consideration, I've decided to take that advice and reroute the motorway along the edge of the valley. You'll see it below.

malibu_man: Understood, and I'm glad you like it.

j-dub: Lol. Nice try, but it doesn't fool me. Still funny though.

wallasey: 1) I totally agree, but that is for another lesson.
2) Rerouting the motorway through the valley has lead to the route being in a cutting/embankment as it climbs the hill. I think you'll like it.

mrtnrln: 1) My response to that would be to pick the style that's right for you. For me, RHW-6C is ideal, but for you it might be RHW-4 that is preferable. It's your city, do it your way.
2) It's a single-tile region, so the neighbour connectors don't go anywhere anyway, and you do not need neighbour connectors for RHW-6C or 8-C (it says this on the tooltip for neighbour connector pieces).
3) Maybe that is the setup in Holland, but here, accel/decel lanes are only used for important junctions (i.e. between motorways and other motorways/important through routes), so to use them always is, for me, unrealistic. But the spur is fairly important, so I did add another lane to the main motorway south of the fork.
4) I think it's more realistic if the 3 lanes of the main motorway continue right throughout the junction. FLEXFly would probably worsen the junction, as it has to swing to the right then back to the left to go on its journey, which is not appropriate for a motorway. It would also lessen capacity, causing congestion.
5) As I've said, I did reroute it.
6) Spot on. His YouTube tutorials are excellent.

WillG_75: You do now.

Nardo69: Roads did exist before railways (look at the Romans), although not as we know them today. There will be a lesson on railways, and this will teach to adjust the road setup to suit the railway.

travismking: That might be his style of play - if it works for him then great. If your method works for you, then that's also great.

Before we begin the lesson, let me show you that improved motorway:

Accel/decel lanes added to the fork:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fimprovedfork.jpg&hash=03297067ebdc0327bd36e0cd06f65042f17d13a1)

Rerouted through that valley:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freroutedmotorway.jpg&hash=7060ff9906c8a3c8e062b9b63191ae96e9d800bf)

This illustrates an important point - be prepared to change your plan if, with hindsight, it turns out that there is a better alternative.

Now let's get on with the lesson, shall we?

Lesson 5 - Roads

Roads. They form an important backbone to your city, and it's easier to build them now than to squeeze them in later.
This lesson focuses on the main roads thorough the city. Later lessons will address the streets.

Our motorway has given us a couple of starting points to choose from. We will start from the roundabout interchange, where avenues branch off on either side. The plan calls for a roundabout to the east to serve the ring road. All you do for this is plop the roundabout in line with the existing avenue and drag out from the corners the other routes, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fringroadmotorwayend.jpg&hash=5a190312a3bde40e6ba85c28c60b188e0bf6cd92)

The plan states that the avenue to the roundabout runs through the city, passing through the roundabout with the spur motorway. So we just drag a route through - but we soon hit a problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsteepslope.jpg&hash=fd5c45aa5a26c2d3bb3817dda9d0c3eebe27f5eb)

The slopes are too steep, even for an avenue. So we can't go straight through the valley. We have to pick an alternative route through that is more slope-friendly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffindingaroute.jpg&hash=c2f25ed0a88d9d08d52be75a5b4634c5eff5be18)

Note the shallower slopes, and also the smooth curves. This is a fairly fast road, and the curves need to reflect that. They also improve the look of your main roads.
On the other side of the motorway, the avenue needs to cross the river. Find a spot to drag it over, and drag it over the river to create a bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenuebridges.jpg&hash=21d1980f56980bb258d7fe06598767b6f28b5710)

Pay attention to the type of bridge we're using. For short spans like this, the plain road bridge will do just fine. Taller bridges could be done through arch designs, whilst your suspension bridges are strictly only for long spans.

At the other end of the avenue, it runs into the ring road and continues on afterwards as an ordinary road. This junction can be created simply with the avenue roundabout. Start off by levelling the ground using single road tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flevellingforroundabout.jpg&hash=e577a5085537e4f9f8ed05460bbe1c9bc953e0fe)

Delete the tiles and then you can just plop the roundabout and drag out the roads like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Feasternroundabout.jpg&hash=88bf8b7836dce121c3442fb24eeb43c7da291df8)

You can now build the northern half of the ring road, creating a route that runs in accordance with the plan, is suited to the terrain as best as is practical, and uses smooth curves for a better appearance and the stubs at either end as a guide:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fringroadnorth.jpg&hash=9e0e8c6add31040b9500dae78cdae5555d55debb)

Notice that plain bridge again! It's important.

Now I've decided that the eastern half of the central avenue should be a MAVE-4. This improves the realism of the central avenue, as they will often have to be squeezed in in an urban environment and MAVE-4 can help with that. It also provides a bit of variation and sophistication to improve the standard of your city.

To build a MAVE-4, you need to download the Network Widening Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2376), if you haven't got it already.
Start by building a transition from avenue. You'll need to demolish some of the avenue for this, as the MAVE-4 uses road as its medium for dragging:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftransitiontomave-4.jpg&hash=1ebf3e80b9e5cb1740778046590cc85c62c4f533)

Build one at the other end, demolish the avenue in between, and drag out the MAVE between the transitions using road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedmave-4.jpg&hash=2eb8b8c2e459e3b24f22578f0298a7fab835bfaa)

Our MAVE-4 is finished, but at the western end of it, it needs to intersect with a TLA-3 (also in the NWM) and another little road leading to the TLA-3 to the south which provides an easier access route to the westbound avenue.
It is more realistic, and more sophisticated, to build turn lanes at these junctions. To do this our MAVE-4 needs to become a TLA-5. Transitions to the rescue!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnwmcrossingpreparation.jpg&hash=a6aceee51af23c337eb23fcb042efdcb92c49f39)

That road is that little access road. The TLA-3 can be created by using a starter piece, and dragging out. Drag the access road to meet it to the south. Don't forget those smooth curves! You should end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbuiltnwmjunction.jpg&hash=44952ead0dbc065db9def47beb21d1ba0b3763f8)

To create the turn lanes, you use TuLEP pieces (available in the Roads menu). The setup for the T-junction with the access road is shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftuleptjunction.jpg&hash=ea9f005c49da5db93748bc68a41741d05f2adf66)

The crossing with the TLA-3 is exactly the same, but with two important distinctions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftulepcrossroads.jpg&hash=03a029ed50b11d21ccf39cf6b5240c2c1789c756)

And they're now done. And don't they look better than ordinary junctions?
We can now complete the TLA-3 by dragging it out like the avenues. When it reaches the boundaries of the town, however, we need to convert it to ordinary road.
At the southern end of town, the road crosses the river and runs into a roundabout where the ring road ends. Drag out the bridge, then place a Road - TLA-3 Transition at the northern end:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fendingtla-3.jpg&hash=98c585a8fcc97df2b910972b72a1e86ef2d64636)

At the northern end of town, the TLA-3 will end when it crosses the ring road. We can convert to ordinary road through the junction by means of a simple TuLEP setup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fendingtla-3atjunction.jpg&hash=456ef63c96ff53876cdcee637b6cafd9e5346a74)

It's that piece at the top that works the magic, and that is the Road TuLEP Type A - Base Network Transtion (Non-T).

South of the bridge where the TLA-3 ends, we can now end the ring road at the ordinary road by means of a roundabout. This is very simple - create a 2x2 circle of road, and drag one-way roads in the correct left-hand or right-hand setup at the eastern edge. Then drag out roads as needed and avenue from the one-way stubs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fendingtheringroad.jpg&hash=61472332c45802478475d1a53774d54c9c49ecb6)

We can now complete the ring road with avenue. It's just like the northern half - drag it out and use smooth curves when you can:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletingtheringroad.jpg&hash=70b29e7a94f2ad93520ca5311a04124856937da4)

To the south of the ring road, another roundabout is needed for another route that will provide the southern fringe of the town.
The one-way roundabout is better for this, as we can get the terminating road to be in the middle of the roundabout.
Drag a 3x3 circle of one-way road (and you MUST do it in the right direction, depending on the driving rules of your game!), plop a street tile in the centre, and drag roads out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fedgeoftownroundabout.jpg&hash=7acf63de22059135944ab4659527caca381fa10f)

We can now drag the vertical route to the edge of the tile, to go off to some other town.
As for the horizontal route, however, this needs to form the town's southern boundary, so drag it out as stated on your plan (as for all other roads) - and stop when you hit the spur motorway.
We need to cross it, and we can't just build an at-grade junction because this is a motorway. We also can't build a diagonal flyover (as was originally intended) because there isn't a diagonal on-slope piece for road. So we have to use FLUP pieces.
You need to first level the ground for this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforflup.jpg&hash=b53279cda162918eef364ed9e2c2bf8c152f710e)

Then delete the single tiles and build the FLUP. You only need two pieces: the Road - FLUP transition at the edges, and FLUP under RHW-4 in the middle:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflup.jpg&hash=2bd40fc840c7891e9e708393341ad858a3faafd6)

You can then drag a road out from that, as we will now do.
At the western end, this southern road meets another road. As this is at the edge of town, a roundabout is more appropriate and better-looking:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwesternroundabout.jpg&hash=d8bb6d472179d6020178f31767566596e6e78e0e)

It's the same as the other one-way roundabout we built.

This new road ends at the north at the central avenue. Ideally, we'd use TuLEPs to make this junction better, but the roads are both diagonal, so we don't have the resources to do it.
What we can do, however, is use ordinary one-way roads as slip lanes by dragging them out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdiagonaljunction.jpg&hash=d2a413583859b6719c211adb6ae20f2c0543113a)

At the other end of the road, it needs to cross the main motorway - just cross it, mind, not intersect with it. Both roads are straight at this point, so a flyover for the road would be perfect.

First task is, yes, you guessed it, preparing the ground. My game wasn't having single road tiles here, so I had to make do with the parallel roads method:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforflyover.jpg&hash=b214cbcaa0fbcee6ebd6468b46a78b5ba0e76c76)

To create the abutments for the flyover, it's just like the bridge for the fork interchange - use parallel hole digger lots and use single road tiles to extend the abutments (or to get them in the right shape). The abutments need to be like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflyoverabutments.jpg&hash=6cf7057c6c1abce197c6528fd770f0da3223f028)

Notice the single tiles made to make the abutments just one tile wide.

Now we can delete the tiles and build our flyover. At the edges, it's the Straight Road on Slope piece you need (such that the central tile is on the first tile of the abutment and the elevated bit points to the motorway), and in the middle, it's Road over RHW-6C:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedflyover.jpg&hash=bcd8123802946cde9d0094d95ae512ae7262e47f)

Look at that! Now it's just a case of dragging out the roads.

And that's all you need to know. Build the rest of your main roads, going with your plan, using the techniques we've covered today.
Once you're done, you'll have a sophisticated road system. This is the one for Faulkner's Bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedroadsystem.jpg&hash=f89a723f1e7335f93deef75ca66f3c9145b17ad8)

And that, guys, is the end of the lesson.

Next thing on the agenda is the last of the transport lessons - the lesson on railways.

Bye for now,
Chris







Title: Re: Realistic Cities For Dummies
Post by: MandelSoft on December 15, 2010, 03:00:33 AM
Well, that's a good road layout tutorial! Although I would use AVE-2 and AVE-4 instead of TLA-3 or TLA-5, but the basics are the same.

About the rebuild of the motorway:
Quote from: smileymk
This illustrates an important point - be prepared to change your plan if, with hindsight, it turns out that there is a better alternative.
This often applies to my freeway networks in Imaginia. I rebuild interchanges every now and then to make them look more realistic, mostly because of the new features of a new RHW version. For instance, the A40 in Guilliano was initally build as a 2x3 motorway between Sebeshaber and Guilliano south, a 4x2 motorway between Guilliano South and Guilliano CBD and 2x2 from Guilliano CBD to the all the way to the city border. Now I've lengthen the 4x2 section to IC (interchange) Tagone (where the A4 crosses the A40). Also in the same city tile, I've widened the 2x2 section of the A6 between IC Terra Majora and IC Foxshire to 2x3 (RHW-6C). This couldn't be done before RHW v4.0, since this section curves a little and I find the current RHW-6S and 8S diagonals ugly.

The last picture of the final road layout is very pleasing :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: mightygoose on December 15, 2010, 03:30:29 AM
the northernmost avenue bridge east approach needs to be demolished and the east approach graded with single road tiles. then redraw the bridge to get a friendlier slope.

also your slopes are very steep for the future rail network, i eagerly look to see your solutions.
Title: Re: Realistic Cities For Dummies
Post by: Jmouse on December 15, 2010, 03:35:09 AM
Hi Chris! I'm afraid I haven't been able to start the transport network tutorial yet, but I've saved it to do later. I'm so pleased to see the interest you've generated with "...Dummies," and the resulting exchange of ideas. This is shaping up to be a valuable reference, and I hope you continue the project. I'll be in and out as time permits, and I'll try to post at least semi-regularly!

Good work... :)
Joan


Title: Re: Realistic Cities For Dummies
Post by: travismking on December 15, 2010, 03:47:27 AM
Looks pretty good, The new path for the RHW looks much better here.

Only thing is I would say there are too many bridges in the southern half of the tile to be realistic (at least from what I'm used to). The part I notice most is the avenue/road roundabout. I dont really think a planning commission would approve two bridges right next to each other when you can re-route the road to intersect the avenue on the same side of the river.
Title: Re: Realistic Cities For Dummies
Post by: Nardo69 on December 15, 2010, 04:39:57 AM
Looks pretty good. :)

With the railways: Your are right that a kind of roads existed before railways. And even a especially good one as the Roman street were used for more than 1000 years without without maintenance as no one had the knowledge to build really good roads over long distances in Europe between the end of the Roman Empire and Napoleon Bonaparte. (I stressed Europe because Maya / Inka etc. did build roads but with stairs as they didn't know the wheel).

HOWEVER these roads followed the local topography with some deviation to earn money by lending oxes at some (deliberately) steep slopes etc. These roads did not cut through the landscape like the modern traffic arteries that were developed and build in the 20th century (with Germany as a pioneer). These roads for fast car traffic are much younger than railways and thus their fix points were defined by railways and not vice versa. And these are the roads you showed us in the last update. ;) 
Usually when the railways were built in Europe and America even main roads were dirt roads designed for horse and ox cars, the better ones separated in a summer way (pure mud) and a plastered winter way. These roads lasted long - in the USA until Eisenhower's interstate highways, in Europe and especially in Germany modern roads started in the thirties.

So I still say FIRST railway THEN highways / roads as the railway network is older than the road traffic network.

(I might be known for my rural style and my love for railways but I am a civil engineer who learned traffic technology and (road) traffic infrastructrure during my university time)

Take care


Bernhard  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: malibu_man on December 15, 2010, 08:09:48 AM
Awesome update Chris!! Great lesson on laying out the main roadways.  &apls  Can't wait to see you plan out streets between all them roads, thats always the most interesting part. 
Title: Re: Realistic Cities For Dummies
Post by: wallasey on December 15, 2010, 02:48:00 PM
Its good, but I have to be honest by saying, I cant tell where your CBD is going to be! Your roads don't really lead to a central area if you get what I am saying. They just traverse the tile.

Obviously it depends on the type of place you are building but take places like Bradford, Huddersfield, Wolverhampton and Chester where the roads radiate out from the CBD, the latter example is dictated by the river which has historically flooded onto the plains to the Dee Estuary. 

Generally the rule of thumb is that in RL, the roads going into town generally head for either the Church/Cathedral/Priory, The Market Cross/Square, the principal crossing point of the river (look at Widnes or Liverpool for the Bridge-Tunnel-Ferry) and / or the Castle if the place is that old (like Carlisle)

I hate to be critical but I am hoping you or someone can see where I am coming from here?
Title: Re: Realistic Cities For Dummies
Post by: Grneyes on December 15, 2010, 04:40:17 PM
Okay, dumb question: By changing the config you're making the region consist of one large city tile and not converting all the cities in the region to one huge region/city, correct?

Pardon me if this was asked/answered in another thread, but I couldn't find anything.
Title: Re: Realistic Cities For Dummies
Post by: Terring7 on December 16, 2010, 06:03:20 AM
My cities are very far from realism :P . But still i can use some of your ideas :)
Title: Re: Realistic Cities For Dummies
Post by: Skimbo on December 16, 2010, 07:48:17 AM
Hm... let's see how you solve the railway problem..... ;D

Nice one for beginners :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: farrell1701 on December 18, 2010, 09:21:55 AM
I'm in agreement with wallasey, mostly because I'm a fan of natural growth as opposed to putting down all of the infrastructure first. That would mean starting this map strictly with basic roads as opposed to the avenues and no RHW (if I'm playing an area that was built up before the highways came to town), then putting in various villages, and adding to everything over time by expanding the roadworks as needed to meet capacity demands.

It also would likely mean that the southern ring road (around the 9th-from-last image in the last update) wouldn't have a bridge, but instead follow the bank to reach that avenue -- bridges are expensive, after all, more so than cutting down trees. But that's just me. :) I've played this way before as well, and think this is a great guide for that. In every other way, I like what you've done here, from having a plan to follow, the landscaping, and using TuLEP/NWM, and look forward to the next updates! Bravo!
Title: Re: Realistic Cities For Dummies
Post by: FrankU on December 19, 2010, 12:59:28 PM
Quote from: Nardo69 on December 15, 2010, 04:39:57 AM
(I stressed Europe because Maya / Inka etc. did build roads but with stairs as they didn't know the wheel).

As far as I know they actually did know the wheel: they were used in toys. But not in adult people's life. My guess is: the use of the wheel requires good and plane roads. To make these in the high countries would have been an enormous job. So I guess the wheel was not practical to them.
Title: Re: Realistic Cities For Dummies
Post by: Battlecat on December 20, 2010, 09:07:59 AM
Fascinating update, you're certainly putting good thought into your approach!  The resulting road network so far is very visually appealing!
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 21, 2010, 04:55:20 AM
A few debates and observations going on here, and I for one am happy for it. Keep those ideas coming!

mrtnrln: I guess you've got to stay on your toes. Again, nothing wrong with building to your own personal style.

mightygoose: It looks OK to me. Avenues can go up slopes, and I don't think the town planning committee would be too happy about spending a lot of money building a cutting to level out an avenue that isn't too steep anyway.

Jmouse: Cheers. I'll be waiting!

travismking: Fair point, but I think that the current setup is better for access between both sides of the river. Having a single road bridge would be a bottleneck, and would bring the ring road a little bit close to the centre!

Nardo69: You do it your way. If it works for you, then that's great. There's little point in me arguing with you.

malibu_man: I agree. I'd like to think that I'm quite good at that street-laying bit, so that should be a good lesson when it comes. Also, I do believe that that comment is the 50th reply... I won't go too crazy about it but that's a good milestone to reach in a very short space of time. Thanks to you all.

wallasey: Find that roundabout where the motorway spur ends, and it's between there and the river. I can see what you mean, and I think that there are a number of roads that hover around the CBD without quite reaching it - that is a feature of many towns.

Grneyes: That is correct. You can't, unfortunately, make one big city with the config - that's a limitation of SC4. What you can do, however, is use lots of tiles to make one big region, and build it as one big city - which we will do in the next project.

Terring7: From what I've seen of your work, it looks pretty good. If my ideas help though, that's great.

Skimbo: Cheers.

farrell1701: Welcome to SC4D! Hope you like it here. As for your point, well, I don't really follow all of that natural growth stuff (or any other fancy style for that matter), and I like to build cities as they are. Don't get me wrong, some great natural growth cities have been made, but I'm here to teach how to build a realistic city - nothing else.

FrankU: What exactly has that got to do with this MD? I know you meant well, and discussions and exchange of ideas are great, but they would be even greater if it stayed relevant to what we're doing.

Battlecat: Thanks. Glad you like it.

And now it's time for the lesson.

Lesson 6 - Railways

One thing you can't ignore in a realistic city is the railway. Fifty years ago, they formed the backbone of pretty much every country in the world, and even today, although the infrastructure has been greatly rationalised, they're still vital to the success of today's economy.
So you need to build a railway line for realism in any reasonably sized town.

A good starting point is the passenger station, so you can make sure that the railway is in the right place.

You need to choose the right station for the job. In this case, it needs to be 4 platforms, which are stationed on the edge of the lot so we can electrify the line through the station, the platforms need to be long enough to handle decent length trains, and it needs to look nice.

I won't recommend any particular station because it's down to personal choice. Go to the STEX or LEX and find some examples that you like.

Once you've chosen your station, you need to prepare the ground to place it using single road tiles.
Remember Rule No. 1 for railways: They MUST be flat. These main lines were built in the Victorian era, when even the slightest gradient would cause the train to come to a screeching halt:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforstation.jpg&hash=a82a5c97e114fa3615cc325902d2a51f1a77d469)

The column of tiles 2 tiles wide is where the railway will go. You can delete the tiles for the station, but don't delete the stubs in this column. You need these to keep the line flat.
Now you can place the station. I used the Perry Station (available on the STEX), but you can use any station you like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstationbuilding.jpg&hash=c53084c6827d5ed9ebe0af5bb3921fa621478d94)

Place it where it states on the plan - but it should be on the edge of the CBD, as when it was built, this would be on the edge of town.
But it's not enough to just build a station now. This station now forms an important part of the daily commute for many, so we need to provide ways for them to get there. That means parking and bus stops.

To make these look good, they should also be flat. You know what to do:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpreparingstationaccessories.jpg&hash=9c31d3b7748db7783d3f6165710f1284267f5e8a)

You can drag that road out to meet the avenue, providing a distinct route to the station for commuters.
Now place bus stops and parking facilities next to the station. It's a case of using your preferred tools for the job again:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstationaccessories.jpg&hash=c4626447b41ad04bc074899e5cf5ce379bfb0d64)

Now we've got a proper station! The platforms could be longer, but tinkering with the lot is something for another project.

We can now extend the railway using the single road tiles until we hit obstacles (like roads), demolishing them, and building the railway where the tiles were:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fextendingtherailway.jpg&hash=09733b1ea1ab48b53264b19fe593b2ca7974f31c)

You can see now that we've hit a problem. It's not realistic to build a tunnel here to go under the road, and a freightyard is to be built immediately to the south of this road. But the road is too high to build a flyover directly, and the spur motorway is very close.

The solution here is to reroute the road such that it dives down to go over the railway on a flyover, then rising slightly to pass under a flyover on the motorway spur, before resurfacing on the other side.

First thing to do is to demolish the road and then extend the cutting through it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsettinguproadbridge.jpg&hash=a53f9e626b4213ed157fc6a082ebde24088d3876)

Notice those two stubs on the sides, and the third column. The two stubs are for hole diggers, and the third column is the entrance for the freightyard - it's not uncommon to have bridges over complex pointwork, and having it where it is will put the freightyard closer to town.

Now you can raise those stubs with hole digger lots, and build the railway through:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froadbridgeinfrastructure.jpg&hash=98cc74920bd7144e5163928b46ab78095781750b)

Notice how we've used that smooth point for the freightyard entrance. You shouldn't use curves where possible on railways, but when you have to, then it's vital that they are really, really gradual. Much more so than roads.

Now build the flyover and demolish the motorway to be elevated:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbuildingtheroadbridge.jpg&hash=2f7284115b7404a1104dc27bab7abc49c674b599)

Now, using hole digger lots and single road tiles, prepare the ground for the flyover (you can drag your road to the east and between the 2 bridges now):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frestoringtheroad.jpg&hash=327d96bc635dec3f38870f66ddaec8bf17a1e248)

Building the flyover itself is done in exactly the same way as the flyover at the fork interchange - use RHW-4 On Slope pieces (in the correct orientation) and drag between them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedmotorwayflyover.jpg&hash=77235421549aba8ed93f7e4aa35bd32bc0d0f94e)

You can now finish off the road, and this little sticking point is now solved.

I mentioned the freightyard - we're going that way so we might as well build it now. First thing to do is, well, I've said it plenty of times so I shouldn't need to tell you again:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforfreightyardapproach.jpg&hash=f5007f2e923de0f0957dcec693c2d5fd40363ad3)

Now build the pointwork. The idea is to provide sidings, so that shunting can be carried out without getting in the way of freightyard operations. Strictly speaking, the middle roads should sprout from the outer road, but we only have the resources to do it like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpointworkforapproach.jpg&hash=c88a54daa658c7d036b6aee495670b3c4329e49f)

To be honest, this doesn't look too bad anyway.

Now we can build the freightyard, which needs to have rail access on the outer siding. Again, choose the lot that's right for you, and prepare the ground for the approach on the other side:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffreightyard.jpg&hash=a0b2658812912e8f80c032c1e1088c6b62fc4175)

Notice that the street's there to provide access, and there's space in the freightyard for the lorries to turn around to get out. Another street was used to smooth out the cutting so that it doesn't look ugly.

Having done that, we can now build the approach on the other side. It's the same idea - prepare the ground, build the points, and drag the main lines to the edge of the city tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffreightyardsouthernpointwork.jpg&hash=f68ca5ab58b2b9abc911bdd6e47405a114f44862)

The southern side is now done, so let's turn our attention to the railway north of the station.
Immediately there's another sticking point - the central avenue. There isn't the space or the height difference to build a flyover, so the only option is to reroute the avenue so that there is enough depth in the cutting for a flyover.

Start by demolishing the avenue and extending the railway through:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenuecrossingpreparation.jpg&hash=e7fdaeff279a92830fdff86c17df7427add9d352)

Then create the stubs with hole digger lots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenueflyoverabutments.jpg&hash=da7b6e72ccb53bd20723f73cf15802389885dd64)

Then build the flyover (use the Straight Avenue on Slope piece), and drag the avenue to the roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenueflyover.jpg&hash=d0543519735c077979db2c89fdebce5a746af6b9)

Now we have to reroute the avenue to the bridge. You just need to drag a good route through. Unfortunately, we no longer have the space for smooth curves, but it is better to sacrifice smooth curves for the avenue than sacrifice the railway's straightness:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freroutedavenue.jpg&hash=7be26e05aa50b2b3e1084beeebfeecd561b0194c)

Continuing the cutting on, we reach another problem - a parallel road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fparallelobstructingroad.jpg&hash=81627ee74ae8aa9aad277d4dee2ff57b1cc9f9c3)

In this situation, surely it's not too much to move the road one tile to the left to create space for the cutting:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fobstructingroadsolution.jpg&hash=c16f5633aaeed6fdd65b48d10d4c6be35eca1a38)

The cutting's pretty deep now, and the terrain doesn't get any lower, so here it might be a good idea to build a tunnel from just south of the ring road to the edge of the city tile.
But we still need to make sure that the railway remains flat. To do this, we carry on the cutting, all the way to the edge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcuttingfortunnel.jpg&hash=7a8520a53515ee3d3f7da80658b0877c493e49db)

Now this is the clever bit. Go to the north edge and drag a couple of tiles of rail to create the neighbour connection and stubs for the tunnel.
Then fill in the cutting using single road tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffillinginthecutting.jpg&hash=b9062882d8bfbffff9e561bdf7f47dd46569758d)

Continue this to the other end of the tunnel. Now you can just drag out the tunnel:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbuildingrailtunnels.jpg&hash=f73757e2051b84fe30e842628b682745d72d972f)

The tunnel is now complete - but there is still a visible cutting in the landscape. We need to get rid of this. Drag roads through the cutting every two tiles to get rid of it and make the landscape look natural again:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frestoringthelandscape.jpg&hash=24c61eec07ce4e118e70ff937e39f57a67a785fc)

Now don't forget to put that avenue back:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frestoringtheavenue.jpg&hash=d905589d0b04178c0e59c84b42a18d92d0e434c7)

The railway is now complete, but as this is a high-speed main line, it makes sense to electrify it. Overhead catenary is the standard method of doing this, as it is better for high speed running than third rail. Overhead wires are also more widely used across the world.

You need to download the SFBT Rail Catenaries (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=925) first (these give you more flexibility and a better appearance than the Rail Catenary Mod, and I'd therefore recommend these).

In open country, the standard spacing between catenary pylons is 60m - or 4 tiles in SC4. You can use the 2-tile catenary lot for this - place one every 4 tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fruralcatenary.jpg&hash=3badce517bb8cf83e734492fe1be7aed9e2307eb)

At pointwork, you need to provide enough catenary as appropriate to service all of your lines. If that means reducing the spacing between pylons, so be it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpointworkcatenary.jpg&hash=ffaedb0e20739be6a76e01339de8cc6312a946da)

At the freightyard, we need to provide catenary for the sidings, so that electric-hauled goods trains can be run, but you should NOT provide catenary for the actual freightyard line. This is primarily for safety, but also because it would be a bit difficult to use that crane with overhead wires in the way:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcatenarynearfreightyard.jpg&hash=e6b576750ba3d770aebaa9b685c060dd92b9fa7a)

In a cutting, you don't have the space for the standard catenaries, so you need to use the transit-enabled versions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcuttingcatenary.jpg&hash=b09212417c080f08f42c75a4fb4ae3ee39c305cc)

At the station, it's just like the rural catenary. You should keep the wires going through the station, but you need to use the standard versions as you can't build the TE lots in a station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstationcatenary.jpg&hash=78c7e4aa01303527594f993c41cbc134ef4be44d)

And that's it. You don't need to build the pylons in a tunnel, for obvious reasons.

And our railway is now finished. Really, we should provide other niceties like fencing - but these are just niceties, and are therefore better off in the Finishing Touches lesson.

Next up it's something a little different - the utilities.

I probably won't post again before Christmas, so I close by wishing you all a very merry Christmas.

Chris
















Title: Re: Realistic Cities For Dummies
Post by: WC_EEND on December 21, 2010, 05:16:36 AM
Very interesting bit about the railway slopes, but erm, are you aware that this mod (http://www.simtropolis.com/stex/details.cfm?id=21935) exists?

Xander
Title: Re: Realistic Cities For Dummies
Post by: malibu_man on December 21, 2010, 07:22:44 AM
Another good update. Im not too crazy about the deep hole the rail is in but hey thats me. I really think I should download some rail caterinaries though, they do look nice. Well untill next time Merry Christmas and Happy New Year  &dance &dance :party:
Title: Re: Realistic Cities For Dummies
Post by: pepsibottle1 on December 21, 2010, 08:17:32 AM
Wonderful job so far. Please continue to keep up the great work! A must read for ANY SC4 player. It sure has helped me, to say the least
Title: Re: Realistic Cities For Dummies
Post by: Nardo69 on December 21, 2010, 08:54:54 AM
Well, if you don't want to argue with an civil engineer who learned traffic engineering as well as planning traffic ways of all kind, OK, up to yours.
[sarkasm]I am only interested in railways since my 5th year on this planets which are only poor and lousy 36 years of experience so, yeah, no need to discuss or argue with someone like me who doesn't know anything about railways or streets or any other aspect of any kind of traffic.  ::) [/sarkasm]

That whole is ridiculous, even though it is not a big thing to dig these today (until / unless you have to pay its bill) it has been a big deal in th 19th century when these trenches had to be digged out with shovels and pickaxe.  &mmm

The distance of catenaries isn't the same everywhere. The higher the speed the lower the distance, and such catenary towers where put in larger distances than the simple mats. However such a big station as you used ususally had four or five fields over its length; when giving such advices you really SHOULD pay respect to the crude and almost non-existing scale of SC4!

And concerning your rule about flat railways: No, they haven't been completely flat even in the victorian era in Greatbritain.  Slopes between 5 and 15 o/oo (o/oo = 1 / 1000) weren't and still aren't anything extraordinary for main lines; steep slopes in railway lines with special requirements for machines and brakes as well as limitations for length and weight of (especially but not only) freight train begin at 25 o/oo on main lines and 60 o/oo on secondary lines.

If you don't believe you might have a look on the vitae of Robert Gerwig (http://en.wikipedia.org/wiki/Robert_Gerwig), maybe the best railway engineer at all of the 19th century. Beneath other lines he's the engineer who planned and build the northern ramp of the Gotthardt line.

Enough said. Tell me when you are ready to discuss this theme with someone who knows a little bit more about that particular theme than a complete noob. Until then I REALLY don't want to waste my precious time posting here.

Bernhard  :
Title: Re: Realistic Cities For Dummies
Post by: FrankU on December 23, 2010, 06:22:53 AM
Hey Bernard, you are really angry, aren't you? There's no reason to be...
I mean, we can and may disagree and there is a lot of engineering concerned in SC4, especially if you want to be realistic, but that's not everyone's goal in this game.

Well I am just a silly architect who refuses to design, and I do know hardly anything about laying down railwaylines, but the placement of the freighyard seemed a bit inconvincing to me. A freightyard is usually placed in the vicinity of industry. And in this situation the industry can only be placed up on the hills around the yard. Not very convenient, isn't it?

Smileymk: except some criticism like the above, I think you project is really very nice and useful to a lot of visitors and members, of course. So please continue!

And my remark about the old american civilizations and the use of the wheel: it indeed has no relation to SC4, but I am sometimes a bit distracted by themes that come up and I wanted to point out that the Incas, Mayas and the like were not stupid. Sorry...
Title: Re: Realistic Cities For Dummies
Post by: io_bg on December 23, 2010, 06:41:14 AM
Yeah, I'll have to agree these trenches are way too deep. And that rail lines shouldn't be totally flat. If I were you, I'd build a tunnel where the rail line gets 20-30 metres under the land level.
Title: Re: Realistic Cities For Dummies
Post by: mightygoose on December 23, 2010, 07:31:51 AM
bernard has covered most of the issues, however your road slopes are unrealistic in places.... with a near 30 degree gradient between the RHW underpass and the rail bridge. plus the sharp gradient change....

and the northern ramp benard refers to is this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fa%2Faf%2FPfaffensprungSpiralTunnel_DoubleLoopCurvedAlignmentTunnels_atWassen_onNorthernRampToGotthardTunnel.jpg&hash=5e0c136495dcb4148cd0cee7368b91cd084b1866)
Title: Re: Realistic Cities For Dummies
Post by: Nardo69 on December 23, 2010, 12:06:11 PM
Robin PM'ed me that I might have been posting a bit stronger than necessary.

Concerning the "how I posted" he's right I guess. What made me angry (still) was that answer:

Quote from: smileymk on December 21, 2010, 04:55:20 AM
(...)Nardo69: You do it your way. If it works for you, then that's great. There's little point in me arguing with you.
(...)

You did a good work and I gave you a constructive critic. That's how it should be - until the sentence above. Instead of reflecting what I said you chose to ignore it in a rather rude way. You might refuse a critic for doing it your style in a standard MD but in a tutorial like this you should at least reflect it. Otherwise you damage yourself your reputation.

I know that quite some people not only on SC4D do appreciate my critic and advices. I think I earned a good reputation over all the years by showing what I know and helping others to improve.

You can get a bad reputation by just one non polite answer and never get rid of it. Think about it.

I wanted to tidy up my post before but too much persons have read it by now so I don't touch it. If I'd hurt you by how I wrote the post I'm sorry; if I'd hurt you by what I wrote I'm not sorry.

Bernhard
Title: Re: Realistic Cities For Dummies
Post by: Gringamuyloca on December 28, 2010, 07:55:18 PM
   %BUd%
The beauty of this 'game' we call Sim City 4 (Vanilla, Deluxe, Rush Hour) is that there is no right or wrong way! (my humble opinion)
The fact that there are so many who are willing to share their real life knowledge as well as their 'artistic' side, is for me,the wonderfulness that 'we' share!  ;D
It can be hard to 'critique' another's endeavors, and have the well meaning intention come across walks of life and language barriers.

I'm pushing 50 and maybe I could be considered naive... for me, the bottom line here is encouragement.... and some of us may be more 'passionate' than others with sharing their RL knowledge... but it's sharing...and why this 'community' is as strong as it is.

smileymk, the fact that you are taking the time to cut, copy, paste,write, edit, format, reformat, resize, upload, edit, etc... etc.. and share it with me (us) is very appreciated...  &apls  :thumbsup:  &bis&

All the best to you and yours...

Cheers
Title: Re: Realistic Cities For Dummies
Post by: smileymk on January 05, 2011, 02:39:00 AM
Happy New Year! Sorry to keep you guys waiting... well, the lesson is here now, so let's do it.

But first...

WC_EEND: Yes, but I find the SFBT Rail Catenaries more suited to my purposes, as they give more flexibility and (in my opinion) a better appearance.

malibu_man: Railways do pass through cuttings and embankments in real life... maybe mine is a bit big but that's better than a huge slope.

pepsibottle1: Excellent. I'm sure this will stay here for a long time to come.

Nardo69: Did I upset you, by any chance? If so, I'm very, very sorry - that was certainly not my intention. What I meant by that comment was that it was perfectly fine to use your own playing style to achieve realistic results.

On the gradients, yes, that might be true, but in SC4, these gradients would be very hard to see because of the scale, so you're better off making the main lines flat in my opinion.

And Victorian engineers still managed to produce great feats of engineering even without real technology. Isambard Kingdom Brunel was a very good example of this.

And finally, I object to being referred to as a "complete noob". I've played SC4 long enough for this statement to be false, and I find it upsetting and offensive. FrankU is right - there's no need for it.

FrankU: Apology accepted. And I do take criticism - when it is phrased properly and in a nice way.

As for the freightyard, a quick look back at the plan (lesson 1) will tell you that there is a large industrial area planned for the area to the northwest of the freightyard, so it does have a reason to be there. The location is where it is because we can't really bend the rail line just to run through the industrial area - that is impractical and pretty unrealistic.

io_bg: Again, you would find it hard to see gradients if they were built to scale. But I take your point about the trench - I'll probably do something to improve it.

mightygoose: I don't think it's quite 30 degrees! I agree it's far from ideal, but sometimes you have to compromise.

Gringamuyloca: I completely agree. Ultimately, I'm showing you my methods to create a realistic city, and there's always room for those who have different ideas to put them forward.

OK, now are you sitting comfortably? Then I'll begin.

Lesson 7 - Utilities

I know you natural growth fans will not approve of the idea of building large-scale utilities before you build any houses, and you're probably right. But SC4 does not work like that. Without power, water, and waste disposal, you won't get a realistic city, simply because the game's programming means that the city won't be developed enough to be realistic if you don't provide the goods.

The most important resource in SC4 is power, as nothing will develop without it. So we may as well start off with this.

We need a site with space, away from the town. And that can be found west of the roundabout interchange in our case. The first thing to do is build an access road. And because a power plant is a busy place with lots of workers, it's worth building turn lanes to improve the traffic flow at rush hour.
You should already know how to create turn lanes (see Lesson 5 if you don't), and the setup is like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fturnlanesforpowerplant.jpg&hash=2fe094157c308821d86150beb7582d9516427f87)

Once you're done, drag out the access road (using street) so that it's quite far from the main road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpowerplantaccess.jpg&hash=3da57899b2556d43afe04b442d596ce62ea7199a)

Now, to improve the appearance of that access road, we're going to use the SAM to give it some nice asphalt textures. We're going to use the SAM a lot in the next few lessons, so it's worth getting hold of it and learning how to use it now.
If you don't have the SAM, get it here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1594).

You start off SAM by means of a puzzle piece, which is found in the SAM Pieces menu (under the Roads tab). Tab to the SAM-7 piece, and place it on your access road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingsam.jpg&hash=c6d9a415b6d0089af97b66acf95c092dead9f8b2)

SAM-7 is the asphalt textures, which are common for streets and back roads. This is the one we will use in the suburbs as well as here.

Now you will have noticed that ugly white base texture on the starter piece. We need to get rid of this, which we do simply by demolishing it and dragging street in its place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletingsam.jpg&hash=715b34374521e0787cb5a57ab4193e0d5cf394f2)

The access road is now finished, so it's time to start building the power plant.

The most common sources of power (in the UK at least) are coal and gas. We're going to use gas here, because it pollutes less, and we won't need the huge power coal provides.
You may be tempted to stick down a Maxis power plant and be done with it. But at 4x4 tiles, a single Maxis plant just won't cut it. Power plants are very big structures.

The solution? Use lots of little Maxis plants to create a big plant (with a few ancillary buildings).

The purists among you will be shaking your heads as you read this, but I find that a lot of the Maxis lots are not too bad, and it's worth learning to get the best out of them for realistic results.

Firstly, you need to prepare the ground, as any retaining walls in the middle of the complex will spoil the appearance of the whole thing. You know how to do this, so all I'll give is annotation to explain what's going where:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforpowerplant.jpg&hash=259c2bb361ce798597593f1291ab141ff6c57f01)

Notice how the complex isn't square like the Maxis lot. Power plants should really be irregular or rectangular to be realistic.

Now you can build your lots. The annotation here explains what lots you need (some of them are available on the STEX - find one you like!):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbuildingthepowerplant.jpg&hash=3aa5367283ebc93bbb89e9515ebef3b41bd2d03c)

See, it's not that bad! Alright, there are too many chimneys (there should only be a few), but the rest is fine for our purposes.
By the way, if you can find a custom power plant that is big enough, and good-looking enough, then by all means use it instead.

Next job is to provide parking facilities. They need to be fairly substantial, as a lot of people will work here.
I used the Modular Parking Lots to create this (they're somewhere on the STEX), but again, find something you like and stick to it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpowerplantparking.jpg&hash=f3d3a62e2147e65fcd69a60fc9f606780c779116)

Then we need to provide some sort of security - power plants are an obvious target for those who do not appreciate the laws and moral values of society.
To do this, we're going to use a chainlink fence and place a security gate on the access road. Find lots that suit you, and place the gate on the access road, and surround the complex with the chainlink fence:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsecurity.jpg&hash=599657676b24480a3d1481ae218b27374765bbdb)

Last job is to place the pylons. A power plant like this one would serve a large area in real life, so we need to reflect this by having power lines running to various edges of the city tile.
We can't drag pylons over the security fence, so we'll have to place them either side, by dragging the lines out, 2 tiles at a time, so that we get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpowerpylons.jpg&hash=8f8c992e844b76c62e52514b3d1ff0abf7992e1d)

And we're now finished with the power plant, and can move on to the water. (And that texture glitch is my computer's fault, so don't blame me for it!)

We're going to build the water facility on the eastern edge of the city, far from the power and landfill sites.
First task is, well, guess:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforwater.jpg&hash=9747e6a6222c4f6361f4f63f9ac70af7bf5c4fd8)

Now you can build the facility. Use SAM to spruce up the access road, the Maxis water pumps (or your preferred custom version), and a good-looking treatment works (I used the Glenni Sewage Plant) to provide everything the facility realistically needs, and don't forget to provide a small car park and security fencing to complete it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwaterfacility.jpg&hash=53d17aadd2dba1bc553b6db685c1c3ac48566452)

Oh, and make sure you have power lines running to the water facility. If the facility doesn't have power, it won't work.

This would be a good time to lay out your water pipes. Because they're underground, you don't need to worry about laying them out realistically. Instead, concentrate on efficiency.
Given that water spreads 6 tiles from the pipes, an efficient system is to zig-zag the pipes across the city tile. The key to this system is how you build the pipes at the tile boundary - and that's where this diagram comes in:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwaterpipeplacement.jpg&hash=507272b5742e1b5ecd4f0d5ed1d6fd0de8d0a0a6)

Stick to this system, and run the pipes straight down, with no curves or detours (unless absolutely necessary).
When you're done - and it will be a while before you are - you should have something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedpipelayout.jpg&hash=3319aefd404fa3ecb1545147fd0cbbe34d98cee3)

That will serve you well, I assure you. And if you're wondering, there will be development outside of the town, so that justifies laying pipes outside of the ring road.

Last task is to build the waste disposal facilities.

Regrettable though it may be, it is a fact that the vast majority of waste ends up dumped in a landfill site. So to be realistic, you need to build one to take care of your waste. If the environmental considerations are too great to bear for you, then you can realistically build a small recycling facility - these exist in a lot of towns.

But this won't stop 60% of waste getting put in a big hole in the ground.

The good news with a landfill is that you don't have to do any ground preparation. But you do have to provide turn lanes for the garbage trucks to stop them blocking the road.
Choose a site far from the town (I'm going west of it), and lay out the access using turn lanes and SAM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fturnlanesforlandfill.jpg&hash=f85196f9eee39e23f1b86232aefde383e4612df1)

Now, this bit is really easy. Landfill in SC4 is done by zoning, so you can just press the Y key and drag it out. Make it fairly substantial, and rectangular:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbuildingthelandfill.jpg&hash=405c493f86ecba992abd7fff2e52a55b3961b03d)

You can extend the access road along the bottom if you want, to provide space for the many garbage vehicles that will visit the site.
Complete the site by adding security fencing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flandfillsecurity.jpg&hash=8dd4fe63f3c82ffb2f6a35c15e02fd3b92b87a8c)

And we're done! Those utilities are now ready to be used, and we're ready to move on.

Which we will - the next lesson will focus on the city centre. Which I know some of you have been eagerly anticipating.

Until then,

Chris







Title: Re: Realistic Cities For Dummies
Post by: Terring7 on January 05, 2011, 03:27:18 AM
Interesting update :thumbsup:

Here are my 2 cents. I think it's better to also place at least one recycle center and a wast-to-energy incinerator close to the landfill. It's true that many cities, like New York and Athens, have sadly extremely huge landfills. O.K. this is realistic, but not for very long. In 2006 i studied an article about Germany, where almost all garbages recycled and in the next years landfills will be a thing of the past.
So an another solution for realistic cities is the use of Plasma Gasification Plant by Pegasus. Plasma Gasification has been used in the real world for years for the disposal of industrial & bio hazard wastes, so this plant it's both realistic and clean. No need for landfills anymore :)

Your ideas about the water facility it's excellent. I'm going to use them for my both Terran cities and Martian colonies. Usually i just built a water pump with a water cleaning device... and that's all ;D . Now with your ideas, I'm going also to add some Pegasus ponds. They can make the water facility more realistic, especially if we can imagine that the water of the ponds came from drilling or raining.

As about the power plants, i would like to give some advises for us who prefer the alternative sources of power, like solar plants and wind parks :)

Keep going :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: turtle on January 05, 2011, 05:46:06 AM
Hi Chris,

Interesting MD. I suppose that with a title like that - on SC4D - you're bound to raise some arguments ;D
I like the road layout, it does look interesting  :thumbsup:
On the utilities side of things, I agree with Terring7 - in Denmark garbage incinerators producing power and heat are much more common  than large landfills. At least there should be both. Also, maybe you would consider this plugin from the stex: Power pack by mrtruesage (http://www.simtropolis.com/stex/details.cfm?id=1185). It contains the maxis powerplants re-lot'ed and modded to be bigger and have a lot more capacity. It also replaces the maxis powerplants. You wouldn't have to place so many powerplants.

anyways, great work  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: deadwoods on January 05, 2011, 05:03:45 PM
Nice thread!

Quote from: smileymk on January 05, 2011, 02:39:00 AM...I used the Modular Parking Lots to create this (they're somewhere on the STEX), but again, find something you like and stick to it...

Can you recall which modular parking lots you've used? There are quite a few on the STEX and the set you've used looks great.
Title: Re: Realistic Cities For Dummies
Post by: FrankU on January 06, 2011, 02:03:27 AM
I think he used Hooha47's sets. He has made several parking lots. So type in Hooha47 and take your pick.
Title: Re: Realistic Cities For Dummies
Post by: j-dub on January 06, 2011, 01:52:01 PM
I don't really like to use landfills, I made one city with the landfill, so all the other towns can ship their trash to that one. Otherwise, I use recycling centers and waste stations in the other towns for any excess waste.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on January 19, 2011, 02:10:46 AM
Hey guys. I won't keep you waiting any longer for Lesson 8. Let's dive straight in to those comments.

Terring7: Interesting observation. I think in Germany, there are laws on recycling waste, so it's no surprise that they have such high rates. I also think that adding Pegasus ponds might be a good idea - something for the Finishing Touches lesson maybe?

turtle: Thanks for the link, I'll check it out.

deadwoods: Not off the top of my head, buddy. Sorry. They're definitely called Modular Parking Lots, though.

FrankU: You're probably right.

j-dub: What you've described is a very good system for SC4, but not a good system realistically. Having one or two recycling plants in each town is good, but landfills should be kept reasonably small.

OK, now before we start the lesson, you'll be glad to know that that huge rail cutting some of you pointed out after Lesson 6 has been sorted out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fextendedtunnel.jpg&hash=48c5efee10e5a781fa39d54b2cfbb0512f8bf6e8)

That should placate some people... now let's get on with the lesson.

Lesson 8 - City Centre

Some of you may be wondering why the centre should be built before all else. Two reasons:

1) In real life, it's the centre that comes first - the suburbs and industry sprawl around it, usually as a result of the railway coming to town.

2) The game's mechanism means that surburbs don't initially grow as we'd like them to, and industry is all hideous and dirty, which in this day and age, is unrealistic. So it's good to build the CBD first to get the population up to a level where the proper lots start to develop.

So now you know why, it's time to learn how.

First up is the inner city. This is the outer edge of the CBD, if you like, full of small, packed in to the limit houses and shops on narrow little streets. This is very easy to build, so it's a good confidence builder.

First task is to lay out the streets. They need to be in rectangular blocks about 4 tiles wide and about 10 tiles long. We want as many 2-tile long lots here as possible, so lay out your streets to allow this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finnercitystreetlayout.jpg&hash=d71d3a95e6f6e8e47a1f4bd9774615094d867056)

If you want these to look realistic, you now need to use the SAM to give those streets proper asphalt textures. You learnt how to use SAM in the last lesson, so if you don't know how to use the SAM, or you forgot, then go back and have a look before continuing.

SAM-7 is what you want - make sure you do all of the streets. Place however many starter pieces you need to do this - you'll probably need about 3 or 4:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsamforinnercity.jpg&hash=01ff1252b86a3c74c5e29ccf0ab7c1d19ccd4fbb)

You can now start zoning. You need to fill up all of your blocks with medium density zoning, even on the outside edge of the inner city - we want the suburbs to be 'hidden' by the inner city houses.

You want commercial on the main roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finnercitycommercial.jpg&hash=420e7f2ff0d69f762eeb923b2a5058a880b0de92)

And you want residential on the streets.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finnercityresidential.jpg&hash=1f8a2b1d812107a087ded2da46ccd7a35d546802)

Notice how we didn't leave space for any facilities - we just don't have the space to fit them in here. These inner cities were often built in the Victorian era, when amenities of any sort were a luxury.

But one thing we should include are bus stops on the main roads. Because of the lack of space, we need to use road-top bus stops, and where better to find those than the RTMT, available on the STEX?

I'm using these because they come with SAM-top bus stops, but for the inner city, we just want them on our main roads. There's no way we'll be able to get them down tiny inner city streets. You only need a few, not too far apart:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finnercitybusstops.jpg&hash=8b2e8e06b4c4e21cc2bdae5d828d52230110bbfb)

And our inner city is now done. It's that easy.

So now we move into the CBD proper. It's just like the inner city at first - lay out the streets in blocks (as best you can), and don't forget to give them decent textures with the SAM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcbdstreetlayout.jpg&hash=be2dde04ce1ec24d4af42e26405f160774fe1593)

The difference between this and the inner city is that we have to put down a few buildings first. The first is a pedestrianised shopping street in that big central block.
We're going to use the Ped Mall pieces to do this. They're in the NAM under the Roads menu, so you should have them by now. The Open Paved textures are good for a central shopping precinct like this, so we'll use those. You need to place them down the middle of that block, with a couple of branches, keeping everything relatively straight:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcentralpedmall.jpg&hash=46cae4718a9bb5c6853cf952a56a31cbd221412a)

We now need to activate the ped mall so that it works. To do this, we need to place a transit-enabled lot next to it, and this is where those SAM-top bus stops come into play. We're going to use the street to the left as the central terminus for bus services in Faulkner's Bridge, as often occurs in real life. You need to place bus stops 2 tiles apart on the street, have at least 5 stops, and make sure that one of them is next to the Ped Mall:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcentralbusstops.jpg&hash=4549feec7e09f9cd851757eecf81beb356ac1a66)

Notice how we've done some ground preparation to the left. This is so we can build a shopping centre to supplement the shopping street. I won't recommend a specific download here, because you'll all have different needs. I will tell you though, that I used Ill Tonkso's UK Shop Sets.

I will say this now - it's worth downloading a few sets of RCI buildings. Ideally they should all be of a similar style - which is why I'd recommend typing in the name of your country into the STEX, as this will give you lots of results for buildings that look like the buildings in your country. Then download as many of them as you can. You need the diversity and the 'house style' to be realistic.

The lot I'm using is ploppable, so we just stick it down on that street:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fshoppingcentre.jpg&hash=80261828d29c6173d3c6f54205ae40d90c6ba920)

As we're on the subject, I'll just say a few words about using ploppable RCI.
I don't personally like to use it - I'd rather just zone and let the simulator do the work. But it is perfectly possible to build a whole city with just ploppable lots - if you can get enough of them to have sufficient diversity in your city. If you do this, that's fine, but be careful, because a lot of ploppable lots tend to be more suited to CBDs than suburbs and industry. It's likely to mess up the simulator as well, and there's the risk of abandonment.
I think one or two ploppables may not be a bad idea - but keep it that way. Building lots of ploppables is laborious work, and you have to decide what goes where. For large areas, it's better just to let the computer do the work - it usually does a pretty reasonable job.

I expect some people to argue with me on this, but that is just my take on the subject.

Back to our CBD, then, and the next job is to provide ample parking facilities for commuters, workers and shoppers. Multi-storey car parks will be more in keeping with the tall buildings we're going to get here, so we're going to use those.
Place a couple on the fringes of your CBD - it doesn't matter where, but you don't want more traffic on your central streets than is necessary:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcentralparking.jpg&hash=2da441cb3b1fbddad7270c40c0c61565003d958b)

And yes, they are the Maxis lots. Even the purists among you will see that they do look the part, so let's just accept that Maxis did do some decent stuff and move on to the zoning.

For this, you need high density zoning. Commerical is your priority here, and you should have it in your shopping street, and near the shopping centre, the station, and the car parks.
You can also use residential to fill in some gaps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcentralzoning.jpg&hash=0444a8deb52c2e487e0ae9fae9865c8ead3af112)

Our CBD is nearly now, but there are still a couple of things to do.

The first is to provide an access route over the railway, which, at the moment, is splitting our CBD into 2 parts. We're going to use the Ped Mall bridge pieces to reunite the CBD.
The secret to this is to use the Ped Mall on Slope pieces, with the arrows facing the bridge, and fill in the gaps with Rail bridge pieces and open paved textures. Oh, and don't forget to activate it with a bus stop!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpedestrianfootbridge.jpg&hash=a43e6a4dd46273bc02f7bf4765c01ac4dcfcd0e5)

This is a really ingenious and easy way to build a stepped footbridge, and I'll think you'll agree it looks the part.

Finally, we're going to add the old historic Faulkner's Bridge, which, if you remember Lesson 1, was the reason why this whole town came into being.
On the eastern edge, drag a street bridge over the river. The bridge type you want needs to be historic - and Jeronij'sRural Street Bridge (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=857) is perfect for this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhistoricbridge.jpg&hash=2f348f051ea641c51970eef5d8d383451c62d3ac)

As you can see, height is not an issue. No ferry is ever going to get down that narrow river.

And that's all, folks! Next lesson will focus on the industrial area.

Until then,
Chris

Title: Re: Realistic Cities For Dummies
Post by: sumwonyuno on January 19, 2011, 12:32:47 PM
Hello, remember me? ;)

I am certainly impressed with seeing such improvement in your work.  It is great to see that you're not just creating a better mayor diary, but also that you're creating something that helps others to improve as well!   :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: j-dub on January 19, 2011, 07:36:26 PM
QuoteWhat you've described is a very good system for SC4, but not a good system realistically. Having one or two recycling plants in each town is good, but landfills should be kept reasonably small.
What do you mean by small? Do you got dimensions? I don't mean trouble, but I have to ask what is reasonable dimensions, because you just got to see the trash heap in my neck of the woods. I mean, I drove to the next town over, went on top of the giant landfill, and found that I can see both my house and Willis tower from it, and those two things are so far apart from each other, you would not believe anyone can see the two both on foot. I should mention there is only one other landfill I know of around me I went up to the top, but both had exhaust pipes, because the smell of both places did not clear the air, thats for sure, but thats what I get for walking in on both. The problem with SC4, is they don't dig down for the landfill, unless you know how to drop the elevation in the first place.

The game landfill I mentioned, actually does not have that much trash in it, and not even wide or high enough then the real life one. However, every community in the region has at least one recylcing center. I forgot to mention, one town on the edge of the map also has a landfill, but the difference is, its not like in the center where everyone has access. My region ain't that big yet. It does seem that waste to energy next to a wide waste land, (not that much different then yours) keep it from becoming too much though. All I know is, I am not in the dumps, the trash is certainly going somewhere, just don't know where.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on January 31, 2011, 08:23:27 AM
Are we ready to create some industry? Then let's crack on with it.

sumwonyuno: How could I forget one of the regular contributors to 17 Regions of Wonder, Terror and Craziness? And thanks for those lovely words of encouragement.

j-dub: About 20-30 tiles wide and 10-20 tiles long will be fine, but do NOT make it square, either in appearance or in reality! I hope that helps.

Now, back to topic: Industry.

Lesson 9 - Industry

This is an area where you really have to put some thought into your efforts, because the game develops industry in a manner completely different to that which I would call realistic. You can't just zone a huge area and be done with it, and expect good results.

Like all our development thus far, we zone around the streets, not the other way round. So our first job is to create some streets to fill our industrial area.

We're going to do the main streets first. Any estate (and this does not just apply to industrial areas, but any estate) should have a couple of streets that directly connect to the main roads on the edge of the estate. Side streets can then be built to fill in the gaps.

As this is an industrial area, we need to think of all of the lorries that are going to thunder down these streets. They can't get around tight curves easily, so our main streets need to be as straight as possible, and we can't have any roundabouts.
This layout here is what you're aiming for:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmainstreetlayout.jpg&hash=c833a4baa46693b933dfc01322c1be81b49edfd4)

See how HGV-friendly it is. And don't forget that SAM.

Particular attention needs to be paid to how you get your streets to end at diagonal roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Faccessfromdiagonalroad.jpg&hash=1cb9ce115d1551d71da096c782e29756f78677f1)

See that little fork to the left? That's what you need to do wherever an industrial street meets a diagonal road. It saves the lorries from having to make a sharp 135-degree turn, and the inevitable crashes that result.

Now you can fill in the gaps with side streets. A good gap between them is about 6 - 10 tiles, and be sure to vary them a little - the less regular it looks, the better:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedstreetlayout.jpg&hash=1e29c6b4bb9d91fb7784aaf0ca3cb95777ee3024)

Again, straightness where possible is good.

Before we start zoning, you need to build a few small car parks to serve some of the workers in the nearby factories. They should be on or near the main streets, not too far from where they meet the main roads.

Before we can lay any tarmac, we need to level the ground first, otherwise you'll get retaining walls in the middle of the car park. You know what to do:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforcarparks.jpg&hash=7380d51613dd920d336c1cc9076c8ba7192f6e21)

Notice the small size. Now you can use whatever lots you need to fill in that car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedcarpark.jpg&hash=8c1d063323448a67b241bb4718b73eafaa6307b6)

Right. We're ready to start zoning. You need to listen to this part, because it's the most important secret to creating realistic industry.

What you must NEVER do, under any circumstances, is simply zone out an area and let the game do the work.

All this will achieve is a random collection of small factories, most of which aren't facing a road. This is just wrong.

A realistic industrial estate consists of a number of sizeable plots, each standing on their own and not attached to any other factories.
To achieve this, you have to use a technique known as parcelised zoning.

What this means is that you hold down the CTRL key whilst you're dragging out the zone, and that will create a single plot of the size that you have dragged out. This will force the game to develop a lot of that size, meaning your factories are of an appropriate size.

For an industrial area, the size you're looking for is between 2x2 and 3x3 tiles. And make sure that there's a 1-2 tile gap in between factories, and that the arrows you get all face a street:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingparcelisedindustry.jpg&hash=bd0084fd82b9c8bf5c11cb99aaa5b2f8766a9a09)

It might be worth you practising this in a 'play' region, so that when you come to do it for real in a 'serious' region, you've got the experience to do it properly.

The next task is simple. Using the parcelisation technique, fill in the rest of your industry:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedzoning.jpg&hash=ed8484a87c62018d5b7b02bd301b39544d809e20)

This is great so far, but it begs the question of 'what goes in the middle?'

One solution is to use Ped Mall to create some pathways around the back of the factories. This also gives us a good excuse to place bus stops to serve the estate.

The cobblestone textures are great for this. Use SAM-top bus stops on the main streets to activate them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fround-the-backpaths.jpg&hash=fa333dc1c5968d8aa8b20fa1c9cad59e7c4470ac)

(I should point out that you should not have too many bus stops! 3 or 4 will be fine.)

In the remaining gaps, placing the Open Grass Area lot is good for filling up the estate with grass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgrassfillers.jpg&hash=54296042c5c6485d626882746a4a173a6b4b910f)

Finally, what harm will a few trees do? Take your pick and place them randomly, but have a film of trees along the edges of the estate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Faddingtrees.jpg&hash=f22134c1e92d48bdfec916eae5562d48b030fc2c)

Once you're done, you should have something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedindustry.jpg&hash=67f8a08cfb3adf1eeaf30cf1b589eb642004c2fd)

And that's the industrial estate finished. Next lesson will be on the facilities.

Until then,
Chris





Title: Re: Realistic Cities For Dummies
Post by: Battlecat on January 31, 2011, 09:36:08 AM
Interesting approach to your industrial estate.  I'm not sure those pedmalls would be my first choice for fillers, the cobble texture doesn't quite fit with heavy industries.  Of course if your long term plan is to have high tech industry there, then it should work pretty nicely. 

The result is visually striking and your approach to designing your industrial area as an estate is very realistic. 
Title: Re: Realistic Cities For Dummies
Post by: j-dub on February 01, 2011, 09:58:22 AM
@Smiley, don't know if you will agree, but depending on if and when the new NAM retexture comes out, there is a
chance you won't even have to do this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Faccessfromdiagonalroad.jpg&hash=1cb9ce115d1551d71da096c782e29756f78677f1)

Beacause the new cosmetic textures alter such acute corners with curves and a 90 degree straight edge, that when you drag into this very situation
those sharp angles, are no longer.
Title: Re: Realistic Cities For Dummies
Post by: Terring7 on February 02, 2011, 11:51:42 AM
Interesting idea. I'm going to use a variation of your suggest to my Martian colonies in my M.D. :)
Title: Re: Realistic Cities For Dummies
Post by: FrankU on February 03, 2011, 12:51:11 AM
I think your advice on how to grow the factories is really good. The filling of the tiles inbetween, on the other hand, is not my cup of tea.
For a high tech estate it looks quite appropriate, but for IM and certainly ID industry the parks and ped malls are too flashy i.m.o. For a realistic look I'd advise to use some industrial filler lots with props and also a lot without props. Other fillings could be rubble, weeds, empty waste land. Take a look at real industrial areas. You'll be surpirsed how much ground is unused and how much space is hardly occupied.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on February 21, 2011, 09:11:43 AM
Hello again, and thanks for your patience. I'll try to get the next one done quicker, but, like with the NAM, you'll just have to wait for it, and it will be worth the wait when you do.

Battlecat: High-tech industry is indeed what we're aiming for - this is the most realistic. Perhaps I should have mentioned it earlier. And I'm happy you found it 'visually striking' - this is exactly what we're after.

j-dub: The NAM retexture is out now, and it certainly looks good from what I've seen, but until a European version comes out, I'm afraid I have no personal use for it. Thanks for the heads-up, though.

Terring7: I'm glad you're inspired. Would like to hear more about this variation, though - it sounds interesting and could be helpful to many.

FrankU: Some good points. I'll say again that we're aiming for high-tech industry. And I know about the unused ground thing - that's why I recommended zoning as shown and placing grass parks and trees in the gaps.

And now, the lesson which you have been waiting for - facilities.

Lesson 10 - Facilities

In this lesson we're concentrating on the big, important facilities that any city needs - schools, hospitals, etc. Little things like parks are more suited to the lesson on suburbs (coming next).
And the first thing to learn is that there is more to building a facility than just plopping a lot. You have to place some infrastructure to go with it, as you will see.

As the police items are the first sub-menu on the Facilities menu, I thought it would be good to start with this. For a small town like this, you only need one police station. It should be fairly large and be situated in either the centre of town or the edge.

We'll build it on the edge, as space in the CBD is very limited indeed. And watch where you put it - on a main road is best.
You need to prepare the ground first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforpolicestation.jpg&hash=6a671c83fa786386ae36d8367a60ef468232be4f)

It's a good idea with facilities like these to build turn lanes on the main road, as the entrance will be heavily used, at least at times:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fturnlanesforfacilities.jpg&hash=f54bfb5e2c82e37985a9c8f6700f015d9d6f4b19)

Once that's done, a car park needs to be built. It's the same as before, and it should be fairly big, but not noticeably so - enough to cater for all of the town's cops:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffacilitycarparks.jpg&hash=33baaf3a894a792187dc362303e83dd63a963447)

And now it's time to place the building. As you only have one police station, the building you choose should offer citywide coverage. It should also be quite big - this is a police headquarters after all.
Once again, the lot you use is down to personal choice. I used the Police Administration Building, which I really think looks the part, and also provides the citywide coverage needed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpolicestation.jpg&hash=d7f84f295176fa012202cd89810b232139c29277)

Our police station is now done, but we need a jail as well to deal with all of those crooks. This needs to be well away from your suburbs, and shouldn't really be near the police station (although it can be). On the edge of town is a good location.

You need to prepare the ground and add a street link as with the police station. Once done, add a car park (about the same size as the police station) and the jail buildings:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fjailmainelements.jpg&hash=5db18b595ef4f59c44d5d003f8d5a751712a5e44)

Now finish off by adding a high-security fence around the perimeter:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedjail.jpg&hash=a3ee8cef0c4a3cdc148afb5045502eee3f5a598b)

And that's the police facilities done.

Next up is the fire stations. Two buildings are fine for a town this size. Make sure you place them at opposite ends to provide maximum coverage, and on main roads to provide a fast response.
Building them is easy. Plop the fire station on the main road and drag an OWR-1 around the back to provide a way for the fire engines to get back in:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffirestation.jpg&hash=20d7633741e4b343fe8769ff4a1395de9e321072)

And that really is all you need to do. Now for the schools.

The schools you need, and how you build them, will vary depending on where you live. In England, it goes primary school (4-11), then high school (11-16), then higher education. Many counties also have middle schools (7-11), but for this entry-level project, we'll just stick with the two-school system.

A good place to start is with the primary school. Location wise, they should be on or near main through streets in your suburbs (we'll cover suburb street layout in detail next lesson). You need a small car park and a flat base first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fprimaryschoolaccess.jpg&hash=75bb43ad5d5b37ebbc2aa2219cb08cb1b39f191e)

Now you can build the school. Place it so that the playground is at the back, away from the road. Then use grass parks to add a field behind it of the same size as the school. Then finish off with fencing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedprimaryschool.jpg&hash=8e659a365acab8c1bb60c22c9e38f75879e58fa4)

They can be anywhere in your suburbs, as this image shows:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Festateedgeprimaryschool.jpg&hash=921fe65a816bcdffa32260c5fc380783a0988f4c)

In terms of how many you should build, the rule is one per estate.

When it comes to high schools, however, you should build two for a town this size. And this is only to give parents some choice - one is really enough to serve this town but parents want to choose where their kids go to school, so we should reflect this.

To build a high school, select a site near a main road and flatten the ground. Then plop the building (building facing the road) and add a street link:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbuildinghighschool.jpg&hash=9730e084ea7f3c7eb552aaff1fa244abb347800c)

Then add car parks and turn lanes for easier access (and SAM for nice textures):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhighschoolaccess.jpg&hash=78c83b530dd07534a9d727e3ea69585cba7a082f)

The next step is some serious ground preparation. You need to add paths for the school field, and flat areas for sports pitches. High school fields are usually fairly huge, so allow space for them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforschoolfield.jpg&hash=ef4385a8fb2e8189aa53554441a3ef4f572f96ad)

Now you can add sports pitches, and fill in the rest of the field with grass parks. What sports you have depends on where you live - for England, football, rugby, and astroturf pitches are all on the menu. Then finish with a perimeter fence:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedhighschool.jpg&hash=464e2f8397338ee61396ffef5957e56c13f1542c)

The second high school should be broadly similar, but vary the placement of certain items a little bit. You'll notice I used different paths for this one (which are, in my opinion, better than using ped mall here):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsecondhighschool.jpg&hash=42bc2b54ea0a44a4b9a972a746ae8786495f643b)

To complete the education establishments, place a big library in your CBD:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flibrary.jpg&hash=40dcff493bbd5a8c9a98527e919d6b7d9d15b8e9)

Now it's time to build the hospital. Again, the main road is the best location, and you only need one. Start with ground preparation - you need to make this site pretty big as we'll need a big car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforhospital.jpg&hash=9cb6408b7ac54f7de0ee2ebb8d664181073c6e8b)

Then build the car park and give the access street a nice asphalt texture with the SAM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhospitalcarpark.jpg&hash=2d5f69f8dfa755bf75f167bc39f33ea809b9e441)

Make sure you add some bus stops on the main road - the hospital is an important destination for many bus routes. Connect it to the car park with ped mall:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhospitalbusstops.jpg&hash=ff78d8e2b41f4bfce91ff8303e8527268b5a87b5)

Now put in the buildings. You need a walk-in centre, the main building, a helipad for the air ambulance service, and grass parks to fill in the gaps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedhospital.jpg&hash=b275c33bdd27509095c6e0712fe781d5834d1b60)

And that's it! You now know how to build top-quality facilities.

Next lesson is on the suburbs. I know a few of you have been looking forward to this one, so sit tight and enjoy it when it comes.

Until then,
Chris


Title: Re: Realistic Cities For Dummies
Post by: Terring7 on February 21, 2011, 12:21:02 PM
An another one interesting update &apls
I'm going to follow your advise in my new cities. An another idea is to use underground parkings. All you need is to place an 1x1 exit-entrance and fill the rest of space with small plazas or trail parks. Very realistic and useful for large cities with no plenty of space... like Athens ;D . Keep going :thumbsup:

By the way, will be there any tutorial for the monorail-magnetic railroads and road trams? I make a use of a lot of them, so an advise will be very useful :)
Title: Re: Realistic Cities For Dummies
Post by: ldvger on February 21, 2011, 09:27:11 PM
Overall, looking very good, but I notice a few potential problems with your medical facility.  1.) there is no stop light or crosswalk to allow folks who use the bus to cross the street at the bus stops, forcing them to jaywalk and put cars and themselves in danger.  2.) The medical buildings all have helipads on the roofs, so why the additional pad on the front lawn?  Also, the location of the ground level pad is quite a ways from the buildings, making it problematic to rush patients from the pad into the building AND exposing the patient to whatever weather may be occurring at the time of transport.  Perhaps a little subway station running from the pad to the building would help, or even some kind of covered walkway.

Lora/LD
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on February 24, 2011, 11:56:06 PM
Thanks man this is really helping me cause I feel like a complete noob when it comes to this game. Well done so far I hope to get some pics of my city to post on here for you and the others to evaluate as soon as I can.

Edit: Here is my first attempt at terraforming please tell me what you think any help and constructive criticism is appreciated
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm6.static.flickr.com%2F5095%2F5477826794_4cbc0d4a08_z.jpg&hash=dd0e47a8ca18fc049c3ab6760c2b3162aca241ba)
Title: Re: Realistic Cities For Dummies
Post by: j-dub on March 11, 2011, 02:39:37 PM
Well yochanmichael, in case your still here, I think you did a good job terraforming, the real challenge will be city building and working with the land, and some of those trees will be going down, I am sure.
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on March 11, 2011, 06:40:50 PM
Re: J-Dub

Yeah I have played around with the terraforming and I think I am getting the hang of it. My current trouble is how to use the RHW and NAM pieces properly. When I try to make a diagonal or place a curve it doesn't seem to want to line up or connecting other things too it makes me all confused...sigh. I hope the author of the MD posts again soon its the kind of Tutorial-MD I have been looking for to really learn this game.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 13, 2011, 05:16:29 AM
I thought I'd better answer some of these questions - some of you have waited a while and some of you want my verdict on your work.

Terring7: Underground parking might be a good idea. I'll think about it. As for maglev systems and tram lines, they're not going to be in this first project, but there's a good chance I'll squeeze it into the second...

ldvger: 1) I agree, but I don't know of any suitable footbridge or subway lots. Any assistance would be appreciated. 2) They are the Maxis hospitals - I could tinker with them such that those helipads disappear, but that's something for a future project. And finally, my local hospital's helipad is positioned similarly to that shown in the last update, so that's where I got the idea from. A covered walkway is a good suggestion, though.

yochananmicheal: Because you have 2 questions, I'll answer in 2 parts:

1) (Your terraforming) - Generally excellent. I just think that some of your inland tree clusters are a bit too dense. Perhaps a little less trees on top of the hills will give you more overall. Also, a water mod (I use the Edmonton Water Mod) will help.

2) (Placing NAM pieces) - I would place the pieces first and work around them, using the filler pieces as and when necessary.

j-dub: Yes, some of those trees will end up coming down, but it will be for the best. In the city we're learning how to build, there have been a lot of tree-choppings.

I hope that answers all of your queries.

Unfortunately, Lesson 11 (the suburbs) isn't quite ready for posting just yet, mainly because my computers are being temperamental and/or painfully slow.
I will have it online as soon as possible, although it may have to be a truncated version, with just the basic things you need to do.

Later,
Chris

Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on March 16, 2011, 07:35:13 PM
Quote from: smileymk on March 13, 2011, 05:16:29 AM
...yochananmicheal: Because you have 2 questions, I'll answer in 2 parts:

1) (Your terraforming) - Generally excellent. I just think that some of your inland tree clusters are a bit too dense. Perhaps a little less trees on top of the hills will give you more overall. Also, a water mod (I use the Edmonton Water Mod) will help.

2) (Placing NAM pieces) - I would place the pieces first and work around them, using the filler pieces as and when necessary...

Unfortunately, Lesson 11 (the suburbs) isn't quite ready for posting just yet, mainly because my computers are being temperamental and/or painfully slow.
I will have it online as soon as possible, although it may have to be a truncated version, with just the basic things you need to do.

Later,
Chris



Chris,

Thanks for the help and advice. I know how it feels to have temperamental/slow computers...it sucks! I know you live "across the pond" from me and there is quite a bit of time difference but I am pretty good with computers as I have built, repaired, and troubleshooted a good number of my own as well as family and friends with good results. If you could PM me I may be able to help you get them back to a good running order so you can keep your fine MD up and going as well as the other things you use them for which if your anything like me is quite a lot. Well I do thank you again for the help and critique of my start and I look forward to Lesson 11 soon.
Title: Re: Realistic Cities For Dummies
Post by: blueeyesman on March 17, 2011, 10:42:05 PM
Im giving this tutorial a try....just curious... is this good?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F6889%2Ftestsep16121300347250.png&hash=10b4ec82f16e8e6f0eb29bdd276ec4ea35bbf334) (http://img819.imageshack.us/i/testsep16121300347250.png/)
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 19, 2011, 08:04:41 AM
Lesson 11 is finally here! But before I show it to you all, I need to say something.

As I'm sure you're aware, last week Japan was struck by an 8.9-magnitude earthquake (apparently the 6th largest ever recorded worldwide), and was then hit on its eastern coast by a tsunami which was over 10m high in places, which wiped out many towns on that coast and took over 4,500 people with it. And then the area was put on high alert after the Fukushima nuclear facility broke down, with 3 explosions.

I just wanted to take this opportunity to say to those affected that we all support you here at SC4D and on this thread, during this very difficult time, and that we will continue to do so until you get back on your feet. I'm sure that the Japanese resilience and courage will get you guys through this in the end.

Japan - you are not alone.


And now, let's get back on topic.

blueeyesman: Looks like you've got an ambitious scheme planned. And it looks pretty good thus far - especially with the railways. However, there are a few ways you could improve:

- You have way too many trees. Try to keep the density of trees on land quite low, especially compared to the riverside density.
- On the east side, the south tunnel entrance with that avenue should probably be moved back a bit, because the huge cutting you've made is too tall to be realistic.
- The avenue bridge should be a plain bridge. The arch design doesn't really suit the avenue that well, and a plain bridge would look the part.
- Try to avoid using level crossings where possible. Use the NAM road viaducts to make the roads go over the rails instead.
- Turn lanes at the avenue junctions would enhance them greatly.

Your freightyard, use of retaining walls, and stations, however, are really good. I for one would like to know what station that central one is - I want it now!

And now it's time for the lesson.

Lesson 11 - Suburbs

The suburbs are, in my opinion, the second most important part of the city, behind the CBD, as these will be where the majority of people live. If done well, you can really make them look nice, so it's worth putting a lot of time and effort into them.

It's a good idea to design your suburbs as estates, like the industrial area. Main roads and railways make great boundaries for these estates, so make use of them.
To start a suburb, you need to build 3-5 main streets. These should run between the main roads that border the suburb. Make them quite curvy and windy, mix roundabouts and ordinary T-junctions where they meet, and don't forget to use the SAM asphalt textures on them to give them a good appearance:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmainstreets.jpg&hash=e80828a03501ff0e0f8c1f94602619d9e1e3efbe)

Don't forget to include some turn lanes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fturnlanesforsuburbs.jpg&hash=2545b4a67729813095874ab486f6fd1214ba5ae5)

Now you need to build a few connecting streets between these main streets, to provide some more direct routes, and also to give more opportunities for side streets. I've highlighted the connecting streets here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconnectorstreets.jpg&hash=3b9e4bc3bcf7f4a58c2ae60690a9be4e5b93552e)

And once that's done, you need to build the side streets. These need to be dead-end roads that fill your suburb. Try to leave at least 2 tiles between each one though. The more random the layout is, the better, so vary the spacings between streets and vary the path and endings of the side streets:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsidestreets.jpg&hash=10c5daa6926604e813aa50b36ca875f1e737ec32)

There are a couple of ways you can vary the endings of your side streets to make your suburb a bit more interesting. You can end some of your streets with roundabouts, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froundaboutstreetends.jpg&hash=22d8d000e8f6270016a92cd1a761ec5359f88682)

Or you could use a setup that I call the 'fan ending', as it looks like the blades of a fan:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffanstreetends.jpg&hash=2ee3626ec1fa9e2a3b94dfb5cf1fbe21de84329e)

You need some space for that fan setup, but it works quite well.

Before you can go about zoning, you need to build a few small facilities for the residents.

A big field is a good starting point, and will give the children a place to run around. You can also include a sports pitch of your choosing to cater for the local pub team:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbanparks.jpg&hash=680f8ed8526d28b1cb61766a67062727ad21ec41)

It's also a good idea to connect some streets with paths. Don't have too many, but a few shortcuts here and there will work wonders. They also make great spots for little playgrounds, so it's a good idea to place playgrounds on some of these paths:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpathwithplayground.jpg&hash=4f4fab20524e9de0a0cc26b9645828f0090e4e68)

And finally, you need some bus stops. The buses that do run through suburbs often stick to a main route through the estate, so reflect this by picking a route along the main streets for your buses to run through and placing bus stops in 3 or so places along this route:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbanbusstops.jpg&hash=89964e46e29eb71ebaf250014db8491a322bbb2a)

And now you're ready to start doing the houses.

Some of you might, at this point, be ready to dig out the ploppable RCI lots from your Plugins folders and start going on a ploppable-house-plopping frenzy.

Don't.

It's a laborious job, and it will take you a long time to pick the right lots and put them in the right place. You're better off getting out the zoning tool and letting the computer do the work.

You need to zone 1x1 plots of low density residential along all of your streets. The best method is just to click each tile individually.
You also need 1x1 or 1x2 plots of low density commercial along the main roads that border your suburb.

Keep going until you fill your suburb:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbanzoning.jpg&hash=0640fb85c0d31fc823c7c37de4feb74921cbdb57)

You're nearly done now. To fill the gaps, you can use grass parks, as well as trees. Along with making the ground look nicer, this can actually kickstart the development of your suburbs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbanfillers.jpg&hash=26019dc411bfe6680bb2de56b6db95ea3ba600a7)

Once the houses start developing, you need to be aware of two things.

The first is lots that go beyond the 1x1 limit. These need to be demolished as they're too big for a suburb.

The second is outlined here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fretainingwallproblem.jpg&hash=4e46bf9125a85c347d174a6306a65cc4116a96ed)

You can see that these lots make use of retaining walls. Whilst in the CBD and commercial areas this is unavoidable, that's not the case for suburban development. They don't look good, so whip out the bulldozer and take any retaining walls you see out. Be strict about this and don't let any of your favourite lots off the hook.

And that is how you create a suburb.

Next lesson is on how to create a outskirts shopping precinct.

See you guys,
Chris



Title: Re: Realistic Cities For Dummies
Post by: sumwonyuno on March 20, 2011, 01:35:27 PM
Did you happen to base the roadway layout on a real suburb?  I guess I'm too used to looking at blocky, dense suburbs here in Hawaii.  I really like the design of your streets because of the lack of repetition.   :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on March 20, 2011, 02:24:41 PM
@sumwonyuno

I believe he did have a realistic suburban road layout but it wasn't based on any one layout in particular. I believe the reason you have such blocky suburban layouts there in Hawaii is because of the limited space where the density would necessitate the need for compactness and a strict adherence to a grid. If you take a look at suburbs on say the mainland US for instance you will see a similar road layout on the outskirts of any major city, minor towns, or rural areas but as you get closer to the urban core the residential areas start to take on more of a blocky squarish grid that you may be more used to there in Hawaii.
Title: Re: Realistic Cities For Dummies
Post by: SoujiroElric on March 20, 2011, 10:58:47 PM
...I am so following this. Thanks for the effort! I always wanted to know what were the essential steps on building a realistic city.

A question. What if I wanted to build in one tile, for a whole region? Do you suggest me to work in a 1 tile region? Can I build in a bigger region, so I can expand this city later?
Title: Re: Realistic Cities For Dummies
Post by: sumwonyuno on March 22, 2011, 01:55:30 PM
@yochananmichael: Thanks for your insight.

@SoujiroElric: You can expand a region to a larger size, but regions will only expand east and south.  You'll have to move tiles around if you want to expand north or west.
Title: Re: Realistic Cities For Dummies
Post by: ricardomiranda on March 25, 2011, 08:00:06 PM
 &apls Very cool you do this Diary can be sure that is helping many people
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 27, 2011, 04:42:39 AM
Hey guys.

I do believe that this is the 97th reply - and you all know that hitting 100 replies will earn this MD promotion to the Best Sellers section.

And now that we are so close to this, it would be nice to make it there before Lesson 13. It doesn't really matter if we don't, but if we do, it will get many more members of this great community reading and following this tutorial, and will inspire them to have a go, which will be fantastic.

So, any assistance in hitting that milestone would be appreciated. I'm afraid I can't offer any prizes for the one who makes the 100th reply, except for my utmost respect and gratitude.

Thanks in advance. And now, let's answer those comments.

yoananchanmicheal:

1) (Response to my review) - Thanks for the offer, I'll think about it. My only concern is that, because of the distance involved (> 3500 miles!), it might take a long time for the relevant kit to cross the pond, which would delay progress of the MD.

2) (Response to sumwonyuno's comment) - You've hit the nail on the head. Indeed the layout is not based on anywhere in particular, but is instead meant to represent a typical British suburb found in nearly all British towns.

sumwonyuno: I don't know how it's done in Hawaii, but here, suburban road layouts are pretty random (besides the main through routes). Mind you, Milton Keynes is a bit more spacious and rural-like than Honolulu, so I guess we can get away with it here. But I'm glad you like how I've done it.

SoujiroElric: The effort is no problem. It's worth it if people like you are finding it useful. And you can play with a region as big as you want, in response to your question. You don't have to restrict yourself to any particular size. I'm just using a 1-tile region here to outline the basics of realistic city-building without making things too complicated. In future projects, we'll go regional, and you'll learn how to build realistically across multiple tiles.

Now it's time for Lesson 12.

Lesson 12 - Outskirts Shopping Precinct

The first thing to say is that this is a very simple, very easy thing to do. It only really involves plopping a few things.
The second is that, by an outskirts shopping precinct, I mean a collection of large shops on the edge of a town. Examples include Kingston in Milton Keynes, and Castlepoint in Bournemouth.

You need to first pick a suitable site - on the edge of town, along a main road. Beyond that it doesn't matter.
Once you've done this, flatten a 10x6 tile area (roughly) for the car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgroundpreparationforprecinct.jpg&hash=ea8cc425030df00a7dac6e0da86f2ff81537ff5f)

Then add a surrounding street, and access streets. Use the SAM-1 textures (parking lot textures) for the surrounding street, and SAM-7 (asphalt) for the access streets. To do this, arrange the puzzle pieces as shown:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpuzzlepiecesformultiplesam.jpg&hash=cabb7288128e53b3dfff216a56567ac3665e8e29)

(In other words, place the asphalt pieces at the start of those roads, and the parking lot pieces at the corner where it meets the access road, in both directions (clockwise and anti-clockwise).)

What you should end up with, after demolishing the puzzle pieces and re-dragging the streets (dragging straight from the puzzle pieces and away from the other SAM texture), is something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedmultiplesam.jpg&hash=834766d9b80d5d85e2c383a8784183805211b46a)

We'll cover multiple SAM in more detail in future projects.

This will be a fairly busy place when in full operation, so add turn lanes where the access road meets the main road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fturnlanesforprecinct.jpg&hash=06d1bd18b59622df21ffc1842616e7031f99f3c5)

(Alright, the multiple SAM went away - the SAM-7 wasn't playing nice with the TLA-3. It doesn't really affect the realism - think of it as more parking spaces!)

(Also, notice how the curve to the west was modified. Be prepared to do things like this in the course of your city's development.)

Now you need to add the car parks. You should also place bus stops, but as you can see, we have these already here. Use the same set as before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fshoppingcarpark.jpg&hash=6fca6d01038a0d11f4d756eea6e77edec3d72ef6)

The retaining walls happened because the ground wasn't flat. Yours should be flat - take your time to make sure it is. I'm showing it so that you don't make the same error.

Finally, you need to zone. You'll need to use the parcelisation technique that you learnt in Lesson 9.
Using medium density commercial, zone 3x3 and 3x2 plots, touching each other, around the outer edge of the car park (but NOT on the main road edge):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fzoningforprecinct.jpg&hash=406c45337d9f89cf48916ff2d8ea0b961a0a4253)

And that's it. The buildings you want are about 2 storeys tall, and should fill each plot. It's one building per plot and one plot per building, like the suburbs.

Again, like the suburbs, be strict in removing and replacing lots that don't make the grade.

It really is that simple to make a good outskirts shopping precinct.

Next lesson will be on the outskirts proper - where you will learn about farmland, rural roads, etc.

See you then - hopefully in the Best Sellers board!
Chris








Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on March 28, 2011, 06:54:17 PM
Chris,

Another fantastic update I love the way you showed the shopping district. I am really looking forward to lesson 13. One question, though, I have been trying in vain to get the RHW 6C to curve and I cannot for the life of me figure out how to get it to curve like you had it do in the lesson on Highways. I was wondering if you could tell me how you got it to curve and as always the Tutorial MD is a G-d send for newbs like me. See you in the Best Sellers forum!!!
Title: Re: Realistic Cities For Dummies
Post by: dedgren on March 28, 2011, 11:15:33 PM
Nice tutorials and really decent effort overall here.  It's great to see an MDer eager to share what he or she has learned- it's my pleasure to get RCFD up to the line.

...99...


David
Title: Re: Realistic Cities For Dummies
Post by: metasmurf on March 29, 2011, 12:31:17 AM
I'll make it 100

Really like the suburb layout, gave me some ideas. Looking forward to the next part. On that subject, I made a tutorial on designing rural areas myself, which can be found at: http://www.csgdesign.com.au/CSGf/viewtopic.php?f=36&t=1579 (http://www.csgdesign.com.au/CSGf/viewtopic.php?f=36&t=1579)
Title: Re: Realistic Cities For Dummies
Post by: Unassigned on March 29, 2011, 03:00:02 AM
Interesting thread. I like how the civics & utilities are augmented with parking spaces, fields and whatnot.

Since noone else has posted on this, I believe the station from post #90 is Amsterdam Central Station (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=574), this is the LEX link.
Title: Re: Realistic Cities For Dummies
Post by: blueeyesman on March 29, 2011, 02:21:51 PM
Amsterdam Central Station (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=574), this is the LEX link.
[/quote]
yep that be the lot.....i was still trying to find it... anyways its a good station... been a little busy with my big region map with my 12-14 tile super city but will continue on the tutorial map when i find the patience... making a 1 tile road bridge in a 5 tiled double Avenue space is gonna be hard..... think you could make a mini tutorial on that....im a little stumped... my other idea was to use the RHW and HSR(mostly the GHSR version) mods and use that 5 tile bridge section for a highway/regional HSR crossing section.....thing is does anyone have links to a Ground level HSR tunnel mod? if i do the RHW/HSR style i'm gonna cancel the North/south highway on the west side and make the east side of the river avenue the Highway. oh just curious as to which level crossings did you mean smileymk? the ones near the main station or the ones near the large freight yard? as to the over-treed forrest. it is only temporary, with some mods i found recently i might be re doing the forrest scheme
Title: Re: Realistic Cities For Dummies
Post by: deadwoods on March 29, 2011, 02:54:28 PM
Great thread.

Can I make a shameless plug? Where you've got the ped paths connecting streets in your new suburb in post #90, you could also use my NAM PMT Bike Paths (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2604). These require the NAM and reuse some of the dirt tracks towards the end of the Ped Mall Tile tab ring. Not only do they look similar to what you have, they also allow peds to walk across them so you encourage walking.
Title: Re: Realistic Cities For Dummies
Post by: j-dub on March 29, 2011, 04:45:58 PM
Wow DW, those look great, up until now, I did not even know of these, because in zoned areas, you would see pavement instead of dirt.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 30, 2011, 01:49:36 AM
We're here!

As you can see, the SC4D community has answered my call for a big push to reach the 100-post milestone - and has been rightly rewarded with the promotion of this MD to the Best Sellers section.

I'd just like to say a huge thank-you to all those of you who have taken the time to read, appreciate and/or comment on this thread. You guys have kept me going throughout the past 4 or 5 months and I really appreciate this.

It's evident from the comments I've read that the majority of you are learning lots out of this MD and are finding it very useful for your own projects. This is fantastic, and long may it continue.

So, in short, cheers guys, and may we go marching on towards the Classics board!

To all those who have posted since Lesson 12, here are your responses:

yochananmichael: Thanks for your kind words. As for the 6-C, it's best to do it in stages, starting with the middle, then the outside, then the inside. I might provide some step-by-step screenshots if I get time.

dedgren: And it's my pleasure to share my techniques with you all. Congrats, by the way, on reaching 10K posts for 3RR. That really is an achievement.

metasmurf: Indeed, you are the one who finally got the MD to the line. Many thanks. Like I said, I'm afraid I can't offer any prizes, but surely seeing this thread in a higher echelon of SC4D is worth it, right?
And I've had a look at your tutorial, it looks good. The technique I'm going to show you in Lesson 13 is a bit different, but similar in basic principle. All I can say is I hope you like it.

Unassigned: Cheers. And thanks for providing the link.

blueeyesman: I'm a little perplexed about the '1-tile road bridge in a 5-tile double avenue' you mentioned. If you could point it out, or maybe post a screenshot, that would help a lot, especially to provide recommendations as to whether you should do that RHW/GHSR thing.
As for the level crossings, I meant all of them. Maybe you can get away with those in the freightyard because of the slow moving trains, but it would still be better to keep cars away from the trains.

deadwoods: Of course you can make a shameless plug. Thanks for the recommendation, and I have downloaded it with intent to make use of it.

j-dub: Neither did I, which makes the discovery all the better.

And that's all from me for now. Lesson 13 is making good progress.

Thanks once more for your continued support.

Chris






Title: Re: Realistic Cities For Dummies
Post by: Terring7 on March 31, 2011, 03:57:28 AM
Your advise for outskirts shopping precincts is very interesting. I'm going to build something similar, with underground parkings, lot of plazas and plenty of tram lines. This will be very useful for developing skyscrapers too.

Congrats for your M.D. becoming a Best Seller &apls &apls
Title: Re: Realistic Cities For Dummies
Post by: samboo18 on April 04, 2011, 07:00:11 AM
First off I would just like to thank you smileymk for creating this guide.  I was very pleased to see it updated as I think its an excellent starting point for people like me who understand the game but are trying to get to that higher level of realism.  This, the RHW Interchange Guide and countless hours of browsing the CJ's, Mayor Diaries and the City Building Concepts forum over at Simtropolis have been very helpful. 
As you are getting into suburbs I thought this concept might be of interest to you http://www.simtropolis.com/forum/topic/23329-fused-grid/page__hl__fused+grid.  Iv'e used it in one of my recent cities and was quite impressed with the results in terms of realism.  Although In my mind its more suited to a North American style of suburbs.  Its quite similar to what you have done here but might leave a bit more room for trees, parks, pedestrian paths etc.  Anyway cheers again for this great guide looking forward to future updates  :)
Title: Re: Realistic Cities For Dummies
Post by: smileymk on April 15, 2011, 03:18:44 AM
Hey guys. Lesson 13 will appear in a moment.
But first,

Terring7: Good luck with that project, and thanks for the kind words about the MD's promotion.

samboo18: Yes, that concept was of interest. I did have a look at it, and although I had to defend my town whilst I was there (Milton Keynes was mentioned by others, with some interesting things said about it), it did provide a good insight into an alternative suburb design.
Thanks for providing the link.

And here is Lesson 13!

Lesson 13 - Outskirts

Outside of the town, we have a huge open area. And we have to fill it, because in real life, there are things in between towns besides grass.
In real life, farmland rules outside of town boundaries, so we need to reflect this by filling the open area with farmland.

Farmland is unusual in that zoning it is one of the first things you do, unlike everything else we've done recently where zoning came after building all of the infrastructure.

But you do need to do some things before zoning farmland.

The first task is to provide access to each plot. You want to use streets for this. Lay them out about 15 tiles or more apart, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbasicstreetlayout.jpg&hash=4e9c038630b7df3fe980503e336272865b8a6870)

Then add SAM. In real life these roads don't have much of a surface, if any, and aren't really proper roads, so you need to reflect this by texturing your streets with one of these SAM textures:

- SAM-3 (PEG dirt road)
- SAM-4 (Gravel road)
- SAM-5 (Trolca dirt road)

I used a modified version of SAM-4, purely because I like the look of it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedstreetlayout-1.jpg&hash=d942a036f31058bac591fab9090593c947471cc7)

Next you need to add boundaries between different farms. The best things to use are trees and/or hedges. For this I used the BSC Hedges (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=283). Place them so that you get farms that are reasonably sized (something like 10x15 average size), but vary the sizes and make them irregularly shaped - some rectangular farms are OK but they can't all be like that:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fboundaryhedges.jpg&hash=df0ff2e4c7147d2ba5283a4a782e308f68619bd3)

To the south of this area we have the town's outer ring road. We don't want farm buildings growing along this route. So we need to provide some sort of barrier - and trees are perfect for this.
You should build your hedges so that they leave a 1-tile gap from the avenue. Next to your avenue, on the rural side, place your favourite tree lot alongside the whole route:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fboundarytrees.jpg&hash=5c260bbbb8175c52ee486646f60ed6d77288a109)

This has the added advantage of creating a nice-looking and definitive boundary for your town.

Now it's time to zone. Use the low-density industrial zone tool for this. You need to fill in all of your farm areas. Hold the mouse down to help fill irregular areas, and hold Shift to prevent any extra streets from cropping up.

When done, the area should look something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffarmlandzoning.jpg&hash=7bdde879866afe3456ecfec1b2f2c27a656935a0)

Now you have to wait for things to start developing. Once they do, the tasks you need to do depend on what kind of farms develop.

In any case, you need to add a farmhouse for the landowners to live in. Use the low-density residential tool and the CTRL key to create 2x2 plots that are one tile away from the farm building that has already developed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffarmhousezoning.jpg&hash=d97d0707982721fc8b917ef502dea5cb54ef067b)

We have already added trees alongside the avenue to the south. It's also a good idea to add them alongside main roads that run rurally, like the one that runs through the centre of our area here.
But it's also OK to have some farm buildings on the main road.

So, by all means, using the same tree lot as with the avenue, build trees alongside the main road, on both sides, but do NOT demolish ANY buildings that get in the way. Leave them as they are:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froadsidetrees.jpg&hash=1890c1557980f1c2b2ff18605b37de8e1c6ca954)

You now need to add detail, depending on which lots you get.

There is one lot that has no place in our outskirts whatsoever, and that is this lot here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Funwantedfarmlot.jpg&hash=46722f48ec648df3bc53692c316c3d82e4712dd2)

Buildings like this belong in freightyards. Not here. The size is simply too big to be realistic, and the texture is also unrealistic, as well as being hideously ugly.

If you see this appear anywhere in your rural areas, whip out that bulldozer and take it out without haste.

When you see ploughed areas of farmland, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fploughedfarmdetail.jpg&hash=fbd76e51451097e33eb99a2d31fde9a91a12556c)

You don't need to add any detail. These will become crops later on.

With crop fields like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fploughedcropfarm.jpg&hash=42ddac7f53a76782966a80723dcd200152083c6f)

Or like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fplantcropfarm.jpg&hash=34a8d995bb0251c9aa3d1c57e91a09817371a01d)

All you need is a building to process the crops for market. And as you can see, the computer has already provided them for us here.

With plain textures, like those in the picture showing how to zone farm houses, you need to add the most detail. These are typically livestock farms.
Fences are a must here, to provide enclosures for the different types of livestock. As I found some cow lots in my list, I decided to add these too, but you don't have to:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fopenfarmdetail.jpg&hash=2acc1e098ab5c57f296602784baba34e7bbcc7db)

Make sure you don't block any developed farm tiles with fences. Planning it out is a good idea here.

Continue until you finish off the rural area. And that is that for outskirts.

There isn't much left to do in this project. The next lesson will focus on completing the city, with ideas on how you can vary certain things to add extra interest.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on April 15, 2011, 09:51:40 AM
Great job Chris. I did see your comment over at ST and it was a good one. I have seen a fused grid here in the States before and indeed the walking paths make it easy to get from the residential areas to the shopping and business areas along the main roads/avenues. The farms are great and the tips are sound. I look forward to Lesson 14 and on to the next project!
Title: Re: Realistic Cities For Dummies
Post by: Tomas Neto on April 15, 2011, 12:32:33 PM
Very nice work!!! Fantastic rural area!!!   :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: Terring7 on April 28, 2011, 12:54:31 PM
I always tried to build efficient and still nice looking farms, but no success. This lesson is very interesting and I think I'll try it in my Martian farms in my M.D. :)
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on April 29, 2011, 11:31:07 PM
Cheri o Chris on your nation and the world witnessing the marriage of your Prince William and the new Princess Kate. I in the United States applaud and congratulate you and all your fellow countrymen and women on such a momentous occasion. Great Britain should stand tall and proud in the knowledge that your nation is is such good future hands.

BTW the farms are great and I look forward to when the last part of this project is out.

John
:thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: smileymk on May 09, 2011, 08:13:02 AM
Hey guys. Lesson 14 is now ready, thanks for your patience.

Also,

yochananmichael:
(1) Thanks for the kind words. The fused grid with walking paths is a good idea - I might even adopt it for the 3rd project.
(2) I hope you guys in the US enjoyed the occasion. From the news reports I saw, as well as the interviews on the BBC with the Americans who came to London, you guys certainly were enjoying yourselves. I myself was proudly sitting at home, watching as the two did that now-famous balcony kiss, and feeling even more proud to be British than normal (this coming from a true British patriot!)

BTW, the words "Princess Diana" are not to be used here, however much you may want to make the comparison.

Tomas Neto: Thanks.

Terring7: I'll have a look at your MD when I get a chance and see how well you're implementing my ideas.

And now it's time for Lesson 14. It's a short one, but let's hope you like it anyway.

Lesson 14 - Completing the City

First of all, I should say that the city is not actually complete. I don't mean to use the title like that. Even without a lazy PC, there's no way that a large city tile is going to be fully filled and an update done within the 45-day limit.

What I will show you is what completed areas should look like, and some ideas that you can use to vary your estates.

Firstly, this is an idea of what a finished suburb should look like, apart from some finishing touches and detailing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffinishedsuburb.jpg&hash=b6164884e49155a21356d62a022b56a9a55d4825)

If hills prevent construction, like on the west edge of the suburb here, it's probably best to leave them untouched rather than leaving yourself a real mess.

And this is how a rural area should look. It is supposed to be representative of an area, it is not an area itself:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedfarmarea.jpg&hash=1c249c6f57f1d2ffceecfdfd052bbe51f3b29d55)

So, basically, that sort of layout should be seen across the entire rural area.

Now, with regards to doing the rest. You make the estates using the techniques we learnt in previous lessons. But there is one vital rule to follow:
Don't make 2 estates the same. EVER!!!

Each estate should have a character of its own, and that means a different street layout, different placement of amenities, different everything. So you need to vary your estates in some way. Ideas include:

- Using trees at the edges of town to create a 'gateway' in, instead of just going straight into development, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftownentrancetrees.jpg&hash=a596e38729f2dfbd1826e7a19341d95bd29fb43c)

- Filling gaps at junctions with shops and having grass behind them - there's no point in putting a whole estate into a space like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froadjunctionfiller.jpg&hash=20dcbe7b56f30ac146cf0747bba27cd128e97e8e)

- Where street bridges are used (we built an old historic bridge in the CBD lesson), make the street leading to it a main route through the relevant estate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Foldbridgeapproach.jpg&hash=2b9413177cd6461dbb5d466597683dcea52ca087)

- And finally, having streets directly alongside avenues, leaving the avenue for through traffic (you see this a lot in the UK):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenueparallelstreet.jpg&hash=d4a2234b4788495134c432528073a3412d18b9fe)

And that's it. Just some ways to vary your estates so that you can fill your city tile realistically and aesthetically (because variety makes things look better).

We're almost done with the 1st project. The next lesson is on detailing and forms the penultimate lesson in this project.

Until then,
Chris



Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on May 11, 2011, 06:16:24 AM
 &apls fantastic as ever Chris keep up the good work!
Title: Re: Realistic Cities For Dummies
Post by: Unassigned on May 11, 2011, 01:04:34 PM
 &apls Interesting CJ, keep going. I have your ideas here in mind when I build.
Title: Re: Realistic Cities For Dummies
Post by: j-dub on May 11, 2011, 03:52:39 PM
QuoteAnd finally, having streets directly alongside avenues, leaving the avenue for through traffic (you see this a lot in the UK

Some time ago, that did seem like it used to be a common trait here in the states back then, if there was enough space, they used to build the side street right next to the avenue as well. However, more often, the Frontage Road seems less popular by the communities that have them in my RL. They like to shut them down, despite being in developed areas that lack higher speed routes for a distance.

Unfortunately, during the 90's, there is not as much room, and I have had to see houses get either torn down, or a big piece of their front yard taken, and landscape destroyed, in order to clear the way for an avenue.

People are lucky when they don't get the road they reside on, turned into a high capacity pass. Actually, to be more precise, its happening in my RL right now this construction season, widening roads very close in front of people's houses. It seriously is quite an ugly, muddy mess. When you live or build whatever on a road that goes some distance, you must never assume traffic will stay the same way for over a decade.

Title: Re: Realistic Cities For Dummies
Post by: smileymk on May 27, 2011, 03:35:42 AM
Hey guys. Let's just jump straight into it, shall we?

yochananmichael: Thanks for the kind words. I will.

Unassigned: I'll keep going alright. That people are using my ideas in their own work makes me happy.

j-dub: Interesting observation about the problems of avenue-street combos. Maybe you should point the people who are smashing up houses in the direction of Lesson 1? It might help them to help your community.

And now, Lesson 15.

Lesson 15 - Detailing

"Small details like wheelie bins are crucial."

(East Neuk Model Railway Club, Railway Modeller August 2008)

Let me give you a bit of background info. about that quote. These guys are the creators of Law Junction, a UK N-scale model railway that, at the time, was one of the more well-known layouts on the UK exhibition circuit. This is a layout featuring over 20 ft. of accurate, true-to-real-life main line running, a procession of a variety of fast moving trains, and a true impression of modern-day Scotland.
And here is this guy talking about how important wheelie bins are - a tiny detail which would only be a few millimetres tall and only a couple of millimetres square at the base.

But he is absolutely right. It is the tiny details like these that turn average model railways, and SC4 cities, into great ones.

So, how do we detail a city? Let's start with the transport network, and one of the motorway junctions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froundabouticsignage.jpg&hash=fd56bea75993b8ec68e33a9715a4e51194627717)

You can see I've added some signs - mrtnrln's UK Motorway / Prime Road Signs to be exact. Road signs are something that you see every day in the real world, yet in SC4, they're often nowhere to be seen. Therefore placing them makes for an essential and great way of detailing the city.

It is important that, when you place signs, you place them correctly, and you place all of the signs that you need to place (as far as possible, according to what signs you can find). Different countries do things differently, so getting that accuracy means getting out there and seeing how things are done for yourself.

For example, this is how an approach to a junction in the UK should be signed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fadvancedjunctionsignage.jpg&hash=f4196fce89a53fabfd8b668b7ba6d2173dda4389)

I will also show you the fork. Notice the gantry - you want to be using these on major junctions AND on motorways wider than 3 lanes (at least in the UK):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fforksignage.jpg&hash=3114597c79ed45e4ea619da55a60d9d8f52fcbbc)

You often see advertising billboards alongside motorways and main roads, so plop these down as well:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froadsidebillboards.jpg&hash=6c34d381f82875870c896043515b644ad6b56249)

There is still something vitally important missing from our motorway. Traffic!

Unfortunately, SC4 only creates traffic where there is traffic according to the query tool. Our motorway is not part of the commute from the suburbs of our town to the centre, so the game leaves our motorway empty.
But motorways are not empty. Ever. This motorway should be busy with through traffic.

That's where traffic generators come in. You should be able to find some on the STEX - pick your favourite. I used the Euro Traffic Generator.

Place these lots at regular intervals (10-20 tiles, depending on the lot) to create a constant stream of traffic on both your motorways and main roads. The volume you use depends on the road - heavy for motorways, less so for surface roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftrafficgenerators.jpg&hash=c4ecea9ecb2a68b2aac0b9d3f573008bf3d3a446)

So that's the roads done. What about the railways?

Under UK law, all railway land must be fenced off, to prevent trespassing. So a good way to detail railways is to give them boundary fences, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flinesidefencing.jpg&hash=c70c205cb98f567b2e639763d6ac643b377ec73d)

Again, what you use is up to you. Really for a UK railway there should be palisade fencing, but I don't know of any suitable lots, so for now I've made do with the RMIP Airport Fences. They do work well as ordinary fences too.

Rural areas provide plenty of detail opportunities - for example, you can put some wild animals in the fields - these are just the God mode ones but what works for you is also fine:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwildanimals.jpg&hash=aae338a4242d636e45cc35cc0a00df288bd5f5a6)

You can also add rural power lines or telephone wires alongside main roads. I'm making use of the 3RR Telephone Poles (http://sc4devotion.com/forums/index.php?topic=5603.0) (6th item down once the page loads):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fruralpowerlines.jpg&hash=585ad608de5155741b29a7fd186d398b74a35023)

What about rivers? These just cry out to be detailed with all sorts of things such as rocks, moss, plants, you name it. You could (and should) go to town with deatiling rivers - I've just added some rocks and moss using the PEG Pond sets:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Friverdetailing.jpg&hash=0336cc3e94233bd0166215e74947bbbbe4daa1e5)

To finish the lesson, we'll detail the suburbs next. Each and every house should have fencing surrounding the sides and back of the property. For those that don't, you can place a boundary using trees or a suitable solid ploppable fence that you know of (if you do then a link would be appreciated!). Placing trees at the back of all properties that have open space behind them is a nice touch too:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftreefences.jpg&hash=2dc901d11895d9e4f450f71ef7149816ed2581c7)

And finally, let's throw in some cameos for good measure. It's possible to have all sorts of cameos - but the more mundane and everyday they are, the more realistic your scene will be. Things like the 4 men on a zebra crossing have been done, so come up with something original. I put some cyclists on the suburb's pathways (the set is called PAMU Bikes, it's on the STEX):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcyclists.jpg&hash=4beba1a45e84422265505cf9695d9d13b182d45c)

And to conclude this lesson, let me say that you can never detail your city too much. What I've given you today is just a handful of ideas on some things you can do. The complete list of detailing projects is endless - the more ideas you can come up with, the better.

And above all, enjoy doing the detailing. It's actually quite fun, and whilst it may not be the same as concocting crazy motorway junctions, it will still give you a lot of satisfaction, and will transform the overall appearance of your city, so it's well worth the effort.

Next time we will add the finishing touches to the city, and conclude the first project.

Until then,
Chris




Title: Re: Realistic Cities For Dummies
Post by: Exla357 on May 27, 2011, 09:43:35 AM
Looks fantastic, Chris! #Goes to download some sign packs#

-Alex
Title: Re: Realistic Cities For Dummies
Post by: Reikhardt on May 28, 2011, 11:28:00 AM
You're right, the road signs really do make your road networks come alive.
I'm not great with road transport layouts myself, so I find this incredibly informative. Many thanks  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: smileymk on June 15, 2011, 07:04:23 AM
Welcome, all, to the last proper lesson of this introductory project in realistic city-building.

In a few moments you'll learn how to add the final touches to that city of yours. But first...

Exla357: Thanks. Make sure you get as many relevant sign packs as you can - the wider the range of signs in your files, the better.

Reikhardt: Well, the road signs certainly are a great example of how very small things can make a very big difference.

And now, it's time to finish the first project with some finishing touches.

Lesson 16 - Finishing Touches

Finishing touches are a lot like detailing, in that they are small things that make a big difference. The difference between detail and finishing touches, however, is that the latter is essential to give a city a sense of completeness, whereas the former isn't.

You've already learnt to do a lot of things in previous lessons that could be considered as 'finishing touches' - eg. adding car parks, turn lanes, security fences, using SAM textures, etc.

However, there are still a few things that you can do. Like detailing, this is a conceptual thing and the more you can come up with, the better. All I can do is show you just a selection of finishing touches.

A good start is to add fillers to roundabouts. If you bulldoze the central tiles of one-way or avenue roundabouts, you're left with a blank space which you can put something in to.
There are many lots around the Web designed for this situation. This avenue roundabout has been touched up with the BlAM Pedestrian Underpass filler:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenueroundaboutfiller.jpg&hash=56f1556fd722b50bc31fdee2a647c4af13695a7c)

You can see that the roundabout looks finished now - there's nothing more that needs to be added. You can add signs if you want (and you should!), but you can still look at that roundabout and say it's finished.

Use fillers also for the oneway roundabouts:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fonewayroundaboutfiller.jpg&hash=bf0db15dfdd277bea1bddf2c3f13236c367d6509)

I know I've said this several times before, but the rule is to use your preferred lot. Doing this further enhances your city by personalising it.

Another big thing we can do is to add retaining walls in certain places where the hills are steep. Do this only in urban areas - they don't look as good out in the country.
I like to use the Jeronij Residential Walls for this, but once more, use what you like.

You can place the walls alongside main roads to improve the appearance of embankments or cuttings made in the road's construction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmotorwayretainingwalls.jpg&hash=0735ca979929e3e22cf2322ede033ddf2e607e8a)

You can add them to suburbs as well, where they do make a big visual improvement:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbanretainingwalls.jpg&hash=9f0a12d0b2e37de3df1cf007bea06863314c2b01)

But where retaining walls really come into their own is in deep urban cuttings, such as what we made for the railway line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frailwayretainingwalls.jpg&hash=3d6f7a279be8a6036f611b010d7651e2f1023b86)

You can see here how a big ugly ditch can be easily turned into something much more aesthetically pleasing using retaining walls.

A tip on lot orientation when using Jeronij's walls:

- When using the straight pieces, the arrow points to the trees.
- When using the diagonal pieces, the north arrow orients the wall to face the north-east. You can use this to figure out how to properly orient your diagonal walls.

Another addition is to add trees alongside the edge of rural roads and railways:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froadsidetrees-1.jpg&hash=a02e2ead1a08203f851d1cfdeb8ddaeb1a7f7d92)

See the small trees alongside the carriageways? These haven't grown just yet but when they do, they'll provide a nice boundary to the motorway.

Do this also for your railways - and don't worry about how close you get to the track. Trees do often stand right next to high-speed main lines, and they often obscure the boundary fence, so you can, and should, place trees such that this happens.

And finally, there is a slight issue with one of our rural roads that we can address:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsteeproad.jpg&hash=752ceffd24b69226e07a8a64a686e268f07f04c3)

This road features a long, quite steep climb, which is not a problem for cars, but it will be for the lorries which use the road.
Lorries that are climbing the hill will not be doing it quickly, and will therefore be holding up all of the traffic behind them.

The solution is simple: to provide a crawler lane on the uphill side such that the faster traffic can overtake the slow lorries. We don't need an extra lane going downhill because the lorries going downhill have gravity on their side.

We can use the ARD-3, available in the NWM, to create this crawler lane.

Start by plopping a starter piece. Pay close attention to the orientation - the 2 lanes are going uphill:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingard-3.jpg&hash=721bb0676dcc71386adbdd28f469979d08f04f85)

And before you ask, I have LHD. If you're using RHD, then the piece needs to go the other way round.

To end it, you can add a simple ARD-3 to Road Transition at the rural end. At the bottom of the hill, however, we have a junction with TuLEP pieces. We therefore must convert this junction to transition from turn lanes to ARD-3.
Here's how to do it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fendingard-3atjunction.jpg&hash=28d07f8a184c98aa581f4582c82387326bc94bfc)

Again, make sure you get the orientation right, and transition to ARD-3 as soon as the game will let you.

You can then drag between the ends to complete your ARD-3:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedard-3.jpg&hash=f7fd555dcc81ba6f78698d62704422a86dc6e7ac)

Because there are junctions with farm roads, some of the ARD-3 might not materialise. Not to worry - just put a couple more starter pieces in the trouble spots.

And that is a taster of just some of the finishing touches that you can apply to your city.

Before I conclude, though, there is an issue, which is now relevant, that I'd like to talk about.

When is a city finished?

In railway modelling, one of my other interests, there is a very old saying that goes something like this:

"A model railway layout is never finished, because there is always something else to be added, or something more to be done.

I would say that this statement applies as much to SC4 as it does to railway modelling. There is always something else you can do to improve your city.

This can be a big thing, like widening a road, remodelling a suburb or replacing Maxis buildings with custom BATs off the STEX, etc. Or it can be a small thing, like putting up some road signs, creating a pedestrian crossing, or adding a few trees here and there.

You can call a city complete if all of the essential things are there and you're happy with it, but really, when you look at it up close, you will always find that there is something that can be added, removed or changed. This is always a good thing - by making the necessary alterations, you will have improved your city and will be more satisfied with it. Other people will think more highly of it too.

One of the big advantages of membership of a forum such as this is that it enables you to get advice on potential changes or improvements from a wide range of people, each of whom will have their own opinion. Take this advice when it's presented to you - it can't do your city any harm, and you might just learn something new.

So, in conclusion, just like in real life, a city is never truly finished. There are always changes to be made - so make them.

And that, my friends, concludes the lessons on the first project.

In the next update we'll go over all of the important points of realistic city-building that you've learnt so far.

Until then,
Chris





Title: Re: Realistic Cities For Dummies
Post by: sumwonyuno on June 15, 2011, 10:58:21 AM
Details are always a nice addition.   :)
Title: Re: Realistic Cities For Dummies
Post by: Risu on June 15, 2011, 11:22:45 AM
No, I tend to disagree. I say a city is "finished" when one finally fulfills all the steps you laid out in this thread. It'll become progressively harder to find things to add or improve upon. Once it's at that point, it's time to take a break and start building on the next tile in the region. Of course, if you get an idea later, you're allowed to return to it. But generally speaking, it's considered "finished".
Title: Re: Realistic Cities For Dummies
Post by: smileymk on June 20, 2011, 08:23:49 AM
How much of the past 16 lessons have you forgotten? Well sit tight, because it's all going to come flooding back in a minute.

sumwonyuno: Indeed they are. They're also a very important addition.

SimRisu: What you have raised is the issue of when you're satisfied with a city. I suppose it's like a model railway - at some point you decide that the layout is ready to join the exhibition circuit. When it's done a few shows you retire it and work on the next layout.
However, a lot of layouts change as they're exhibited, either because of problems that only show themselves under those conditions, or because of constructive criticism from viewers. So in that sense, a layout, and indeed an SC4 city, is never done, even when you're happy with it and are showing it to the world. But you're right, at some point you do have to decide that something is done well enough and move on - and this, for the record, applies to MD-ing as well.
However, you could always work on the region as a whole, rather than one tile at a time...

Now, ready to have your memories refreshed? Then gather round for the summary of this introductory project.

Project 1 Summary

Throughout the course of this introductory project, you have, hopefully, learnt serveral things about
various stages of realistic city-building.

It is, however, a lot to learn, and so therefore you need to consolidate your learning, otherwise you'll
end up forgetting it - especially the stuff we covered in the early lessons.

So I thought we'd better just go over the key points that were covered in the course of this first
project. It might be worth you printing this off, as it will provide a simple list of concepts and
rules that you can refer to whilst working on your own projects.

Now let's get started. First, there are some fundamental ideas that you need to appreciate. We didn't
learn these, but these points were the ethos behind this project, so I think they're worth sharing.

Fundamental Concepts

- You can build a very realistic city using only Maxis lots and downloads from the STEX and LEX, without needing to do any modding at all.

- Your playing style (i.e. what lots you use, how you use them, the order in which you build things, etc.) is largely irrelevant. You can get realistic results with a variety of playing styles.

(However, be sensible with the order - you should build the foundations (i.e. landscape and transport network) before you do anything else.)

- It's well worth you putting as much time and effort into each stage of construction as you can.

And now we'll go over the key ideas put forth in each lesson.

Planning

- Planning is the single most important stage of city-building.

- Planning prevents your city from becoming a disorganised, random mess.

- Initial plans are best done on a blank sheet of paper, using a few differently coloured pens.

- Use different colours to show different things, so your plan is easy to follow.

- Keep your plan simple. Include only essential information such as main transport networks, estates and important buildings.

- Planning should not take more than 10 minutes per city tile.

- A young child should be able to follow your plan.

Preparation

- Use Paint to edit the config.bmp file to change the size of your region.

- The size of the image in pixels is the size of your region in small city tiles (and the approximate
size in kilometres).

- A small city tile is made by colouring a single pixel red.

- A medium city tile is made by colouring a 2x2 square of pixels green.

- A large city tile is made by colouring a 4x4 square of pixels blue.

Terraforming

- Fill the landscape with rolling hills, which should be large and not too steep.

- A good height can be formed with two or three clicks of the hill tool.

- Each hill should be linked to the next one.

- Create water bodies, such as rivers, with the Shallow Valley tool.

- Make rivers shallow - you should be able to see the bottom.

- Make your rivers run through the valleys between the hills, and ensure that they're bendy.

- Soften out the riverbank on either side - there should be no cliffs.

- Add trees at the top and bottom of hills, as well as on riverbanks.

- Tree clusters should be dense, especially near water.

- Lower densities can be used on not-too-steep hills (something you could easily climb, for example).

Motorways

- Start with an interchange - it is easier to work from there.

- Begin the carriageway by plopping an RHW starter piece.

- Fork interchanges are good for creating spur motorways.

- Roundabout interchanges are good for most interchanges with surface roads.

- You can end spur motorways at flat roundabouts.

- Use either RHW-4 or RHW-6C for the main carriageway, depending on your preference.

- Use ground lifter and hole digger lots, as well as the NAM On-Slope pieces, to create realistic flyovers over and under the motorway.

- Use RHW-4 for spur motorways.

- Keep motorways relatively straight, and use smooth curves as much as you can.

- Fork interchanges can be created by building an RHW bridge over the main carriageway, adding a ramp on the other side, and connecting everything up.

- Roundabout interchanges can be created by dragging a one-way road oval, adding stubs for the exits, and connecting everything up.

- Make exit slip roads 2 lanes wide (RHW-4), entry slip roads 1 lane wide (MIS).

- Accel/decel lanes for major junctions (like the fork interchange) are a good idea.

Roads

- Drag out the road system according to your plan, using avenues and roads.

- For bridges, the Plain bridge is usually the best choice.

- Use avenue roundabouts at avenue junctions and oneway roundabouts at road junctions.

- The 2x2 road roundabout can be used to end an avenue at a road.

- Roads can cross avenues at flat junctions.

- Flat junctions between main roads should have turn lanes, which can be created with the TuLEP system.

- Be reasonable with slopes - don't be afraid to add curves to reduce the gradient.

- Use smooth curves as much as you can.

- Avoid at-grade junctions with motorways - use FLUPs or flyover pieces to keep the motorway grade-separated.

- Use NWM on some urban main roads, particularly TLA and MAVE, to make things more varied.

Railways

- Railways should be relatively flat, and have only gradual bends.

- Reroute roads to fit in the railway if necessary - the railway came first.

- Use embankments and cuttings to keep the slope to a minimum.

- If cuttings get too deep, use tunnels instead.

- Flat tunnels can be created by digging a level cutting and filling in the middle afterwards.

- Place stations only when needed (usually only 1 per town), and choose the right station for the job.

- Use two parallel rail tiles to create a busy main line.

- Build freightyards by building sidings alongside the main line, and placing a suitable lot at the siding farthest from the main lines.

- Busy main lines should be electrified with overhead catenary.

- Catenary masts should be consistently spaced at 3-5 tiles apart.

- Where the railway passes under a bridge, catenary masts should be placed directly on each side.

- Do not electrify freightyard lots. You can electrify some of the sidings.

- Using pointwork with smooth curves, which can be found in the NAM, is a must.

Utilities

- Build power plants away from towns, and make them big enough to power your region.

- Make sure to add transformers, supplies, car parks, etc. for the power plants.

- Spread out the power lines - build them through towns and to the edge of your region.

- Use streets as access roads, branching off main roads at junctions featuring turn lanes.

- Use the SAM asphalt textures to improve the appearance of your streets.

- Water facilities should be well away from power plants and landfills.

- Water facilities should include the pumps, car parks, and sewage works (although you might want to build separate sewage works).

- Build water pipes in straight lines 12 tiles apart, connected at the ends.

- Landfill makes for a realistic, if unpleasant, waste disposal facility.

- Place landfills well away from towns.

- Make the landfill appropriately sized to the area it serves - something like 20x15 tiles should be enough for a reasonably-sized town.

- Make sure to add an access street to the landfill.

- Surround all utilities with security fencing, including security gates at the entrance to each facility.

City Centre

- Inner cities should have a layout of long, relatively straight streets, spaced about 4 tiles apart.

- Inner cities should be filled with medium-density residential, with medium-density commercial placed along main roads.

- Inner cities and CBDs should not feature too many facilities such as schools.

- Construct bus stops along main roads in inner cities.

- CBD street layouts should be a tight grid, with approximately 4x4-tile blocks.

- CBDs should feature shopping centres, multi-storey and flat car parks, and a straight street lined
with bus stops
.

- Pedestrianised shopping streets can be built in CBDs with the Ped Mall pieces.

- High-density commercial zoning should dominate CBDs, with high-density residential in non-important places.

- Ped Mall On Slope pieces can be used to make stepped pedestrian footbridges.

Industry

- The street layout for an industrial estate should consist of a couple of relatively straight main streets, with a few straight branches at least 5 tiles apart.

- Where streets meet diagonal roads, build a street slip lane to make turns easier for lorries.

- Add small car parks around the estate.

- Zone single 2x2-3x3-tile parcels of medium density industrial, holding down the CTRL key whilst zoning to ensure that what grows is one single lot.

- Make sure there is a gap of at least 1 tile between each lot.

- Fill in the gaps with bus stops, pedestrian paths and grass lots.

- Add trees in the gaps, and at the edges of the estate.

Facilities

- Build a main police HQ either in the CBD or on the edge of town. For a reasonably sized town, you don't need much else.

- The police facility should be easily accessible, and have a reasonably sized car park.

- Build fire stations on main roads, running OWR-1 around the back to allow fire engines to come back.

- Add turn lanes at access roads where appropriate.

- Construct one primary school in each suburb, building on a main street, and providing a small field at the back, a small car park, and a perimeter fence.

- Construct a couple of high schools by placing the building on a main street, providing a moderate car park, a couple of sports courts, a large field with sports pitches, and a perimeter fence.

- Add a large library in the CBD.

- Build a hospital off a main road. Make it large, and include a large car park, a walk-in centre, and a landing pad for the air ambulance.

- Make your facilities a bit different each time.

Suburbs

- Start by building a couple of main streets, which connect directly to main roads.

- Build a few streets to connect the main streets.

- Add side streets to fill the suburb. The more random the layout is, the better.

- Experiment with a few different street endings and formats.

- Add 2 or 3 bus stops along a main street.

- Include space for a large field. Use grass parks to create it.

- Add a few pedestrian paths to provide useful shortcuts. Place playgrounds along some of these.

- Zone 1x1 low-density residential plots along all of your streets.

- Zone 2x1 low-density commercial plots along main roads.

- Fill gaps with grass parks.

- Any homes that have retaining walls as part of the lot should be immediately demolished.

- Lots that stray outside of the 1x1 plots should only occur occasionally - excessive noncompliant lots should also be immediately demolished.

Outskirts Shopping Precinct

- Build a car park inside a moderately-sized ring of access street.

- The site should be next to a main road, on the edge of town.

- Add turn lanes on the main road at the access street turn-off.

- Zone 3x3 blocks of medium-density commercial along the outer edges, using the CTRL key. Make the lots
touch each other.

Outskirts

- Build a network of access streets, making them straight and keeping them at least 15 tiles apart.

- Pretty the streets up with gravel or dirt textures, available in the SAM.

- Split up the land into several plots using hedges or trees. Make each plot irregular and reasonably sized.

- Add trees alongside avenues and motorways.

- Zone agriculture in all of the plots.

- When lots develop, add farmhouses using low-density residential, one tile away from the developed building.

- Farmhouses should not have retaining walls (as if you were working in a surburb).

- Place trees alongside main roads, so long as there are no buildings in the way in a particular plot.

- Detail open farms with fence enclosures, animals, and feeding facilities for those facilities.

- Farms with ploughed land or crops do not need detailing, but they should have a processing facility (the building that develops will usually do the job).

- Farms with the Pedriana Plant building and/or flat dirt textures should be immediately demolished.

Completing the City

- Finish your suburbs and rural areas.

- Make each estate different.

- Try building residential streets directly alongside avenues.

- Any street leading to a bridge/tunnel/underpass should be a main road through the estates on either side.

- Add trees at the main road junctions on the edge of town.

- At road branches, create a square and use commercial to fill it.

Detailing

- Detailing adds an extra additional level of refinement to your city, and turns your city from an average city into a great one.

- Place road signs along your roads. Do your best to use them prototypically - if you don't know how, get out there and see for yourself.

- Fill your main roads with traffic by using traffic generators.

- Add advertising billboards alongside main roads.

- Place boundary fencing along your railway lines.

- Plant trees along the back of suburban homes.

- Detail rivers to a very high extent, using rocks and flora.

- Add rural power lines and wild animals in rural areas.

- Add some cameos in the town.

Finishing Touches

- Provide finishing touches to make your city look complete.

- Use roundabout fillers in the middle of avenue and oneway roundabouts.

- Use retaining walls to improve the apperance of urban cuttings, embankments, and steep slopes in
suburbs.

- Add trees at motorway junctions and alongside railway lines.

- Use ARD-3 to add crawler lanes to long uphill climbs on roads.

And that is your definitive list of every important point in realistic city-building we've covered in this introductory project.

I apologise for the fairly big read and the lack of pictures, but I hope that it was helpful to summarise what you should have learnt thus far. You might have been reminded of a few things you forgot. Pictures wouldn't have been appropriate in an end-of-project summary like this.

If you want additional information on a point, then go back to the relevant lesson, where the points are discussed in detail.

I would say that the 3 most important things are planning, detailing and terraforming (in that order).

If you've forgotten anything, then you need to go back to the relevant lesson and refresh yourself.
You'll need all of the skills learnt here for the next project.

Now I think you need some pictures to get over the reading - so next time, I'll show you the best bits of the first project. I think it'll be good to show what can be done.

See you there,
Chris



Title: Re: Realistic Cities For Dummies
Post by: Evillions8 on June 26, 2011, 10:49:11 PM
Although I don't comment here very often, I like your concept!  Keep it up!  &apls &apls
Title: Re: Realistic Cities For Dummies
Post by: smileymk on July 08, 2011, 07:11:29 AM
Hey guys. It's good to see the website back online, and as for the new look, well, it's grown on me. I do like the simplicity of it.

Now, returning our focus to RCFD:

Evillions8: Thanks. I'll keep it up alright.

And now it's time for the best bits of the first project.

Project 1 Best Bits

The aim of this is to show what can be achieved in SC4 without needing a high level of skill, or doing any modding. All of what you're about to see has been made using only Maxis items and items that are available to download off the STEX or LEX., using the techniques we learnt in the lessons.

As I made you do a lot of reading in the Summary, I won't provide any commentary of these images. I'll just let the pictures do the talking instead:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwaterworks.jpg&hash=e43cfb8d97b7ef01f5897a5ef4c5ab745d555402)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftowerblock.jpg&hash=1d8d0a2cae9624846ad57028506b5ea5f0ac1d98)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fruralavenue.jpg&hash=592c696e82a3fe9e6b3529380141d69a239db533)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fquietfarm.jpg&hash=381d43d3c90c16f9c615385b3d66962851aa26a0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpedestrianshoppingstreet.jpg&hash=0e00eb9b648cd1691fb8306c46d7633ff6875521)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flazycoppers.jpg&hash=01d8eb1a3e453650beedcbf666cc8c24879c63b3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Findustryinaction.jpg&hash=3f86da92c1103d78c4d477e821416fbbd9964485)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffullroundaboutic.jpg&hash=d7843e7dfeb56b7e1cfca856ee4a5dd3048e134e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflashinnercity.jpg&hash=0f71cb719b4a4885e3d390749074c0102a080608)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Femptyfield.jpg&hash=0d598ccc0e1f4a7242e663f7c0adbfc9829aa561)

And that's that for the best bits of the first project. That also brings the first project to a final conclusion - and there will be no more updates on this introductory project. It's time to move on.

Before we dive into Project 2, however, I want to do something that moves away from projects but is still SC4-relevant. So the next update will be about myths in SC4 - what they are, why they're false, and how you can exploit them.

See you then.
Chris










Title: Re: Realistic Cities For Dummies
Post by: Evillions8 on July 08, 2011, 07:42:26 PM
There's a problem with images 5 and 6, they don't look right in my opinion.

Image 5:
If you're going to make a realistic alley, you might as well add some fillers like the same base texture found over the STEX.  From what you did, you did something out of place.  You added classy plaza fillers in between the low-wealth commercial.  If you used the PEDMALL tiles, I suggest you rotate the buildings towards the street and use fillers to fill up the empty space.

Image 6:
There's one problem with this, the parking lot of the police building has nothing to connect to like a parking lot tile.  Like, how did the police cars get behind the building? (Realistically, you can drive off-road, but for simplicity, its easier to have a smooth surface to the back like a asphalt filler.)
----------------------------------------------------
Besides that, its decent!  :)
Title: Re: Realistic Cities For Dummies
Post by: wallasey on July 10, 2011, 02:00:47 AM
Quote from: Evillions8 on July 08, 2011, 07:42:26 PM
There's a problem with images 5 and 6, they don't look right in my opinion.

Image 5:
If you're going to make a realistic alley, you might as well add some fillers like the same base texture found over the STEX.  From what you did, you did something out of place.  You added classy plaza fillers in between the low-wealth commercial.  If you used the PEDMALL tiles, I suggest you rotate the buildings towards the street and use fillers to fill up the empty space.

Image 6:
There's one problem with this, the parking lot of the police building has nothing to connect to like a parking lot tile.  Like, how did the police cars get behind the building? (Realistically, you can drive off-road, but for simplicity, its easier to have a smooth surface to the back like a asphalt filler.)
----------------------------------------------------
Besides that, its decent!  :)

Sometimes using cycle path pieces can be better; they have the correct width for alleyways. Although they are more suited to the suburban areas rather than central locations. They would go well in the industrial estate you have there.

Only quibble I  would have is the bus stops in the commercial district need to be uniform rather than a mixture. Central Bus Stop facilities are typically the same type of shelter and branding, more so if the area has been regenerated. The stops provide public realm improvements for wanton of a better expression.

You can be as varied as you like outside of the CBD as they generally aren't affected by regeneration/pubic realm/image improvements.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on August 01, 2011, 07:31:21 AM
Hi all. Thanks once more for your patience.

Evillions8:

(Image 5) - I wasn't trying to make an alley. It is supposed to be a pedestrianised shopping street, like what one finds in many UK town centres. The buildings are supposed to be bigger than what they grew to be, and are supposed to face the ped mall tiles. Point taken though, and in future, I'll start demolishing lots that don't look as they should.

(Image 6) - Good point, and something I didn't spot until you pointed it out. You will have seen the bigger, more appropriately sized car park built on the other side of the building, which probably caused me to ignore the car park you're talking about. I agree, it's not very realistic, and in the upcoming second project I'll teach you how to tinker with your lots to get rid of those nuisance car parks.

wallasey: Thanks for your suggestions, I will probably make use of them. The SAM bus stops I used came with RTMT, and I used them because they had UK bus stop markings. I agree about the corporate image thing, though. It should be a simple enough fix, and you'll learn how to fix it in the second project.

And now, a little side update, to get away from our projects for a bit, that will still be informative, I hope:

Myths in SC4

What I'm about to do is to prove/disprove (some are true, some not) the validity of some commonly held beliefs as to the game mechanism of SC4, by showing you some simple experiments and the results of those. Some may surprise you, some will not. Either way, you'll hopefully learn some important stuff.

I should say that my game runs with the NAM, CAM and SPAM mods installed, but I assume most of you will have at least 1 of these, so it shouldn't affect things too much.

Now, our first 'myth' under investigation is this:

"Sims won't walk for more than 12 tiles".

We all know how Sims think that a 5-minute drive is a long commute, so surely they'll think that a 200-yard walk is too much to bear, right?

Let's find out by setting up a simple test city. On the south side are houses, on the north side are factories. Connecting them is a road with a HOV lane in the middle, which only allows buses and pedestrians through. There are no buses, so if our Sims want to go to work, they'll have to walk there:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwalkingsetup.jpg&hash=27f2bdd6c3c23439ca9fe5d369b228ab596fdc93)

So what happens? Surprisingly, they actually realise that being able to eat is worth a few minutes of exercise, and they do walk to work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwalkingresults.jpg&hash=e328eeb7d4754e361f2380db7d2ba70096ebeeb7)

So the conclusion is simple: Sims will walk for many tiles if they have to.

Next myth:

"You have to leave at least a 1-tile gap between transport stations."

This is a very debated statement, so I thought I'd settle it for good.
In this test, the HOV lane from the previous experiment is replaced with 2 back-to-back bus stops, as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftransportgapsetup.jpg&hash=5287b3a2a4fc53b8fe9365886b353b7a51a6ef5f)

So, do the Sims get to work?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftransportgapresults.jpg&hash=be5bcec43ff197914bbf3014eed13e38e62f2ed8)

The answer is a resounding no. If you place 2 transit stations back-to-back, they won't connect.

Interestingly though, when the two stops are connected by a separate road to the side, Sims do get to work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftransportgapbridge.jpg&hash=64edef877b9b45417c0b090ece72274c0f30ec52)

This made me wonder whether putting the stops side-by-side instead of back-to-back would allow the connection to take place. Err... no:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fside-onbusstops.jpg&hash=a528c98a7f5afaef68dd25b7159929fb139f6570)

It just doesn't play ball. Our conclusion from this experiment is as follows:

You can only put 2 transit stations next to each other and make them work IF there is a transport network, such as a road, connecting them. Otherwise, you must leave a gap.

So that settles that. Onto the next myth:

"You can't make neighbour connections with streets or one-way roads."

Really?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstreetconnection.jpg&hash=7553cb5ff60b3528f6311e69b4730b6b0a3c09f5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fonewayconnection.jpg&hash=c0872dbedb4fe66170d2040b0f763e6863621bd2)

As long as you have the NAM (and you should), you can make neighbour connections with any network in any form - orthogonal, diagonal, or fractional angle (FA). You will learn how to do this in the second project.

Our fourth 'myth' states that:

"In the early stages of development, industrial zones grow faster than commercial zones."

To find out if this is true, I've set up another test city, comprised of two residential zones, one connected to an industrial zone, the other to a commercial zone. Both areas share the same amenities:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fearlydevelopmentsetup.jpg&hash=84fa97de11f3714e2726aed14b815b3079ff19f7)

So what happens? Let's fast forward a few game years and see:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fearlydevelopmentresults.jpg&hash=e0f4bfc866f62e766b18462ed562710e9a22d95c)

The results are clear. The industrial area is comfortably more developed than the commercial area. It is worth building industrial areas before commercial areas.

So our conclusion is thus:
Industrial grows much faster than commercial at first.

And our final myth:

"Poor Sims prefer to use mass transit to get to work, and rich Sims prefer to drive to work."

Again, it's time for a test city to validate this claim (or not). One one side are houses, on the other factories. Connecting them are, from left to right: ped mall (with bus stops at either end for bus users), road, rail, el-rail, subway, and monorail. No amenities, apart from power, are provided, so this should give us lots of poor Sims to survey:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpoorcommutingsetup.jpg&hash=3c8848b9542be2cfbb7b247abc8c12453db31ca6)

After development, the results come in. I'll show the results for each network, from left to right, in the order stated above:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpoorpedmallresults.jpg&hash=e2b8139cd76ae728b6d5cbd2e0cb627775fc24a9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpoorroadresults.jpg&hash=830b8e4b07fdcecb09461f7c532c9387b62af868)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpoortrainresults.jpg&hash=a768f9ae5661b97643913d74b14680d9e03a38a0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpoorelrailresults.jpg&hash=c05dc8d46e87118a85b56765cbde4e300be036c8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpoorsubwayresults.jpg&hash=2790f407a02e625ea7aeab403cf2b6f5a44335f7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpoormonorailresults.jpg&hash=c4624a504abf4a7173fa0e5a0932f6e377213944)

So mass transport is our clear winner here in terms of usage, as was expected. So if our myth is true, then once amenities are provided and the wealth of the area increases, then the roads should start getting a bit busier.

The city with amenities is shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frichcommutingsetup.jpg&hash=ba80feae3982b258270074cd8b854536d308c9e6)

The area redevelops:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fredevelopedcommutingcity.jpg&hash=2bc3d30cb1be4faa1831a1f787ec739935d11fc4)

And our commuting route usages (i.e. our results) are shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frichpedmallresults.jpg&hash=041681e66afcbfc44a61b605ef1ef6748aa3876c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frichroadresults.jpg&hash=13cc0d9b30f749307d641299d098bf670b071dee)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frichrailresults.jpg&hash=2a2667c4a6518a8e1744d1c3c7309d72ae2d2d30)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frichelrailresults.jpg&hash=99a556aacafa234ed9f011d70d1368111b832dd1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frichsubwayresults.jpg&hash=c004b716100d9004a3605f3377790c99f4ad2dc0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frichmonorailresults.jpg&hash=28583b552b0b1c6704145ce3598cb372c5d8ef3a)

Eh? What happened? Where have all of our commuters gone?

The truth is that they've shunned the factory jobs for the civic jobs on their doorsteps, and, surprisingly, are walking to these nearby jobs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fprimaryschoolcommute.jpg&hash=b770035265aff74549e5ab548ff8b3feacac113d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhighschoolcommute.jpg&hash=fbd8d6946f321abb4e9bc0447cf038246f67fa9c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcliniccommute.jpg&hash=e82f283a9bed327708ec02a0228260afc8c09440)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpolicecommute.jpg&hash=5ad01db874bacc91fdf7ae08354303a692bbf696)

What interesting results! It would seem that the time/distance needed to get to their jobs is more important than how they get there. Otherwise some people would still be factory workers.

So the conclusion is as follows:
Your Sims will take any form of transport available to get to work, so long as they get there quickly and don't have to travel too far.

And that concludes this little side update. To summarise:

- Your Sims will walk for as far as they need to.

- You can only put transport stations next to each other if they're connected by a transport network.

- With the NAM, you can make neighbour connections with any network.

- Industrial grows better than commercial in the early stages.

- Commute time and distance are more important considerations than method for your Sims.

And so it is time to move on to our second project! In this project, we will build a coastal city that spans 4 large city tiles. You will learn the following:

- Planning a region

- Regional terraforming

- Adapting your plan to fit the terrain

- Building realistically across multiple tiles

- Building marinas, historical districts, park-and-ride facilities, various road interchanges, a branch railway, and lots more

- Using the Lot Editor to tinker with your lots to improve their appearance (i.e. basic modding)

- Planning, siting and building landmarks

And lots more. The first lesson of the second project will focus on basic planning.

One thing I should say is that this will be a bit more advanced than the first project, and I'll assume you know everything from the first project. I'd go back over the Summary to make sure this is true - and if it isn't, go back and read up the relevant lesson again. I know I keep stressing this but it's really important to do it if you want to learn to build cities to a high standard.

Best wishes,
Chris




Title: Re: Realistic Cities For Dummies
Post by: Exla357 on August 01, 2011, 08:40:29 AM
Thanks for clearing this up! I'll use the results in my cities!
Title: Re: Realistic Cities For Dummies
Post by: smileymk on August 04, 2011, 07:22:52 AM
Time to begin our second project, methinks.

Exla357: You're welcome. I'm glad you found the experiments useful.

And now, time to begin building a regional city.

Project 2 - Regional City

Lesson 1 - Basic Planning

Before you ask, there will be an 'advanced planning' lesson, in which you'll take the concepts learnt here a stage further.

You know from the first project the reasons why it's crucial to plan out projects before you dive into them. I will tell you now that the larger the project, the more important it is to plan it out first. There comes a point where you can't keep it all in your head anymore, and pre-planning means that you save yourself all that effort beforehand.

Planning a region isn't any harder than planning a single city, but it is more complicated - mainly because you have to remember one rule that isn't relevant for single cities:

You must build your region as if it is one giant city tile.

REMEMBER THIS RULE. It is Rule No.1, the only rule, the single most important rule of realistic region building.

You have to pretend that the city tile boundaries don't exist. You have to pretend that there is a wider world beyond your region. This means that your region must flow effortlessly from one city tile to the next. It must be consistent in terms of terrain, buildings and general landscape throughout. Your roads and railways must run to the route they need to take and not the route that suits tile boundaries.

So, with this in mind, we can plan our region.

The first step is to get some paper and coloured pens, and draw a rectangle to represent your region. Mark your city tile boundaries with thick lines. Accuracy is not important:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcitytileplan.jpg&hash=cd37a2ba4a468e8ea91c1eb8616aeede6db1450a)

We mark the tile boundaries only for reference, so that we know where they are. We want our estates to flow between city tiles, but these lines prevent us from putting big, important, inflexible buildings (like train stations) in between city tiles.

Next you need to fill your region with essential information on what goes where. For this you need to know what you want to put in it, and for this, you need a brief. You don't have to write it down, but it helps.

Our brief for this project is as follows:

To create a coastal resort town with a population of 100K - 250K Sims, which has its origins as a medieval fishing town. Owing to this, there is a marina on the coastline, near to which is the old medieval town. A more modern CBD has grown nearby, and the town is the terminus of a major motorway to the north and both a main railway line and a branch line to a nearby coastal town.

In short, your brief has to summarise all of the essential goals and information you need to complete your project. Keep it simple.

Once this is done, you can fill your region to suit your brief:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fregionconceptplan.jpg&hash=21c6c2e796691b5ebd00d7b054bf03f5b1edaac7)

There are a number of points to make here:

- Keep it simple. Include only essential information, such as important transport networks, landmarks and utilities.

- Use different colours to represent different things. I used the following colour code, but use a colour code that you can understand:

Motorways
Dual carriageways
Roads
Railways (line, stations represented as rectangles on the line)
Landmarks (individual, standalone shapes)
Areas (empty boxes)
Marina
Beach
Coastline
City tile boundaries
Footpaths


- Add labels so you know what's going on. Think of it like drawing a map.

- Positional accuracy is not important. You only need to get the general idea.

- Have your city tile borders showing clearly, above everything else.

Now you need to go and plan each tile in turn. This is where you can add a bit more detail regarding types of networks, and estates, and other things that you need to know:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnwtileplan.jpg&hash=64bde4b23a2560587926875a68dade5d9a938b7e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnetileplan.jpg&hash=dee8d90e7bc32cd51646320e7648335eb04751ac)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsetileplan.jpg&hash=89f272643d49c6ab163fdcde8f0e55c712393d26)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fswtileplan.jpg&hash=c49ed6df1382c16935b1768707896e71f8c2724f)

One important point to make here. Use transport networks, NOT city tile borders, as demarcation lines between estates. Remember that rule. You need to make sure that your estates are consistent through city tile boundaries. The best way to do this is to decide where your estates are going to go before you plan each tile individually, and work to that.

Any complicated parts of your city, such as transport interchanges, should also be planned out. Again, keep this simple and include only essential information.
As an example, here are the 4 grade-separated road interchanges that are to be built. These are marked by filled-in circles on my plans, so you should be able to see where they are and from where they come:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froundaboutinterchangeplan.jpg&hash=923a385f899141da935b363e4f4cbc8a2643cc54)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2F3-levelstackedroundaboutplan.jpg&hash=f8cf11d7d6ee0a68134999e22049b042ce2219df)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdumbbellinterchangeplan.jpg&hash=a33bdee37288f763244913b69013ce14544aa333)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmotorwayendroundaboutplan.jpg&hash=d0ea870046cf15bd540f00e0f415487a6d477cd2)

Once you've planned all of these complicated areas, you're nearly done. There's just one small, but vital, thing to do:

Naming Your Region

Of course you have to give your region (or in this case, the city it supports), a name. The reasons should be self-explanatory. Fortunately, this is a simple task and the technique I'll teach you will allow you to create an original name that works well.

You need 2 things - a random number generator, and a map. The area the map covers is irrelevant - the important thing is that it has an index of streets and places, because this is where you'll get your names from.

The random number generator needs to generate random numbers between 1 and 26. This can be done on Excel or on certain makes of scientific calculator.

You need to enter one of these formulae, depending on what you're using:

Excel: =INT(RAND()*(26-1)+1)

Scientific calculator: RanInt#(1,26)

Then press Enter or =. The output corresponds to the letter of the alphabet that will be the first letter of your city name, so if you get 1, you look under the 'A' section of the index, 2 then B, 3 then C, and so on.

You then press F9 or = to get the next letters of the name. If there isn't a match in the index with the letter you produced (e.g. Tx), then use the nearest available letter for which there is a match (e.g. Ty). By now you should have narrowed the search down to only a few entries.

You keep producing letters until you have only one entry left in the index that matches your produced letters as closely as possible. For example, you end up with 'Tyd' and the only entry in the index that begins 'Tyd' is 'Tydlesley St.', and so therefore you use Tydlesley as your city name.

Using this method I came up with the name of Troon for our coastal town/region. I think that this is the name of a real village in Cornwall - but don't worry if it's the name of a real place, or if it's the name of anything significant to you - it doesn't matter. You'll still come up with varied and interesting city names.

Once you've named your region, you're done with the preliminary planning, and are ready to set up your region.

You're not done with the planning yet, however. You need to adapt the plan to fit terrain constraints - but that will have to wait until after we've done the terraforming.

The next lesson will be about preparation - getting your region set up properly, ready to terraform.

See you there,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Exla357 on August 04, 2011, 02:03:59 PM
This is getting exciting! I plan my cities a lot but I don't as much as I should. They evolve that way.
Title: Re: Realistic Cities For Dummies
Post by: Risu on August 04, 2011, 03:50:09 PM
Finally! The right way to play SC4. This MD really appeals to me. I gotta learn to plan out all my cities before I jump in. That's where I always go wrong.
Title: Re: Realistic Cities For Dummies
Post by: wallasey on August 04, 2011, 05:24:51 PM
Agreed, it doesn't take much to sort out;

Your next project looks very interesting indeed....oddly enough I have just been developing a similar kind of tile, albeit on the shore of a lake rather than a full blown coast.

Good luck!
Title: Re: Realistic Cities For Dummies
Post by: j-dub on August 04, 2011, 06:41:35 PM
Just going to say, neighbor connecting two sets of OWR, the most I have seen is trucks and busses use them in and out. 9/10 out of the times, I have not seen car traffic. However, two OWRs, exactly side by side, I have seen used by car traffic.
Title: Re: Realistic Cities For Dummies
Post by: apeguy on August 05, 2011, 09:27:00 AM
Very interesting and informative, this will definitely help a lot of people, especially those who are just starting out, and I've learned a few things as well. I should pay more attention when planning my cities from now on. ;)
Title: Re: Realistic Cities For Dummies
Post by: bat on August 08, 2011, 02:30:33 AM
Great work on your MD there.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on August 16, 2011, 05:14:43 AM
Wow! The response to that last lesson almost blew me away. Thanks for your continued support.


Exla357: You don't have to plan every last detail - only the bare essentials like what you saw in the lesson. It's always good to have a little flexibility for when the inevitable miscalculations and problems arise.


SimRisu: Seriously, I can't stress enough the importance of planning. It takes only a few minutes, but, like you said, will prevent your cities from going wrong, so it's worth that few minutes.


wallasey: Thanks, and good luck with your lakeside town. It sounds very interesting and I look forward to seeing it somewhere.


j-dub: Interesting, I'll have to investigate that.


apeguy: Well said. Hopefully that's one of many things you'll learn on this thread.


bat: Danke schoen! (Thanks a lot!)


Thanks once more for your continued support. Now let's go region-making!


Lesson 2 - Preparation

In the first project, you learnt how to create a region in-game and then use Paint to modify it to suit your needs.


Well, there is another way to create a region that doesn't involve SimCity 4 at all, and it's that method which I want to show you today.


I should say at this point that this method is for Windows users. I regret that I don't know how it works for a Mac, since I use a Windows PC for SC4, but I'm sure it's very similar. If any Mac users here would like to give us the lowdown, please do.


The first step in creating a region is to understand what it's made of. Let's go to the region we used for our first project and have a little look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fkeyregionfiles.jpg&hash=e7cbfbf055645881aedb3ded9c3c750291cb85e0)
You can see here that there are 3 different types of file.


SC4 files are city files, that are created/modified whenever you save a city in-game. You don't need one to make a region, so we needn't worry about them here.


config is a bitmap image that determines the size of your region, as well as its composition in terms of city tiles.


region is a type of text file (called a 'Configuration Settings' file) that determines the name of your region, and whether it will initially be composed of terrain or water.


Notice also the file directory. Each region has its own unique folder under the following directory (underlined in red in the above image):


(Hard Drive):\\...\My Documents\SimCity 4\Regions


(The path to the My Documents folder varies. Most PCs have a shortcut direct to this folder, so you shouldn't have to worry about this too much.)


When you create a region in the game, the config and region files are automatically created and saved in a new folder under the above directory.


These files and the folder they sit in can also be produced from scratch - which is what we're now going to do.


First, we need a folder. Go to the above directory, then find this button highlighted. It should be on the left:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcreatingregionfolder.jpg&hash=76550c6cdbf7fb96d11301d084b4116a3380371b)
If you don't have this button, then go to File > New... > Folder, which does the same thing as the button.


You'll then get this (except it will say 'New Folder' instead of 'Troon', and the text will be highlighted):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnamingregionfolder.jpg&hash=a399d1375211f072e160645abaebdcd1752d51a0)


See that black box surrounding the name? That means that you can change the name. When highlighted, any text you type in will replace the highlighted text.


So all you need to do is type in your region name and press 'Enter'. Your region now has its own folder.


With that done, let's create the config file. Open up Paint. You can find it under Start > Programs > Accessories. When it does load, you'll get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialpaintscreen.jpg&hash=f7e7376e57c3ea5e65d5aa70b4608fd8951eec21)


If you remember the Preparation lesson from the first project, you'll remember that one pixel represents one small city tile, equivalent to 1x1 km. The above image (shown by the white space) is 800x800 pixels (I think), which means if we use this image, we'll have a whole country for a region.


What we actually want is a region consisting of a 2x2 grid of large city tiles. So we need to resize the image. To do this, go to Image > Attributes and type in the correct size in the Width and Height boxes respectively:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fadjustingregionsize.jpg&hash=e10e0c9eaf140367b548890690bc39bbd974a95c)


Pay attention to the numbers highlighted. 1 pixel is 1x1 km. 1 large city tile is 4x4 km, therefore it needs 4x4 pixels. We want a 2x2 grid of these large tiles, so the image size needs to be (4 pixels/tile x 2 tiles) x (4 pixels/tile x 2 tiles) = 8x8 pixels.


Press OK and you get this, minus the red circle:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsupersmallimage.jpg&hash=217c930ef45a2aa124c81b937694d1dec981732f)


The red circle is there in case you can't see the resized image. It's in the red circle. I think you'll agree that that's a bit small to see - but it has to be that size, or we won't get the region we want.


What we can do is zoom in on the image so we can see it. To do this, go to View > Zoom > Custom... and then click on the 800% radio button, then OK. In addition, go to View > Zoom > Show Grid. The resulting output will be this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fexpandedregion.jpg&hash=fc812af8de3a88f745a2f17ef5f56a914899c76f)


This is much easier to see, and the grid, where 1 square = 1 pixel, helps as well.


Now we need to colour this image in. We leant in the first project that large city tiles need a 4x4 pixel area coloured blue.


Since we have the 8x8 area we need and we're only using large tiles, we just need to colour the whole thing blue. The Fill tool (the one that looks like ink coming out of a jar, second down on the right) is best for this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsettingtileconfig.jpg&hash=760c768b41ac06b5c9c6524df105f98e78c4e116)
Notice the colour. It's got to be pure blue (RGB colour 0,0,255) (which is what you get here) or at least a colour that has an RGB value of <255, <255, 255, because only if the Blue value is 255, and no other values are 255, will SC4 recognise it as a large city tile.


Having done that, we can now save the file. Press CTRL  + S:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsavingconfigfile.jpg&hash=bf5cc62e37553c03b6097301b1735425b30f80ee)


It is vitally important that you save this file correctly. It MUST be saved in your new region folder, which MUST be in the directory shown earlier (your Regions folder). It MUST be named config and it MUST be saved as a bitmap image (file extension .bmp). Otherwise it won't work. Once you've got it right, click Save.


You can now create the Configuration Settings file. The easiest way is to open up the file in another region folder. You'll see that it opens with Notepad as a text file:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fexampleregionfile.jpg&hash=02a0a14f829898696f50948851e1ed1a7fe52207)


All you have to do is to change 'Name = (whatever it is)' to 'Name = (your region name)', like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frenamingregion.jpg&hash=8265bef161eaaee2ae3ad8a081ce5ada248f2962)
You also need to set the Terrain type value to 0, if it isn't set at 0 already. This ensures that you initially get terrain when you load the region.


Now you need to save it. Go to File > Save As (NOT 'Save'). Then find your region folder and save it in there as region.ini. You have to put the file extension in, because Windows will save it as a simple text file if you don't:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsavingregionsettings.jpg&hash=eff838e0eb04d046246badf3b0f87b95da58671d)


Now your new region folder should look like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedregionfolder.jpg&hash=d8b54b3f48a4ad45331f5e6329332fd21d3ee2ea)
If we go into the game, we should now be able to load the Troon region and see the 2x2 grid of large city tiles that we want:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpreparedregion.jpg&hash=28513bbf93139e1b7560a2d4d56c815afd34e1ce)


Perfect! Your region is now ready for terraforming.


But before we do that, there's another important thing we must do. In the next lesson we will cover it - the art of organising your Plugins folder. I know, I can hear the groans already. I know it's a bit boring, but we have to do it - it just makes it easier to do the fun stuff later on.


See you there,
Chris
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on August 16, 2011, 08:26:49 PM
Gosh, I go away for a short time and look what happens...GREATNESS!!! Good job Chris well done. RL has kept me away and I just got a new Mac (I do have Windows 7 Pro in a virtual machine) so I gotta go and redo a bunch of stuff. But I must say good work as always.  &apls
Title: Re: Realistic Cities For Dummies
Post by: dedgren on August 16, 2011, 10:12:55 PM
Chris, I admire folks who think about SC4 and the questions it presents us as we create our cities and regions.  Doubly so when they take the time time to present what they've learned for the benefit of others.  You have a clear style and a step-by-step approach here that is very well presented.  I certainly have to admit that I'm impressed.

Good luck- it will be interesting to see where you take things from here.


David
Title: Re: Realistic Cities For Dummies
Post by: rooker1 on September 01, 2011, 06:15:21 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi901.photobucket.com%2Falbums%2Fac213%2FBSCLEX%2FMouse%2520stuff%2FRCfD9-11.jpg&hash=751edea99ce5833f092977b36f87b411f063facd)

Here is one of the finest Tutorial MDs ever done.  Even if you think you know everything there is know about SC4, after reading through this you may find yourself wrong.  Ebjoyable read every time and I'm sure this will be a very interesting month with Chris and his MD.

Congratulations from The SC4D OSITM Committee. &apls
Title: Re: Realistic Cities For Dummies
Post by: bat on September 01, 2011, 07:07:43 AM
Congrats on your 1st OSITM-award!
Looking forward to more in this month... ;)
Title: Re: Realistic Cities For Dummies
Post by: Tomas Neto on September 01, 2011, 08:45:57 AM
Congratulations on the OSITM!!!  &apls &apls
Title: Re: Realistic Cities For Dummies
Post by: nemanjanv7 on September 02, 2011, 12:42:36 AM
Hi, I've just found your tutorials, congratz on the received achievement.
After reading through your tutorials, I've decided I'd give it a try and start from the beginning.
- And I already have questions:
  1. How did you create diagonal RHW so close to each other. I have to leave at least a tile of space between them and must build them separately. I don't have a diagonal piece with all 6 tracks.
2. I can't find Flup peace - road under RHW, or anything else under RHW. I even tried to install Marrast underpasses and still no use. Can you please tell me what I am missing.


Here is your post:
http://sc4devotion.com/forums/index.php?topic=12096.msg356425#msg356425 (http://sc4devotion.com/forums/index.php?topic=12096.msg356425#msg356425)
Title: Re: Realistic Cities For Dummies
Post by: CrossSide on September 02, 2011, 01:03:05 AM
Congratz with your price! Was nice reading trough everything again and easy to begin with SC4 for me after I did not play it for a long time. Only advice I can give to you is to watch your details, because I think in the later pictures you aren't watching them enough (like building houses on steep slopes).
Title: Re: Realistic Cities For Dummies
Post by: Framly on September 02, 2011, 04:13:41 AM
Congrats for OSITM :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 03, 2011, 10:49:42 AM
Hey guys. Well, it seems I don't need to tell you about the OSITM thing. I'd just like to say a huge thank you to all who've given their support, and to the OSITM Committee for the unexpected surprise of their recognition.


yochananmichael: Thanks for your kind words.


dedgren: I have to say I'm flattered. I'd like to think I'm bridging the gap between the great players and the 'nearly' players who want to play like the greats but don't know how. And judging by the response, it seems like that's happening.


rooker1: Thank you for the recognition. I'll do my best to do the OSITM section justice.


bat: Oh, there'll be more, I can assure you of that.


Tomas Neto: Cheers.


nemanjanv7:


1) From straight RHW-4, use the RHW-4 Double Curve piece to convert to diagonal RHW-4, and then drag out from there. Your diagonal RHW-4 carriageways should be right next to each other. You might have to use filler pieces on the diagonal sections, though.


2) The RHW FLUP pieces are located at the end of the Road over RHW Puzzle Pieces set, which is found under the Roads menu. (The icon is a road going over RHW-4).


Hope that helps.


CrossSide: Thanks, both for the congratulations and the advice. I know the importance of details, and will be encouraging you guys to pay attention to things like houses on slopes.


Framly: Cheers.


Now, a lesson which I know a lot of you will find useful.


Lesson 3 - Organising the Plugins Folder


You might not think that you need to organise the ever-growing mass of files in your Plugins folder, but you'd be mistaken. Not for functionality reasons - as long as the files are somewhere in the folder, they'll work - but for accessibility reasons. You might need to get at some of those files one day, for whatever reason, and it's far easier to do this if the files are easy to find without a long trawl through the Plugins folder.


Also, we're going to be doing some modding in this project. This makes it even more essential that you organise your Plugins folder. You need to be able to find your mods easily, so you can make changes if you need to.


The first thing to note is that there are 2 Plugins folders stored on your computer - and SC4 reads them both. You can find them under the following directories:


(Hard Drive):\\...\My Documents\SimCity 4\Plugins


(Hard Drive):\\...\Program Files\Maxis\SimCity 4 Deluxe\Plugins


(If you don't have Deluxe, that 'Deluxe' will be omitted.)


To keep your downloads organised, it's best if you keep as many as possible of them in one of these folders. It doesn't matter which.


Let's have a look at that first Plugins folder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmydocumentsplugins.jpg&hash=2d714d8156b24335abd1eb980503815f703ce7c6)


Only things which need to be under this folder are here. This path is the NAM's default installation path, and because the NAM has plenty of subsidiary items, it makes sense to keep it here.  Also, it's important to note that new buildings and lots are saved here - this is why the 3 SC4 Model files are there.


Obviously I have more downloads than shown here. The rest of them are in the other Plugins folder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmaxisplugins.jpg&hash=edd8c69dbac466a72c6fdfd87b5ffb108223dce1)


More specifically, the majority of downloads I have are in the 6 folders highlighted in the blue box. We'll check them out in a moment - but first notice the files. These files are only here because they have to be. If you have these files, do NOT move them from this directory (underlined in red). Otherwise they won't work.


The rest, the majority of the downloads, can be placed under as many folders as you want within this directory.


We want to organise these downloads logically. You'll notice that the folders follow the Maxis method of organising items in SC4 - landscaping items in one folder, zoned buildings in another, etc.


You should be able to figure out what's in most of the folders above - but in case you're wondering, RCI stands for 'Residential, Commercial and Industrial and covers all zoned buildings/lots, and Other_Mods covers everything that doesn't fit into the main Maxis lot categories, such as props, textures, etc.


Let's take a look at one of these folders. Here's the Civic Tools folder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcivictoolsfolder.jpg&hash=691dcacabc216cdf6f90292120491fc4687baacd)


Look how all the civic tools have been subdivided into their Maxis sub-categories. As you'll see, this is the core principle to adopt when organising your Plugins folder:


Use the Maxis menu system that you get in the game (i.e. the menus you go through to build lots) as the file system for your Plugins folder.


Think of these folders as your menu options, which get you to your downloads. If we want to find a school, then we look under the Education sub-menu in the Civic Tools menu. If we want to find a hospital, we look under the Health folder. And so on.


Looking at the rest of the 6 main folders shows how this file system follows the Maxis menu system:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fothermodsfolder.jpg&hash=1dcb7335e57daab9d7b7690f27a335410b3b2fa1)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frcifolder.jpg&hash=085434f536658619d7315df342a44cd884b19a49)


Notice how the RCI folder is grouped into the 3 types of zoned buildings. Continuing on...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fterrainmodsfolder.jpg&hash=dbbfd57292dd9252cd698ded62e416b09889a7e4)


Maxis doesn't subdivide landscaping tools very well, so instead for this folder we group files according to what aspect of a landscape they change. The Plugins folder contains the Extra Terrain Tools mod. Next please:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftransportfolder.jpg&hash=0e6cc1056e88b94bd43ee5c19f359e8ee09e35af)


Again, most of this should be self-explanatory. The Maps folder contains a mod to determine the colour scheme for the regional transport map. The NAM Extras folder contains additional downloads for NAM components (such as RHW tolls, GLR stations, etc. - NOT core NAM addons like the RHW, which are saved in the NAM folder in the other Plugins directory). Moving on:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Futilitiesfolder.jpg&hash=f5ab19a0264015d8158331bfdbe2847c7ffd3963)


So those are our main folders and subfolders. And for the most part, this works very well, such as in the Fire Service folder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffireservicesubfolder.jpg&hash=378a7467faff2357112440119a5db58b6df035fd)


These are actual downloads, and illustrate another rule of organising the Plugins folder:


Do not use more subfolders than you need to.

There is no point in subdividing this folder any further because all that's in there is a few fire stations. We can't categorise these any further, so we'll leave them here.


But on some occasions, you will need to subdivide further. One of these occasions is with the Education subfolder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Feducationsub-folder.jpg&hash=598d996e1dab6b6722c7389bd5e07eeab9a4e66a)


You don't have any more Maxis sub-menus to guide you, so you need to be logical in your subdividing of downloads. Grouping according to the purpose of the lots, as shown above, is a good system to use.


One folder you will definitely need to subdivide further is your Parks folder. Many downloads you have, and many of the lots you have in the game, will fall into this category. For example, my Parks menu in the game has over 1,000 lots in it. That just goes to show the importance of subdividing this folder. Let's see how it's done:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fparkssubfolder.jpg&hash=1e79db5ce72f7bb905c9388ecb6c66cedcbf5ddd)


Simple enough. Let's have a look at some other cases, starting with the Commercial folder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcommercialsubfolder.jpg&hash=5923c04e21ee244829d93568dcb74f5202485b0e)


That should explain itself. Now let's look at the NAM Extras folder - if you're anything like me, you'll have a lot of these, and so it makes sense to subdivide them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnamextrassubfolder.jpg&hash=2bdb2ea3d56ee5d587f743719eca646c68358d31)


You'll see I've grouped the downloads into the NAM component they cover. A similar idea is behind the Public Transport folder - the downloads are grouped according to what form of public transport they cover:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpublictransportsubfolder.jpg&hash=decc149419e8eff42175ddae0308de4da27922a5)


Sometimes, you will have a lot of downloads in a certain category that are made by the same creator - for example, a lot of the props you have will be from BSC. In cases like this, it makes sense to create a folder for items in the relevant category that are by this creator. The Props folder is a good example - each folder highlighted in blue in the following image contains props from the creator indicated:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpropssubfolder.jpg&hash=f55b8adccc0c3d1bca3da5117ed595f95aedd634)


So that pretty much sums up what you need to know about organising the Plugins folder. I thought it might be helpful to show you the complete file system I use to organise my downloads, so here is a diagram showing just that:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpluginsfoldermap.jpg&hash=66ca5d59cb05938acd954fe0850d16d1b6725594)
(It would seem that this image has been compressed, because it was bigger than this when it was uploaded. I hope you're able to read the text.)


If you can see it, then notice how the structure is logical, and as few subdivisions as possible are used.


And that concludes the lesson.


Next time, we will make a start on the terraforming. The next lesson will focus on coastlines.


See you there,
Chris

Title: Re: Realistic Cities For Dummies
Post by: Terring7 on September 03, 2011, 02:57:28 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F3608%2Fdoismellositm.jpg&hash=a37262516f4d9aa91960317c97d35cb5930d6736)

Congratulations for a well deserved O.S.I.T.M. :)&apls

As about the today lesson about plugins... I'm a very bad student ;D
The "Program Files" plugins folder has all Maxis made stuff, like the extra landmarks. You can also see some non Maxis creations as well. Now this is what I call "mess" ;D ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F4607%2Fplugins2l.jpg&hash=20a9b68139d160d3ea598ab9e11a848651140ace)

The "My Documents" plugin folder is a bit organized through :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F6742%2Fplugins1y.jpg&hash=e8d0236f38d0885453ad05ca19cb81453d675c76)

And yes, they have subfolders ::)
Tell me what you think :
Title: Re: Realistic Cities For Dummies
Post by: Jmouse on September 03, 2011, 03:51:03 PM
Congratulations, Chris. OSITM is the perfect place for Realistic Cities for Dummies. I've always liked your playing style although I suddenly found myself too busy to visit as often as I wanted to. Hopefully that era is behind me now.

You have an organizational system similar to my own which has always worked well for me. I have two more folders I don't see mentioned here, though, and they have come in handy several times. One is called "Plugin docs" where I can find the READMEs, and the other contains the original zipped downloads. Both are structured in exactly the same way as the in-game plugin folder for easier reference.

And, mmm...er...there you go again! I'm trying to create attractive coastlines right now and need HELP! %confuso

Good job on this update... :)
-Joan
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on September 03, 2011, 09:32:32 PM
AMAZING as usual Chris. Getting an OSITM is certainly an accomplishment and I must say well deserved. Keep it up!!!!
Title: Re: Realistic Cities For Dummies
Post by: Battlecat on September 06, 2011, 10:25:13 AM
Congratulations on being selected for OSITM!   &apls &apls

Your tutorial style of MD a very valuable resource for new players and rather unique as well! 
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 08, 2011, 09:05:41 AM
Hey guys.


Terring7: Yes, you did smell a new OSITM, and thanks for the kind words. Regarding your Plugins folder, I'd like to say a couple of things:


- With the first folder, I'd put all of those landmarks into their own folder. You might also want to create a folder for the US flag lots.


- The second folder is better, but you could put the 'Growable Buildings' and 'Ploppable Buildings' folders into a single 'Buildings' folder. Your Extra Mods folder could be moved into the Mods folder, and the 'Automata Essentials' file should really go into the Dependencies or the Vehicles folder.


The system for the second folder is good, though. Make sure you stick with it.


Jmouse: Thanks. Don't worry about visiting here too much, I know you've got other, far more important things to do. I like the idea of a readme folder, although I tend to just give readmes a quick look before deleting them (they take up valuable space).
I personally wouldn't have a zipped download folder - it's not really necessary, and it takes up a lot of space. But that's just my opinion - if it helps you, then it's well worth using it (otherwise you'd be defeating the purpose of organising your files).


yochananmichael: Cheers.


Battlecat: Thank you. I do think this was needed and I'm happy that so many of you are finding it useful.


Now, who wants to learn how to terraform coastlines?


Lesson 4, Part 1 - Coastlines


This part of terraforming is actually rather simple, and it's very enjoyable and satisfying to do. But you do need to put time into it to make it look right.


It's important to remember, not just with coastlines but with any terraforming, that nature does not do neat patterns and regular arrangements of landscape features. Your landscape should be irregular. Again, this is a rule to remember.


With regards to coastlines, this means that you need to get out of your head the idea of those long ruler-straight edges that you see in a lot of pictures. Yes, they look nice. Yes, they do make absolutely sure that waterfront lots will plop correctly. But they aren't realistic. At all.


To start with, we'll work in the south-west city tile of the region (see the Basic Planning lesson for the plan we're following). All the coastline here is going to be a beach, so we want a smooth, not too curvy (but not too straight!) coast.


The first step is to create the water. The best tool for the job is the Shallow Valley tool. Go into Zoom 1 and hold the Shift key to make the brush size larger, ensuring a good-sized water body. Hold it down for a few seconds in the position shown below to get a good depth of water:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingcoastlines.jpg&hash=11241ccac474f52aa466651079273251c831b61d)


Notice the depth of the water. You want it to vary, because it varies a lot in real life, but this is a coastline, so it shouldn't be too deep here.


Drag the tool along your coastline, taking care to keep the water depth appropriate and varied. Eventually, you'll get something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcurvedlandedge.jpg&hash=51f848b7986935f124590aab85df33293a42d37b)


It looks OK, but you'll notice that, because the terrain tool is circular, your coastline ends up forming a 'wave' pattern like you see here. This is worse than those long ruler-straight edges. We need to do something about it.


The solution is to use a smaller sized Shallow Valley tool (the regular size will do) to convert the 'peaks' of land into coast. You do this by positioning the tool such that the circle touches one trough of land (i.e. where the water reaches furthest) and dragging it in a straight line to the next trough of land, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothingoutwaveedges.jpg&hash=7b07f807657f20b5756ad6e53ae8782cd8d3aa56)


If all goes well, your whole coastline should look like that bit to the left of the circle does. But even then, there's another problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsteepcoastline.jpg&hash=02c710e6ced87632a77583c75b810d8dd01c3d42)


You'll see from the gridlines that the terrain slopes down rapidly to meet the water. This sort of thing isn't really realistic, and it doesn't suit a beach at all. It needs to be smoother.


No problem - the Smooth tool will do the job (found under the Level Terrain menu). For a job like this, the regular Zoom 3 brush is fine. Use the grid to help you, and smooth out that coastline as far as you can. You want a nice big gap between where the grid stops and the deep blue starts, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmmothingcoastlines.jpg&hash=69ca03eeb6a711bcdb3ee4df3d2472d6c7a5513b)


Keep doing that until your whole coast is completely smooth. If you look at the map in the bottom-left corner, you'll see a layer of yellow indicating your 'beach', shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcorrectbeachthickness.jpg&hash=81e2130f12b7263311a04255c843718e0f736bf0)


Once you get this, your coast is smooth enough. That's one tile done. Time to move to the south-east tile. The first job is to use the Reconcile Edges tool (highlighted in red in the image below) to carry the coast and the water into this tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcontinuingcoastbetweentiles.jpg&hash=0a8f3333b550715622b9110011e004307efdb4ad)


Click 'Accept', and you should get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freconciledcoast.jpg&hash=3b8e8c491b6d8c9fb968492fa04b99d5392a62ad)


You'll see that this gives us a nice reference point to work from, to make sure that our coastline is smooth between tiles. Remember out Rule No. 1 for region play? It applies to terraforming too.


From here, it's like with the first tile. Drag out the coast with the Zoom 1 large Shallow Valley tool and then use a smaller brush to sort out those 'peaks' of land:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsecondtilecoast.jpg&hash=2e8de9db58dcd225c2d029fa725aa7e06b159ed3)


Now it's time to smooth it out. However, the plan states that the beach is to continue only a little way into this tile, where the landscape will then change to cater for a marina.
(Remember that your Sims built a marina and a town around the beach because of the friendly landscape that's there, not the other way round.)


So we're only going to smooth about 1/4 of the way into the tile from the west. The procedure is the same as for the first tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothedeasterncoastlines.jpg&hash=00cbedb0f2a2dcf7fa6abfd5a98e50f8be4681f2)


Now, east of this, we need the land to come to an abrupt halt when it meets the water. To do this we need to use the Quick Level Brush tool, as it will give us a consistent level.


Unfortunately this tool is big and powerful, so we need to go down to Zoom 3 and keep to the regular-sized brush to keep it under control.


Position the cursor on land so that the edge of the circle meets the edge of the water. Hold the cursor down until the area of land affected is level and you have an abrupt end to the land:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbeachtomarinatransition.jpg&hash=30e44cb76dd37da761e5576add48e7c2c811b6d3)


Try to get a smooth transition between the beach landscape and the marina landscape, as shown here. The Quick Level Brush, if you position it like shown, will do this for you.


Keeping the Quick Level Brush cursor the same distance from the water, drag across. Our plan calls for about 1/2 of the tile to have this marina coastline, so we'll drag it that far. Use the map in the bottom corner to guide you, and don't worry if you're a little bit off - your coastline is meant to look natural, after all.


When done, it should look something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmarinacoastline.jpg&hash=6cdf41c33dc552fb53609d510e8bd0b781573d52)


Now I know I said at the start that long ruler-straight coastlines were bad, and they are. But you'll see that this coastline is a bit bendy and follows a consistent direction, which greatly improves the realism of the coast, and is how you should design your coastlines. Also, we won't see this when we come to build the marina, so the overall effect will not be compromised. In fact it will be enhanced.


At the eastern end, transition back to beach:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Feasternmarinaedge.jpg&hash=8957feb1da5565297b456b3a5a0609657d11d418)


And, since we inevitably changed the western end, we need to reconcile that edge again. Press the Reconcile Edges button, tidy up any sharp bits, and keep reconciling until you're happy with your coast and you get this message:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffinalreconciliation.jpg&hash=4f65697f30b24cec3c12ae56f4b8805245ed9708)


And that is your region's coastline complete. Let's go to the Region View and take a look-see:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedcoastline.jpg&hash=2297418f9a99eab72d755c567f84276815b3fb13)


It's really important that your terrain transitions as smoothly as possible between city tiles. That includes the seabed as well as the coast. Small, barely noticeable jigs are OK, but anything significant should be smoothed out.


So that's how to make coastlines. When you do yours, make sure you put a lot of time and effort into it. The more time you spend getting it right, the better it will look.


In Part 2 of this terraforming lesson, we will look at creating hills.


Until then,
Chris

Title: Re: Realistic Cities For Dummies
Post by: bat on September 08, 2011, 10:13:40 AM
2 nice new lessons...

And congrats on the OSITM-award!!!! &apls :thumbsup: &apls
Title: Re: Realistic Cities For Dummies
Post by: Unassigned on September 13, 2011, 12:26:51 AM
Congrats on your work being justly recognized!

Re:  "Project 2 - Regional City; Lesson 1 - Basic Planning" will you share your thoughts on realistic transit network layouts vs. the Eternal Commuter issue?

Sorry about going several lessons back, but I've been catching up after some months with no SC4 capable comp.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 18, 2011, 03:19:26 AM
Hello. I'll admit there's been a delay in getting this posted, mainly due to the new NAM coming out, and the great urge to play around with all the new features which inevitably follows.


Now then, comments!


bat: Thank you.


Unassigned: What you have raised is one branch of a much bigger question of realism versus practicality, which will be one of my 'side topics' (like the Myths in SC4 post) and will come after the 3rd project. With transport networks, I'd advocate realism as far as possible. If eternal commuters become an issue, then do make changes - but make them as realistic as possible.


Now let's continue our terraforming journey.


Lesson 4 Part 2 - Hills

Like the coastlines, hills are fairly straightforward to make to a good standard - but you must put the time in to get the best possible results. The hills are the most important part of your landscape and it's important to get them right. After all, it's impossible to build a realistic city on an unrealistic landscape.


We're going to start from our coastline and work our way inwards.


As we have a smooth coastline, we want to keep the terrain relatively flat for a bit. Many seaside towns are pretty flat (Brighton, Eastbourne, Morecambe, etc.) and we don't want too many hills until we get about 1-2 miles inland.


Starting in the south-west city tile, we'll begin our hills in the north of the tile. Use the Hill tool in Zoom 1 and hold down the shift key for a large brush. Position the cursor and click once:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialnear-seahill.jpg&hash=91cb9b3228c80ba67220c77e0843d9fd1a1f2f1f)


It looks rather low, but this is what you want. You don't want huge mountains right next to the coast, because it won't look right. This kind of hill above is the small hill you see all over the place, and looks the part.


Now it's time to make more hills. The trick with hills is to make them link together and flow smoothly from one hill to the next. This creates a range of 'rolling hills' which provide the best possible realistic effect.


Place the cursor (same tool, same zoom, same size as before) so that it overlaps with about 1/3 - 1/2 of the existing hill. Then click once again. Keep using this technique to create other hills, and make sure you plop them in random positions - nature does not do patterns, so your hills should reflect this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingrollinghills.jpg&hash=c43fb282e60454178f743762a433d5da2cff8d1a)


Keep going and you should end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbasicrollinghils.jpg&hash=d9dced7a3e075d2f1a6fcff12a716c811bc7a205)


Notice the random, irregular contours, and how the landscape flows effortlessly between hills. If we go into Zoom 3 and turn the grid on, you can see the effect we're after more clearly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frollinghillheightdifference.jpg&hash=52a456f37ad881a4e13e6838b413c11a03c2feb3)


You can see how smooth it is. This also shows how the grid is helpful in terraforming hills - so use it to make sure your hills are how they should be. (You can show/hide the gridlines by pressing G on your keyboard.)


Now, at the coastal end, it's a good idea to smooth the hills down so that they flow more gently into our coast. Use the Zoom 1 large Smooth tool to do this, positioning the cursor on the southernmost hills like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothinghills.jpg&hash=43e1f7e58b55d4831809f458c8bf0f1d4c00fc57)


Also, smooth between your hills to ensure your terrain does not rise and fall sharply between hills. Stay in Zoom 1, but use the regular brush to make sure you still have hills and not just higher terrain:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothingforconsistency.jpg&hash=65119d9ffbcf537b43fa4ee5fa5f898cd020eba6)


That's one tile completed - now we move on to the south-east city tile. First job is to reconcile the western edge to get a consistent flow between city tiles and provide a reference for further terraforming - you should remember from the coastlines lesson how to do this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffirstreconciliation.jpg&hash=05dd2637622d63fe8d4100b92dd7b380d3bc8395)


From here, you keep doing what you did in the first city tile. Do NOT reconcile again at the end though, as you haven't done the north-east city tile yet.


Moving on, let's go to the north-west city tile and reconcile that to start with:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnwreconciliation.jpg&hash=984e7d187d5542acc932f7680ff6e11c88844ffa)


Then, for the southern half of the city tile, continue to sculpt your small rolling hills:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnwsmallrollinghills.jpg&hash=157ee652afdaf44d6b39735b6322143701ab52f5)


Now that we're a good 3-4 miles inland, we can make the hills a little bit higher. The procedure is exactly the same as for the small hills - but instead of clicking once, you click twice:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhigherhills.jpg&hash=ae20c16bade31da5781f637d8a24ee39c4a1170d)


Then, just like the smaller hills, plop more high hills down in random positions (but make sure the hills are linked), then use the Zoom 1 regular Smooth tool to give a smooth roll between the high hills. When done, you should have something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fidealhighhills.jpg&hash=d8374087a8e596454d86a5f0d15a28c8f6f845ae)

Again, do NOT reconcile. Instead, just move on to the north-east city tile and do it there instead. Then create your rolling hills, small in the south and high in the north, just like we've just done:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnerollinghills.jpg&hash=855d9c5632591c4b7a69a107e7f787172a846605)


Now reconcile once more. Having done all 4 city tiles, you'd think we'd be done with the hills now. Let's have a look at the region view:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finconsistentterrain.jpg&hash=f17ca78e1cc12df4a3b7becc8f9db66c01bdc383)


You can see there are still 2 things to do. We need to reconcile the south-west tile again, for reasons that should be obvious in the picture above, and we need to go into the north-east tile to sort out that awful spike at the north of the region.


The first problem is easy to fix. Just go into the SW city tile and reconcile the edges. It's a good idea to smooth the terrain when doing this, just to get consistency between city tiles. Remember that your landscape should completely ignore city tile boundaries as far as possible.


Dealing with the spike in the north of the region is fairly simple too. Smooth out the spike and then reconcile, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothinginconsistentedges.jpg&hash=3549610f6bb446cfe65fd2ede8d65d7b53227fdc)


Keep repeating the technique until you've got a consistent landscape and the game doesn't feel the need to reconcile any more.


When these improvements are made, you should end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedhills.jpg&hash=9283f20cf2e736aa0c8548069ed67769192811f8)


That's better. You can still detect the tile boundaries, but the landscape flows smoothly over them - which is the result we were aiming for.


The main bulk of the terraforming is done - but not all of it. The final part of our terraforming lesson will focus on adding trees and plants.


See you there,
Chris


(PS - On October 1st this MD will go back to the Best Sellers section - I'll try to post the lesson before then but in case I don't, I'm telling you this now so you know.)

Title: Re: Realistic Cities For Dummies
Post by: Unassigned on September 23, 2011, 03:47:35 AM
I'll probably be referencing this if I start making my own maps. How come you're not using the Terraformer?
Title: Re: Realistic Cities For Dummies
Post by: Jmouse on September 28, 2011, 09:21:20 PM
Quote from: smileymk on September 08, 2011, 09:05:41 AMI personally wouldn't have a zipped download folder - it's not really necessary, and it takes up a lot of space.

I should have done a better job of explaining my reasoning. One of my greatest game-related fears is suffering a complete meltdown. And I've heard about and experienced enough computer problems to know it could happen to anyone at any time.

I could rebuild my plugins folder by using a recent backup. It  wouldn't keep me from having to spend countless hours downloading all those files again, though. As for space, I have a matched pair of 500GB internal hard drives in my main system, one of which I use for storage. Also I have a 400GB external HD used for critical-file storage and moving groups of files back and forth between one of the other two computers when the transfer won't fit on an 8GB flash drive/memory stick. So a DL folder that's less than 1 GB is a bargain to me. However, as you said, it's a matter of personal choice. :)

I hope this explains the reason behind the DL folder... ;)
-Joan
Title: Re: Realistic Cities For Dummies
Post by: Risu on October 07, 2011, 12:57:01 AM
The chapter about organising my folder helped me abunch! The game still is able to read where everything's at. Thanks! :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: smileymk on October 12, 2011, 06:50:22 AM
Hi guys.


Unassigned: Two reasons: 1) The region is small enough to be terraformed in-game, and I want to teach you the relevant techniques for that, and 2) my game PC is pretty old and doesn't meet the required spec for the Terraformer.


Jmouse: Yes, BSODs can happen. With that in mind, the system you've got is pretty good. As I always say, if you've got a system that works for you, then use it.


Risu: Thanks. It does work rather well...


And now let us conclude our journey into terraforming.


Lesson 4 Part 3 - Trees and Plants


As with all terraforming, this is rather straightforward in terms of the techniques required. However, this stage of the process takes a long time. However, as you'll see, it's worth the effort.


To start with, we'll plop some trees.


On flat terrain, this is very simple. Get out the Tree tool (in God Mode) and change the view to Zoom 2. Then drag out trees along the flat, being careful not to get too close to any coastlines you might have, or to plop too many trees on the hills (a few are OK, but keep it at that):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingtreesonflat.jpg&hash=910084f9ebfc7540e6bde9e043b5345108767efe)


When done, you should be looking at a similar scene to this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fidealflattrees.jpg&hash=2b037ba12fd2a7b438764ce2b948274b03b322aa)


Now it's time to plop trees on the other relatively flat parts - on the hilltops and in the valleys between the hills. We'll start on the hilltops. Using the same brush as before, and the grid to show up the contours, create a relatively thick cluster of trees on each hilltop. Again, be careful not to get too many trees on the hills themselves:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhilltoptrees.jpg&hash=f42de0ab8e811091c496eeb28c8e5d5d092ae148)


It's the same idea with the valleys - but you might want to hold the CTRL key to keep the trees under control:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fvalleytrees.jpg&hash=d2d115616faaa345e09e4b9c08f425d5368e32ce)


When complete, your scene should look a bit like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fidealmaxistrees.jpg&hash=d7b23ead32d5f487bf1bcc72e5e3a6103f33665f)


That's the Maxis trees more or less done. But it's still looking a little dull - so we're going to go into Mayor Mode and put down some ploppable trees.


IMPORTANT: If you're planning to render your region for uploading, then stop here. Do not enter Mayor Mode on any tile before you've rendered your region, or it won't render at all.


Assuming you aren't planning to upload your region, let's put some ploppable trees on our hills.


The idea here is to create thick lines of trees going straight up the hill and connecting 2 clusters of trees. Using the grid to guide you, and your favourite tree models, drag straight up like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmallhilltrees.jpg&hash=ddc30dcee7739a0683105dcac587ea32da96a047)


You need to do this in a few places to get the best effect. Choose your places randomly and make sure they're not too close to each other. Also, make sure to use a variety of models - I've got about 5 or 6 going here.


With this done, it's time to sort out those over-dense Maxis tree clusters. Whip out your bulldozer and click within the tree clusters, and you should end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fclearingtrees.jpg&hash=6fad9cca4a084c91e14204d9cd1a160f0e70d1b4)


You might have noticed that some trees are standing all alone in the landscape, sticking out like the proverbial sore thumb. Trees are sociable things and hence should be with other trees. Any lone rangers should duly be paid a visit by the bulldozer:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdemolishinglonetrees.jpg&hash=7af6be23248ffd137d53b53a08c49a9d5ef5683f)


Now you can enhance your Maxis tree clusters by placing ploppable trees in amongst them. Again, use a variety of your preferred models:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflatploppabletrees.jpg&hash=3982da7e5e4d51c8e6450b2c0afe170a4e0d54b9)


You can also detail your beaches with some rocks. They're best placed in random clusters at reasonable distances (about 10 tiles should do it, but vary it and use your judgement) apart, like you see below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frocksonthebeach.jpg&hash=81001729c64b4e1c9fc0031f8050de2712914f72)


It's now time to add grass. The objective here is to cover, as far as possible, every inch of your land (NOT coastlines) with grass. Once you do this, you can add some flowers as well to complete the scene:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgrassandflowers.jpg&hash=3368da0b9094fd49007641ee9f0e9e17deae8e72)


You can see what a difference it makes.


And that is a fitting way to conclude our terraforming lessons.


Next time, we'll learn some advanced planning techniques.


See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Schulmanator on October 15, 2011, 06:30:13 AM
This is a great idea. It is my first visit here but I definitely see how this could be of value to the new city developer. Nicely done  &apls
Title: Re: Realistic Cities For Dummies
Post by: nemanjanv7 on October 21, 2011, 03:44:33 AM
Hey that looks great as always ;). Just one noob question: Where can I find that nice-looking grass? What's the name of it?
Title: Re: Realistic Cities For Dummies
Post by: smileymk on October 23, 2011, 05:09:19 AM
Hi all.

Schulmanator: Thanks.

nemanjanv7: That would be the dense grass MMP, part of the HBS Tropical Plants (http://sc4devotion.com/forums/www.simtropolis.com/forum/files/file/24399-hbs-tropical-flora-pack-mayor-mode) set. Highly recommended.

Now who's ready for some advanced planning?

Lesson 5 - Advanced Planning

In Lesson 1 you learnt to complete a detailed preliminary plan for your region, which should have provided you with a clear idea about what you want to do.

However, the plan you did then did not take account of the terrain involved. If you were to follow it exactly, your city would not look right, as you'd have retaining walls everywhere as well as steep slopes on your transport networks.

It's important to remember that the landscape came first, and we humans had to build our settlements around it. To create a city realistically, you must make it fit the terrain. And a big part of that involves modifying your plan to fit the terrain.

To do this, you need a region image which you can print off to make a paper plan (or put into Paint to make a computerised version). You could do this in-game in the Region view, but you'll probably find it doesn't fit the screen properly, making it unsuitable to use as a plan.

A better alternative is to use the Region Census (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=913), a simple program allowing proper region images to be made. 
Once you've downloaded the program, load it up and you should get something like this:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fopeningregioncensus.jpg&hash=11f0ddbc2ff2a8ba1b6b05f5f4bae58a0590a086)As you can see, it's a fairly simple program. The first task here is to load up our region. To do this, go to File > Open Region:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fopenregionbutton.jpg&hash=e1fe2b8641cd60563180dd597708224b77b0e63a)

Then find your region - the correct path (underlined in red) is loaded by default, so it's just a matter of finding our region folder and clicking OK:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fopeningregion.jpg&hash=e09886334b97899d9e9d5f9eb782da5aec3495dc)

Now the display in the main window should look something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fregioninthecensus.jpg&hash=3238a87783abfefb39c4bf1c922a3ace4a02e52e)

Here you've got some info about your region's RCI population. Fascinating it may be, but we're after a region shot.
To get at our region image, you need to click on the Image tab (underlined in red). The screen will now show this:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fregionimage.jpg&hash=5de25221431e26285fa05a14a73d9588e3584e7e)

That's a proper region shot! Make sure you tick the Shrink to Fit and Show Borders boxes (underlined in red) to ensure you a) get the whole region in, and b) have the city tile boundaries showing for guidance when planning.

Now save the image by going to File > Save Image:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsavingregionimage.jpg&hash=84d86177c962ed5e833fbc31d25e300b1f318e1b)

Save it somewhere you can find it. It's a good idea to save it as a JPEG file, because a JPEG takes less space than any other type of image file.

What we're going to do now is put the image into a Word document so we can print it onto paper, enabling us to have a region shot to refer to at all times during development.

I'm going to assume that most of you have Word and know a bit about it, so I won't show you what it looks like at first.

You will notice that the paper is portrait. Whilst this is great for documents, a region image is landscape, and hence the paper should be landscape for a region image.

To change to landscape, you need to go to File > Page Setup like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffindingpagesetup.jpg&hash=bff7c6ae73607be6f5579bb8608937ced8270ee3)

You'll get a new window with all sorts of fancy, mostly irrelevant stuff on it. The only bit you need to pay attention to is the Orientation menu:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsettingpagelandscape.jpg&hash=ab86b6759aa8decc4aa012344de8cf25b186191e)

As you can see, you need to click the Landscape option, then OK. Your page will now go landscape.

Now you can put in your image. To do this, go to Insert > Picture > From File... and find your image:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finsertpicture.jpg&hash=e18eb183436fb16a21996fdd69ab7f114bf5ad35)

Now you'll end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finsertedimage.jpg&hash=033199ef72c409480798ad7fe9423df8106d985a)
Now you need to resize the image to fit the page. Click on it and you will get little white squares at the corners and sides, as well as a Picture toolbar. Unfortunately, they don't let you resize the image freely.

What you need to do to overcome this is to wrap the text differently. On the Picture toolbar, click the button showing a black dog in a box. Then click either Behind Text or In Front of Text, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frewrappingregionimage.jpg&hash=dfab9592726297b7eab74b0e5ecf2ed9bb87cbc6)
You will see that the little white squares in the corners turn to white circles. Move the image to the top left corner by click-dragging it. Click on the bottom-right circle and drag the image to the other side.
Make sure to hold the SHIFT key to keep the image in proportion.

After all that, your screen should look like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedregionshot.jpg&hash=1e3927ae6d1b926fe15f34c64f01c1efe16474b0)
Don't worry about that white space at the bottom. It's good to have this because it allows you to make notes about the finer aspects of your region.

Now that you have a suitable region shot for advanced planning, print it off and get out your coloured pens, as well as your original plans.

Now you need to make an advanced plan, using your region shot. It's very simple - just copy your original plan, but make adjustments so that the city fits the terrain.

You can also change other aspects of the plan you're not happy with. Don't add too much detail - you have your original plans for that.

Here's my advanced plan:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fadvancedplan.jpg&hash=91dbb4f406f42b8bbe817055b7de361c51c2b753)
You can see it's simple and easy to follow, and is very similar to the original plan. But there are a few adjustments to fit the terrain. Here are some points to bear in mind when doing your advanced plan:

- Transport networks should be kept as flat as possible - and that means going around hills instead of over them. This is especially true of railways and motorways, less so of roads and paths.

- Landmarks need relatively flat terrain - otherwise you can expect ugly retaining walls.

- It doesn't matter if estates aren't that flat. In fact, it can be a good thing.

- Marinas and beaches should be on their appropriate bits of terrain (you can see this on the plan).

- Add labels so that you know what's what - but don't put in too much detail

And that is that for advanced planning.

Now that we've done the planning and terraforming, we can start to build our city.

We'll start with the infrastructure, and the railways, which will be the focus of our next lesson.

See you then.
Chris

Title: Re: Realistic Cities For Dummies
Post by: mike3775 on October 29, 2011, 01:48:48 PM
Although I don't follow everything you mentioned in this thread, I have followed some of them and I have to say thanks for the tips. 

Usually when I build a city, I get bored with it before 20 years game time, but by going slowly and going on a plan ahead style, I am now on year 50 of a city and only have 20K people(usually after 5 years I am above 100K) and I am having fun creating way different styles in the city.

I love the 3x3 industrial zoning idea the best, now instead of having a major industrial area in one part of the city, I now have several small "industrial parks" surrounded by "commercial parks" with residential area's around them, which seems to be working well.  Also great idea on the pedestrian paths, I have a crapload of people walking to work when usually I have few except for a few tiles away.  And they take the bus now also, no idea why, but I am glad that I am not wasting my time on buses anymore  lol

Thanks for this awesome guide  :)
Title: Re: Realistic Cities For Dummies
Post by: amapper on November 06, 2011, 06:20:06 AM
Nice helpful tutorial. Even though I have the Scracc tool, I liked the tip using paint to work with the config file.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on November 16, 2011, 07:38:49 AM
Hey guys.


I'm afraid that, due to this lesson taking quite a bit longer than I expected to make, all you'll get today is the first part of Lesson 6. I'm doing this to a) keep you guys from having to wait too long, b) to have a good-quality update posted within 45 days of the last, and c) to preserve the quality of the lesson (this being more important than speed!).


Don't fret, you'll still learn lots today.


mike3775: You're welcome. I like the way you're building your cities - it sounds like you're adopting a similar system to what we have here in Milton Keynes. It works well here, and it should work well for you. Feel free to show a few pics of your work here if you want some advice.


amapper: I'm glad you feel that way, and can I ask you what Scracc is? I've never heard of it and would quite like to know about it now that you've mentioned it.


Now for the first bit of the Railways lesson.


Lesson 6 - Railways (Part 1)

First of all, you might be wondering why you'd build the transport infrastructure before anything else.


It's the same reason why railway modellers lay their track before anything else - because it's much easier to build and do properly now than it would be if we had to put it through the middle of a city.


Railways are probably the hardest transport type to do properly, so it makes sense to do this before roads and motorways - it's much easier to build a motorway around a fix point (e.g. a bridge) than a railway.


This first part will concentrate on the south-west city tile, where, if you remember our plan, the railway begins at a terminus station, and then continues to the north through the hills.


So, as our railway starts at a terminus, it makes sense to start construction with this station. The first job is to decide on a suitable building. Being at the end of a main line, it needs to be fairly big and have somewhere between 6-12 platforms.


It's also a good idea to choose an impressive-looking station - remember that this station would have been built in the Victorian/Edwardian era, when the railway companies considered stations a big part of their corporate image, and hence built them to impress.


Oh, and make sure you actually use a terminus station. It's not good enough to use a through station and only drag out the tracks on one side.


The model I've chosen for this is the ITS King's Cross station, which, with 8 platforms and an impressive facade, meets our criteria well:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F4941%2Fterminusstationbuilding.jpg&hash=bbd357b435f0715389085c34f6c8e9f3a3d7fa3f)


Of course, we can't just leave it like that. We've got to put a few essentials around it, starting with roads.


How you do this will depend on your plan and what station you use, but generally speaking, you'll want road access at the front and sides. It's also a good idea to leave a bit of space at the front for some essentials we'll come to in a minute. Here I've used streets to get to 3 sides (and the access roads at the back), which connect to a road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F9251%2Fterminusroads.jpg&hash=588bacdd255b7940ec6b6472f219818c63e37a27)
You can also see 2 parallel, alternating one-way roads, which we're going to put bus stops on.


Being quite important, those junctions off the main road are going to need turn lanes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F5779%2Fstationturnlanes.jpg&hash=b92f72da45b28842175517ed5dbb434a87f68197)


Now you need to add the bus stops. You put these on the one-way roads, making sure to use road-top versions and to put the shelters on the side of the road which the cars drive on (this depends on how you have it set):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F5695%2Fterminusbusterminal.jpg&hash=6320f64814f6c4229ac62196ee85f2a8f6c63d0c)


Now add a couple of car parks on the sides, using your preferred models - I used this Modular 2-level Parking system that I have in my Plugins:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F2384%2Fterminuscarparks.jpg&hash=bda95e566c51cee5c499973074a06b54499cd9be)


Now we just need to finish off the station by filling in that grassy patch in between the bus stops and the building - for which plazas are best:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F2150%2Fterminusfrontplaza.jpg&hash=060762eea68b6fb7ff1316fa18d17873408b787f)


You can see I've also used the NVBC Fountains for aesthetic purposes and the Sandstone Ped Mall piece to create a central walkway to the station door. And about those trees - I don't like them either. They'll be got rid of when we come to do modding later on in the project.


With the building done, we can now focus on the railway itself.


We'll start with the station throat. You need to make a layout that allows a train to get from any track to any platform. You also need to make sure that you use the wide-radius points you get with the NAM. This image shows how it works in this particular case (8-track terminus to 4-track main line):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F2813%2Fterminusthroat.jpg&hash=860ed4440fadbbfc74096dfce805b6190d818bb4)


Now you need to take the railway along its route, which you should have planned already.


However, you will need to think very carefully about where your railway will go - you need to keep gradients to a minimum, which means you'll have to go around hills instead of over them. Where you have to climb a hill, you need to create a path whereby the slope is as gentle as possible. This will often involve building curves.


To make sure you pick the best route possible for your railway, I would advise you to have the grid on at all times when building, and also your mini-map, which will show you the elevation of your city and give you a best path through it.


Where you need to build curves, you need to make them as smooth as you can. You'll need to start by flattening the terrain for them, because the wide rail curve pieces seem to have issues with even the smallest terrain discrepancies:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F3892%2Fcuttingforcurve.jpg&hash=0d05fc815735bf2ea2686a38c7d08210e6fd692b)


Make sure you use the layout you see here. This will give you a flat area that is the correct size for the curves you're going to build.


Now bulldoze the road tiles (keep one as a reference point) and, starting from the orthogonal end, place an Orthogonal - 18.4 FARR piece, and then a Diagonal - FARR piece immediately afterwards:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F5319%2Fsmoothrailcurves.jpg&hash=af2358bc84afefc4fd3eee9299e90065538e5b8f)


Then you can connect up the rails.


Sometimes you'll have to be a bit creative when it comes to routing your railway. You might have to use curves and FARR pieces. As long as you keep the curves smooth, the gradients gentle and the railway going in the right direction, you'll be fine - but it's a good idea to plan what you're going to do before you do it, because you do have to fit it to the terrain, and getting a satisfactory result isn't always easy:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F2438%2Froutingtherailway.jpg&hash=82a654708b74e0498e04229a6b55f6a6b9de69b9)


Are we done? No. Our plan calls for this main line to be electrified, so let's get on with it.


The best tool for the job is the SFBT Rail Catenaries. DON'T use the Rail Catenary mod, you'll see why when we build the branch line in the next instalment.


Placing catenary is fairly straightforward - you just have to remember these simple rules:


- On plain track, the spacing between masts is 3-4 tiles on orthogonal track* and 2 diagonal tiles** on diagonal track.


- The spacing needs to be reduced on curves, such that the overhead cable (you'll have to pretend it's there) stays over the track at all times.


- There should be a catenary mast at the throat of every point, and at the back as well on each branch.


(* 4 tiles if you want accuracy, 3 tiles if you're more concerned with making it look nice. Probably best to mix it up a bit.)


(** '2 diagonal tiles' = 2 tiles up/down, 2 tiles across from the previous mast.)


You should be able to see how these rules have been applied at the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9739%2Fterminuscatenary.jpg&hash=e4e3f4da1b1b17598b41c12bd801af56fc120488)


On the curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F6592%2Fcurvecatenary.jpg&hash=ee47418f47f3ba35c231f0c220a56684f14c857e)


And on the complex bit through the valley:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F5381%2Fcomplextrackcatenary.jpg&hash=2bf6c817001d9d1a25708659e2f48338b8346cba)


And that concludes the first part of the Railways lesson.


The next part will focus on the north-west city tile, where you'll learn how to build a junction station, a single-track branch line, and a freight branch.


See you then.
Chris
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 02, 2011, 09:14:02 AM
Time for Part 2.


Lesson 6 - Railways (Part 2)


Continuing from where we left off, we'll start by constructing some more main line, using FARR pieces in this case to keep the cutting and filling to a minimum and the railway relatively straight. FARR puzzle pieces are not slope tolerant at all, so you need to first prepare the terrain with 3x2 blocks of single road tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F7956%2F4trackmainlineextension.jpg&hash=1b1760c1c449892350cfc2facb6c59a7a8f0db27)


Now you can bulldoze the tiles and plop FARR straight pieces in their place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F8581%2F4tracklaidmainline.jpg&hash=6ce3029b36b424715762fc57df79dca2fff03f70)


After this, our plan calls for a junction station where the main line reduces to 2 tracks and a single-track branch goes off to the east, so let's build that.


You need to prepare your terrain like you did for the FARR pieces. You need to flatten the tiles that your station will occupy (find this out through the preview of the lot - that blue block you get before plopping something), and then add a stub at the other end, in line with your track, for the track to come out of on the other side. The end result should look a little like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F2098%2Fflatteningforjunctionst.jpg&hash=02cddb52dd41266a779d6caa1cf08f8b263bf6e4)


Now delete the road tiles, plop the station, drag the tracks through and drag a road/street out at the front, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F1107%2Fjunctionstation.jpg&hash=ba0aeeff34f2f0d6a654c573679539ce1c851e43)


It's important to choose the right station for the job. As this is a minor junction station, the building should be kept quite small and unspectacular (functionalist buildings are best), and the platforms should be >6 tiles long, like you see here.


Now we have to add a car park and a bus stop to this station to make it complete. This starts with flattening a small bit of terrain behind the road for the car park, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F5346%2Fflatteningforcarpark.jpg&hash=0b72c60e47d909bb5782d060d261d1a2f55e0abf)


Now replace those tiles with your favourite car park lots (I've used the Hooha47 Modluar Parking set here), and also plop a bus stop or two outside the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F481%2Fcompletedjunctionfacili.jpg&hash=5792d530e83519b16fbbc0c27a18fa3ad8a2cebc)


Now it's time to create the actual junction with the branch line. You'll need to have the Rail Addon Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1996) installed.


Again, prepare your terrain first. You need to create space for the following puzzle pieces:


- Dual Track Crossover
- 90-degree STR off Orthogonal Rail
- Orthogonal Rail - Parallel Orthogonal Rail Switch


We're going to plop these in the above order, on the right hand side, so you can figure out how big an area you need to flatten out (and don't forget to include space for the stubs).


Once you're done, plop the puzzle pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F6169%2Fbranchlinejunction.jpg&hash=4826f7f4761b9f6bc27bf1be92a5ea301398035b)


Now it's just a case of extending the main line by dragging it along the best route through the terrain, and putting in smooth curves as appropriate using the technique you learnt in Part 1:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F4347%2Fcompletedmainlinesouth.jpg&hash=9a0d45d7e699baf04248d7a6f69d240cfb70de9b)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F5045%2Fcompletedmainlinenorth.jpg&hash=c3361ef3d3854a4a299736a17300cd1c062eb9aa)


Notice how it runs between the hills.


Now, the plan called for a freight branch to the left at the northern edge, but as you can see, there's a hill in the way. So instead of doing it now, we're going to do it when we build the power plant and design the railway so that it connects to the mainline about a mile further up the line.


So, with the region boundary reached, you might be forgiven for thinking we're done with it. Not a chance. We still have to electrify it.


You learnt some rules for electrifying railways last time out. Well, you'll be happy to hear that this task is just a case of applying these rules:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F5451%2Fbranchjunctioncatenary.jpg&hash=372359a9358acb36f620b5d65f2362363515d7fc)


And no, we're not going to electrify the branch line. Electrification is something reserved for big-daddy main lines, important connecting routes and urban routes - not single-track country branch lines. (This is the main reason why I'd advocate the use of the SFBT Rail Catenaries rather than the Rail Catenary Mod.) Moving on:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F8593%2F2trackcatenary.jpg&hash=7f9bfcb5d2132cf1a1c08d19ed6e5f688cc20ed8)


OK, now we can start work on the branch line. From your STR curve, drag out some rail (to return to ground level smoothly) and then plop an STR Starter Piece, like you see here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F6427%2Fstartingstr.jpg&hash=bac12953a98b8eb465df56952955d16280b9133f)


Now, building a branch line is much like building a mainline - you need to pick the best route through the terrain. But a branch line is slightly easier as it can be more curvaceous than a mainline, and slopes don't matter as much either (within reason - use your slope mod!).


However, you still need things like smooth curves to make a branch line look realistic. It is perfectly possible to do this with STR - however, as FA-STR doesn't exist yet, we're restricted to using the 45-degree curves. That, however, is perfectly alright for a branch line.


The technique for making STR curves is as follows. Begin by, well, you can probably guess:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F175%2Fflatteningforstrcurve.jpg&hash=6e20d6f778a3448b237deeb80b7cc224c739e8be)


Now bring the track to your stubs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F175%2Fflatteningforstrcurve.jpg&hash=6e20d6f778a3448b237deeb80b7cc224c739e8be)


Now drag out the curve to convert that 2-track rail into STR:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F4793%2Fdraggedstrcurve.jpg&hash=8e2e7162124acb8a9408029cdc0b6df0c4a92354)


We've done this to ensure that it stays as STR on the other side of the curve. Now it's time to rip out that model railway curve and replace it with a proper branch line curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F8113%2Fwidestrcurve.jpg&hash=ad7b8527f2624c93317baed40e1df47be237249d)


Now you know that, you can take the STR along your planned route:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F6826%2Fnwtilebranchcompletion.jpg&hash=b845795a044eb0a91e8194c5e94fe2c7a4d772cf)


When you move into the next tile, you'll see that the STR has sadly reverted to its twin-track state:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F9642%2Fneoriginalconnector.jpg&hash=00c5f075b97426166feddb0c73313f20ca6c1add)


Not to worry - just plop an STR Starter piece to resume order:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F6329%2Fnestrstarter.jpg&hash=d0b23d9aa219b66b9900eed8a44f30eb1ec2fb9a)


Now you can continue your STR as if nothing has happened:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F9889%2Fnebranchcontinuation.jpg&hash=e34db230dccc542315744efa7358037f02266b4c)


Our plan calls for a simple branch station on the right edge of that picture - so let's make it happen.


The station you choose here should be as small as possible, with minimal facilities. I've chosen one of the STR stations from www.bripizza.net (well worth a look if you don't know about it, there's some stuff there that's very useful - although knowledge of Japanese might be handy) (and this is just a suggestion, BTW, I'm not endorsing the site!!!), which occupies a 3x1 footprint - so it follows that we need to flatten a 5x1 area (you should know why):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F2587%2Fflatteningfobranchstati.jpg&hash=b73f4f57704238dafa11da2a5b83855be8aaef48)


Now replace the middle 3 tiles with the station, and connect up the tracks (and provide road access):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F2811%2Fbranchlinestation.jpg&hash=6e69e883b37c157e5eaf47a471dd4f3f6bf035d2)


Now you can complete the branch by dragging it to the end. When done, your regional rail network should look something like how you planned it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F228%2Frailtransportmap.jpg&hash=4b19d55eb6c59026d50e220a5a9b70626ded4340)


And that is that for railways.


Next time we'll look at motorways and expressways.


Until then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Risu on December 02, 2011, 02:02:33 PM
Wonderful! Fantastic! I learned alot from this one. ()stsfd()
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 21, 2011, 05:17:31 AM
Hello.


Risu: Thanks.


Now, who wants to build some motorways?


Lesson 7 Part 1 - Motorways


IMPORTANT: Since I use the LHD version of the game (i.e. the cars drive on the left), all instructions here are written for LHD users. Those who use RHD should use the opposite direction to what is stated here.


In this lesson we'll build the motorway that we planned to run through the north-west city tile, including the 3-level stacked roundabout and flat roundabout interchanges that we planned back in Lesson 1.


You'll need the RHW for this lesson (and the next). You really should have this already, but if you don't, you can find it here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853). I'd also highly recommend an RHW-compatible slope mod to go with it.


With motorways it is usually best to start from a junction - so we'll start by building the 3-level stacked roundabout, from which we can drag out a motorway to the south.


You might also see this type of junction referred to as a 'volleyball interchange', since it looks a bit like one. Essentially it is a grade-separated junction where two through routes are connected by a shared roundabout, which is accessed by slip roads.


They're great for motorway-expressway* and expressway-expressway interchanges, especially when most of the traffic passes straight through the junction.


They're not recommended, however, for junctions between motorways, unless you like major congestion on your motorways.


* For the purposes of this MD, 'expressway' refers to a road built to (near) motorway standard, but which does not carry the legal designation as 'motorway' and hence is open to all traffic. It's basically a dual carriageway with grade-separated junctions.


To create this interchange, start by dragging a one-way road circle exactly as shown below, in the clockwise direction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F6741%2F3lsrinitialroundabout.jpg&hash=9b234a7b0357d9ac18c9eb48050f2299af80b131)


As a guide, there should be 4 clear tiles between the stubs. The stubs should be oriented so that the entry ramps point away from the roundabout, and vice versa.


If you're wondering what those single road tiles are doing, they're part of the preparation for the expressway to run over the top of this. We'll finish that later, but for now, we'll focus on the motorway, which will go underneath the roundabout.


Since we don't have 3 levels of RHW to play with yet, we have to put the motorway into a tunnel to go under the roundabout and expressway.


Start by preparing 15m holes on two opposite sides of the roundabout, using the hole digger lots. There should be 2 clear tiles between the bottom of this ditch and the roundabout, as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F9052%2Fcuttingsformotorwaytunn.jpg&hash=8ec72ecf723682b1459d742e590adce31fb6f166)


Now, since RHW can't have tunnels, we have to use the avenue tool instead to build the tunnel. Drag it out between the ditches:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F1879%2Fmotorwaytunnel.jpg&hash=67006e261b2f59d7d26e628ef3ab973acae82faa)


Now drag out the Avenue to create a gently-sloped approach to the tunnel on both sides. (You can also use Rail to create a much gentler slope first - and this is what I'd recommend doing for a much better-looking interchange):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F9518%2Ftunnelapproach.jpg&hash=08008a49cb9f69fa20b97b9f9f7475394fe4c0d1)


Now plop, on both sides, Type C or Type F RHW ramps. Which ones you use will depend on where you're setting your city:


- RHW-4 should always be used to lead into the tunnel, since this provides the best transition to Avenue.


- If you're in the UK, plop the RHW-6S - RHW-4 splitter piece.


- If you're in Europe, just use the regular Type C RHW-4 ramps.


- If you're in the US, use whatever piece takes your fancy.


- Use RHW-4 for exit ramps, and MIS for entry ramps. If you can't go straight to RHW-4 from the carriageway, use the MIS piece and plop a MIS - RHW-4 transition as soon as you can.


If you're elsewhere, you're going to have to find out how wide your local motorways are and choose your pieces appropriately.


We're going to use the RHW-4 Type C ramps on the south side, and RHW-6S Type F ramps on the north side.


Flatten the terrain beforehand, plop the pieces and replace the avenues with RHW-4 (up to the tile before the tunnel starts):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F693%2Fmotorway3lsrramps.jpg&hash=dbb26097a23fefc6fe816e8c664821c449fc131d)


Now use the appropriate pieces to complete your ramps, as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F3691%2Fcompletedmotorwayramps.jpg&hash=3044251c3d3d17a70ba5c5b18143b738395f3389)


Good! Now we can turn our attention to the expressway that will go over the top.


Start by flattening out a couple of tiles on the 2 sides of the roundabout you didn't use for the motorway, making sure to make the flattened areas 2 tiles wide and halfway between the ramp stubs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F1167%2Fflatteningforoverpass.jpg&hash=3873afa59e923df4323a0d83b2f5e105b080a8f1)


Now use hole-digger lots to make 15m embankments for the expressway, making sure to keep 2 clear tiles between the stub and the roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F59%2Fstubsforelevatedtransit.jpg&hash=783c3bfe41f3762e9490b1a733187f1c94be2864)


Now place RHW-4 Ground-Elevated On Slope transitions on the stubs (place the cursor on the steep bit and get them the right way round!), and then use the RHW tool to drag out a beautiful ERHW-4 flyover:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F6343%2F3levelroundaboutflyover.jpg&hash=017c989b32f6c269e8c292943a162da5922e92b9)


On the west side of this, we'll build the ramps.


Since this is an expressway, it can be realistically built to a slightly lower standard than a motorway and hence we can use the RHW-4 Type A Wide ramps instead of the Type C ramps, and save on a bit of space.


Start by flattening out an area as shown below. Make sure it is far enough from the roundabout such that you have room to build properly graded slip roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F4775%2Fflatteningforexpressway.jpg&hash=f54df81f9db99c2345d67ea368eb20d0b28c334d)


Now drag roads to create the gentle-ish slopes required between the ramp and flyover/roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F4409%2Fpresmoothingramps.jpg&hash=827d41c8e248f83e404d1fc6f41d2f0dc68f012f)


Now replace these with your ramps and with the RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F8563%2Fexpressway3lsrramps.jpg&hash=fd3d31be59213c45e5b97704f0e3f42ce34eb3b6)


On the east side, it's a bit trickier, because we have a city tile boundary getting in the way. So all we can do is build the slip roads and put the ramps on the next tile over.


The good news is it's nothing complex. Prepare the slope as before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F8329%2Feastside3lsrrampterrafo.jpg&hash=300a9812f60bc3c915fb0892f33d4ba6ee34607e)


Now drag out the ramps and carriageways, and plop neighbour connector pieces as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F2194%2Feastside3lsrramps.jpg&hash=b7fc172c8ec46a58ad995caf0aac57c1ecc1aa9b)


We'll come to do the ramps when we build the expressway in the next lesson.


Now, with all the ramps and carriageways finished, you'd think we were done, wouldn't you? How very wrong you are.


To finish off the interchange, we're going to use some Exit Lane Marker pieces on the RHW-4 and 6S. They are found under the RHW Cosmetic Pieces menu. Plop them as you see below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F5615%2Fcosmeticexitlanemarking.jpg&hash=2e0f38348f5af8b7d452b5aed7871f3f6c333ff3)


Really there should be arrows as well, but the interim Euro Texture Mod I'm using doesn't support LHD arrow texture pieces, so we'll just have to leave them for now until mrtnrln releases his completed version (which, as I understand it, he'll be doing very soon).


OK, now we've completed our interchange. Let's step back and admire our work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F5214%2Fcompleted3lsr.jpg&hash=0af6c419ff3b16166e449de2a575648d6c9aa5ed)


This can be prettied up with trees, road signs and other eyecandy - but that is something for another lesson.


Right now our focus is on building this motorway. Like with railways, you need to pick your route carefully so that it takes the flattest route through the terrain. That will require you to build curves, for which there is a technique to use.


Start, as always, by flattening:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F4240%2Fflatteningformotorwaycu.jpg&hash=4d21175775a98077313a5deb6f9e6b50892d7ebc)


Now drag out the curve, and a bit of motorway beyond it to ensure we keep the RHW-4 after we build the curve piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9163%2Fdraggedrhwcurve.jpg&hash=da969238a5e01dfb2b01b723ce502a7803738b99)


Now plop an RHW-4 Double Curve piece over the top of the dragged curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F6350%2Fsmoothrhwcurve.jpg&hash=08d73ff039b37ac030b323df29f3ff9448e5c3ef)


I think you'll all agree that that's much better. Now, take your motorway along its path, going between hills and keeping the course as flat as you can:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg806.imageshack.us%2Fimg806%2F6397%2Froutingmotorway.jpg&hash=446a6e2649c4a53dc1099d54c0bf3a505a48f253)


At this point, we've managed to run into our STR branch line, so we need to build a flyover to cross it.


You know how to start:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F7677%2Fflatteningforstrflyover.jpg&hash=efe198ce128d4ddfed290f9eb73b1dc10610c4fa)


And what to do next:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F2381%2Fstrflyoverstubs.jpg&hash=4b8f472b61c31da41d8d5e21caadc87c770e9379)


Now, the ERHW-4 / STR intersection needed here isn't supported yet, so we have to temporarily revert our STR back to regular rail with the STR - Dual Track Short Transition piece. Place one on each side, as shown here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F6808%2Fpassingloopforflyover.jpg&hash=31677bfc3bd37f446b7b0e7faeae07782ac6b23f)


Finish by connecting everything up:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F1576%2Fcompletedstrflyover.jpg&hash=747c1735178f7f988a3b91065920af0638b5fb08)


Now we progress to the end of the motorway, where it ends at a flat roundabout.


You learnt how to do this in Project 1. If you've forgotten, go back there and read up on it. It will teach you to do this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F3237%2Fflatroundabout.jpg&hash=c5a7ff651153f24c8094ab094378da1450acce5b)


Now, that fountain in the middle is part of the piece. It indicates that there is a north-south FLUP underpass running underneath the roundabout. We don't need to finish this underpass for now, but we'll keep the infrastructure in case we want to install the underpass later.


And that is all for this lesson.


Next time we'll build the expressway.


See you then,
Chris









Title: Re: Realistic Cities For Dummies
Post by: MandelSoft on December 21, 2011, 05:38:47 AM
^^ The cosmetic pieces with model arrows are actually standard included in the RHW mod and thus my mod will work with an LHD version of the game. Only the TuLEPs would not be fully supported.

Anyway, nice tutorial, although I would use another interchange setup, like a cloverleaf or a cloverturbine...
Title: Re: Realistic Cities For Dummies
Post by: Terring7 on December 24, 2011, 06:04:28 AM
Your tutorial about railroads is very interesting :) . I guess it can be very useful for also monorails and trams, right? ;D
As about the highways, I prefer to mix the Maxis highways with the double decker R.H.W.. It takes less space and it's still very effective. Of course my favourite way of connecting cities is by subways ;D
Title: Re: Realistic Cities For Dummies
Post by: Risu on December 24, 2011, 02:37:39 PM
Excellent. I recently have had the urge to build an expressway, just for the sake of practice.
Title: Re: Realistic Cities For Dummies
Post by: ricardomiranda on January 01, 2012, 04:33:36 PM
Good job !
Title: Re: Realistic Cities For Dummies
Post by: smileymk on January 13, 2012, 08:22:45 AM
Hey guys. I thought I'd just do a quick replies post, if you don't mind, because you haven't heard from me in a while and the expressways lesson still needs some work before it's ready (mainly due to my typically temperamental laptop).


mrtnrln: In the lesson I was using the interim V5 textures. Since then, they've been replaced with your more complete version and I must say it is excellent. I've yet to see if the arrows work but I know you wouldn't release it if they didn't.


As for the interchange, I would not use a cloverleaf myself, due to the weaving, the space and the fact that there are only 2 in the whole of Britain. I know they're the norm in Holland and Germany, but they're unheard of here, and remember, I can only teach you what is realistic to me - i.e. how it is here.


A cloverturbine is a good idea and wouldn't be too hard to make - but it's more suited to inter-motorway interchanges than motorway-expressway interchanges like the one built here.


Terring7: I'm sorry to say that monorails and trams are rather different, because they have different uses to railways. I guess in terms of routing it's fairly similar, but that's it.


Maxis motorways might be compact, but they don't come close to the standard achieved with the RHW. Try it - you'll find that you can actually make very good interchanges in a relatively small space.
I can see why you like the DDRHW, it is cool, but for realism, it needs to be kept to urban areas, and even there it should only be used occasionally.
Remember that real-world examples of double-decker motorways are very rare (there is only one in England and it is a very short section).


You say you use tubes to connect cities? A good idea, seeing as how you don't have to make room for them. It doesn't fit my style, purely because I like building roads and railways and the challenge of building them, but if you like using subways then it's well worth sticking at it. Your cities, your rules.


Risu: An excellent idea. I'll be keeping a close eye on the 'Show us your intersections' thread, should you post something there. And feel free to show it here if you'd like some pointers.


ricardomiranda: Thanks.


So that's it for now. Like I said, this was no more than a replies post. The lesson will come when it is ready. Thanks for being patient, and remember the timeless maxim - "Good things come to those who wait".


Oh wait, I almost forgot something:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg814.imageshack.us%2Fimg814%2F115%2Fcompleteddumbbell.jpg&hash=6c608a46211b6f9a9cdea248967ec1d5ecef6d05)


I'll just leave you to , er, wonder as to how this was made...


Chris

Title: Re: Realistic Cities For Dummies
Post by: j-dub on January 16, 2012, 02:51:08 PM
I know exactly how that was made.

It was made by someone whose not forgotten, and actually engineered some better highway setups then I have seen in the states. However, since someone like me is used to a flipped driving direction, and you would not want someone like me turning down the wrong way at a high rate of speed to a head-on, due to no direction signs. You can trust me when I tell you that type of thing has happened here in my reality for me to witness way too many times, and by far is not a laughing matter. I guess its possible the signs down there are just not visible from this high up. I forgot if Do Not Enter signs automatically appear or don't when connecting MIS ramp to the roundabout.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on February 03, 2012, 08:58:16 AM
I'm happy to say that the expressways lesson is now ready. But first I must run through proper procedure:


j-dub: Well then, you should find this lesson easy. And so should everyone else, because the methods used in it are easy.


Of course, proper signage is essential for realistic results - we'll cover that in a later lesson. If people are going down the wrong slip road then that has 3 potential causes:


a) unusual design - how many dumbbells are there in the US?


b) poor signage / road markings - inevitably lead to a wrong turn, if one is not used to the layout


c) incompetent drivers - let's face it, there are some people out there who really should not be allowed anywhere near a driver's seat, and who couldn't correctly navigate a junction for toffee.


To ensure these problems don't happen in SC4, you'll need to use proper signage lots and proper turn lanes, in a prototypical design, and put schools down so you have less bad drivers.


And finally, do No Entry signs appear when linking MIS to a roundabout? From what I've seen, no. They would not be hard to add, though, and I've already scratchbuilt some for that purpose.


Now, time for the lesson.


Lesson 7 Part 2 - Expressways


IMPORTANT: As before, this guide is for LHD users. Where left and right are involved, RHD users should do the opposite of what I say here.


Firstly, what is an expressway? For the purposes of this MD, it is not a motorway. Instead it is a road that is built close to the standards that you would expect to see on a motorway - BUT is legally classed as an all-purpose road.


A motorway has a legal designation as such, and only certain traffic types are permitted to use it. There are also laws that specifically prohibit certain actions on motorways, such as stopping, reversing and U-turns.


Expressways do not have these restrictions.


They are dual-carriageway and feature grade-separated junctions, although they are a bit less sophisticated than motorway junctions. They can also slope more and curve more than motorways.


So now that you know what an expressway is, how do you build one?


We've already built a bit of it in the 3-level stacked roundabout we did last lesson. So it would make sense to start there, heading west as we have all of that city tile to cover.


The first problem we come to is this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6967%2Fexpresswayoverrailemban.jpg&hash=031398cafdc23fafec14ee5beadfae7b7c93d165)


We need to get over the railway line, and curve the expressway (coming from the east) so that it runs parallel with the railway to the southeast.


In this case, as you can see, I had to build a rail tunnel, first by clearing the area, then raising it 15m with hole digger lots, then dragging the tunnel through and replacing any catenary masts that got demolished. You know how to do all of this, so this is a useful technique for dealing with difficult crossovers.


With simpler setups, it should be possible to build a flyover like we've done before.


Afterwards, it's just a case of dragging out the expressway curve over the top. We're using RHW-4 for the expressway, and we covered building curves with the RHW-4 in the last lesson.


Hence you should be able to get from that last picture to this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F3623%2Fcompleteexpresswayoverr.jpg&hash=d4502a29e1c9ba92b00da3d5eccc40e479cde82c)


Moving on, the next interesting thing we come to is a roundabout interchange with a road (see the plan from Lesson 5).


You know how to build a roundabout interchange, because we did it in Project 1. If you can't remember, go back and have a look, because I'm going to assume you do remember and therefore will be able to create this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F280%2Froundaboutinterchange.jpg&hash=5eb7b3d3645f4f195c9344c65acf5a8c33cb8064)


(You do the flyover like always. The ramps are the RHW-4 Wide Ramps.)


Now, you can see that on the surface road we've got an avenue, when we want a road. You could drag a road straight out on either side, but the result isn't that appealing visually.


Enter the NWM and, more specifically, the AVE-4 - AVE-2 and AVE-2 - Road transitions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F6894%2Froundabouticroadlinks.jpg&hash=050c5f301d865f0f2532a19ae92994c8e4a99fda)


The picture tells you all you need to know. Pay particular attention to the orientation of the transitions - inbound traffic gets the curvy path.


From there, it's just a case of dragging to the edge of the city tile.


East of the junction with the motorway, we start by completing those ramps on the east side that had to go into the next tile.


It's a simple matter - prepare the terrain, plop the RHW-4 Wide ramps, drag out, and remember to put in your neighbour connector pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F6231%2Feastside3lsrramp.jpg&hash=e60dd5f572239ddb5af261877241364c3f2374f6)


It's important that, like with motorways and railways, you pick the best route through the terrain, as far as possible.


There is one thing about this that's a little different with expressways (and regular roads), which we'll cover at the end of the lesson.


For now, let's move on and build the dumbbell interchange that I leaked a couple of weeks ago.


I wonder how you should start?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F666%2Fflatteningfordumbbell.jpg&hash=631ae6aa327c651ca43c3a4526040aafb819858b)


Note that this is the exact layout you should use for your single tiles and hole diggers.


Now raise two squares of 4 tiles up by 15m, starting from the digger lot and going up and away from the junction, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F8049%2Fstubsfordumbbellflyover.jpg&hash=7bd5721b22f56b4bc7248668927623312edd9928)


Now run a road through the middle and put in 2 one-way roundabouts where the 3x3 flat squares are:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F7006%2Fdumbbellsurfaceroads.jpg&hash=f14036d3a03be16f48b6f3f8685d952087a23d11)


Make sure you drag the one-way road the right way round - clockwise here, anti-clockwise for RHD users.


Now build a flyover over the middle using ERHW-4:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F9825%2Fdumbbellflyover.jpg&hash=39c489c3bdfe22bdd5be32e24e12a30e7b1d5573)


Flatten out an area for the ramps that is far enough away from the flyover for the slopes to be gentle (10 tiles should be fine) on either side, and then use Rail to create smooth slopes for your expressway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg813.imageshack.us%2Fimg813%2F2990%2Fdumbbellramppreparation.jpg&hash=3d9e22a8a73f0758f07a036d7547e7a7662acfef)


(We're using rail because it has a stricter slope restriction than the RHW.)


Now you can connect everything up. You can even drag MIS straight into the roundabouts, so there's no need to put stubs on first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F1694%2Fmisintoroundabout.jpg&hash=ea21e34825b2bf7fb5a67c3271888b1d93583c5c)


Et voila! You should now have something like this to marvel at:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F115%2Fcompleteddumbbell.jpg&hash=6ccf2d01be2d171979c91fd5a9aad732c25fc9ef)


Now, there's one more thing I want to cover before the end of the lesson:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F2062%2Frhwoverhill.jpg&hash=43088e483af716388c287799af828e719966334e)


You can see here that the expressway goes straight over the hill rather than around it.


This illustrates an important aspect of building expressways and regular roads - they can, do and should go straight over hills or through valleys provided that the slope is appropriate.


This is not the case with motorways and railways, which require a relatively flat course to be taken. Building expressways and surface roads like you see above will save on time and expense and will provide a more realistic result, believe it or not.


I'll finish up by showing you how our major road network looks right now:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg861.imageshack.us%2Fimg861%2F5840%2Fcompletedexpresswaysyst.jpg&hash=f3c7cb58384f1c095eae07b58e3666f4f1826551)


That's it for now. Next up is roads.


Chris

Title: Re: Realistic Cities For Dummies
Post by: Risu on February 11, 2012, 06:38:04 PM
Geez, no one is asking questions? o.o" Hum. Must be they either know everything already, OR you made your instructions quite clear.
Title: Re: Realistic Cities For Dummies
Post by: riiga on February 12, 2012, 05:17:35 AM
Nice work, but I'd recommend using the FAR ramps and curves for MIS, as well as adding some acceleration lanes.  ;)
Title: Re: Realistic Cities For Dummies
Post by: ricardomiranda on February 12, 2012, 06:20:18 AM
Thank you for your job !
Title: Re: Realistic Cities For Dummies
Post by: n1md4 on February 21, 2012, 04:08:39 PM
smileymk, firstly, thanks for a great beginners tutorial.  I've been reading my way through, slowy.  I've read further than I've practised, but have turned my hand to terraforming.  What do you think:-

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fgeek-alchemist.com%2Fimg%2Fsc4-2012-02-21_1.png&hash=13a3f3b8fa825af4d13bcbddda2b6549f3fa2c19)
Title: Re: Realistic Cities For Dummies
Post by: mrbisonm on February 21, 2012, 07:25:27 PM
Quote from: Risu on February 11, 2012, 06:38:04 PM
Geez, no one is asking questions? o.o" Hum. Must be they either know everything already, OR you made your instructions quite clear.

Well, if it is well explained, why ask questions? ;)

Btw smileymk, well done and quite interesting, even for a longtime experienced player like me! Bravo.

mrb
Title: Re: Realistic Cities For Dummies
Post by: Risu on February 22, 2012, 09:31:04 AM
Quote from: mrbisonm on February 21, 2012, 07:25:27 PM
Well, if it is well explained, why ask questions? ;)
What I meant by that is; it's kinda aquard when nobody replies to an MD entry. Even a simple oneliner is enough affirmation to encourage them to continue. Otherwise it could be seen as tho' nobody cares, or that it's uninteresting, or something.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 07, 2012, 07:41:00 AM
OK, time to build some surface roads. But first...


Risu: I think the techniques I've shown are known by quite a few people (as is, and will be, the case for some things we do here), but the reason I show it anyway is to give people the chance to learn alternative techniques, and also to teach those who don't yet know how these things are done the tried, tested and simple methods that can be used to create something that they'll be proud of.


I do put a lot of thought into what I write, especially in response to comments where it's all too easy for someone unsociable like me to offend someone!


In the lessons, I make sure to write in a clear, understandable way - and that means using correct spelling and grammar throughout as well as lots of paragraphs.
I also use as many pictures as necessary to document every step of the procedures used, keep the text in between as short as possible, and avoid jargon as much as possible.


Finally, you hit the nail on the head with regards to comments. I can only judge how well the MD is doing by the response you guys give. If there's no response, it does give the impression that nobody's interested. So keep those lovely comments coming!


riiga: I would completely agree with that suggestion, and it has been added to the list of improvements to make at the end of the project - but only for motorways. Expressways (remember my definition) are built to a slightly lower standard, rendering FAR ramps and acceleration lanes excessive.


ricardomiranda: Thanks a lot. It's clear from your frequent posts that you're finding this helpful, so thanks for coming and I'm happy to be of service.


mrbisonm: Thanks for the kind words. As to why people would want to ask questions, well it could be that they want to know if the techniques could be used for other things, or otherwise deepen their understanding of what's been covered. They might also have some ideas for what they want to do and want a second opinion on their work.


n1md4: Generally very good. I like the river and the rolling hills, and also the tree placement and density inland.
A few pointers though:


- Your river gets very wide for a short distance at the top of the picture. I would put some extra land in, either by extending the peninsula on the other side or creating an island / land bridge in the middle so that the water is of consistent width.


- There needs to be a lot more trees alongside the river, to the extent where the river's almost surrounded by trees. If God Mode's giving you a hard time, then use some Mayor Mode trees, which are a lot less fussy. You can also download a lot of Mayor Mode trees and plants off the STEX and LEX to add some variety.


- I'd get a water mod. There's a lot for you to choose from on the STEX and LEX so take your pick. Believe me when I say that your water will look far better for it.


- A presentational matter - hide that menu by using the little white square button at the bottom-left, and also get rid of the clouds. They get in the way and shatter the illusion you've worked hard to create.


Right, before I begin the lesson, I just want to emphasise that the tips I gave about writing posts and tutorials in response to Risu's comments apply to everyone.


Seriously guys, I've seen far too many huge blocks of text that are littered with jargon and/or 'text speak' or are written in a way that's hard to comprehend - and they all just make me think 'What???' when I read them.


Take the time to write properly and in small, clear sentences and paragraphs, and it will help everyone to understand exactly what you're saying enormously, save everyone time and effort, and help them to respond in the right way.


Now, with that in mind, let's learn how to build roads (and if you spot any instances where I haven't written properly, you're more than welcome to bring me to book for it (politely of course)).


Lesson 8 - Roads

Road construction is easily one of my favourite parts of city-building. It's fun, easy, quick (usually) and produces very pleasing results.


It's always best to work from existing infrastructure to start with and go from there, and that's what we're doing here.
You might remember building a flat roundabout in Lesson 6 to end our motorway - that's where we're going to start.


Being an important and busy junction, we want to ensure that traffic flows smoothly through the roundabout - and that means we need avenues to branch off the roundabout, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F9961%2Fcompletedmotorwayflatro.jpg&hash=814034dfad7cb377c3a45e2d83e0c53999268d4e)


Creating the avenues is just a simple matter of dragging them out.


As you can see in the above picture, we also need to add turn lanes using the TuLEP pieces that come with the NAM. This will ensure that the cars aren't weaving between lanes on the roundabout, increase capacity and provide a better visual appearance.


It's not a perfect fit - the centre arrow should really be pointing straight on and the right turn lane texture stops when it hits the roundabout, but these are minor niggles and are barely noticeable even in Zoom 4. The setup still looks much better with the turn lanes.


An important rule I need to mention now is that urban roads should be more or less straight, except where they need to curve due to terrain or obstructions.


We're going to continue with the westbound avenue now, where we run into a hill we have to go around.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F6008%2Fsettingupavenuecurves.jpg&hash=97f3eee4ef6c70f23e7d6fce85485caa10e21291)


You can see I've marked out where I want the avenue to end up by dragging it. I've then plopped smooth 45-degree avenue curves down. (Plop one first, then follow the grid diagonally to make sure that the other curve is in line.)


It may seem like the next step is to simply connect everything up - but first we have to sort out that lumpy curve at the bottom.


All we need to do is demolish the curve and then smooth out the area using Rail:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F8954%2Fsmoothingforavenuecurve.jpg&hash=f9ff8524ea91ba1c2276c8e65c96fc8532d08148)


(Note that we do NOT need to flatten here. Just smoothing the terrain will produce a good result in the end.)


Then fill in the avenue gaps - but do NOT build the curve itself:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F3913%2Fconnectingavenuecurves.jpg&hash=69110b0482cea21e07c2c7810bd7bbe5dc140f00)


Now you can rebuild that avenue curve, and marvel at the improved result:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F2619%2Fcompletedavenuecurves.jpg&hash=fa2f68e194a9a4f13c0ab56df61282f7e9b10011)


The next obstacle we have to cross is the main railway line, which we're going to do with a flyover.


The first job is to prepare the ground and plop the 15m ground lifter lots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F4345%2Faverailflyoverpreparati.jpg&hash=b3f4bb83e7798358b2c16d632481fbf2d51ea9b3)


You can see that I've also had to demolish the railway infrastructure in the immediate area to do this, due to the terrain. Don't worry, it'll be rebuilt soon enough.


Now lift up that ground and create your stubs (they should be 2 tiles wide (because we're dealing with a 2-tile network) and at least 2 tiles long):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F2829%2Faverailflyoverstubs.jpg&hash=99532b65ed80a8f4c6749bd098f076a34df6c11f)


Now rebuild the railway (pre-flattening the terrain if necessary) and drag the avenue to your stubs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F51%2Faverailflyoversetup.jpg&hash=3b150ed2a90483ef9a66c244d940c7aee851f2b1)


Now you can build the flyover:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F5869%2Faverailflyover.jpg&hash=390b1dd1336ee2171bd7f5ef528e061de594b2c1)


Then rebuild the catenary masts:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F5002%2Fcompletedaverailflyover.jpg&hash=37f9e00b97bc07dcc345ecbfb012a1ae8aef7988)


Note that there should be catenary masts on the tiles immediately next to the flyover.


Northwest of here, the plan is to end the avenue at an avenue roundabout, where 3 roads will run off it.


Although it is not possible to drag roads directly from the sides of an avenue roundabout (you can drag road from the corners), there's a little trick you can use to make it look like the road runs into the roundabout.


First, plop the roundabout and drag out avenue along the planned path of your roads. These avenues need to be as short as the game will let you make them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F7341%2Faveroadroundaboutsetup.jpg&hash=5cfcc6316ff86233a9f815d01367998788ca077a)


Now you can drag out roads from these avenue stubs. It's important that you drag them from the correct side, and you'll see why in a moment.


The tiles you need to drag from are shown below, and they differ according to what side of the road your cars drive on:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F621%2Faveroadconstruction.jpg&hash=c511da302e3bf40195343ef5bb3c50cb4b004491)


LHD users need to drag from the tiles highlighted in red (like what you see here.)
RHD users need to drag from the tiles highlighted in green.


You can see from the picture above why it's important to drag from the right side. The roads only curve on one side, and that should be the side where the traffic needs to slow down - hence the curve should be on the inbound side of the road.


Now you can drag out your roads as planned:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F3328%2Fcompleteaveroadroundabo.jpg&hash=fc247c19b721997b5ef2199f999025fda1782b5e)


(Remember that urban roads should be mostly straight.)


If we extend the road to the north, we'll eventually run into the roundabout interchange that we built during Lesson 7 Part 2. But the road connections to the interchange are slightly out of line with the road we've just built.


The solution is to use the FAR pieces. They can be found in the Wide Curves tab ring in your Road menu.


All we need here is a Road - 18.4-degree FAR Transition at either end, and FAR Straight pieces in the middle:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F6821%2Fusingfar.jpg&hash=36ed1f984978c940c5727941dad348361e7589b8)


You can see that FAR has allowed us to bring the two vertical roads in line smoothly, whilst keeping the road more or less straight. It also breaks the Maxis grid, giving a much more realistic appearance to your road network.


Our last job on this road is to build a oneway roundabout to make provision for a yet-to-be-built access road for the city's power plant:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F8345%2Fpowerplantroundabout.jpg&hash=b64196452714606b51c20ddaab6b4d75b63a9242)


So now we move to the avenue that runs southbound from the roundabout in the first picture, which will run to the coast.


The first obstacle to cross is the railway - but this time the railway is diagonal, the terrain is challenging and the avenue can't go too far out of its way, so a flyover will be difficult to construct. We're also well into town now and can't afford to take up too much space.


The solution is to use FLUPs, which have the advantage of being able to curve under networks.


First, you need to flatten the terrain for the FLUP ramps, otherwise some funny things will happen when you try to build them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg815.imageshack.us%2Fimg815%2F3815%2Faverailfluppreparation.jpg&hash=6ac34318e0c7cad74b053bf0e7bd3ac9dd162d23)


I've also demolished some catenary masts to make way for the new underpass. As before, they'll be rebuilt in time.


You can see why we need to use FLUPs - the avenue to the east has got to go north east to meet the motorway, and the avenue south has got to continue south to run to the CBD and the coast.


So now you need to build your FLUP underpass, and rebuild the catenary masts as best you can:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg571.imageshack.us%2Fimg571%2F4673%2Fcompleteaverailflup.jpg&hash=77be29556cda8e74462bed70ad42803fb3019d2b)


So now we have an effective, realistic solution to quite a tricky problem. Yes, the road zigzags underground, but nobody will know that or see that, so you can pretend that you've got a wonderful smooth 90-degree curve running underneath your railway.


So now we can continue the avenue south to the coast. Just before the coast, I've built some FA-Avenue in exactly the same way as the FAR so that the avenue meets the coast where I planned it to:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F8975%2Ffaave.jpg&hash=e6ea9a64184be0306ce89a718cb2af030bae974e)


You'll also see that I've built a junction with a road that will run to the main rail station to the east and the avenue roundabout to the northwest we built a few pictures ago. Being in the heart of the city, we have to use a flat junction here because we just won't have room for a roundabout once all the buildings go up.


But that junction just doesn't look right at the moment. It needs turn lanes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F5645%2Faveroadflatjunction.jpg&hash=a36ff9dff66013556171c63235b4fdeec03d2ab3)


Much better. Now we can turn our attention to a road that is planned to run along the coast.


First, we need to interface it with the avenue, and the tool for that is a 2x2 road roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F730%2Faveintoroadroundabout.jpg&hash=4bd8e39f78c0b61d503eaa5348886d8830e246b3)


Now, within the town we need to make space for a beach we're going to build. To do that, we need to route the road so that it is a consistent distance of 5-7 tiles from the shore. This will require you to use FAR and wide curves:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F909%2Fcoastroad.jpg&hash=c1e9c1d810d77711190a3fd72e452a52b1465317)


Towards the west, we can get a bit closer to the coast, as we're moving into the suburbs and out of town and hence don't need to keep a space for a promenade.


That road sticking out to the north now needs to meet the road that intersects the avenue at that flat junction we built.
When 1-tile roads meet in the suburbs or out of town, a oneway roundabout is the ideal choice to bring them together:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F5497%2Fusingowrroundabout.jpg&hash=6c3bfd3eb304438fe24d4bf4eeec88a1073db2e3)


The road north of this junction runs into some big hills, so we have to violate our rule on keeping urban roads more or less straight.
Instead we have to route the road around the terrain, using smooth curves where appropriate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F9048%2Froutingroads.jpg&hash=57ab6a7378c44b9e174389ae76e6cc5cd1bbb27f)


Moving northeast, there's still one obstacle to deal with - the STR branch line, which a road connecting the expressway dumbbell interchange with the marina and historical district has to cross.


This intersection is comfortably in the suburbs, so we have room to build a flyover. For added complexity, a street will run from the flyover stub to the branch station.


Start by creating your stubs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F9342%2Froadoverpasspreparation.jpg&hash=fe64af28006be1b06d520fb43335a202bf5c14fc)


Now you can build the flyover. You'll need to use the STR-Dual Rail Short Transition piece on either side of the flyover:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F2927%2Fcompleteroadrailflyover.jpg&hash=593f753a3f954ddd7fd9fd7015be33de794fc190)


I used the T on Slope pieces here so that I could drag out a street to the left. The slopes to the stubs were pre-smoothed using the Rail tool.


And that is all you need to know about building roads.


In Lesson 9 we'll build some infrastructure for our buses, such as a central bus terminal and park-and-ride facilities.


Until then,
Chris



Title: Re: Realistic Cities For Dummies
Post by: riiga on March 07, 2012, 08:44:38 AM
I have to disagree with this picture:
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F9961%2Fcompletedmotorwayflatro.jpg&hash=814034dfad7cb377c3a45e2d83e0c53999268d4e)

How can you have three lanes entering a two-lane roundabout? Madness I say! Also, the right turn lane makes no sense, since a roundabout is a one-way road going clockwise (counter-clockwise in RHD).
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on March 07, 2012, 09:00:00 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F5645%2Faveroadflatjunction.jpg&hash=a36ff9dff66013556171c63235b4fdeec03d2ab3)

How are people supposed to go straight at this intersection when every lane is a turn lane only?
Title: Re: Realistic Cities For Dummies
Post by: dwilso35 on March 09, 2012, 11:41:33 AM
After reading through the whole thread and being inspired i decided to start my own region called Ayr which is loosely based on my hometown and loosely based on your own plan.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F8683%2Fayrshire.jpg&hash=2d976a1faecf90e673ed6242ebbf3bca82ede392)

Ive included a river running through the area which the CBD spans, the river is slightly wider than the one you had in project 1 but i like it just slightly wider.
The car park for the stadium doubles as a park n ride on non game days.
There will also be an industrial dock and a marina that aren't marked on the plan.

Purple=Minor roads that i needed to show.
Grey= Major Roads
Green= Dual Carriageway (Expressway in your plans)
Blue= Motorway
Red=Railroad

Quote from: riiga on March 07, 2012, 08:44:38 AM
How can you have three lanes entering a two-lane roundabout? Madness I say! Also, the right turn lane makes no sense, since a roundabout is a one-way road going clockwise (counter-clockwise in RHD).

With regards to the right turn late approaching a roundabout it's quite common where i'm from. I can think of 4 or 5 major roundabouts in different areas of scotland that have them.

Title: Re: Realistic Cities For Dummies
Post by: ricardomiranda on March 19, 2012, 12:25:24 PM
Good job ! &idea
Title: Re: Realistic Cities For Dummies
Post by: n1md4 on March 19, 2012, 12:33:27 PM
Quote from: riiga on March 07, 2012, 08:44:38 AM

How can you have three lanes entering a two-lane roundabout? Madness I say!

Might have a point there.

Quote from: riiga on March 07, 2012, 08:44:38 AM
Also, the right turn lane makes no sense, since a roundabout is a one-way road going clockwise (counter-clockwise in RHD).

It's because the roundabout is oneway that it makes sense, it's a "get in lane" approach to roadabouts in the UK, and I travel them ever day :)

Arguably, it should have a straight ahead arrow too though.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on April 05, 2012, 06:54:47 AM

Hey guys. Once again, thanks for your patience.


riiga: Like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F4012%2Fnorthgraftonroundabout.jpg&hash=03e8144da884cb74c1e33dbb51d4d935a71d2378)


Or like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg861.imageshack.us%2Fimg861%2F3849%2Fscreenshot20120405at135.jpg&hash=42dc0b3fcf6e092472424b5f29f6407ba108986c)
Notice how an extra lane forms immediately before the roundabout on the approach sides. The idea is simple - left lane to turn left, right lane to turn right, middle lane to go straight on.
This setup doesn't go on for very long, I'll grant you, but because of the grid in SC4, 2 tiles are needed to replicate this as closely as possible.
Of course, this only shows how it is in the UK - other countries are bound to do things differently. This is why it's vital to take a look around your area (and I'm talking to everyone here) and see what happens in real life for yourself, so you can copy it in SC4 and get good results.


mike3775: Because the piece we need to do that junction correctly, a rough sketch of which I've drawn here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F9717%2Fturnlanereply.jpg&hash=53015dda5ed65f937ca101d49a3de77b35b3f603)
has yet to be implemented into the NAM. But, as you've seen from the real-life screenshots, to recreate a British city there should be arrows on all 3 lanes. So therefore we have to compromise for the time being.
That said, I might change the setup to A1 TuLEPs, which only have an arrow on the right turn lane, as an improvement - if the above piece, or something similar, isn't released between now and the Improvements lesson.


dwilso35: I find it brilliant that this MD has inspired you. I'm quite impressed with that plan - it looks very interesting and the land use structure (i.e. where your suburbs/industry/etc. will go) is very realistic. The terraforming is also good.


A couple of things I would change though:
- Widen the estuary a little bit, so that it is obviously wider than the river. Rivers always widen as they progress towards the sea.
- The road between the expressway and the stadium would be better if it were a continuation of your main road from the CBD. Otherwise, when Celtic or Rangers come to town and you get a sell-out crowd, there will be major gridlock.
- The railway branch to the power station should branch from the north side - not the south as you've got marked down. With your setup, freight trains would have to reverse at the terminus to deliver the goods - which will cause major headaches for Network Rail as they try to fit a busy passenger service around this.


Of course, these are just minor points which take very little away from what looks set to be a very good project. You're in the best position to make changes and improvements, so take the advice, keep going, I wish you the very best of luck, and don't forget that we'd all be happy to see your work in the 'Show us Your...' section at some point in the future.


ricardomiranda: You're becoming a bit of a regular now! It's very much appreciated, so thank you. Once more I've seen some very kind words from you, so thanks.


n1md4: See my response to riiga's comment. Thanks for pointing out the 'get in lane' philosophy to everybody. Again, the lack of a straight arrow is because we don't have the pieces to facilitate that yet.


Thanks for all those kind and sometimes intriguing comments - keep them coming! Debates, acknowledgements and constructive criticism really add to the thread in a way that the lessons can't.
Now, lesson time.


Lesson 9 - Buses


IMPORTANT: As always, this guide is for LHD users. Where directions are involved, RHD users should do the opposite of what is shown here.


In this lesson, we'll learn how to construct a park-and-ride facility, as seen around the edges of many medium-sized towns (such as Cambridge and Oxford), and the basics of constructing a central bus station to go in a CBD.


First, the park-and-ride terminal.


Location is critical - the terminal must be easy to get to, or it won't see any use. It needs to be placed on or near to a major road into your city. In many places, it's the first thing you drive past when you come into town.
Here we've gone for a location just west of the end of the motorway, as close to the junction as we can get.


The first stage is to provide the access roads. From your main road, drag an avenue out 4 tiles, and add turn lanes and slip lanes to the resulting junction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F4787%2Fparkandrideturnlanes.jpg&hash=8913b7adbd224d834ef447eb1a21cd8771592a64)


We're going to follow the standard layout of park-and-ride terminals, i.e. a turnaround lane for the buses in the centre, together with the building, and the car park around it.


So it makes sense to start with the turnaround lane. We first have to flatten an area to accommodate it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F9006%2Fflatteningforturningcir.jpg&hash=57f5d30a53110376928c9d2486d363759b5ec138)


That's an area 10 tiles wide and 8 tiles long, which will give room for the turning circle with a little bit to spare as a reference for the car park and building.


Now you can drag the turning circle using one-way road. Make sure you drag it the right way round - clockwise for LHD users and anti-clockwise for RHD users:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F6739%2Fparkandrideturningcircl.jpg&hash=1f3f27b8c729b62762808768d5da3853b14958ad)


I've left the road tiles there so you can see the dimensions you need to use.


Now you need to extend the flattened area to cover the car park and the building. The car park should be 3 tiles wide and go around the sides and back of the site. The building should go at the back of the turning circle.


Be sure to allow enough space at the back for both the car park and the building. You will also need to add some street corners and oneway stubs to provide access to your car park, like you see below. Do this after flattening:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F1579%2Fflatteningforparkandrid.jpg&hash=8de93388df6160b6d03ea4d5fe0b338af926c9e9)


Now you can demolish all of those tiles and place your building at the back of the turning circle. The building should be of modest size, no more than 2 storeys tall, and should not be too flamboyant in its design.
Above all, it also needs to work as a bus stop. Here, I've used the Trier Station (http://www.simtropolis.com/forum/files/file/21666-trier-station/) by jasoncw. Yes, I know it's really a tube station, but it also works for buses and it looks the part, so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F8615%2Fparkandridebuilding.jpg&hash=09cb5065ec4fdcef88b506d92aa2af524fe5cfb1)


The next stage is to build the car park. I'm using Hooha47's Modular Parking lots (http://www.simtropolis.com/forum/files/file/22528-hh-modular-parking-black-version-2/), which really do look the part, but you are free to use your preferred lot or set of lots.
As stated earlier, you need to make the car park 3 tiles wide (which will give you 6 rows of parking, perfect for a park-and-ride terminal), and have it run around the sides and back of the site:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F1571%2Fparkandridecarpark.jpg&hash=674d951cb321bd701fe7db39e47c301d02699696)


You'll see from this image that we have some empty spaces, which we need to fill.


In real life, they're filled using concrete or grass, in an unspectacular fashion.
To reflect this, I've filled the gaps either side of the building using the Cobble Stone Ped Mall piece, and the area inside the turning circle using the RMIP Grass lots and Glenni's generic roundabout filler with rails:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F9674%2Fcompletedparkandride.jpg&hash=a990785672343c8c2ff50f04c7abfaa9b98172a3)


Of course, you can use any suitable lot that you have on your system.
You can also go for the aesthetic approach and fill the gaps with trees, plants, fountains and suchlike. It won't be realistic, but it will look much nicer.
This is one of those occasions where you have to choose between realism and aesthetics, and act accordingly - and that's a choice only you can make.


So that's how you build a park-and-ride terminal. Onto the central bus station.


This is very straightforward - you just have to choose a good lot*, plop it in your CBD where it is within easy reach of main roads (but NOT actually on them), and then drag streets to connect everything:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F2408%2Fcentralbusstation.jpg&hash=9f2f64d2a214cd45026649ca398cafb61697f341)


I've zoomed out so you can see the placement. You can see that it's very easy to get to from the main roads, very central, and note as well the street at the back, where the building is, to allow pedestrians to use your station.


* The lot should be fairly small, and should have the capacity to hold at least 8 buses. Beyond that, it's up to you.


You'll notice that the buses have to drive over the pavement to get to the station, yet there are 2 gaps either side of a fence on the east side which appear to be an entrance and exit.
This suggests that the lot might be transit-enabled. I found out that that, sadly, is not the case.


However, we can modify the lot to make it transit-enabled, which will allow us to connect the station to the street, so that the buses don't have to drive over the pavement.
But that is something for another lesson.


And it isn't the next one. The next one will be about pedestrian walkways.
(For those who are wondering, if things go according to my current plan, we'll cover basic transit-enabling, as well as adding driveways to lots, in Lesson 19.)


See you next lesson,
Chris

Title: Re: Realistic Cities For Dummies
Post by: mike3775 on April 06, 2012, 04:57:59 PM
Yeah thats the thing with the tulips, there isn't enough different things to make it very realistic, which isn't a bad thing at all, just sometimes you need to sacrifice realistic on some things when it comes to them. 

Still this is looking damn good though, I have started incorporating things from this "guide" into the way I do my cities though  :)
Title: Re: Realistic Cities For Dummies
Post by: Terring7 on April 08, 2012, 03:24:14 PM
Pedestrian walkways, something that I really need some advices &dance
The best way to connect the lot with the road is by overpathing props like BLaM Overpath Props (http://community.simtropolis.com/files/file/18253-blam-overpath-props-volume-1/). Having too much transit enable lots will make using puzzle pieces really tricky.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Frepository%2Fscreens%2Fmonthly_04_2011%2Fthumb-3f857d3f310aed929caeb2673552c961-pic1.jpg&hash=31796fc76bab3342cc90cd99a7e709856541fb53) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Frepository%2Fscreens%2Fmonthly_04_2011%2Fthumb-3f857d3f310aed929caeb2673552c961-pic2.jpg&hash=4d094bb2eca4d3214319befbf9cb7e998cd01f64)
Title: Re: Realistic Cities For Dummies
Post by: jmyers2043 on April 08, 2012, 07:24:58 PM
Quote from: Terring7 on April 08, 2012, 03:24:14 PM
Having too much transit enable lots will make using puzzle pieces really tricky.

Each transit connection is treated like stop light or stop sign. Correct me if I'm wrong, but I think it will eventually have an adverse affect on travel time.

<edit> Just remembered something.. The PEG chichen ranch farm has two transit connections. I had a situation once where a fire truck could not cross the transit connection to reach a fire down the road. I had to change the street to a road before fire trucks could drive by the ranch.

<edit 2> SimGoober has (or had) a couple of small farms with a transit connections. Drawing a diagonal road across the transit switch caused my game to CTD. Other folk may have different results but I did some re-lotting.



Title: Re: Realistic Cities For Dummies
Post by: j-dub on April 09, 2012, 01:09:48 PM
Blam overpaths, those really came in handy. These days though, when widening a road in areas with existing driveways, if rebuilding with either 3 or 4 lanes, on a single tile road, the driveway may just be hanging into traffic.
Title: Re: Realistic Cities For Dummies
Post by: Durfsurn on April 13, 2012, 07:37:01 AM
I like this very much. After reading all 10 pages I have gained some invaluable tips and information. Would love to eventually see this in the Classics and really can't wait to under take the final project- The region one! I have always embraced plan before you build and watching your planning has given me some advice to add to mine. On the TE of the lot do you intend of having the 2 entry/exits as one way roads as to give dedicated entry and exit points? Or do you plan on using the overhanging props? Either way I think will look great.

EDIT: The new SAM bridges on the STEX might come in handy. There's one bridge per texture bar SET 1 as that would be kinda weird!
Title: Re: Realistic Cities For Dummies
Post by: turtle on April 19, 2012, 03:14:18 AM
Nice park and ride facility! You have a great eye for realistically scaling your facilities.

Regarding TE'ing that lot, instead you could follow this tutorial:

Quote from: pilotdaryl on February 12, 2008, 03:49:46 PM
This is a tutorial I wrote back in late-2006.  Hope you guys like it!  I also made a few revisions.
From ST's "Post your tutorials" thread:

Here is a simple tutorial on how to make 'street connections' to non-transit enabled lots.

You'll need the NAM which can be found in the Mods and Downloads (http://www.simtropolis.com/modding/index.cfm?page=1&view=all) section.

Remember to be careful not to place any puzzle pieces next to or on transit-enabled lots, as this may cause the game to crash.  It is recommended you re-plop any nearby transit-enabled lots after you do this.

First, find the el-rail dual-network puzzle pieces in your menu, and plop the el-rail over road (or any network that you don't want to use)one tile back from where you want to make the eye-candy connection:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg60.imageshack.us%2Fimg60%2F1981%2F01ue7.jpg&hash=5669848b4e12f8a56b88781244530afb6ff3c24f)

Then plop an el-rail over street(or any network that you want to make the connection with) piece, in this case street, next to the road piece.    The game will not crash when this happens.  I have found it to be a bug-free solution.  ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F591%2F02gp3.jpg&hash=f90d57a091fe0337ce7f2f0dd08628d0245bf997)
Note: To do this with a one-way or avenue, you may have to place the road piece a few tiles back and use the overpass puzzle pieces, as those are the ones available.

Now demolish the el-rail over road piece and you get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F8951%2F03gz9.jpg&hash=003c52baf1f9907040b204cdc460d370a3725b35)
You may now connect it as you wish.  ;D
But this tutorial is not complete yet.  You say you've been having trouble creating T-intersections with this?  Here's the solution.
Drag the end of the street you don't want to connect one tile away from the street tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F3849%2F04ha2.jpg&hash=a302b395aec21500d1799cb199a35caa9730ef63)

Then demolish that tile of street:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F4517%2F05yi0.jpg&hash=9e5e7a1a408f8b7692d689bedfcf9b42eaf713c1)
Now you can connect it to a network and play with it as you wish. ;) Dragging any network over the tile will not harm the street.

This is how it turned out for me:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg181.imageshack.us%2Fimg181%2F599%2Fparkingplazark3.jpg&hash=e425e1c2fbb671087ad3119ecbfc812a496d69a4)
Be creative, and have fun!!!

Tutorial by Pilotdaryl


Neat trick, but you need to do it before placing the building.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on April 20, 2012, 09:11:46 AM
Blimey, now that's a reaction to an update! Thanks for your comments guys, keep this up.


Speaking of which, I've noticed that we're getting close to 200 replies, and, whilst there is no rush to reach this milestone and it won't get this MD promoted or anything like that, it would be nice to get to the mark. So any contributions towards this milestone will be greatly appreciated. Thanks in advance.


mike3775: Sadly that's true. But, on the other hand, sometimes it can be good to sacrifice realism to make your city look better, and I'd encourage doing that where appropriate.
That said, things like TuLEPs need to be as close to the real thing as you can get them, but if you don't have the parts, well, you're just going to have to make the best of a bad job (proverbially speaking).


Terring7: Thanks for the suggestion. I do have that file, but my intention was to use it to improve the look of facilities and some lots that have driveways (you'd need a few to cover the bus station entrance), and TE the station entrance. We aren't using too many puzzle pieces there - only the odd SAM starter, so there shouldn't be too many issues...


You'll be interested to know that I plan to show how to TE lots and add driveways using the overpath props in Lesson 19, so hold tight.


jmyers2043: The bus station will be connected to the street by means of an entrance and exit which won't be connected in the lot. So all through traffic will use the street like they're supposed to, and it should not have too much of an effect on travel time.


With the examples you mentioned, it could just be a problem with the lots themselves, or they could be being used incorrectly (e.g. dragging a diagonal road into a transit connection which could well be straight), or some quirk in the system. I can't say I've had those kind of problems with TE lots before - but then I've never used PEG's Chicken Ranch or those diagonal farm lots. If they don't work then my best advice is to delete them.


j-dub: I see the potential for them too, and that's why they'll be the subject of part of Lesson 19.


Durfsurn: I'm glad you're finding this useful, and I'm happy to be of service. Obviously reaching the Classics board is my goal too - if you could help get us up to 200 posts it would be a good start!
I'm afraid you'll have to wait a bit for the 4th project, it'll take at least a year and maybe 2 (depending on several factors) to get that far. But do stay with us for the duration, you'll learn lots of useful stuff in between.


Like I said, I'm going to TE the bus station, with a oneway entrance on the left and a oneway exit on the right, unconnected within the lot. That way there will be a dedicated and functional entrance and exit, as you see in many bus stations in the real world.


As for the SAM bridges, thanks for pointing those out, and I have downloaded them. I assume you're referring to the street bridge we did in Project 1 - I won't come back to that, because that project's finished and done as far as I'm concerned, we've got to move on. The download may well be used in the future, though...


turtle: I knew about that, but never thought of it. It's a very good suggestion. I'll say again, the plan is to TE the bus station so you know how to do it, but I might adopt that technique to other lots.


Are we all here now? Then I'll start the lesson.


Lesson 10 - Pedestrian Walkways


This will be a very short, very simple lesson, covering pedestrian pathways that you typically find in suburbs, the purpose of which is to connect neighbouring estates. In practice, many of these paths are connected in a substantial network within one city, enabling pedestrians and cyclists to cross town quickly and easily (the redway network of Milton Keynes is a very good example).


The walkway we're going to build will run between the junction station and the yet-to-be-built football stadium, in the northwest city tile of our region, and we're going to use the Ped Mall tiles to do it, so make sure you've got the NAM.


First, you need to mark out the route which your walkway will take. You do this with ordinary road. Drag a route that's direct yet avoids the steepest slopes, using rail to pre-smooth slopes where necessary:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F4289%2Fbasicrouting.jpg&hash=dbe1b1dd07cc279934c2991527efb7ca8fa45c22)


Now, many real pedestrian paths have branches that connect to streets in the estates where they lie, providing useful shortcuts to the locals. So if we want realism, we should incorporate these branches into our work. Mark them out with road, keep them to <=3 tiles, and spread them out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F3002%2Fspurstosuburbs.jpg&hash=fe542cb7d34db4ce00749a6cbd1684cb07820e9c)


Now, when I begun to do this lesson, I thought you could plop Ped Mall tiles directly onto a road. It turns out that you can't, so we need to demolish the road before building the path.
But if we just whip out the bulldozer, we won't know where the path needs to go. So, to make sure that we do know what to do, we place single road tiles at the end of each branch, opposite t-junctions, and around curves and crossings:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F9418%2Fmarkingoutpedmall.jpg&hash=78168389ebb4736eb29417afbd9fef9142b21828)


Now we can replace the road with ped mall, using the Mountain Trail pieces. (The others are too wide, and you'll have to pretend that it's a concrete surface). Keep your single tile markers until you finish the path, then delete them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F717%2Fpedmallpath.jpg&hash=649a941e9f7026337391843f694d264827d77503)


That's more like it! However, we're not finished yet. We can make this path functional - but to do it, we have to stick a transit-enabled lot next to it - and what could be better than a road top bus stop?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3958%2Froadactivationbusstop.jpg&hash=887c454cc8a05165f3f1fa2c74bd5ce7b615cfcd)


It also makes sense to place a bus stop where the path meets the avenue to the south. Because the avenue is a busier and higher-speed thoroughfare than the road, we can't force our pedestrians to cross it. So we use the FLUP pieces to create an underpass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F9391%2Favenueactivationbusstop.jpg&hash=28221e7ead964004fa302b4cf2941c292fc65495)


And that completes our pedestrian pathway. Simple, right? Later on in the project we'll learn to add some details to the path to make it a bit more visually pleasing.


But that's enough about pedestrian walkways for now.
Next time we'll cover something far more exciting - power stations.


Until then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: apeguy on April 20, 2012, 10:25:07 AM
Some really excellent updates recently, I may have to use a thing or two from what I've learnt here. :) :)


Also, in order to make the mountain trail ped-malls look better in an urban environment, might I suggest using this mod by deadwoods? (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2604) It replaces the mountain trails and also adds a couple of lots which can encourage more pedestrians to use them. ;)
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on April 20, 2012, 04:40:03 PM
smileymk, Completely understand your point 100%. 

When you first started this guide/journal, I stated that I implemented some things from it, and I will say it again.  I don;'t really care for realism in my cities, but I have adapted usage of many of the things you pointed out in this as well whenever I play.  I have noticed that simply placing parking lots near mass transit stations(RTMP) have increased bus ridership, placing them near GLR stations has shown an increase, and even train stations have shown an increase.  SO that is one thing you have shown to do that I did adapt to the way I play the game. 

I have also started doing more elevated RHW's with various styles of interchanges thanks to this guide, and I have started doing more "main drags" where I funnel all the traffic to them to lead to other faster methods of commutes as well. 

This journal/guide is great for new players or even older players such as myself
Title: Re: Realistic Cities For Dummies
Post by: smileymk on May 22, 2012, 08:02:33 AM
Hello. I'm afraid this is just going to be a quick replies post, because as things stand, there's no way the power station will be finished before the 45-day deadline, and I don't want you guys to feel like I'm ignoring you.


apeguy: I do have that mod, but for some reason can't seem to get it to work. It's probably due to where it is in the Plugins folder, so I'll have to play around with the files a bit. Otherwise, thanks for the kind words.


mike3775: Some interesting points there, which will be helpful to a lot of people. It's not too surprising that you got those results, since what you saw is what the game engine is designed to make you see.


The idea of having 'main drags', is, on the whole, a pretty good one, and should prove both effective and realistic. But I would include one or two 'back routes' as well, else your arteries will probably get severely congested, the exact opposite of what you built them to do.


Right, I'll show you where we are with the power station as of last night (Monday 21st):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F4229%2Frailloop.jpg&hash=afe436b864480b8486e20c71e761beaec982033f)


You can see that the foundations are there, such as the building, road access and rail terminal/access loop, but there's still lots to add, like car parks, cooling towers, transformers, snack vans, and a boundary fence with security gate.


I don't know when it'll be ready, so you'll just have to be patient as usual. Don't worry, I'll soon have a new laptop with a modern-day spec (i.e. Core I7 processor, Windows 7, 6GB RAM, etc.) so I'll be able to do lessons much faster.


Until then, though, I have to make the best of what I've got.


See you in Lesson 11,
Chris
Title: Re: Realistic Cities For Dummies
Post by: cmdp123789 on May 22, 2012, 11:17:13 AM
Where did you get those tunnels entrances?
Title: Re: Realistic Cities For Dummies
Post by: smileymk on June 30, 2012, 06:08:36 AM
Hello.



If you've read my updated signature, you'll notice that you can now contact me on Facebook, where I will be more than happy to discuss any and all things SC4 (or any and all things anything) with you guys in a light-hearted manner.


The link can be found in my signature, at the bottom.


(Obviously you need a Facebook account to see the page! You will also need to send me a Friend request if you want to see my wall. Please make your screen name clear somewhere on your page if you do this so I know it's you, otherwise I won't accept the request.)


Now, back to topic:


cmdp123789: I believe that they are somewhere on Simtropolis. I'm sorry to say I've been unable to find them despite an extensive search.


Now, lesson time.


Lesson 11 Part 1 - Power Stations


I don't think these need too much introduction, suffice to say that it makes sense to construct your power supply first as you can't construct any water supplies or estates without it.


In this lesson we're going to build a basic coal-fired power station, as seen throughout the world. The coal supply will be delivered by rail, but the power station will be accessed by road.


We begin by placing the building. As with so many things in SC4, your choice of building is everything. The only real requirement here, however, is size. It's got to be big - far bigger than the Maxis offerings. I found this example from the Japanese site Somy (http://members3.jcom.home.ne.jp/somy000/) to be perfect for our needs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F4840%2Fpowerstationbuilding.jpg&hash=1bc3baf992c1545c7acf64a75d268c87189e2ba6)


You'll see that I've flattened the ground around the power station so we can build a road around it.


I've said already that this power station is going to be supplied by rail, so we need a freight terminal to serve this. Nothing elaborate is needed here, but I've also used Bripizza's snow covers to represent the area where the coal is dropped off the trains:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F4913%2Fcoalfreightterminal.jpg&hash=6f0bad5c9a45386fed6e90deb63f6081bd2c1509)


Oh, forgot to mention - this is a single-track (STR) terminal. That's quite important. Trains will be very infrequent so nothing more is needed.


I'll say now that we're going to cheat a little bit and assume that the coal is brought to the power station by means of an underground conveyor, which will save having to model an overhead conveyor around a freight terminal and across unforgiving terrain.


Now, this terminal is no use whatsoever unless we have some means of accessing it by rail, so we need to build a rail line that loops back on itself (known in the trade as a 'return loop') to link back to the main line to the north.


We're going to use STR to do this, and for maximum realism, we need the wide curves. We also need to accomodate a street underpass to provide access to the coal store, which will go to the left of the terminal.


The first job is to do the preparatory terrain levelling:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F1552%2Ffreightterminalapproach.jpg&hash=18de0140ced9b1f790a6bfcae2c3e1b113ce90f4)


This rail loop also has to go over our access road, so we need to build an underpass for the access road. This also requires preparatory terrain work, which is probably easier to explain if I show it to you first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F4502%2Faccessroadunderpassprep.jpg&hash=d3e2a7b926bdb74486fdeb5a5ab7448c4b79530f)


Firstly, I've dragged out the rail so I know where that's going to go. Then, since I know that the access road is going to go left from the one-way roundabout, I replaced that section of rail with single road tiles to 'mark out' the access road, and ensure that the underpass is at the correct depth. Then I've just stuck a 10m hole digger on the side which will give us a depression of the correct depth to use with the underpass pieces I'm using.


Now the underpass can be built. The easiest way is 'cut and cover', in other words, build the ditch by dragging road through the hole digger, extend it all the way through using single road tiles, replacing the original single road tiles, and then using the rail tool to go over the top.


When done, you should have two flat depressions either side of the rail line. You can then build the underpass as shown:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F6305%2Faccessroad.jpg&hash=ab5e17141cbcb8ff1cbe45122b483d50fa628e66)


Also note my use of SAM-7 (asphalt textures) for the access road, which gives a more realistic appearance.


We now need to build a second underpass on the other side of the complex, this one serving the coal store. The procedure is exactly the same:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F1582%2Fcoalstoreunderpass.jpg&hash=479b9f96b68a96c3c410191539643d9768ea8383)


With the underpasses done, we can turn our attention to actually building the rail loop itself. We use STR to do this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F4229%2Frailloop.jpg&hash=8c97e43a8a6d0acfa0b0adceee5b909ce1e5092a)


(We covered using STR in Lesson 6 so I'm not going to go over it again, suffice to say don't forget those wide curves!)


At the top of the loop, we're going to convert to double-track so we can a) build a flyover over the main road and b) link back to the main line efficiently.


This arrangement requires the use of the dual-STR short transition piece together with the 45-degree STR off double track piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F110%2Frailloopend.jpg&hash=ba9e82d5444197a995c54192492ed7df54904544)


Make sure you flatten everything first. That also applies to our next step - creating the flyover:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F4899%2Frailaccessflyover.jpg&hash=f868a12d5ca5605afc98a7ba0e1fdeb56e084fe6)


You should already know how to do this - we've covered it enough times and it's exactly the same as it is for roads and motorways.
We'll assume that the junction with the mainline is to the north, outside of our region - this saves us having to try to build a railway over a rather large hill.


Now we can turn our attention to finishing off the power station itself. We'll start by building a couple of small car parks on either side of the main building:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F2647%2Fcarparks.jpg&hash=f4adfb72963f918e5483012291383a491a1daccc)


Next is the transformers, for which I've used PEG's lots. Don't forget to flatten beforehand for best results, and to provide road access:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F9747%2Ftransformerr.jpg&hash=9a34fc9eed433510bfe7b413dd21df732028f959)


The next thing to build is the coal store, for which I'm going to take inspiration from Ratcliffe-on-Soar power station and use this lovely tailings pile (http://community.simtropolis.com/files/file/19978-bistagne-coal-tailings-pile/):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5158%2Fcoalpile.jpg&hash=d68acfd37e2899fc70f420a33e01ae7500f4053a)


Now you need to build some cooling towers. You need at least 3, preferably 4 or 5, for best results. They should be together, but place them wherever you can find room. They need to be huge - this offering (http://community.simtropolis.com/files/file/27375-cooling-tower/) is currently the only thing available online that does the job:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg137.imageshack.us%2Fimg137%2F6642%2Fcoolingtowers.jpg&hash=60c7cc95fed5b38403b2a159f0240c84bc8beee4)


Don't worry about the retaining walls - there simply isn't the room to avoid them, and they don't look too bad. (And yes, I know about the missing dependency.)


You'll also notice I've built a security fence, to guard the plant from chavs and terrorists - but there's still an easy way for them to get in, and that's through our access road.


To stop this, we need a security gate - and, in the absence of suitable lots, this SAM-7 toll booth is the perfect substitute:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F8051%2Fsecuritygate.jpg&hash=35a462199c78f1c446b67d16c1eb37ede9d58c72)


And that's your power station complete.


However, it's no use if we don't have some means to transport the electricity the station produces - power lines. We will cover the construction of these in Part 2.


Until then,
Chris

Title: Re: Realistic Cities For Dummies
Post by: smileymk on July 18, 2012, 07:28:19 AM
Hey guys. It's time for Part 2.


Lesson 11 Part 2 - Power Lines


Even though power is distributed through underground cables in towns, that power still needs to get to the towns somehow - and it would be prohibitively expensive and impractical to bury the thousands of miles of high-voltage cables required to do so beneath the surface.


So we build the cables overhead instead, and connect them to transformers when they hit the towns, running them at lower voltages underground from there.


But this presents the problem of where to put the power lines. Like your transport networks, the routing of your power lines needs to be done carefully. We don't want a huge, ugly set of power lines running through the middle of a suburb or in the inner city. It's unrealistic, looks horrible and is a waste of space.


The solution I will adopt, and one you should consider adopting, is to run the main cables along main transport routes. This will keep them away from houses and shops.


So let's do that. You'll remember from Part 1 that there's an expressway that runs south of the power station and across our region, so it makes sense to route it along that:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F9462%2Fstartingpowerlines.jpg&hash=9ac8304f1de61f755478376e63c752cf0bf0b9e8)


Notice we have 3 sets of lines. Each set is going to go off in a different direction, so that the power station covers a wide area beyond our region.


You just need to continue the lines down this main road, keeping as close to it as practical - but at the same time, keep the lines as straight as possible:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F8238%2Fextendingpowerlines.jpg&hash=7d310290c734ba584cafbb54b45a6662498696ca)


Yes, the lines curve to follow the expressway, but notice how they stay dead straight either side.


We now come to the railway line, which you'll notice is electrified. It needs to take its power from somewhere! And we need to provide power to the north of the city, so it makes sense to have the northernmost set of power lines split off from the 3 and carry on north alongside the rail line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F4246%2F32split.jpg&hash=19c964b17bf63fe345ba2ffdc98957687c604e9c)


Run that 'branch line' off to the edge of the tile. When that's done, we need to construct a transformer to connect the power line to the railway catenary wires, and to reduce the voltage to railway levels (anything from 600V - 25kV, depending on where you are):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F6044%2Frailsubstation.jpg&hash=ab135545453d8c479b7d05970b8ffc6c5793e424)


Now we can just carry on the main set of lines, now reduced to 2 sets, until we hit the motorway, where the southernmost set of lines will split and branch off down the motorway, into our town, where we will build another transformer:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F1577%2F21split.jpg&hash=ccf0ae83a8acf10fee7a0b72ed8a595134295f85)


We'll focus our attention on the branch to the town now, the other branch being routed to the edge of the tile to be extended later. Continue the town branch down into the town.


When you reach the end of the motorway (or at some suitable point not too far into your town), stop the line and flatten a 4x4 area for a transformer:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F4889%2Fflatteningfortransforme.jpg&hash=f30976def89d45c6d20848d45cf8f9ef20f88f80)


Then build the transformer and run lines into the adjacent tiles to provide them with power (ideally we'd make these connections 'underground' but there's no way to do this):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F6875%2Fcentraltransformer.jpg&hash=96c9e76ff404d80e98d3ed05c48d7dd87f1caac9)


And that's the power lines done for this tile. Time to move to the next one, to the east, where we have an instant problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F1223%2Finitialcornerpowerlines.jpg&hash=1806b6deeb55495795370b252298913e4941aeea)


We want this line to curve to the south, to cover that tile. Now we could just drag from the easternmost pylon, but that would leave a 'hole' of space which we can use for a couple of houses. So instead, we're going to drag down from the first pylon:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F6953%2Fconstructingcornerpower.jpg&hash=0429f651d28cdcfa2f134e8f5cde01921acad2f3)


THEN you can demolish that pylon on the right:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F1664%2Ffinalcornerpowerlines.jpg&hash=e663d315d4955389913d53f1359da0c8997e1b9c)


If you try to do this the other way round, i.e. demolish the rightmost pylon first, you will demolish the first pylon as well, taking the connection out with it. So you'll just have to build it again and do it the correct way round.


That's done, now to complete the lines we just have to carry our main set eastwards along the expressway, but we again hit on a problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F6706%2Finitialcityedgepowerlin.jpg&hash=c0ed20b7ba3169a163220779b714c72f03492244)


We have a needless pylon in the third tile, with just 2 tiles between the 2 edge pylons. It's not far enough.


The solution: just take out that middle pylon and rebuild the connection by dragging from the 10th tile to the edge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F6184%2Ffinalcityedgepowerlines.jpg&hash=42332180650afe28dd5b6d19191ea120e554cff8)


Looks much better doesn't it? Now we can just continue the line along the expressway, all the way to the eastern edge of the tile where it will leave our region for other towns:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F9432%2Feastwardmainpowerlineex.jpg&hash=faa709df0bf6d7d3b289e3d7bebb63f93dc1559b)


One last step - you need to arrange the neighbour deals so that all of the tiles in your region receive power from the tile with the power station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F7206%2Fneighbourdeals.jpg&hash=b969bc37927ef796c277a157a25a1bee5b85a1f6)


For this 4-tile region, you'll only need to go into 2 tiles (the power station tile and one connected tile) to set up the  arrangements to send power to all 4 tiles.


And with that, you should be able to create a realistic power distribution system in your region.


In Lesson 12 we'll learn how to do something equally important - water systems.


Until then,
Chris

Title: Re: Realistic Cities For Dummies
Post by: art128 on July 18, 2012, 07:46:59 AM
This is excellent, Chris! And by far one of the most useful tutorial ever. Really inspiring and well done. Everything presented is looking fantastic and realistic.

And congrats on 200+ replies, you really deserve them. Now up to many more!
Title: Re: Realistic Cities For Dummies
Post by: smileymk on August 08, 2012, 05:13:40 AM
Hello.


art128: Thank you very much. (I should have known I wouldn't get away with passing the 200 barrier unnoticed...)
And up to many more indeed! Only 299 posts to the Classics section...


...which now becomes 298 with this lesson.


Lesson 12 - Water


In this lesson you'll learn how to construct a reservoir to supply your region with water. You'll then learn a realistic way to lay out water pipes.


We'll start with the reservoir - and the first thing you need to know about these is that they need to be huge. We're talking anywhere between 50-100 tiles long and 15-25 tiles wide. They should also be flat, else they won't look right at all.


So you need to find a suitably large flat-ish area, and flatten it completely with single road tiles. It's best to start with the edges:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F3788%2Freservoircontours.jpg&hash=a90eb6a65145534300ea3e9903d4b392ab8d72f5)


You should use the grid to determine where your reservoir boundary should go. You don't want big cuttings or embankments.


And if this looks small to you, it is. We're going to pretend that the reservoir extends north of the tile/region boundary, enabling us to use an area that is outside of the town itself (the town being everything south of the expressway), and also to give the impression that there is a world beyond the boundary, creating more realistic results.


Now fill in the gaps and create a road border around the flattened area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F238%2Freservoirpreparation.jpg&hash=531e02f0323390f63d360a89c046d1577b6308b7)


Then you need to place the water itself, for which you need a suitable water MMP, such as the PegPond set or Jeronij's transparent water. The choice, as always, is yours - I've used Peg's set but you don't have to.


The technique for plopping the water is as follows:


- Demolish the single road tiles but NOT the border.
- Keep the gridlines on.
- Place 1x1 water MMPs into every complete grid tile inside the road border. Click once and only once in each square.
- Place additional lots as necessary to fill in any small gaps.
- Demolish the road border, taking care not to take out the water with it (i.e. single-click on the road tiles only).
- Use 1/4 tile MMPs (again with single clicks) to smoothen out the edges.


When done, you should get a result like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F986%2Fcompletedreservoir.jpg&hash=ad320f19e63863d3e3d2a50a6780717ff951e0d6)


Oh yeah. You can (and should) detail this further with other MMPs, but this is something for another lesson entirely. For now our focus is on making this reservoir a useful source of water for our city.


To do this you need to place a suitable lot adjacent to your reservoir. The lot needs to function as a water source in the game, and it should look the part. I found this lot from Somy to be a good tool for the job:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F6830%2Fmainwaterbuilding.jpg&hash=0c321a10e947a5d08f1f9a9b79b2bcb7dde3deed)


Oh yeah - don't forget to a) flatten out the right area of ground beforehand unless you really want massive concrete retaining walls, and b) make sure that your water source is connected to the power grid, otherwise it won't work.


You then need to prepare the terrain for a water treatment facility and a 3x3 electrical substation. These should be adjacent to the water source itself. You also need to provide road access, and if you used a lot that doesn't incorporate car parking unlike this lot, a small car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F2774%2Fflatteningforancillarie.jpg&hash=02d04a96bfbe31b88120fdac8e8b80f0a4486592)


Then you need to place down these facilities:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F5254%2Fancillarybuildings.jpg&hash=6fca34d53f90c27825fd05a8311a58e3a7ff2064)


And that is your water source complete. (You can, if you want, also add a security fence.) Now it's time to connect it to the region.


The strategy for laying water pipes is to lay them down along roads. This makes them easy to get at for maintenance, and saves you money because you only lay down water pipes as you build roads, so you only build pipes as and when you need them. Don't forget to take the pipes outside the regional boundaries, remembering that this source will serve a good few towns as well as our own:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F7177%2Fstartingpipes.jpg&hash=4ed126f4d1e72b8275c0ea27c0c1e13ae5bd40a8)


Notice that I haven't laid pipes along the expressway. Imagine the chaos that would be caused if the expressway had to be dug up to maintain the pipes. Digging up lesser roads should have a less profound impact.


This next image illustrates laying pipes down in the city - you need to follow roads and streets, building pipes only as you build roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F9308%2Fpipelineextension.jpg&hash=a80182ed92c400a3b7bc5505230d2f9a5235d29c)


Once your pipe layout is complete, finish off by setting up the neighbour deals to supply the other city tiles with water:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F3610%2Fwaterneighbourdeals.jpg&hash=546848d402374866ebce5ff5d89650872646f1ed)


And that is your water supply completed.


In Lesson 13 we'll look at waste disposal facilities - i.e. recycling centres.


See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: jmyers2043 on August 08, 2012, 10:54:30 AM
Makes sense. I also like the Somy bat but have only used the Fukushima plant for power. Hadn't thought of using the other bat for water until now.

- Jim 
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on August 08, 2012, 06:39:24 PM
I really wish someone would make a lift station lot, as that is about the only realistic thing missing from the game.  Lift stations come in handy where pipes are used in hilly area's and keep the water/sewage flowing up hills before gravity takes over again.

This is looking great smiley, and congrats on 200
Title: Re: Realistic Cities For Dummies
Post by: gf_bay on August 20, 2012, 06:14:46 AM
Looking forward to the next update. As a newbee, I love your tutorials - they sure helped getting started.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 11, 2012, 04:42:20 AM
Hey guys. I know, it's been a while, mainly because of a holiday, getting a place at university and a soon-to-be-replaced non-compliant laptop which takes all day to load a city have been getting in the way... thanks once again for your unwavering patience and your very nice comments, which I will respond to now.


jmyers2043: They are very good BATs indeed, although I'm not sure if the water lot would look that good on its own... it certainly works best placed as part of a reservoir.


mike3775: Thanks. Personally I've never seen a lift station in the flesh and didn't know they even existed until you mentioned them, so it certainly wouldn't be the first thing I'd think to make. Maybe we could make it in Project 4, when we learn to make BATs? Mind you, by the time that happens someone will probably have made one. As always, we must be patient.


gf_bay: Well, you need look forward no more! I'm very happy you like the lessons - if they're helping then that means that this whole thing has been successful, which is very good news indeed.


Time now for our lesson.


Lesson 13 - Recycling Centres


This lesson will cover constructing a recycling centre as the waste disposal service in our city. You might remember that in Project 1 we learnt how to build a landfill. Well this is another way to reduce city garbage, and it's a lot cleaner too.
It's also a lot simpler to build, and because of that this is a very short lesson. However, you do need to give some thought to where you put it.


If you look at our plan from Lesson 1 then you'll see that we plan to place our recycling centres in industrial areas, and this reflects how things are in real life. It should be fairly obvious why this is the case.


We also need to provide good road access for our centre. We want people to use it, so it has to be easy to get to. With that in mind we start by building this road access:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F8349%2Fpositioningofcentre.jpg&hash=0321d0d628795f49951a8849a2efd75d3b3fe356)


You need at least two access points from main roads, as shown here (the one to the south is off-shot), and the route from these access points should be very simple and straightforward - our centre will go in the middle next to the curve, so you can see how easy it will be to get to it.
Also, avoid kinks and excessive turns in the road - remember that this will become an industrial estate and we will have huge lorries coming down here as a result, so build the road to suit them.
And finally, notice that we've dressed up the street with SAM asphalt textures. You should be very familiar with using SAM because we used it extensively in Project 1. If not, you need to go back and have a look before continuing on.


You also need to add turn lanes on your main roads where the access streets branch off - again, we covered this in the Utilities lesson in Project 1, so you should know how to do it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F7278%2Fturnlanesfrommainroads.jpg&hash=a9b3de4a380153979d4ca3b1ca12303d30f74871)


Now you can prepare the terrain ready for your recycling centre. You first need to find out how big it is, and then flatten out the correct area of terrain (in this case it's 4x3 tiles):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F1215%2Fpreparationforcentre.jpg&hash=6d0cec8a05593127b8929cc487f484396d493bde)


Those curves on the main roads also need smoothing, but that can wait for when my laptop can be bothered and isn't really relevant to recycling centres, so we press on and leave that for improving some other time.


Right, now we can replace that set of single road tiles with our lot.
Surprisingly, there isn't a huge choice of recycling centres on the main exchanges. One that does exist, and is very good indeed, is the BLS Recycling Centre (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1976), which we use here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F1327%2Fcompleterecyclingplant.jpg&hash=4b7c7ce61640dc1ed8286006c8eed1f059b8ca29)


Why is it good? It looks very much the part, it's well detailed, it's attractive and it has a security fence around it, so we don't have to build one. Therefore, after setting up the neighbour deals with the other city tiles in the region, we are done.


Next time we will look at building landmarks - football stadia, lighthouses, statues and other interesting things to put in your city.


See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: art128 on September 11, 2012, 03:03:42 PM
Hello Chris!

Sorry to have missed the last update.. I have no real reason.

Really nice work around the water reservoir and the recycling centre. They both looks really good, the water reservoir is well done as well. I don't know if we have such plant here in France ( I really have no idea).. but it might be a good idea for my MD... :D


It's a shame you don't have more comments, you really deserve them.  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: Reform on September 11, 2012, 04:02:24 PM
Quote from: art128 on September 11, 2012, 03:03:42 PM
It's a shame you don't have more comments, you really deserve them.  :thumbsup:

I came out of lurking mode just for that note.  :)
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on September 11, 2012, 05:11:26 PM
Quote from: smileymk on September 11, 2012, 04:42:20 AM
mike3775: Thanks. Personally I've never seen a lift station in the flesh and didn't know they even existed until you mentioned them, so it certainly wouldn't be the first thing I'd think to make. Maybe we could make it in Project 4, when we learn to make BATs? Mind you, by the time that happens someone will probably have made one. As always, we must be patient.

I have to go by one tomorrow, I will grab a couple pictures of one, and I think once you see the pictures you will realize you have seen them before just never really noticed them, because if they are landscaped properly, you really never see them.

I agree about the lack of comments, this guide is very useful to anyone who plays the game, and I will say it again, there are things in this that I have started to incorporate into my playing the game, and I never really thought about recycling centers(I usually just use the CSX Waste to Energy plant), but I may just start using them, as that BLS center looks pretty snappy
Title: Re: Realistic Cities For Dummies
Post by: smileymk on October 03, 2012, 05:44:59 PM
Good news! My new super-fast, ultra-modern laptop is now up and running with SC4 installed and working outstandingly well, which means that the wait between updates should now be measurable in days rather than weeks.
The less good news... you always forget something when doing a big job like a 4GB file transfer and in my case it was to transfer the first few pictures for this lesson over. It shouldn't affect the lesson too much, but it will mean there's going to be a bit more talking at the start. Just an advance warning.
Now to business.
art128: You have absoutely no reason to be sorry. Nobody can be on SC4D all the time. Occasional casual reading is very much appreciated, I assure you.
If you're unsure whether or not something exists in real life, and hence whether to include it in your MD, the only way to find out is to do the appropriate research. Search for a reservoir in France on Google Maps, for example.
With regards to the comments, I don't want to start badgering people for comments because that will just annoy everyone. I might occasionally ask for a little assistance in hitting a milestone, and will point out if we have hit a milestone, but that's it. Even just one comment is appreciated and is enough for me to know that there is sufficient interest in this for it to be worth continuing.
Reform: Firstly, welcome (back, if appropriate) to active membership. I hope you enjoy it :). Secondly, thanks for choosing to 'de-lurk' on this MD. It's very satisfying to know that people are taking the time and showing the courage to make that post to show their appreciation for RCFD, so thank you.
(NB. I'm not saying in any way that lurkers are cowards. I'm just aware that making that first post can be very hard, because I've been there myself and I'm sure all of you have too.)
mike3775: You're probably right. I'm guessing lift stations don't look too obvious and are easy to dismiss as unimportant buildings. I should really investigate them on Google Maps or something like that, because they are clearly more important than they seem and would be a nice inclusion in our next projects.
Now, time to build ourselves a couple of landmarks.
Lesson 14 - Landmarks
What was wrong with the town we built in Project 1? You might be struggling for answers. After all, it was well landscaped, properly planned, had schools, a hospital, all the facilities you'd expect to have in a town, good transport connections and it looked OK. It was a nice town, right?
But it was just that - a town.
There was nothing special about Faulkner's Bridge. It had nothing to make it stand out, make it special, nothing to give reason for people to come there. It was just a place to live and work, and it was little more than a dormitory town.
The way you give a town that uniqueness and special nature is to put things of interest in it - landmarks. Things like stadia, statues, museums, concrete cows... They all give a town a particular identity, something that, if replicated in SC4, will result in much greater realism.
In this lesson we'll learn to build two landmarks for our city: a football stadium and a lighthouse.
(NB. By 'football' I mean the sport that is called 'football' in England, which those west of the pond call 'soccer', with Lionel Messi and the falling over and the whining at referees. Just to avoid any confusion.)
We'll start with the football stadium. Now I said there was going to be a bit more text because I managed to forget to transfer the first few pictures to my new laptop. So I'm going to summarise in bullet point form the steps to get from nothing to this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg801%2F5823%2Finitialstadiumconstruct.jpg&hash=6f9e78e7bb734151f46b198132d49049686f37d1)
- Select a site that is a) large, b) relatively flat and c) near a lot of main roads.
- Flatten out a large area (about 30x30 tiles), using the single road tile method.
- Demolish the middle tiles to leave a 'border' of tiles to work with (in a similar way to what we did for the reservoir).
- Build the stadium. The exact stadium you use is, as always, down to personal choice. (It doesn't have to be football.)
- Build streets around the stadium for access to it, the ancillary buildings to be built later, and the car parks.
- Construct lots of access roads like you see in the picture, to enable as smooth a flow of matchday traffic as possible. Use the single road tiles as anchors to prevent the edges of the large flat area from becoming sloped.
- Demolish the now-redundant single road tile border.
You now need to add SAM to these streets to properly simulate car parks and access roads. Use SAM-1 (car park textures) and SAM-7 (asphalt textures) to do this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg831%2F9596%2Fsamforcarparkstreets.jpg&hash=0dcd056ce8d569710531a6940cf16d3a804837c7)
(I may have said this before, but any street you build should not be considered complete without SAM textures. Ever.)
Now this picture raises a question. How did I manage to get the two SAM textures to work together like they do to the left of the stadium? A closer look ought to help us find out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg207%2F9288%2Fusingmultiplesam.jpg&hash=ea7429fe2c32ba389ba0352af2f08a87c80eeafd)
Basically you place starter pieces at every 'branch' out of the junction between the two SAMs and drag streets as appropriate until the junction becomes clean and tidy.
(WARNING: This gets messy with more complicated setups. Until a SAM equivalent of P57 comes out (which won't be for a very long time), you'll just have to try for the best result you can get.)
Right, now we can focus our attention on the things to go around the stadium. Many stadiums have commercial outlets next to them, which provides places for fans to go before and after the game and provides extra income for the football club. We include them here, using buildings like kevdan25's McDonald's (http://community.simtropolis.com/files/file/11053-mcdonalds-v1/) and Burger King outlets, the Kiloutou building from Krio and PEG's Krispy Kreme police station (http://community.simtropolis.com/files/file/11509-peg-krispy-kremes-and-police-station/):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg846%2F9353%2Fancillarycommercialbuil.jpg&hash=f2a97a5142e7c74645abc404df20b972d6aa79fe)
Notice that I've built a temporary power connection and a permanent water connection to stop these buildings abandoning.
Now we will construct car parks. It's the same procedure as always, and you need to fill the entirety of the large flat area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg195%2F1355%2Fstadiumcarpark.jpg&hash=6a27b4f768e92c00494fe47d4262ebfb0505b27b)
This will take you a while, purely because of the sheer scale of what you're doing, but as you can see, it's worth it.
To finish off, we're going to a) connect the ped mall around the east and north of the stadium complex to the car parks, and b) use MMP trees to create a border around the stadium:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg833%2F3370%2Fcompletestadiumday.jpg&hash=7eb7ad3951a331cbf4ab47f32a68f0a3a801d8d0)
Oops! Almost forgot part c) - adding turn lanes to the junctions between main and access roads where appropriate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg37%2F7082%2Fturnlanesforstadium.jpg&hash=e8c9d86d3943ac714db5c304d17a27f71f9b5959)
And that is our stadium complex complete. And it looks rather impressive.
Now we move on to the lighthouse. It's fair to say that building one of these is a much simpler matter.
All you have to do is to flatten a small area of land by the sea:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg839%2F4633%2Fflatteningforlighthouse.jpg&hash=7f6eb4ef3dcfe934db2566951c32b73adad1b359)
Now you just replace those single road tiles with a lighthouse and a small car park, which in this case are done using the Flat Holm lighthouse (http://community.simtropolis.com/files/file/23399-flat-holm-lighthouse/) and the SAM-1 textures respectively:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg854%2F5168%2Fcompletelighthouse.jpg&hash=3e3f30370e40c6a068cb149da9f6a85cccd40110)
And that is your lighthouse, and the lesson, complete.
In Lesson 15 we will learn to construct a historical district - the 'old town' which has existed for hundreds of years.
Now if you'll excuse me I need a shower and some sleep as I've got a nasty feeling I'm in for a 3am fire drill tonight, so see you next time.
Chris
Title: Re: Realistic Cities For Dummies
Post by: Durfsurn on October 03, 2012, 06:25:57 PM
Really nice Chris!
Title: Re: Realistic Cities For Dummies
Post by: Terring7 on October 07, 2012, 03:35:14 AM
Very inspirational :) . My suggestion is to build mass transit, like bus stops and subway stations. This will bring more Sims to the landmarks and reduce the need of car and parking garages.
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on October 07, 2012, 06:57:35 AM
Quote from: Terring7 on October 07, 2012, 03:35:14 AM
Very inspirational :) . My suggestion is to build mass transit, like bus stops and subway stations. This will bring more Sims to the landmarks and reduce the need of car and parking garages.

I agree with that, but really, most stadiums still require acres upon acres of parking because 90% of the fans tend to drive to the games.

Looking good Smiley
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on October 07, 2012, 11:06:13 PM
Fantastic update Chris!!! I too would say that it would be realistic to add mass transport to get to landmarks such as your Soccer (Football, sorry I'm from the US) Stadium. Perhaps your going to cover this when you get to a lesson on mass transit, maybe? Anyway great update and cant wait till you come out with your next one.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on October 08, 2012, 09:01:07 AM
Hey guys. Yes, it's time for another lesson already. I did say that my new laptop was fast.
Now, before I respond to your comments, I've noticed recently that this MD has racked up quite a lot of views - well over 30,000 in fact. In the Best Sellers section, that view count is second only to an MD which is very close to being promoted to the Classics section.

This does not mean, of course, that this MD is the second-best in the section. Far from it. But what it does mean is that lots of you are taking the time to have a look at it, and I just want to say a big thank you to everyone who has contributed to those 30K+ views. It means an awful lot, trust me.

And now I will respond to your comments.

Durfsurn: Thank you![/font]

Terring7: Thank you. I might well add a couple of bus stops in the Improvements lesson, but there won't be any 'mass transit' systems (tram, rail, etc.) from this stadium. From my experience stadia are typically poorly served by public transport.[/font]

mike3775: Very true. I'd say the true figure is more like 95-100% (in most UK stadia anyway), but the point is still valid. However, many people don't park in the stadium car park, instead preferring to park in whatever nearby place they can find. So you don't need acres upon acres of parking, but you do need a bit. [/font]

yochananmichael: With the exception of buses, we won't be covering public transport systems in this project. However, in Project 3, we will construct a fully integrated transport system, which will include roads, rails, buses, light rail/underground lines, trams, airports, the full works. The city we're working on at the moment isn't really large enough to justify that sort of big-daddy transport network - but the city we'll build in the next project will be.[/font]

I also have something else that I want to discuss with you guys, but I'll do that after the lesson.

Lesson 15 - Historical Districts

In this lesson we will learn to construct an old historical area in the southeastern corner of the city, in this little triangle of roads:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg22%2F8253%2Fareaofdistrict.jpg&hash=527f13c8023da7f86ef41aac1bf561ffb48376eb)

We suppose that this was, until the industrial revolution, the entirety of Troon, and that it dates from medieval times. So let's begin with one thing that any city which was of any importance had in those days - a city wall.

These walls were built for one purpose - to guard against what was in those days the very real threat of invasion. Access into the city was provided by gates, and the wall would be manned by guards around the clock.
To build these walls we will be using the (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=446)BSC Raised Parks - City Walls set[/b][/url]. Of course, if you have a preferred set in your Plugins folder, then use that instead. We will start with some street gates.

You need to place about 4 or 5 of these around the edge of the area of your district (more for bigger areas, less for smaller). The lots you need to use are dependent on where exactly you put the gate. On a straight the arrangement is as follows:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg39%2F2222%2Fstraightstreetgate.jpg&hash=072b2a5c62164243cd4920778cd6538438a341d7)

Diagonals are a little more complicated, as you also need to add corner pieces:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg59%2F5965%2Fdiagonalstreetgate.jpg&hash=cf695d4cb790af829dd01d88651e871522211bba)

You should also add a couple of pedestrian gates. We're going to put a couple in the top-left and top-right corners. The arrangement of lots for these is pretty similar:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg703%2F770%2Fendpedestriangate.jpg&hash=2776a87fa8c505132931a52df1f1ab8179c6f32f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg440%2F8867%2Fcornerpedestriangate.jpg&hash=aa8766d01eb1e0c4e78d095b0751bb19c64191a4)

Notice that, in all cases, the stairs go on the inside of the wall. Remember that the wall was built as a means of defence. It'd be pretty useless if all the invaders had to do was to climb up the stairs.
Right, now you can complete the wall using the straight and corner pieces as appropriate:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg853%2F1021%2Fcitywall.jpg&hash=dcc0b4f47035a2a23c0ff04ca2b43f63a6772882)


You'll see from the above picture that we have some gaps in between the wall and the main roads. We use the Plaza pieces that are included in the Raised Parks set as fillers to deal with this:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg22%2F5805%2Foutsideedgefillers.jpg&hash=ac982c399ff32dced5351c35ee7f740875cf92d6)

We will also build a few bus stops on the main road around the edge of the wall to enable tourists to access it quickly and easily:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg13%2F2200%2Fbusstopsfordistrict.jpg&hash=e6a417a7e81d745626cd8be073281f06e9f73057)


Right then, now we've got the outside of our historical district completed, it's a good time to think about what needs to go inside it.

One thing that really does need to go inside the walls is a large church or cathedral. In medieval times, religion was taken extremely seriously, the concepts of heaven and hell were very real to most people, the Church was an important part of society, and Church officials were understandably important people. The lot to use is your choice, but I've gone for the Havoc Holy Cross Church (http://community.simtropolis.com/files/file/2984-havoc-holy-cross-church/), which is, in my opinion, very much in keeping with the stone walls:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg825%2F9122%2Fchurchn.jpg&hash=7ff918ac17e83c025577241f796978bd6fc8a0a7)

Now would be a good time to build the streets in our old city. They should connect each of the street gates to each other, and, in order to properly represent an old, historical town, they should be textured using the SAM Cobblestone textures:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg189%2F9163%2Foldstreets.jpg&hash=8abb64d08b299b26d23323861b02b8d5bc433e24)


That looks like an old town already! The next step is to add a market:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg843%2F8601%2Fmarketdv.jpg&hash=e97ad62825739221a0671d02a3f6f8043cf1f5a4)


Now to fill in gaps where necessary, use the plaza pieces together with the Sandstone Ped Mall piece. This will provide functional access where needed to the buildings we will build, and will look in keeping with the whole scene:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg193%2F1131%2Fpedmallfiller.jpg&hash=75e294a92f20c8ba7519c149a401e083cc91e906)


As a guide to where to place these pieces, you need to leave suitably sized areas for you to place commercial and residential buildings on - anything from 1x1 to 3x3 and rectangular shaped. These untouched areas can be right next to each other, as you see above.
Now it's time to place your buildings to fill the old city. Obviously you want the end result to look at least a little bit historical - and to that end you need to choose your buildings VERY carefully.  They need to be old buildings that look like they could have been around for a good couple of hundred years or more. You also need to ensure you get some variety in your buildings - otherwise the end result will look boring and repetitive.

This is one of the few occasions where I would recommend using ploppable RCI lots, as that will ensure you get the right look.
You can also access appropriate growable buildings by using the LotPlop cheat (CTRL+X, type 'lotplop', Enter, then select your lot from the list that appears, and close the window to place it):(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg823%2F6826%2Fcompletedhistoricaldist.jpg&hash=8dfc630b8d2858ce480174a27155b46c056724af)

The one thing you must NOT do is zone for RCI. That will give the computer control of what buildings get placed, and you can bet your house on those selected being totally inappropriate for what we're trying to do.

Anyway, once you're happy with your buildings and you've filled the district, you're done, and as we're at that stage, we're done with this lesson.

Now before I go, I said at the start that I wanted to discuss something - so I will.

Now that I have my new super-fast computer to hand which is more than capable of recording media without being painfully slow, I've had the idea to occasionally do some video tutorials.

These would be recorded, uploaded off-site and then embedded into an update, and that would form the lesson for that particular update. This would only be an occasional thing, done as and when I deem it appropriate, and most lessons would still be delivered in the usual text-and-pictures style.

Please let me know what you guys think of this idea. If you need me to make a trial video to help you decide then I'm more than willing to do so, so please tell me.

The next lesson (which, for the record, will be a text-and-pictures lesson) will be about marinas.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Flatron on October 08, 2012, 10:31:39 AM
Nice, but I have to say that one can zone medieval districts by using a tileset with historical buildings only and mark them all historical. Btw, a different, bigger, more gothic styled church could have looked better. This tutorial seems to be helpful when building Milton-Keynes like New Towns, but...
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on October 09, 2012, 03:28:29 AM
Another great update Chris. I thought that your historical district looked great and is very appropriate for a European style city. My question is what would you do for historical districts for non-European city like exists in the US where we did not have walled cities? In response to having embedded video that would be great if done right. I like to have a variety of learning modalities and seeing, hearing, and reading would be great for me and others because we can see exactly how something comes together in real time.
Title: Re: Realistic Cities For Dummies
Post by: Durfsurn on October 16, 2012, 02:12:53 AM
Pleasure adding to those 30k views! A video sounds nice but may I suggest to [u/]Not[underline/] use music but use your voice? Haljackey does this well so look at his videos for some examples. A couple of reasons is that 1) You may choose copyrighted or music that could land you in trouble in your videos and 2) People may be deterred by the music if it is not to their taste! Just some suggestions and i woudl much rather a voice over (If possible of course) than a music background!
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on October 16, 2012, 04:37:17 AM
Quote from: yochananmichael on October 09, 2012, 03:28:29 AM
Another great update Chris. I thought that your historical district looked great and is very appropriate for a European style city. My question is what would you do for historical districts for non-European city like exists in the US where we did not have walled cities? In response to having embedded video that would be great if done right. I like to have a variety of learning modalities and seeing, hearing, and reading would be great for me and others because we can see exactly how something comes together in real time.

Look around ST or the LEX.  There are plenty of "older" buildings that could be used.  Things like the old north church( I wish I could find it again, lost the link), and the liberty bell are available that I know of, and there are other older buildings on ST that can be used. 

If you are going for a US historical feel, you need to have a church in the center of the "historical" area though, because from 1500-1750 or so, religion was a very big part of town/city life in the US at the time.  If you are not going for that old of a historical area, a courthouse at the center of a city square would be appropriate, as after the Revolutionary War, religion played less of a role in the lives of citizens so many towns/cities made a courthouse instead of a church the focal point of the center of town.

Title: Re: Realistic Cities For Dummies
Post by: smileymk on October 18, 2012, 02:00:14 PM
Hello.

Firstly, thank you for your responses on the idea of video lessons. They appear to be overly supportive of the idea, and as a result, I can confirm that, providing that I can get the equipment in and working, Lesson 19 (covering transit-enabling lots and adding cosmetic driveways) will be taught as a video lesson. (The lesson about to start is Lesson 16, so you don't have long to wait.)

Secondly,

Flatron: That is very good constructive criticism, and I'd like to thank you for providing it. I'm with you on the church, even though the church used was chosen because it was in keeping with the stone walls, and I will make the change in the Improvements lesson (scheduled for Lesson 28, the last of this project).
I'm a bit confused, however, as to what you mean when you say 'by using a tileset'. What is a tileset? Anyway, I'm not too keen on making an entire duplicate Plugins folder just for historical buildings, or using growable zones when I want specific buildings. I would have to download numerous suitable buildings and hope they grow in the right place. It's much easier IMO to just plop the right buildings down. But that's just my stance on the issue.

yochananmichael: Thanks for your views regarding the video lessons, and the kind words. Regarding your question, it's hard for me to give a good answer because I don't know too much about US history. I would take a look at mike3775's post, that's pretty informative, and beyond that, I would have a look at real-life US historical areas and try to replicate them as best you can.

Durfsurn: I can assure you that the plan always has been to provide voice commentary on any video lessons that I might do. I plan to follow a similar style to that used by Asteconn on his RHW tutorials - i.e. the only sounds you will hear on the video will be my voice, the mouse clicking and the computer making the sound a computer makes when it's running.

mike3775: Thanks for providing that information. It will be useful to a large number of people here. One thing that I would say is that you really need a church regardless of the era your historical area dates from. Religion might not be quite as big as it was 400/500 years ago, but it's still big, especially in the US (southern states in particular).

And thirdly,

Lesson 16 - Marinas

We all know what a marina is. They provide a place for people to stable pleasure boats when they're not using them, and they inevitably provide an attraction to any tourists than might show up in the town.

Before you can even begin to think about placing docks, you first need to do quite a bit of God Mode terraforming to give yourself an artificial 'harbour' on which to place the docks. It's pretty intricate, so it's probably easiest to explain if I first show you what we're aiming to create:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg585%2F2113%2Fcompleteterraforming.jpg&hash=def64caa62e390157d8dbdfd49b068b307c7c4db)

WARNING: With hindsight, you need to make this a lot bigger than what you see here, both the inside 'stubs' and the water areas. I didn't, and it caused difficulties later on putting my marina together. Learn from my errors.

So how did I do this? We start with the outside edges. They should be level and straight-edged, and to do this requires you to use the Quick Level Brush tool in Zoom 5, usually with the CTRL key depressed to keep the affected area from being too large. The basic idea is to drag from the mainland directly out to sea, perpendicular to the coast, so that you get a straight and level stub of land sticking out from the mainland. As with all terraforming, it's imperative that you do this slowly and carefully, using the grid to help you:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg832%2F1151%2Fterraformingformarina.jpg&hash=86fed69697e231fcdab7ee646eddab3cd292a44b)

Any bits of land that aren't quite straight can be dealt with by positioning the brush just on the flat land or just far enough into the water to only affect the required area:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg571%2F3610%2Fcreatingstraightedges.jpg&hash=a32806c8320dea2977857d55532d669e6054d69d)

Any excess land can be dealt with in a similar way:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg411%2F3540%2Feliminatingexcessland.jpg&hash=9c6ee32b63dee14390c410bc9527efd1953e74c2)

And any areas that are above water but aren't quite flat can be flattened out using single road tiles:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg211%2F7745%2Fsmoothingstraightedges.jpg&hash=d7aa4f27ba14732016d24dd2e65230894fe80ee3)

So when that's done, you should end up with a result that looks a bit like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg209%2F8990%2Fcompleteinitialterrafor.jpg&hash=28900c27603363fa0019bad88c53191bb5f72b1d)

Now to deal with the inside dock areas. You first need to create a small 'peak' of land, which you do by using the Hill tool (in Zoom 5 again) in the water so that a tiny bit of land pops up above the surface:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg818%2F4593%2Fideallevelforslipways.jpg&hash=d1150422ad7fee4168d0c54d93b7658571bca946)

You then flatten it out with the Quick Level Brush as before, such that it connects with one of the outside edges (or the mainland). You then flatten both the top and bottom land areas (separately!) before smoothing the slope between them with the Rail tool:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg24%2F2406%2Fterraformingforslipways.jpg&hash=efa2c56debc208e53fe779d13a077c7d989d5bd8)

And when you're done with that you should get something that looks similar to the first picture (but like I said, make it a lot bigger than I did!)

Now we can focus our attention on what goes on this new land mass. The first thing to be built is a seawall. Now, I did have a picture of it - until Imageshack decided to turn the JPEG on my computer into a PNG when it uploaded the file. I understand that PNGs don't go down too well here, so I'll link you to it:

http://imageshack.us/photo/my-images/194/seawalls.png/ (http://imageshack.us/photo/my-images/194/seawalls.png/)

(I hope this link works. If it doesn't, let me know ASAP and I'll do my utmost to sort it out.)

Now you can place your marina docks. To do this I'm using PEG's CDKM Marina (http://community.simtropolis.com/index.php?app=core&module=search&do=search&fromMainBar=1) set, which gives a good variety of appropriate buildings:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg593%2F1912%2Fmainmarinabuildings.jpg&hash=098ab3a12fcb2babb3e5ce1ac26f2fb393e8d920)

Now you can see what I meant when I said that I made life hard for myself by not making the site big enough. You need quite a big area of both land and water to make best use of these lots, so if you try to make a marina, make sure you create quite a big area of both land and water!

(Oh, and these lots need power, water and road connections. Otherwise you'll end up with an abandoned marina, which is even worse.)

We fill in the areas between the lots, roads and seawalls with filler pieces - be they paths, Ped Mall, grass lots or plazas:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg689%2F7928%2Ffillinginthemarinaarea.jpg&hash=5bd21015e3bb9e79a54176e3d6dd5255b4bc5315)

We now concentrate on the area of land between the docks and the main road. In this space we need to build a promenade, some large car parks and some commercial zones.

We will start with the car parks. We're going to copy the example of Brighton Marina in England and build 2 large multi-storey car parks in between the water and the main road, using the 8-level Modular Parking Garage set:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg202%2F600%2Fmultistoreycarpark.jpg&hash=11bc837fd7f30326990cf35c8100ad34f2f09cc8)

Notice how I have used Ped Mall to represent the promenade, and the space that I've left between it and the car park.

So that's one of the big car parks - the other is built in the same way. On either side I've also added 2 small surface car parks and filled in any gaps with Maxis Grass Park lots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg17%2F7853%2Fcompletedcarparks.jpg&hash=fd2c8b360ebc6ecc093cce6ab2fddb6ea61206e7)

Now, in that gap between the car parks and promenade, you need to zone 2x2 - 3x3 areas of low or medium density commercial. You do this by holding down the CTRL key whilst zoning, so that the plots are the size you want. The plots should be adjacent to each other as you see here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg194%2F5058%2Fzoningforpromenadecomme.jpg&hash=e752cf4ecb8e5c96fdc3344b0544802110746c4e)


And that's your marina completed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg209%2F2848%2Fcompletemarina.jpg&hash=6cfaa44a4e836e42f46ded8f263d521175e4c343)


So that's a rough impression of how to build a marina. Like I said before, if you try this, make sure you leave enough space (on both the land side and the water side) to place the lots you want to place.

I think I can say with confidence that I'm looking forward to doing the next lesson, because it's all about beaches, and we all like beaches, right?

See you there,
Chris





Title: Re: Realistic Cities For Dummies
Post by: Durfsurn on October 19, 2012, 02:53:11 AM
Excellent update. Good plan for your vids too! Looking forward to Lesson 19!
Title: Re: Realistic Cities For Dummies
Post by: Flatron on October 19, 2012, 03:59:05 AM
Hi,
Tilesets are: Euro, NY, Chicago and Houston, and if you for example always play in Euro-Style, you may put your historical buildings into NY-tileset using ilives Reader and whenever you want to build a historic town centre, you just switch on NY-tileset and "ye olde town" will grow.
The harbour thing is quite interesting :)
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on October 19, 2012, 05:20:27 AM
Nice Marina, but one suggestion

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg689%2F7928%2Ffillinginthemarinaarea.jpg&hash=5bd21015e3bb9e79a54176e3d6dd5255b4bc5315)

I would make it a little bigger so that the boats at the top have a bigger area to get out, as they are almost completely blocked right now.  Just lower that one corner a little bit and they have the room to get out.

Also as far as historical goes, you may find some churches post Revolutionary War as the focal point, but they are very rare, even in the bible belt of the US(South and Midwest).  The main reason why, was the separation of church and state that is integral to the US Constitution.  Read the news out of the US in those area's today, and more than likely you will find at least one article about a fight over something religious on Govt land.

Another option for the historical district, is a large plaza/park like setting.  My town was founded in 1868 and formally incorporated in 1895, and at the center of town, is a large park with a statue to the town founder, surrounded by grass and walkways with benches, a fountain, and a gazebo.
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on October 22, 2012, 02:47:30 AM
Thanks mike that is some good info on historical US cities...btw I think Chris said in his post that in retrospect he should have made the marina bigger and said that we should too when building marinas in our cities.
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on October 22, 2012, 04:51:44 AM
I assumed he was referring to his first attempt, but maybe he wasn't.  The one he built to show, is decent, it just needs a little tweek here and there to be fine though.

Title: Re: Realistic Cities For Dummies
Post by: smileymk on October 25, 2012, 03:55:13 AM
Hello.

Durfsurn: Thanks. I look forward to it too, recording the video will be an interesting, and hopefully rewarding, experience.

Flatron: OK, so by a 'tileset' you mean one of the in-game building styles. Thanks for clearing that up. Is it not easier and just as effective, however, just to use the LotPlop command to place the correct buildings down?

mike3775: I only made one marina, and I did say in my lesson that it suffered because I didn't leave sufficient space for it. I know it could be better.
I decided to show it anyway because a) I felt that the pictures as they were gave a good account of the stages involved in building a marina, and b) I want you to learn from my mistakes.
That said, your insight into US historical districts is very interesting and informative. I'll say it again - it will be useful to many. You've certainly taught me something new.

yochananmichael: Thanks for pointing that out. I think it was just a misunderstanding, and we should move on.

Let's indeed move on, and learn how to construct a beach.

Lesson 17 - Beaches

I'm going to be honest with you. Building a beach, especially a long one like the one we're going to build in this lesson, is a lengthy and laborious task, mainly because it involves heavy usage of MMPs. You should not expect to finish it in a day. It certainly isn't something you can do in a quick afternoon session. It is, of course, worth the effort though.

The first stage is, as it is with so many things we build, ground preparation. We have a main road running along our coastline that will form the landside boundary for our beach.
You need to flatten out a 2-tile wide 'path' right next to the road on the water side (if that makes sense) for a promenade, and then to flatten out from the shore itself inwards towards the road for the beach itself, leaving a 1-tile gap in between the 2 flat areas for a retaining wall:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg580%2F4924%2Finitialterraformingforb.jpg&hash=122b7cd970e9249cc073137c45c0b488a45e8d9b)

You will notice that there's a bit of a jump between our beach and the sea. Obviously this isn't very realistic, so we want to smoothen this out and the way we're going to do that is by using the Soften God Mode terraforming tool, in Zoom 5, with the cursor placed right on the shore, holding it down until the game won't let you smooth it out any further:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg233%2F3783%2Fsmoothingbeachseatransi.jpg&hash=088cad9b61c839287d350e8f204c5baf3149077a)

Now what you've seen so far is the 'urban' part of the beach, that which is well within our town and will be fronted by hotels, cafés, tacky souvenir shops, etc.
To the west of this we're going to make a 'natural' beach, which doesn't need any promenades or ground preparation or anything like that - the beach goes straight from the road to the shore.
But what it does need is a smooth transition between it and the 'urban' section of beach - and to achieve that, we use RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg850%2F1992%2Fpromenadenaturalbeachtr.jpg&hash=fae04bece0bf2ff27ad0fe973868655888935487)

That's all of our terraforming work done for this tile. We can now proceed to build the actual seafront - and we'll start with a pier.

For this, we're going to use the PEG Pier Set (http://community.simtropolis.com/index.php?app=core&module=search&do=search&fromMainBar=1) (follow the link and you'll find the lots in the middle of the list), along with a stone path MMP and some stairs from the wall set we'll be using in a little while to build the retaining wall. This will be a bit of a compromise, because this set requires us to build the pier from the shore when we would prefer to build it from the promenade, but the results are still very good indeed.

I think that the best way to show you how to build this is to show you an annotated diagram of the complete pier showing exactly what lots you need where, so here you go:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg834%2F8182%2Fpiera.jpg&hash=82c6a9a492b918bcc44149419d546ec5bdf26fc9)

Note: When placing the pieces in water, start by moving your cursor to an occupied tile, and then move it in the correct direction. That way you will know that the piece is in the right place.

There are only 3 rules for building piers: 1) They must be straight, 2) They should not be wider than what you see here, and 3) They should extend reasonably far out into the sea.

When that's done, it's time to build the retaining wall. For this I'm using a Japanese wall set, which I won't link to because I don't remember where it came from. The important thing, however, is that this set includes ramps, which will enable people to actually get onto our beach.

You need to build the wall as sections of regular wall sandwiched in between long ramps, which should be placed every 10-20 tiles or so. Use the short ramps only where space prohibits using the longer ramps (for example, on curvy sections):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg217%2F7771%2Fbeachwall.jpg&hash=d7da9f83180c25ec24ade847d6c04266837abc98)

You can see in the above picture that a little bit of the promenade has sprung up, and from this picture, you can probably guess how we're going to build it. Yes, we're going to create a 1-tile wide path adjacent to the retaining wall using the Sandstone Ped Mall piece.
But what about the second tile in between the wall and the road? Into this go several things that will both serve the visitors to your beach and make your promenade pleasing to look at and to be in. These are things like flowerbeds, cosmetic paths, bandstands, newsstands, food shacks, toilet blocks, etc.:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg7%2F1249%2Fbeachpromenade.jpg&hash=326d413135e1b01071a46bd819951c31b63d4e26)

OK, now to the fun part (and the really laborious part) - creating the beach itself. We will start by building another 1-tile wide path at the bottom of the retaining wall. But instead of the concrete textures offered by the Ped Mall pieces, we're going to use that stone path MMP we used to provide access to our pier, which is much more appropriate for this use:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg201%2F6347%2Fbeachsidepath.jpg&hash=86bb50eb21427f81121ff2a9d60532874c5289b2)

That's looking pretty good already.  Let's make it even better by adding a proper sand texture. The one I'm using is Heblem's White Sand MMP. The sand needs to completely fill the area between the stone path and the shore, any gaps between the stone path and the wall, and also needs to extend into the sea:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg842%2F2264%2Fcreatingthesand.jpg&hash=4eb3b7b4fe7b7912c97f2adea02a95ebc80b9b43)

Now we have ourselves a beach! Of course, if you prefer to have a shingle (pebble) beach and have a nice texture for it, then that's fine.
Notice how we have also placed streaks of sand onto the retaining wall. These would appear as a result of windy conditions blowing the sand about, people placing their sandy hands on the wall, etc.

As a small detail, you can also place some reed grass into the gaps between the stone path and the retaining wall:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg339%2F5348%2Freedgrassfillers.jpg&hash=e2a6cdb031708f94cd1a5a25ca40ace70b059fc4)

We aren't done yet. This is an urban section of beach. It needs lots and lots of details to go on it. It needs boats. It needs surfboards. It needs a little bit of garbage. But above all, it needs people. There are plenty of MMPs out there that you can, and should, use to detail your beach. Things like surfers, windsurfers, walkers, sunbathers, kayaks, etc. - these should all be included if you have them. Things like beach huts, deck chairs, parasols - if you have them, now is the time to use them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg827%2F8258%2Fdetailingbeach.jpg&hash=d3e6f4807becff846ce02813edf5835607702336)

And there you have a complete, lively, busy section of urban beach. Now before we head east to complete the beach up to the marina, let's head west and build the 'natural' section of beach.

This is a lot simpler than an 'urban' beach. All you need to do is, going from the road, fill a 2-tile wide section with reed grass, occasionally placing some stone paths for access to the beach, and then place sand from there to the sea:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg194%2F3771%2Fnaturalbeach.jpg&hash=16659c8a3738f2c0e7980de2a2ba85171ddb7621)

And that completes our beach for this tile. Let's head east, towards the marina, and learn how we can vary our seafront a little bit.

I've built this section of urban beach in exactly the same way as before, in order to maintain consistency over city tile borders (this is very important!), but when the beach ends at the western edge of the marina, I've decided to add some common seaside features (at least in England) - tennis courts, a lawn bowls club, a playground and a mini-golf course (http://community.simtropolis.com/files/file/12898-mini-golf/):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg41%2F1954%2Fbeachattractions.jpg&hash=541ac222fe3121f88b3bb0da48703ff89bb3891f)

You could also add a putting green, a miniature railway and a funfair (those of you west of the pond would probably call it a 'carneval').

Now, let's finish off by having a look at a section of the beach in this tile, mainly the bit where I've included some surfer/windsurfer lots that I happen to have in my Plugins folder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg705%2F5152%2Feasternbeach.jpg&hash=b1426254533fcd475850c015ad94109f3ab89c1c)

And that is it. I think we've done rather well there.

In Lesson 18 we're going to look at something that is much more fundamental to a town but still fun to build - facilities. Things like schools, hospitals, town halls, they'll all be there.

I'll also be there, and I hope to see you there too.
- Chris


Title: Re: Realistic Cities For Dummies
Post by: mike3775 on October 25, 2012, 04:04:04 AM
Nice beach.  Thanks for the info on the different paths and sand as well(I tend to use Pegs beaches, which are nice) but different options are always nice
Title: Re: Realistic Cities For Dummies
Post by: Swordmaster on October 25, 2012, 05:22:45 AM
I agree, nice beach, although I think the sea is too transparent.

These (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1504) and these (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1519) are your walls.

Now, if you remember, where's that stone path MMP from?

Cheers
Willy
Title: Re: Realistic Cities For Dummies
Post by: Durfsurn on October 26, 2012, 08:56:02 PM
Very busy eh? Hot there unlike England then! ;)
Title: Re: Realistic Cities For Dummies
Post by: Schulmanator on October 28, 2012, 05:27:46 AM
I think that turned out nicely. Makes me want to head to the shore!
Title: Re: Realistic Cities For Dummies
Post by: smileymk on November 03, 2012, 04:00:56 PM
Hello there.

I will warn you now, the lesson coming up is a very long lesson - 30 pictures, to be precise. (Lessons 17 and 18 were 15 and 13 pictures long respectively.)
However, the lesson is very comprehensive and covers an awul lot, so it needs to be that long. Take it in slowly.

mike3775: Thanks. I'm not really aware of Peg's beaches, I'll have to have a look. As you quite rightly say, different options are always nice.


Swordmaster: Thanks. Yes, the water could perhaps be a bit more opaque. I have the Edmonton Water Mod installed but I think it's getting overridden by another file which I believe forms part of the terrain mod I use for most of my side projects but is separate from it (hence why we get the water here but not the terrain).[/font] 

And, after a quick STEX search, I found that stone path right here (http://community.simtropolis.com/files/file/27995-stone-paths/).

Durfsurn: Hey, you'll never get to experience a white Christmas. (Unless you come to England one late December and get lucky.) You'll probably never get to open your window and see everything covered in snow (assuming snowfall is rare in Australia). Trust me, it's something special. Don't fancy that? Well, don't worry, we do get 30-degree temperatures in England... about twice a year...

Schulmanator: Thanks. I guess it is nice to see a beach, particularly when you live about as far away from one as it's possible to get in England like I do![/font]

Now would be a good time to get that tea/coffee/energy drink/ Coke/lemonade/booze ready, and sit down ready to take in a long lesson.

(Note: By 'Coke' I mean the drink, not the illegal drug. I know all of you will probably understand what I mean anyway, but on a web forum, you can't be too careful.)

Lesson 18 - Facilities

Firstly, what do we mean by 'facilities'? For the purposes of this lesson, we mean the essential services and amenities that you would expect to have available in a town - mainly emergency services and education establishments. Things like parks and bus stops could also be considered 'facilities', but we will build these when we build our suburbs. In this lesson we will focus on police, fire, education and health.

We will start by establishing our city's police force, and, more specifically, with the police headquarters and law courts. We're going to build these in what will eventually be the CBD, right next to each other.
These should be placed so that they're easy to get to, although it's not essential. You need to place 4 buildings: a police headquarters, a car impound, and two courts - one magistrate's and one crown:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F5346%2Fpolicehqandcourts.jpg&hash=f4f8e32e407274d10247b8faa99ae56f5dff5b20)

Now this will cover the entirety of the city tile. However, our city covers 4 large city tiles. So, if we want police coverage for the whole city, we need to build police stations in each of the 4 tiles. Admittedly it's not that realistic, but we have no choice.
We can help the realism out a little bit by using much smaller buildings for these susidiary police stations. Place one per tile on a main road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F1634%2Fsubsidiarypolicestation.jpg&hash=9e09e85bf145cf728a90d6c887d7de59f50365b5)

I should say at this point that facility buildings are best built on flat ground, so please do a bit of preparation if you have to.
From here on in, I'm going to leave this as an implicit step, because I'm getting pretty tired of saying 'prepare the terrain' in every lesson, and you really should know how to flatten an area by now.

I'm also going to add an extra police kiosk near the stadium, in order to provide additional policing on matchdays. Again, this should go on a main road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F7622%2Fpoliceoffice.jpg&hash=ad63e51701f69b49d858b52b66560532124c7fbe)

Now we will establish the city's fire service. This is really simple. All you need to do is to place one fire station per city tile on a main road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F4884%2Ffirestation.jpg&hash=149c90636d92f2b2ae8eeef82e3700d3cb9b4dbf)

The lot you use is your choice. Note that this lot will not cover the whole of the city tile, but it will cover enough of an area for you not to have to put out too many fires.
Also, note that, like the police stations, we are building more fire stations than there would be in a town of this size (i.e. 2 or 3), but again, due to the fact that coverage doesn't carry over city tile borders, we have no choice but to build more.

Now we move on to educational establishments. In this city we will establish a 3-tier education system (i.e. primary, middle and high schools), and we will supplement this with a college, a university, 2 museums, a central library and a theatre.

First, primary schools (called 'elementary schools' in the US). Begin by placing the lot, which obviously needs to go in a residential area (or what will be a residential area):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F6272%2Fprimaryschoolbuilding.jpg&hash=bc15a964d033046edb26b15447444e3e4bbb7625)

That building, in case you're wondering, is the Derek Zoolander Centre For Children Who Can't Read Good.

At the back of the school we need to provide a playground and field for the students. We do this using MMPs – specifically, an asphalt texture for the playground and a grass texture for the field. We will also place a fence around the grounds, which I'm going to use the
3RR Ploppable Fences (http://sc4devotion.com/forums/index.php?topic=5603.0) for:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F6038%2Fprimaryschoolplayground.jpg&hash=1b8175d87ec6a99d790cbef44cac4153028e5243)

And that is one primary school built. Obviously you will need to build more than just one for a town covering 4 large city tiles like this one – we will discuss exactly how many we need a little later.

Our students are going to want a middle school to go to after leaving primary, so let's build one.
We begin by placing our lot, and creating space for a small car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F7029%2Finitialmiddleschool.jpg&hash=db7ab381fe0bb80578589ea23ad80cd209b03304)

Now we have big hills around the back of this school, where the school field should be. To make this terrain fit to build things on, we first need to smoothen it out with the Rail tool as appropriate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F198%2Fmiddleschoolgroundsterr.jpg&hash=42d8d68c70b4f4f846bb40ab501d78017923e447)

When you're happy with the terrain, you can place two playgrounds and a football pitch in the area at the back of the school. Prepare the terrain first. Then connect the two playgrounds together with a path:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F1125%2Fmiddleschoolamenities.jpg&hash=28ca6bf1c6d1316ff4723af9626ce808510483b6)

You can then add a fence and the grass. Now, at middle and high schools, a simple wooden fence won't cut it, as kids, by that age, are more than capable of climbing over such a thing – so we need something a little more sophisticated. Fortunately, the RMIP Airport Fences come to our aid:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F6413%2Fmiddleschoolgrounds.jpg&hash=2b4c147ecc64d1358f36b207bab9cf35597cf0ef)

To finish off, put in a little car park at the front of the school – whereas people tend to walk to primary school, the car becomes more important as you move up the educational ladder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F32%2Fmiddleschoolcarpark.jpg&hash=30d95c2f307aa11bead2cafcefe25c107344d7ca)

OK, now our residents will be educated up until they're 11 years old. But children don't leave school until age 16, at least in England. So we now need to provide a high school. Start by placing the building, which in my case is the
Greyveil Secondary School (http://community.simtropolis.com/files/file/15899-greyveil-secondary-school/):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F6478%2Finitialhighschool.jpg&hash=b0dff7b61f780a786fd9b24cb1f8c280ac79c93a)

Then place some sports pitches and hard courts at the back of the school. Precisely what sports you need to provide will depend on where you are in the world. For instance, in England you will need football pitches, and might also want to provide facilities for rugby and cricket. In the US, you will probably want a gridiron field and a baseball diamond. Here I've gone for football, rugby, basketball and hockey:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F1884%2Fhighschoolsportspitches.jpg&hash=90e3fdb858df17904c5c78aa611aa84c2129647a)

(Note: Being from England, the game I call hockey is field hockey, the game played on astroturf with the J-shaped sticks, as opposed to ice hockey, the brutal but much more entertaining (IMO) sport played on ice.)

Now you can put in the school field – and, being a high school, this needs to be big. Don't forget to surround it with a fence beforehand:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F691%2Fhighschoolgrounds.jpg&hash=1f6b71c863e75cf473410249ffbc562d4265a588)

And, as with the middle school, you need to build a car park at the front. This should be a bit bigger than the middle school car park, as it's a bigger school you're building:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F2383%2Fhighschoolcarpark.jpg&hash=242cdee8f6d3887a4ef176d27b51dc3d1acb901a)

Now our state education system, at least up to GCSE level (or whatever the equivalent qualification is where you are), is completed. But not everyone is educated through the state system. Those who can afford it might choose to send their kids to private school. Therefore we should provide one for the more affluent residents of Troon.

Here we're building a small suburban private school, and to do this we're going to follow a similar procedure to the one we followed when we were building the middle school. We're going to place the building, a playground and a football pitch, with a fence around the establishment, in exactly the same way as we've seen already:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F32%2Fprivateschool.jpg&hash=7f68ddc275201bc2efe2addcdcab263549621f10)

Now that you know how to build every type of school, I think it's a good time to discuss how frequently you should build them.
In a typical town, a good rule to follow is outlined below:

Primary schools – 1 per 1 square kilometre of residential area (= 1 small city tile)
Middle schools – 1 per 2 square kilometres of residential area
High schools – 1 per 4 square kilometres of residential area (= 1 medium city tile)
Private schools – 2 or 3 for a 64-km² town (= 4 large city tiles, like our town)

Following this rule should give you about the right number of schools for your town. Note that if you're building a village, 1 primary school is sufficient for the entire village.

The location of your schools needs to depend on coverage – you need to cover as much of your residential area as possible as efficiently as possible.

With this important point covered, it's time to move on to post-16 and higher education.

At 16, in England at least, you have 3 choices. Carry on to A-level (or IB), go to college to get some vocational qualification, or get a job. Most high schools have 6th forms for those who choose the A-level route, so, since we've got a high school, we've got this route covered. Obviously we've got sources of employment, and will have many more as we build our commercial and industrial areas. So that leaves us with college. We have to build this.

Fortunately, it's a straightforward task. Choose an appropriate lot (I've chosen
this German-inspired structure (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2279)), and plop it near main roads. Then provide a car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F4893%2Fcollegeqk.jpg&hash=4b6547017169037ad161b552571665e3dc79f35e)

Unless you're building a major city, there should only be one college in your town. You really don't need any more.

Now, many of those who do A-levels (or the local equivalent) do so in order to go to university afterwards. So let's provide for these people by building a small campus university on the edge of town.

The main set we will be using to build this is the
University of Clayhurst (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2254) set, together with a few other choice buildings.

Start by placing the main buildings. At a university, these will be things like the administration building, the student union, the department buildings and the sports centre:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F2821%2Funiversitymainbuildings.jpg&hash=c5fd12d23662846ab64ff3c13fc949ea6d5d35fd)

You'll see that one of the residences has already been built. This isn't nearly enough – at my university (Warwick, if any of you want to have a look), there are no less than 12 different residences housing around 6,500 first-years and a good few postgrads. So we need more residences!

This is where the rest of the residence buildings in the University of Clayhurst come in, along with a few carefully chosen ploppable RCI lots. If you need inspiration, look at some real universities and get some buildings that are that sort of style:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F781%2Fcompleteuniversitybuild.jpg&hash=e81bf880320113150c1d1a89be3932897eca7d71)

The University of Clayhurst set also comes with specially-made pathways to allow us to connect up our buildings, so we'd be fools not to make use of them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F3348%2Funiversitypaths.jpg&hash=5810e1e37877cc0777724c37ba48c51a77f8e98b)

Notice that we have also provided a couple of bus stops to give a means of transport to those who live off-campus.
Now people do work at, and come to visit, the university, so we need to provide a lot of car parks for them.
Some of these will be regular flat car parks (built in the usual way), but some will be multi-storey, and for these we use the 2-level Modular Parking set that we used to build the car parks for the main railway station in the town (Lesson 6 if you don't remember):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F5883%2Funiversitycarpark.jpg&hash=b5234a5db4b1a8cf6a3436debf9451fdd5fbde77)

We're almost done with our university. We just need to finish it off by filling the gaps with the Maxis Open Grass Area lot, and surround the area with MMP trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F2943%2Fcompleteduniversity.jpg&hash=d7e277eaab586a0fb54857e782b61fb8e9108468)

And that's our town's university done. Our residents now have a comprehensive education system.

But we're not done with educational buildings yet. We still have room to fit in a few extra things into our CBD. Let's start with a central library:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F3079%2Flibraryf.jpg&hash=a3bf31f24f3b1b28ef0098d81a85468228542b5a)

We can also build a couple of museums:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F6895%2Foldmuseum.jpg&hash=6809c924bb26bbce5e7f814ebfc4fbe84686a6ad)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F5909%2Fnewmuseum.jpg&hash=d3a5375c4debd707195ede4570d852a828531091)

Notice that we have two very different looking museums, which provides a bit of variety and interest in our city.

We can also build a large theatre:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F5695%2Ftheatrej.jpg&hash=28125469eb9cfec9c5724d7bbc9b2564e982f4b7)

If you have a cinema lot, then you can (and should) build that as well.

Now we are done with educational buildings. It's time to move on to health buildings.

A town of Troon's size would have 1 doctor's surgery (maybe 2) and 1 large hospital. Unfortunately, in SC4, we face the same problem that we do with police stations and fire stations – coverage does not spread over city tile borders. So we have to build more lots than we really should.

The compromise that we make in this case is to build one large hospital somewhere in the city, and supplement it with a clinic in every city tile.

First, the clinics. Construct 1 clinic per city tile. Make sure that it is placed in a residential area, but is within easy reach of a main road, and then surround the building with a car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F1563%2Fdoctorsurgery.jpg&hash=7b155e41f2e0add886705267a780cd7240e1727a)

When you have done that, you can proceed to build the hospital.

For this, you need to choose a site that is fairly large and has direct access to main roads. You then need to flatten out an area big enough for your hospital building (which needs to be large, given that it's going to service an entire town), a walk-in centre (for which we will build another clinic), and a substantial car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F7415%2Fgroundpreparationforhos.jpg&hash=fad90a02e8f1d057f180c18c1f272e7cab924057)

You can then replace the single-road tiles with the appropriate buildings:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F4505%2Fhospitala.jpg&hash=c767a9f8f997c2dcf783fb95a826e2c6fa4f0133)

And we are done. All of our city's major facilities are complete.

Before we finish, I just want to show you how the facilities are located and distributed within our city. To do this, I've prepared a map showing the locations of all of the facilities in our town. Take it in slowly and study it hard:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F8326%2Fdistributionoffacilitie.jpg&hash=771546b38e29040cdfbf2c1e86ceca4b90c5935e)

I find that map quite remarkable, as it summarises everything we have covered in this lesson rather nicely. It is a fitting way to bring this lengthy lesson to a close.

I've been looking forward to doing the next lesson ever since I came up with the idea for this MD. It's the first lesson on modding.
As this is only the second project and the first time we've done any modding, we're going to start off with some simple stuff – transit-enabling lots and adding driveways to lots.

And, as promised, it will be a video lesson. This will certainly be interesting...

Now after that long lesson, I think we all need a rest. So let's take five and I'll see you in Lesson 19.

Chris
Title: Re: Realistic Cities For Dummies
Post by: smileymk on November 11, 2012, 01:32:22 PM
Alright, time for our first video lesson!

Lesson 19 - Basic Modding - TE and Driveways

WARNING: I am no expert at modding, and I don't pretend to be for one second. For this reason, if I do something that is either incorrect or not best practice then you must say so. Remember that this whole MD is a learning experience, for me as well as for you guys, so let's learn together, and let's get things right from the start.

Now without further ado, I give you the video. You might want to turn up the volume because, being in a residence at university, I can't really talk that loudly (and I naturally talk quietly anyway):
http://www.youtube.com/v/OyIGE0nCo3s

I'll add a couple of pictures to show what you should see if you've performed the techniques outlined in the video correctly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F8008%2Fcompletetebusterminal.jpg&hash=2b26c96c0df574f64174f6f7275edce0382febc8)

Notice the paths running through the lot. Let's take a look at our modded school:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F2278%2Fcompletemoddedschool.jpg&hash=1104f6d9e7eb15ce8ec2770f277ac552c67292f3)

That's better, isn't it? Note that you will have to demolish and rebuild the modded lots in order for the changes to take effect.

And that's it for this lesson.
What I'm going to do now is to show you what we have left to cover. If you would like any of these to be done as video lessons, please let me know.
Lesson 20 - Industry
Lesson 21 - Suburbs
Lesson 22 - Inner City and Coast
Lesson 23 - CBD
Lesson 24 - Rural Land
Lesson 25 - Basic Modding - Lots (making small improvements to lots by altering props and textures)
Lesson 26 - Detailing
Lesson 27 - Finishing Touches
Lesson 28 - Improvements

I intend to do most of these as standard text-and-pictures lessons, but again if you think a video would be better for a particular lesson then I want to hear from you.

So the next lesson will be on industrial areas.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: CharlieLord on November 19, 2012, 07:31:10 AM
Hi smileymk,
This is my first post on this page, but I've been following it for a long time and have found it very useful :)

My question is: What is the building you have used for your hospital in post #231 (Lesson 18 - Facilities), and where can I find it?

Thanks :)
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on November 19, 2012, 08:20:01 AM
Nice updates Smileymk.

One suggestion though, for the University, I would add a stadium or two for sporting events as well, because most major universities in the US are big into football or Basketball(indoor game), so there usually a separate building for those events along with a parking lot for them.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on November 20, 2012, 01:03:56 PM
Hello.

CharlieLord: Firstly, welcome to SC4D! Secondly, thanks for the kind words. As long as people are finding this tutorial useful, I'll keep on doing it. And thirdly, that hospital is the BSC Mercy General lot. I daresay it's a must-have download, given that it looks exactly like a city hospital.

mike3775: Yes, you would want to add a stadium or two if you were building a US university, such is the popularity of college and high school sport stateside. However, things are very different in the UK. The only university sporting event that gets any media attention at all here is the annual Boat Race in London between Oxford and Cambridge. Therefore building a sports stadium for a UK university would not be appropriate. However, UK universities do take their sport very seriously and usually have a lot of sports pitches on campus, so I'll probably add those in the Improvements lesson. Thanks for the suggestion.

And now it's time to supply our city with some industry.

Lesson 20 - Industry

Industrial areas are, without doubt, a fundamental part of any city. In the game they form the main source of employment for the city's residents. In real life they are an important job source (together with commerce) but also help establish an economy for the city and can also give a city a particular identity - Nottingham, England is a fine example of an industrial city.
So let's make one. The first rule of an industrial area is that it needs to be built as an estate. In other words, rather than plopping factories all over the place, you need to dedicate areas of the city that consist solely of industrial buildings.

If you've been following my MD throughout then you'll have pre-planned the locations of your industrial estates. Assuming this is the case, you can begin to fill your estate with streets. Start by creating a network of 'main' streets that cover your industrial estate and link to main roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F1368%2Fmainindustrystreets.jpg&hash=54b1a5a81e718c06cd6d3ff446743580e9b88c50)

You then need to fill in the gaps with dead-end streets, which need to be placed such that there is a space of 4-8 tiles between each parallel street. Then provide the estates's water supply, laying the pipes along the streets:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F8499%2Fwateringindustry.jpg&hash=44c67062f067da960c7253d306234ebd6227fa79)

It's important that you keep your streets relatively straight, free from sharp kinks and turns. Remember that these streets are going to be heavily used by lorries, which don't go well with tight turns.
You then need to place bus stops on your main streets in enough places so as to provide ample coverage for the estate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F8003%2Findustrybusstops.jpg&hash=da724453d93f18a13f6d9537a9e543f2c3e01212)

Now it's time to start zoning. If you remember the lesson from Project 1 on industry, you may remember the idea of 'parcelised' zoning. This is where you hold the CTRL key whilst zoning in order to get a plot that is exactly the size you want. The technique is useful for getting skyscrapers to grow in CBDs, and is invaluable when zoning industrial estates. Maxis doesn't do plot sizes for industry by default, so if you don't 'parcelise', you get that horrible random mess of lots you're all familiar with.
So make sure you avoid that by dragging out plots of between 2x2 and 4x4 tiles using the CTRL key:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F3179%2Fzoningforindustry.jpg&hash=3c156ac3ff4cd407f97bf7683702254c52ad110c)

(Don't worry too much about the power lines, it's just a temporary connection.)

Now this next part is optional, but I like to do it because I think it helps things on the aesthetic front. Zone 2-tile deep low-density commercial plots along the main roads bordering the industrial estate. This will effectively 'isolate' the industrial estate from the rest of the city, which, to my mind, improves the look of the city in an aesthetic sense. Feel free to disagree with me on this one however:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F7232%2Fmainroadcommercial.jpg&hash=7e2a7ad1530168a982963ba116d8daac86ca19b8)

The next task is to provide eyecandy paths in between streets. These will provide useful shortcuts to allow your Sims to walk through your industrial estate quicker.
It's useful when building these to first smoothen the terrain with the Rail tool, and then place the path pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F3237%2Fshortcutpaths.jpg&hash=86408f9f46ff4ecf56d9985f09236cc80fac08d6)

(I'm afraid I don't remember what paths these are - any links would be appreciated.)

And now your industrial estate has everything it needs. Finish off the look by filling in all the gaps with your favourite grass MMP and surround the industrial estate with MMP trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F8159%2Ffillinggapswithgrass.jpg&hash=62c6fafab56096da23aefd18b5e9d3f9a7d95b25)

Again this has more to do with improving the look of the estate rather than the realism, but hey, I like my cities to look nice as well as being realistic.

Now obviously our estate hasn't yet developed to anywhere near its full potential because we don't have the residents in town yet to fill the jobs. So, in order to show you what you're aiming for in an industrial estate, I'm going to show you a completed industrial estate from one of my side projects:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F4450%2Fcompleteindustrialestat.jpg&hash=90457d73d73cd9ecc61ccbff1a8668a5e9dd5875)

Looks good, right? And it's very easy to achieve, so long as you follow all the steps correctly.

And that is that for this lesson. The next topic on the list is one of my favourites - suburbs.

See you next time,
Chris
Title: Re: Realistic Cities For Dummies
Post by: sunv123 on November 20, 2012, 02:00:33 PM
Great job on this update! :thumbsup: Though you could have used some industrial fillers like these in the links, grass is still fairly well.

http://community.simtropolis.com/files/file/12277-industrial-filler-lots/
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1487
http://community.simtropolis.com/files/file/11315-simple-empty-tiles/

Exited about the suburbs, my favorite. :)
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on November 20, 2012, 05:06:30 PM
Looking good Smiley.  Also I do that with Commercial as well, as it not only adds a sightline buffer from residences and industrial, but also a pollution buffer as well.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 09, 2012, 04:12:12 PM
Hello.

sunv123: Thanks for the suggestions. The fillers will be useful and I might include them in the Finishing Touches lesson.

mike3775: I never thought of the pollution advantages, I do it for reasons of aesthetics and realism. I daresay you've convinced me even more to stick with that method of zoning commercial along main roads.
And now we are ready to go, so let's not waste any more time.


Lesson 21 - Suburbs

The creation of a city's suburbs, especially European-style suburbs like what we will be creating in this lesson, is one of the most rewarding and enjoyable tasks in the game in my opinion. It allows one's creativity and aesthetic taste to reach its full potential, and, if done properly, can produce some stunning results.

So let's begin. Create a network of main streets that run through your suburb and connect all parts of it to the main roads surrounding it. I recommend basing your street network aroud the facilities you've built already:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F9297%2Fmainsuburbanstreetnetwo.jpg&hash=c343a284e114199675dae6eadb94d0c4b89e53df)


Notice that there is some curvature in the streets, and that there is a mix of roundabouts and flat junctions where they intersect. This is very important - it is this variety that will give your suburb an individuality that will make it stand out. Oh, and use of SAM asphalt textures is mandatory!

Now, our suburb extends beyond the boundaries of this city tile and goes on to the main roads in the neighbouring tiles. So we need to extend the streets beyond the city tile boundaries. But we can't just drag the neighbour connections directly, since street connections are not part of the game. It's also not realistic to convert to a road for 100 yards to make the connection. Therefore we need the following workaround:

First build a road connection in the correct place. Make sure there are only 2 tiles of road poking in to the city tile:[/font]
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F5848%2Fcreatingconnectionforst.jpg&hash=6255a06d94058e3a95caac275871d9e2d9447764)[/font]
Secondly, plop the Curved Rail under Straight Road puzzle piece (found in the Underground Rail menu) over these 2 tiles of road. Make sure the cursor is on the first tile when you place the piece, otherwise the next step will go wrong:[/font]
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F1858%2Fconnectionpuzzlepiece.jpg&hash=ff5f0e3510f4be5b0990dcf367cff3049c65e9a7)


Now demolish the second tile (and ONLY the second tile) of the puzzle piece. If all goes well you should be left with only the connection arrow:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F2840%2Fconnectiondemolition.jpg&hash=dcaf8a6277eb191360c325dcec4ee0a93460ee2b)[/i]

Now place a SAM-7 starter piece, with the cursor over the second tile and the piece extending to the first tile:[/font]
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F932%2Fploppingstreetconnectio.jpg&hash=65c48945bd67fd8a3fae5ff614740ba6ce6022ab)


Now you can demolish the second tile (the white one):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F3618%2Fstreetconnectionstub.jpg&hash=ad541a0034a5fd43430a67b276e0ff0912d53430)


Finish off by dragging from the first tile to complete the connection:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F4513%2Fcompletedstreetconnecti.jpg&hash=4bdad237d6bda9fa0eb8163e62929645fe0e8143)


And there you have a fully functional street neighbour connection. (Try it if you don't believe me.) This technique can be used to build neighbour connections with almost any network - which brings us to diagonal connections.

It's just like orthogonal connections until you come to plopping the 'anchor' piece (the piece that connects the network to the edge of the city tile, e.g. the SAM-7 starter piece that we used to build the orthogonal connection). For diagonals we have to use a different anchor piece - and in this case it's the construction piece for diagonal streets that should be somewhere in your Roads menu: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F2400%2Fconstructingdiagonalstr.jpg&hash=0ebc57f4671df5d25b74c60c6abdb4e8bace964a)


After placing the piece it's just a matter of bulldozing the construction lot and you're done:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F5197%2Fdiagonalstreetconnectio.jpg&hash=8f8f7d238e7d7574ad33f42cac02f629b1815c55)[/i]

Once you've built all of your neighbour connections you can proceed to build the side streets. These should, generally speaking, be dead-end streets, and should be no closer than 2 tiles apart, but beyond that, this is where your creativity has its opportunity to shine. You should create a seemingly random pattern of streets within your suburb - how you do that is entirely up to you.

Here are a couple of ideas. This area sees the use of roundabouts, fan-like layouts, forks in the roads, a mix of straight and diagonal streets, and (because I'm a maths student) the design of a few streets to look like certain important numbers in mathematics (there are 3 in this picture - can you spot them?):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F8846%2Fmathematicalstreetlayou.jpg&hash=dea2830a34883214d82e33b29ce44ca307e284ec)[/i]

This next idea is a gem. I take no credit for it, it's an unashamed rip-off of a layout posted by mattb325 in the 'Show us Your Suburbs' thread. But I think it's worth sharing.

If you have the Rural Roads Plugin (an add-on component to the NAM) then you can use the wide SAM curves that come with it to produce something quite unique:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F6965%2Fcurvystreets.jpg&hash=43b1c0d9c47fbfd074d7c63d346a70932d51f552)[/i]

When you're done, you should have an interesting and unique street layout for your suburb:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F1951%2Fcompletedsuburbanstreet.jpg&hash=061455e03484ecad0a91844edf5eaa771a4a715d)


You'll notice that we've left some gaps. In these, we're going to build some large parks for the benefit of our residents. One of these includes a football pitch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F7141%2Fsouthernpark.jpg&hash=429731136ae7c4cc2cb02d36b7e1b72f593fd4a3)


In the north of the suburb we're simply going to use MMP grass to create an open field:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F7141%2Fsouthernpark.jpg&hash=429731136ae7c4cc2cb02d36b7e1b72f593fd4a3)


Notice how both of these parks are bordered by MMP trees, purely for aesthetic purposes. (It's also pretty realistic!)

Now bring public transport to this suburb with the addition of bus stops on the main streets:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F1303%2Fsuburbanbusstops.jpg&hash=e78c53e608150226a2b713918e4cbff05ad3ccc3)[/i]

And now you can start zoning. We will start by zoning commercial zones along the main roads, like we did for the industrial zones:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F9280%2Flowdensityfrontagecomme.jpg&hash=586868ca9c868d9dbef252d4aea2701cce15ba21)


This is the eastern edge of the suburb. It's away from the city centre, so low density is appropriate here. The southern edge faces our city centre, so it does us no harm to use medium density zoning in this case:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F5350%2Fmediumdensityfrontageco.jpg&hash=c8bf7e84e1eadbbe0f4b04ccb9023fb02968350e)


That's not the only commercial we're going to have in our suburb. You can also zone some low-density commercial around your high schools:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F2010%2Fhighschoolcommercial.jpg&hash=041102ed842e08a5ebfb52283940f82e8ff6e9fb)


Commercial zones can also be placed around health centres:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F7567%2Fhealthcentrecommercial.jpg&hash=d08c0e079568669a8f7ea7d47d59d6e1809ab7e2)


In addition, we're going to zone a local centre - a small area of low-density commercial where convienience stores, post offices and perhaps a chip shop will serve our suburb:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F4936%2Fzoningforlocalcentre.jpg&hash=35cf61c1ae28cb00745462f0e7ea73f23d704109)


Before we zone the residential, let's build a few eyecandy paths to connect some side streets in our suburb, and some small playgrounds along them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F5333%2Fsuburbanshortcutpaths.jpg&hash=8c9c9bbf17c53f16caeec12026159a68fc09ee01)


Now we can zone the residential, and to this end we need to zone 1x1 plots of low-density residential along every single one of our streets in the suburb:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8681%2Fzoningforsuburbs.jpg&hash=11d4f24e68860a2f0490e1338e59586308b1aa70)


Once this is done, fill in the gaps in between the zones with MMP trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F2839%2Fcompletedsuburbansectio.jpg&hash=85f4b9cde98ca12e254f96bb9846726cb4db4036)


Completing the suburb is just a question of keeping this going. Once done, you should end up with a nice-looking, imaginative, pleasing suburb:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F9218%2Fcompletedsuburbanarea.jpg&hash=59fe6cb7cd9ed4dd30a07a7404b718839b6bd728)


And that is that.

In the next lesson we will construct the inner city and the coastal area - the buildings along the seafront.

See you then,Chris
Title: Re: Realistic Cities For Dummies
Post by: cmdp123789 on December 09, 2012, 06:31:20 PM
It looks really good... a nice tutorial for making realistic suburbs... the result is remarkable  &apls
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on December 12, 2012, 07:26:32 AM
Wow! Chris fantastic work as always. I know you said this was based around suburbs in the UK but I could swear they look alot like suburb estates I have routinely seen all over the US as well. Fantastic Job can't wait till we see the inner city tutorial.

-Chip
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on December 13, 2012, 04:42:09 AM
Look good smiley.  Very realistic.  The only thing I wish the game could do is allow you to decide whether to put stop signs in if you want based on length of roads, because in many small towns(not sure of UK though), roads that may have only a few houses on them and dead end usually have yield signs and the other road doesn't stop at all.

Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 17, 2012, 09:24:31 AM
Hey guys.

yochananmichael: Thank you very much. I thought US suburbs usually followed a loose grid layout, but obviously not. It just proves I'm learning a lot from this too.

mike3775: Yes, I'd like that too. Here in the UK we usually have a Give Way sign where a side road ends on a main road like you've described. In my side projects I've made a Give Way sign with the BAT to solve this problem, as well as other signs that don't appear in the game that should like speed limit signs, direction signs, etc. We may well make some in Project 4.

And now, lesson time.

Lesson 22 - Inner City and Coast

In this lesson we're going to learn how to build an inner city as well as how to zone and build the buildings for the seafront.

We will start with the inner city. For those who don't know what an inner city is, it is the area wedged in between the city centre and the suburbs, and is usually comprised mostly of fairly dense residential areas. It's a good place to find compact, back-to-back terrace housing as well as plenty of small shops.  You might also see a few blocks of flats in there too.
There are plenty of ways to build an inner city, but my method is as follows:

Begin by creating a grid of streets such that they form 12x6 tile blocks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F5826%2Finnercitystreetlayout.jpg&hash=660e0d042f2a1b9b4511a762fd75719aed5d1d25)

Now we're going to fill the blocks with medium density zoning. Use commercial along the main roads and residential everywhere else. Make sure you fill all the space, apart from one block in the centre:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F4329%2Finnercityzoning.jpg&hash=d74af139972db9604531e40eb7bf39bb3ce7ca9d)

So what do we do with that block in the middle? we fill it with amenities - a primary school, a few shops and appropriate parking should suffice:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F7682%2Flocalcentreandschool.jpg&hash=c68f86bddaa6d59178906a7875fa62f774b91a6e)

Note that the commercial zoning here is low density. We want convenience stores and chip shops, not office blocks.

You can also add some playgrounds if you wish - but remember that this is an inner city and space will be sought after - so don't build too many.

Our plan calls for some inner city development around our main railway station, bringing us to a rule of thumb - major railway stations should always be surrounded by commercial zones. With suburban stations it's different, but we're dealing with a mainline terminus here so we need to zone for plenty of shops:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F2078%2Fcommercialnearstation.jpg&hash=0b9ef8bb1361d883237e51790c8f52453bf0d905)

Yes, there is residential development close by, but the street next to the station has commercial along it around the front of the station.

You can make use of diagonal streets to create neat corners for your inner city like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F7426%2Finnercitycorner.jpg&hash=ea5e6a34854fbc0fc7334c6621915fc33aebeee2)

And that is the essentials of inner cities covered. Now to move on to the coastline.

Generally speaking, in a city there should be a road along the coastline - but we've got that already so we're fine there. In the central area of the city, you want to have commercial zoning along your seafront. Zone high density in CBD areas, and medium density in inner city areas:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F2090%2Fcentralcoastzoning.jpg&hash=94f23d78cc8ffd028ca9497993dc49a93117ed05)

Outside of the central area, you need to provide high-wealth residential along the coastline - people like living by the sea and coastal properties are VERY desirable (and expensive). The best way to do this is to zone 3x3 (or 2x2) plots of low-density residential and make sure you have all the amenities necessary to attract high-wealth development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F2519%2Foutercoastzoning.jpg&hash=1452df4b970f5d418253752061afbe94008c61a7)

To finish, there are some things you just have along your seafront, otherwise it just won't be complete. One of these things is hotels, which should be placed in the centre of the city along the coastline:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F7939%2Fcoastalhotels.jpg&hash=7f03f54352d95ad6e4a0c74685d86b10cc910d89)

Another thing you should include is modern apartment blocks, which should go just outside your central area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F1923%2Fcoastalapartments.jpg&hash=379795302428f9997937fced63158e4396d3b3fb)

If you don't have suitable hotel and apartment buildings then you will need to go on the STEX and LEX and get some! The more buildings you have, the better.

And on that note, this lesson is complete.

Next time, we'll be building the CBD - the central area of our city.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 24, 2012, 03:05:09 PM
I've got a Christmas present for you guys: another lesson!

Lesson 23 - CBD

Now what exactly is a CBD? Most of you will know the answer to that, but for those who don't, 'CBD' stands for Central Business District and is basically just a posh way of saying 'city centre'. And you know what a city centre is.

Creating one is very similar to creating an inner city. First comes street construction. You want to construct a 6x6 grid network of streets, as far as possible, within your planned CBD area. Now this will not always be possible - there might be buildings in the way or the gaps between streets (which you will zone in usually) are too big to zone plots in, for example, so in this situation, lay out the streets as necessary to provide optimum coverage and zone plot sizes (which is anything between 2x2 and 4x4 tiles inclusive):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F1431%2Fcbdstreetlayout.jpg&hash=473b3bcf4970266a6f9f4b56dba7b3d616e48004)

Before you can begin zoning, there are a few facilities that you should be looking to include in your CBD. One is car parks - you need a good few of them (about 5-10 should do it, depending on the size of your CBD) and you should have a mix of both multi-storey car parks as well as flat ones:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F4642%2Fflatcarpark.jpg&hash=5a2f9645b8bd7cc65236e5c999702b6f06e37578)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F600%2Fmultistoreycarpark.jpg&hash=8ac99775c1473f1dcac088a59fb4b2cbe3122e65)

Other things you should be looking to include are a shopping centre (this particular example is the ITS Metropolitan Mall):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F1923%2Fshoppingcentre.jpg&hash=b560180dca1e48300517e53352a3088d831524fe)

A city hall (the one I'm using being Mattb325's version of the Bureau of Bureaucracy):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F4808%2Fcityhallg.jpg&hash=4f08ec5cb548218fb1dbfe6d089d5ca4be3dc28b)

And (this is optional) a market square and street fair:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F900%2Fmarketsquare.jpg&hash=26d2c26dae360e172a5f40a20a97ccb0b51673a1)

Now it's time to start zoning. All zoning in a CBD should be high density. And it should mostly consist of commercial zoning, supplemented by a small amount of residential zoning.
You need to zone commercial around all the landmarks, transport hubs and other interesting things in your CBD. Residential can be placed in some of the gaps, and the rest should be filled with commercial zoning:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F1348%2Fzoningforcbd.jpg&hash=8248ee72dd938523f3b8fef9de60c97d7f9968c9)

One thing you also must include in a CBD is bus stops! Here you should pick a couple of routes through your CBD that pass all the interesting features within it and place bus stops every couple of blocks along these routes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F3240%2Fcbdbusstops.jpg&hash=b0a799fbc591f10a17dec72006b9f3c8c2436411)

And once you've done all that, you might just end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F2438%2Fcompletedwestcbd.jpg&hash=e0f4637fb6da39fc95bf217418647a0fb96451a9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F9099%2Fcompletedeastcbd.jpg&hash=5c1990cbf5ed6b991e373eb1ac4b63d28ba67c1e)

And that's it for this lesson.

Lesson 24 will focus on the rural land around the fringes of our city - including farmland, open country and suchlike.

I don't plan to start it until after the New Year, so I'd like to take this opportunity to wish you all a very merry Christmas, a happy and prosperous New Year, and I will see you in 2013.

- Chris
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on January 01, 2013, 05:17:38 AM
Wow looking good Smiley. 
Title: Re: Realistic Cities For Dummies
Post by: Kergelen on January 03, 2013, 12:58:45 PM
Nice work on the suburbs.

Also thanks for the tip in the Lesson 21 about how to make neighbors conections with streets. :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: legoman786 on January 05, 2013, 08:27:04 AM
 &apls

Bravo!
Title: Re: Realistic Cities For Dummies
Post by: wouanagaine on January 05, 2013, 11:04:07 AM
You officially make me relaunch SC4 and try a 2x2 region !

Title: Re: Realistic Cities For Dummies
Post by: smileymk on January 13, 2013, 01:39:07 PM
Hello. I hope you all had a good Christmas and New Year holiday. But that's done now, and it's time to get back to business.

mike3775: Thank you. I quite like where this city is going myself, it looks promising.

Kergelen: You're welcome, I hope you find that technique useful.

legoman786: Thank you!

wouanagaine: Wow... I must be doing something right then! Obviously this MD has inspired you and that's great to hear. Best of luck with your region, and don't forget you're more than welcome to post pictures on this thread if you need/want my opinion on something.

And now it's time for our first lesson of 2013.

Lesson 24 - Rural Land

First, a quick definition. For the purposes of this MD, 'rural land' constitutes all areas outside of a town. This includes farmland and open country, which we'll be focusing on in this lesson, but isn't limited to it. Things like lakes, forests, etc. would also come under this definition.

Second, there is a mod you need to be able to do what we'll do in this lesson. That mod is the SPAM (http://community.simtropolis.com/files/file/26080-simpeg-agricultural-mod-spam/). I would not hesitate to call this a must-have mod. It's like the NAM of agricultural mods. You simply cannot create a good-looking, realistic, appropriately-sized agricultural community without it. So make sure you have this mod downloaded and installed, together with all of its addons, before you try the techniques in this lesson.

Assuming you have this mod, let's begin. The first job is to lay out a network of streets that will run through your rural land. They should be dressed up using the SAM gravel textures (SAM-4). You should build your street network such that you leave sufficient space for farmland (~ 15-30 tiles between streets should do it), and you should try to make the street layout interesting - include some curves, diagonal sections, etc.:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F9285%2Fstreetsforfarmland.jpg&hash=baf72df7145d272247250037b4876d07ba467e12)

Also note how the some of the streets run off the map. We use the technique outlined in Lesson 21 to make this happen, even though this is a region boundary and there are no city tiles for these streets to lead to. However, in real life, there is land beyond the city tile, and so we need to build these street connections to give the impression that there is a world beyond our region.

OK, now you can fill this area with agricultural plots. These should be fairly large - typically 3 or 4 plots should cover a 'block' of land completely enclosed by streets:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F517%2Fzoningforfarmland.jpg&hash=ac0ed8a1e2fcb911d52c79965a4774b32129bb8d)

Note that farmland should not be zoned on heavily sloped terrain (use your aesthetic judgement here, but I'd say that about 30° - 40° should be regarded as a maximum), and that I like to leave a gap of 1 tile in between plots. This is not a mandatory step, but you will see why I do this later.

Also I strongly encourage you to pause the game whilst you're zoning for farmland, otherwise you might find that a plot begins to grow before you've finished zoning for it!

I also like to leave a 1-tile gap in between farm plots and main roads/motorways/railways/facilities. Again this is more of an aesthetic consideration than anything else, and isn't essential:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F8140%2Fgapformainroadsandrailw.jpg&hash=85f9aa0fb45e2029d48cfee5e4139dfe156e8889)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F4731%2Fboundaryfencegap.jpg&hash=e31f10aa1241fdf2248423692ef14b9ff6dacdc8)

You'll see that some of our farmland has begun to grow. This means that we have to do two things. The first is to zone a 2x2 plot of low-density residential in every developed farm plot. With luck these should grow pretty quickly and provide houses for your farmers:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F7534%2Ffarmhouses.jpg&hash=00b4e255f0a460fb978cc2898c7b6702e8aa44f5)

Note that you need to keep a sharp eye on what grows in these plots. If you get flats or anything else that isn't appropriate for farmland then they need to be immediately demolished.

The second thing you need to do is add diagonal fillers to the plots that have SPAM development on them where appropriate. You can identify a SPAM plot by the fact that it's a 3-D object (for want of a better word) and that, when queried, it says something like 'Hops', 'Wheat Field', etc. rather than just 'Zoned Land - Agriculture'.
If you've done what I told you to do and downloaded the addons, you should find the filler pieces near the bottom of your Parks menu:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F3787%2Fuseofdiagonalfilerpiece.jpg&hash=b9f743d2f87a89224fe873c1ad50dc621646d10a)

You can see how much better these plots look as a result of adding these pieces.

The next thing we do is to fill all of these 1-tile gaps with MMP trees to create visual boundaries to the farm plots. Don't fill up larger gaps with trees, we've got something better lined up for those areas:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F5860%2Ftreeborders.jpg&hash=0d882647660ce643aba24384f1889b91a91bbaf2)

That's much better, but we still have those big gaps to deal with. But we're in luck. The grass MMP that we used for our school playing fields comes to our aid, together with some flower MMPs for added detail:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F927%2Fgapfilling.jpg&hash=0cc2924cfd70aee07b386fd2cba23350899600fd)

If you have them, you can also add tractors to your ploughed land to provide some extra detail:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F1766%2Ftractorsj.jpg&hash=1c62ea81de97d61ce27ae19e7d138fe951efbf6f)

Try to place them so that they run parallel to the direction of ploughing. It won't look right otherwise - why have a tractor facing west when it's ploughing north?

Now we come to what happens when your farmland reaches a city tile boundary where there is a city tile beyond the border - a situation depicted in this image, where we have another city tile to the east that we have to extend our farmland into:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F5884%2Fneedforconsistency.jpg&hash=3c3665e048bf81e7c90c001ae051799c49eb93a4)

Now think back to Lesson 1, and my fundamental rule of realistic region-building, mainly that you must build your region as if it was one massive city tile - the landscape, both urban and rural, must flow smoothly between city tiles.
We can apply this rule to our farmland as follows. South of the street in the last picture, we have a SPAM hops farm. So on the next tile, we simply extend the street and place 1x1 hops filler lots on the south side, remembering to leave a 1-tile gap between the plot and the expressway.
We have a problem with the plot on the other side of the street. It's not a SPAM plot, so we can't just use the fillers to extend it over the border. The solution to this is to pretend that the farm extends to the north and not to the east, and simply place a line of trees on the east side of the border, then zone for another plot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F8007%2Fcreatingconsistencyover.jpg&hash=239a089e70a8eac8c6d78af8766b8b2c2540bbfc)

Now, when we look at this from a region view, it won't be obvious that there is a city tile boundary there unless you have the borders visible, thus making our region look like one single large landscape, as it should do.

So that's all you really need to know about creating farmland and open country. It's not the only way to do it of course, but it works well enough and produces quite dramatic and attractive landscapes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F8144%2Fwesternruralland.jpg&hash=abdeed60e625ee0479e5973523dc3fd2d3884d47)

Now that's a fitting way to end this lesson.

Our next lesson takes us back to modding, but rather than focusing on providing access to our lots (cosmetic or functional), we'll be focusing on the lots themselves, namely how to chop and change some of the elements within them to improve the overall appearance of the lot. I might also get us doing some work with the Plugin Manager to alter the behaviour of our lots in the game.

It should make for an interesting lesson, so stay tuned and I will see you then.
- Chris
Title: Re: Realistic Cities For Dummies
Post by: wallasey on January 20, 2013, 10:56:27 AM
One of your finest updates....I shall go and get SPAM immediately! Thanks!
Title: Re: Realistic Cities For Dummies
Post by: SilverCyric on January 20, 2013, 11:26:51 AM
Absolutely awesome work!! I'm really looking forward to next lesson. But I do have a question about farms, now since we have strived for realism in our cities, the last 2 regions I've started since beginning to follow your tutorial, I've started incorporating all these techniques I've learned from you. So I sat down and worked out how big farms should be, well in the USA at least. Average farms are 441 acres, with a large tile being 16 square kilometers and there are 4,000 acres in 16 square kilometers(Well, like 3,998), then you can fit pretty much 9 average sized farms on a large tile, divided into 9 even quadrants, thats would be 256 divided by 3 both ways, giving you roughly 85 tiles by 85 tiles as a basic measurment for average farms, and of course I make them smaller or even slightly bigger, but I started a region with 10 farms zoned out(I made many about 200 acres because they were alot closer to a city area), but only 5 started and ended up employing about 28,000 workers!! : )) bwahahahaha!!!
So major backfire there, so I was wondering your thoughts on the matter, I've downloaded the plop a field packs and have begun making my farms much smaller and just filling in like 300-400 acres of the farm with eye candy lots
Now this particular problem might be because I haven't datpacked the CAM into my simcity1.dat file and I'm running the SPAM at the same time, but my real question is, what do you think about making bigger, and I think more realistic farms. I've got all sorts of cool lots to add chicken houses, fences, cattle, horses, barns, farmhouses, you name it. Bunches of cool stuff to flesh out each farm a lot more. But lots of people zone bunches and buches or little farms, like dozens on a single time sometimes, when in reality you can only fit, maybe a dozen, when appropiately spaced out around the higher elevations and sized more accurately...

Once again thanks for everything, I'm always dropping by this thread to refresh my memory or look for an update, thanks for all the hard work dude!! :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on January 20, 2013, 12:54:52 PM
Quote from: wallasey on January 20, 2013, 10:56:27 AM
One of your finest updates....I shall go and get SPAM immediately! Thanks!

IIRC it conflicts with the CAM farms.


Great update smiley, the region is coming along great
Title: Re: Realistic Cities For Dummies
Post by: Reform on January 20, 2013, 01:38:28 PM
Quote from: mike3775 on January 20, 2013, 12:54:52 PM
IIRC it conflicts with the CAM farms.

It actually conflicts with CAM itself. You can use CAM farms with SPAM, but latter only hold 5 stages, while CAM has 7. Employment and demand in SPAM is handled a bit differently, so this is not a problem for large regions with a lot of farmlands, or small farmland regions. CAM and SPAM just have different "goals."

Using them together requires a bit more understanding about both mods and their goals. Otherwise you will be destined to face some serious unemployment issues during the game.

To put it short, SPAM does not kill the agricultural demand, as vanilla game does after increased education levels. You have to keep your agricultural areas developing and alive, while tending your cities and suburbs.

I am not advicing against it, however. My own Plugins folder is built to be used with both CAM and SPAM. It is a different game, but very rewarding one. As said, you just need to understand what these mods are actually doing and how they are affecting to your game.  :)
Title: Re: Realistic Cities For Dummies
Post by: jmyers2043 on January 20, 2013, 01:55:11 PM
This is the SimCity for Dummies and I'll play the dummie if you don't mind. Tell me ...

I have a city. It is the first city of my region. I have a small town in the middle of my large city tile with a population of no more than 10,000 Sims. And I just grew 255 SPAM farms. It is an otherwise Maxis vanilla city. No CAM, no NAM, just SPAM.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2007%2F7%2F4%2F1237795%2Fspamelot_01.jpg&hash=65ed6ff2b34ff5119be573b63a76783d3fddc0dd)

Tell me why I have 52,000 workers on my farms? Where are these people coming from?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2007%2F7%2F4%2F1237795%2Fspamelot_04.jpg&hash=762eeb99a73226970fd5beaaf7a4e6d41fa3439c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2007%2F7%2F4%2F1237795%2Fspamelot_08.jpg&hash=80933b73b26af6b15ae5f72982a7f2d90f0f9c4a)

Will I have 52,000 workers in my city if I only have I-D and some CS$? I can answer that. I will find that I have 3,500 factory workers, and 2,000 commercial services workers (or there abouts). Try a city with with (no SPAM farms) only Maxis farms, I-D, and CS$? How many farm workers now? 52,000? Nope, that's a fact. 

QuoteI would not hesitate to call this a must-have mod.

I have SPAM-ish farms in my game. But I used the super resource pack and created my own farms using the PIMX. I spent three or four evenings making and lotting SPAM-like farms. I like the Peg's farm models. But never warmed up to the mod.

Regarding the CAM. It is true that the CAM and SPAM together will not cause your game to CTD. Be aware that the SPAM is more than a bunch of cool new looking farms. It also makes changes to some of the games rules for capacity and demands. And the gamer needs to be aware of what they are getting into if the SPAM loads after the CAM. The gamer may have to get used to the conflicting rules as the two mods interact. 


- Jim

Title: Re: Realistic Cities For Dummies
Post by: legoman786 on January 21, 2013, 09:35:48 PM
You can use the CAM with the SPAM, however, you will need to NOT USE THE SPAM CONTROLLER FILE. I've done it before.
Title: Re: Realistic Cities For Dummies
Post by: mike3775 on January 22, 2013, 04:37:48 AM
Quote from: legoman786 on January 21, 2013, 09:35:48 PM
You can use the CAM with the SPAM, however, you will need to NOT USE THE SPAM CONTROLLER FILE. I've done it before.

Does that still allow the landmark stage 7 farms to grow with CAM?
Title: Re: Realistic Cities For Dummies
Post by: apeguy on January 22, 2013, 10:21:22 AM
Intresting updates. I like how you've set out the CBD and the inner city, and I appreciate the tips on rural areas, as farms are something I've never got the hang of. Looking forward to more. ;D ;D
Title: Re: Realistic Cities For Dummies
Post by: mave94 on January 22, 2013, 10:42:15 AM
Quote from: jmyers2043 on January 20, 2013, 01:55:11 PMTell me why I have 52,000 workers on my farms? Where are these people coming from?
To my knowledge, a job isn't the same as a worker. It means that there are 52,000 jobs available, but not all jobs are occupied. I've seen this a lot in rural regions. With only Maxis farms it's also possible to have more jobs than inhabitants. You could even have a citytile with only agriculture and notice that there are jobs available. I guess a lot of the farmers are living in the farm building. :D
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on January 24, 2013, 10:44:20 PM
I love this tutorial. I have learned so much from reading it.

I feel so ignorant since I haven't been able to get past starting to work with the RHW. I have never worked with this mod before though. It would seem that I don't understand how the road gets turned so nicely. Every time that I try it, it turns out like this photo. Can someone tell me what I am doing wrong. Using the starter piece and then dragging the highway, but it doesn't seem to turn well!

Help!
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on January 24, 2013, 11:28:50 PM
I cannot attach a file to this post so that you can see what I am talking about. Is there something that I am not seeing?
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on January 24, 2013, 11:47:27 PM
SimEurocat i point you to this post http://sc4devotion.com/forums/index.php?topic=33.0 that should explain how to insert an image into a post. Hope that helps

btw Chris amazing update as usual your rural areas are cool to look at and man I can't wait to see what you have cooked up for us in the next update!
Title: Re: Realistic Cities For Dummies
Post by: metarvo on January 25, 2013, 06:48:41 AM
Good update, Chris.  I've been doing some agricultural zoning myself lately (albeit on flat land), and I've been a long-time SPAM user, so this is right up my alley.  The idea of adding tractors via MMP to farmland is a good one, and the cross-quad strategy is also quite useful.  For non-SPAM farms, there are ploppable fields available here (http://community.simtropolis.com/files/file/17233-plopable-farm-field-pack/), but they include custom farms that you might not be using, and they don't include new farms which were released later.  In any case, the ploppable fields are eye-candy only and are not actual farm tiles, so your method is more "real" in terms of farming jobs.
Title: Re: Realistic Cities For Dummies
Post by: SilverCyric on January 25, 2013, 09:57:55 AM
SimEuroCat: hey buddy, I understand where you're coming from. The RHW can be quite intimidating and frustrating. You can work for 20 minutes, lay one tile wrong and mess up the whole thing. What helped me was to get a sandbox region and 1 large tile is RHW experiments. The trick is to learn all the exits, transitions and how to prep the land. RHW functions much better on flat land, as most any modular kits... But just spend a few hours build a 4 lane, then build a 6 lane and then do a roundabout junction, a trumpet junction and also a regular overpass junction. Also get good with the on slope pieces, they translate to the overpasses most realistically. Remember you'll need hole digger and raising lots to make it function best.... Luck!
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on January 25, 2013, 12:51:32 PM
This is the picture that I was talking about. Seems that all goes well until I try to make a curve.

Any suggestions?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F5346%2Farchibaldapr17061359095.jpg&hash=e42fe4c443439344f82e8e13d6729ec0b52440e6)
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on January 25, 2013, 01:00:40 PM
SilverCyric: Thanks for the help. I have spent hours trying to get this one thing right, so frustrating is definitely the word to use. I will try a flat surface and see what happens. Seems a little on the wrong side to do so since nothing is ever flat. I'll give it a go!

Thanks
Title: Re: Realistic Cities For Dummies
Post by: Swordmaster on January 25, 2013, 01:04:44 PM
SimEurocat, it's always a good idea to ask here (http://sc4devotion.com/forums/index.php?topic=990) when you have trouble with the RHW. You'll usually get helped in short order. You current problem is quite common in the beginning, so don't get disheartened. Practice makes perfect!

@Chris: sorry for hijacking. I like the farms, good start.


Cheers
Willy
Title: Re: Realistic Cities For Dummies
Post by: SilverCyric on January 25, 2013, 01:05:09 PM
Yeah I have that problem too sometimes. The trick is to understand how sensitive those pieces are, say you drag the left lane up, then go diagonal one( up one over one), the use the draggable tool to pull it back and around with out connecting to the piece that goes diagonal in the left lane. It's a little tricky, but I think you will get the hang of it. Remember that the angled piece can end in 2 different spots in the same square, you have to extend it just that half a diagonal sometimes to get it to grab on correctly
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on January 25, 2013, 03:36:49 PM
I agree with Swordmaster, sorry for hijacking the thread.

SilverCyric: I agree with you on this and have been practicing with it. It is slow going though. I will start this in another thread if, I should say when, I need help.

Thanks all.
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on February 01, 2013, 02:33:52 PM
Trying to replicate, or come close, Chris' railyard here. I would just like to have them for my other cities as well. I am trying to find lots like this that I could put in my rail system, but not finding much success. Can someone direct me to the correct place to find such a thing?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F3613%2Frailyardoffloadinglot.jpg&hash=c8d513dd8b6c6fcbf67dabb5fd9553ee032d8518)

Thanks,

Kelly
Title: Re: Realistic Cities For Dummies
Post by: nemanjanv7 on February 02, 2013, 01:25:37 AM
Hey mate, here's the url for that station you wanted - Container Freight Yards 1 (http://community.simtropolis.com/files/file/15402-container-freight-yards/)
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on February 02, 2013, 04:18:56 PM
Thanks for the help nemanjanv7. How did you come by this lot? I've been searching for a while for it.

-Kelly
Title: Re: Realistic Cities For Dummies
Post by: nemanjanv7 on February 03, 2013, 02:04:25 AM
@Kelly

You welcome, glad to have helped.
I don't remember how I got it, I've had it for a long time now. And I found it on web by google-ing the name of the station and there it was on the Simtropolis ;)


Anyways, enjoy :D
Title: Re: Realistic Cities For Dummies
Post by: smileymk on February 07, 2013, 06:21:32 PM
Woah, that lesson caused quite a reaction! Because of that, we have now gone comfortably past the 250-post milestone, which, as you all know, is the halfway mark on the road to the Classics section.
So I'd like to thank you all for your continued support and for helping this MD to reach that milestone. There's still a long way to go though, so please keep the comments coming. If every lesson gets a response like the last one then we will find this MD promoted to the Classics section in relatively short order, and that would be wonderful.

With that in mind, it is a good time to do the replies:

wallasey: Thanks! Have fun revolutionising your farmland :)

SilverCyric: I think this is a question of realism vs. aesthetics vs. practicality. Put simply, for a farm to be realistically sized, according to your research (which I'm glad you're doing), it would have to cover approximately the area enclosed by the red lines and the corner of the city tile in the picture below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F7047%2Ffarmarea.jpg&hash=de84b6dcfd0169cece6f2e838f526dfc73364b07)

Now, that is quite a large area. The sight of all that space dedicated to just one farm may well be overwhelming from an aesthetic perspective. There is also the issue that the game requires zoned farmland tiles to be reasonably close to a road, and I imagine 85 tiles is not, in the game's book, 'reasonably close'.
If I were you I think I'd downsize the farms to around 40x40 - 60x60 tiles, with 20x20 of that being zoned farmland and the rest consisting of eyecandy lots/MMPs/fillers etc. That should produce some nice results.
As for me, well I quite like my small farms so I'll continue using them. But that's just my playing style, and if you want to make 60x60-tile farms, go for it.

The advice you gave about the RHW is good advice, by the way. I'll come to that in more detail in a moment.

mike3775: I don't know that much about the inner workings of the CAM and SPAM so I won't go too in-depth there. What I will say is that I use the CAM and SPAM together and it doesn't cause any real issues. From the fact that my farms end up being SPAM farms, I presume that the SPAM is overriding the CAM when it comes to farmland. I may be wrong, however. But no Stonehenges have appeared in any of my cities yet.

Reform: Thanks for providing clarity to everybody on the issue of using the CAM and SPAM together. The fact that these mods change the mechanics of the game is a serious point that needs to be made very clear to everybody. I think this emphasises the importance of reading Readme files, especially those created for major mods like the CAM and SPAM.

jmyers2043: To my knowledge, the SPAM alters the game mechanics to allow agricultural landscapes to grow even after cities have been built and education levels have risen, making it possible to create large-scale rural areas. Also, I believe the game is designed so that there can be jobs available without there actually being anyone to work it (hence why you can grow industrial areas at the start of the game, and why plobbable C and I lots work much better than ploppable R lots). So you don't really have 52K workers, but you do have 52K jobs available. I believe this mechanism ensures that there is residential demand as a result of 52K farm jobs being available so that when you do expand the city, the houses end up being built.
I believe the large number arises because the number of jobs is dependent on the area that the farmland occupies, not the lot it uses.
You are correct that the player needs to be aware how the SPAM and CAM work together, and you are also absolutely right not to use the SPAM if it's not right for you. However, I made my comment about the SPAM being a 'must-have' mod because, in my opinion and from my experience, the SPAM completely transforms your game to a similar extent as the NAM or a terrain mod does. Also, please bear in mind that a lot of people (myself included) don't know how to create their own farms with PIM-X, and these lessons are written on the assumption of no/very little knowledge or experience of modding. So I recommend the SPAM to these people as an easy solution, and I stand by my assertion that it is a 'must-have' mod, at least in my opinion.

legoman786: Thanks for providing that clarification to everybody - it will (and I'm being serious here) be extremely useful to a lot of the readership here.

apeguy: Thank you. Glad you're finding this MD useful.

mave94: Spot-on analysis. In fact from my experience this analysis is also true for dirty industry - hence why you can build factories at the start of a game.

SimEurocat: The RHW, like many aspects of this game, is something that takes time and effort to master. The only way to improve is through practice and through watching others. It can be difficult at first because of the complexity and modular, build-it-yourself nature of the RHW, however with patience, persistence and experience, it will become easier and eventually you'll be able to knock up a parclo without really thinking about it. If you need help, then the RHW board is the best place to go first, but you can always ask questions here if necessary. I don't consider it hijacking my MD - on the contrary it helps to make it better because it will be more comprehensive as a result. You won't be the only one wondering how to make an RHW-6C curve, so I've included a little tutorial on it below.
If you need help with junctions, the RHW Interchange Guide (http://sc4devotion.com/forums/index.php?board=419.0) and Asteconn's RHW tutorials (http://www.youtube.com/results?search_query=asteconn+rhw&oq=asteconn+r&gs_l=youtube.1.0.35i39.5064.7059.0.9691.2.2.0.0.0.0.85.152.2.2.0...0.0...1ac.1.jXLeFRtL7Ic) are two of the best places to find it. Good luck!
Also, if you need freight terminals, simply type 'freight terminals' into the STEX and download all of the ones you like. It's good to have a choice.

yochananmichael: Thanks. I can only hope that this lesson coming up lives up to your expectations.

metarvo: Thanks for the kind words and the link. I will have to check out those ploppable fields, as they might be useful for when I want to extend a pasture/field-based farm (as opposed to a crop-based farm) over a city tile boundary. As for the tractors, well it comes under the scope of detailing, which is a very important aspect of realistic city-building and which we will discuss in a much more detailed manner (no pun intended) in a later lesson.

Swordmaster: You're not hijacking my thread at all. You're doing the readership a favour by pointing another member in the right direction. There will be lots of people reading this with the same problem, so by all means help them. To quote my old analysis lecturer, we're here to learn, so let's learn together.

nemanjanv7: Many thanks for providing the link.

And now, before the main lesson, I'm going to treat you to a bonus mini-lesson which I decided to make in response to some of the responses to Lesson 24. Here you go:

Lesson 24½ - Making a Smooth RHW-6C Curve

The first thing I will say is that it is best to flatten out the area where you plan to put the curve beforehand. From my experience puzzle pieces and sloping terrain don't mix.

With that in mind, let's begin. First we drag out the curve manually. This is so we know where to place the smooth curves later, and so that we don't get any problems with reversion to RHW-2 when we place the smooth curves. The RHW-6C does not have a diagonal starter piece nor a diagonal filler piece (yet), and so if we get reversion, we're in trouble.
The curve is created by dragging as shown in the pictures. I've turned the grid on to hopefully make it a bit clearer:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F2981%2Frhw6ccurve1.jpg&hash=c044a7591922fa7a25b6cfb5b2f24ee92273b2df)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F1294%2Frhw6ccurve2.jpg&hash=ad014b34e29f298ca9ae6190c868bd3401d2d42e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F2827%2Frhw6ccurve3.jpg&hash=edc17b29d60e6b9ee5a7515c9844e6abc76bfdb9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg803.imageshack.us%2Fimg803%2F2949%2Frhw6ccurve4.jpg&hash=69563090bc591fb3cee1429ddeba28644f86d754)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F6176%2Frhw6ccurve5.jpg&hash=bcd6d9a0135d421eeddf24569474846bbf0a7268)

Note how we have dragged the diagonal section of RHW sufficiently far (15 tiles) to prevent it reverting to RHW-2. We should now be able to demolish the area around the current curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2456%2Frhw6ccurve6.jpg&hash=afa59c659b55a37401857b1248b4fe8be5b0a26b)

The diagonal RHW-6C may go a bit funny in the adjacent tiles to the ones demolished. Simply demolish additional tiles so that the diagonal section has a straight ending - i.e. you can draw a line parallel to the edge of the diagonal section that runs through the corners of game tiles, like the red line shown in the picture.

Now you can place an RHW-6C Diagonal-FA smooth curve piece. Place it so that the FA end is 1 tile across from the orthogonal RHW, and use the preview of the puzzle piece to help you align it correctly with the diagonal section:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F2126%2Frhw6ccurve7.jpg&hash=39a80576d8ab1f2212d32a1202387b5d04bc9402)

Now simply place an RHW-6C Orthogonal-FA curve in the gap, and you're done:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F9703%2Fcompletedrhw6ccurve.jpg&hash=bf925acd8496e12e225ca536f6fce2921e57e749)

Now that is one beautiful smooth curve. The technique can be applied to the RHW-6S as well. With the RHW-4 and RHW-2 you have 45-degree curve pieces, so you can use those in that case.

Hopefully that little mini-lesson will have been helpful to some of you. Now to the main event:

Lesson 25 - Basic Modding - Tinkering

Warning: There are 48 pictures in this lesson (and that's on top of the 9 we've had already). Some of them have had to be downsized to 1024x768 (because they are taken in Lot Editor, which uses every pixel of my laptop's 1366x768 screen). They are all JPEGs, and it is necessary to have this number of pictures in order to explain the content of this lesson properly. However, if you have a relatively slow internet, this lesson might take a bit of time to load completely, so please be patient. There isn't a lot of text in between, so it shouldn't be too big a read.

In this lesson we will use Lot Editor, the Plugin Manager and SC4Tool to help make small modifications to certain lots and buildings so they either look better or function more realistically in our city. This is quite simple stuff and takes far longer to explain than it does to do, but there are a couple of pitfalls you need to avoid, so pay close attention and follow the steps exactly.

Note: Should you spot your lot being modded in this lesson, please do not think that your lot is bad, because it's not - I wouldn't have used it in the city if it was. It is included in this lesson purely because I have identified an opportunity to make it fit into our particular setting better.

Without further ado, let us see what we will be tinkering with:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F2030%2Foldstationplaza.jpg&hash=83dea7fc4ea315f8c31ae864232268763164f97d)

Those fountain lots are nice, but the textures don't match up with the rest of the plaza, and the trees don't really work in this situation. This needs to be modified.

Our next item of business is this middle school:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F4161%2Foldmiddleschool.jpg&hash=dd4c4dd14c23d2694e06fb67be10fc3a2d3daf7a)

The thing we're looking at here is the play equipment circled. It simply isn't appropriate for a middle school. It's not even really appropriate for a primary school. You can also see that the basketball court is split in two! It would be better if we could rotate those two half-courts to make one full court. We also need to give that car park actual road access and a proper ending.

Staying with schools, I've also identified our high school lot as a modding opportunity, namely to get rid of the football pitch that forms part of the lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F8696%2Foldhighschool.jpg&hash=53da734567cf35fbb9f2b67da518e967ba94b158)

The reason for getting rid of the football pitch is to improve the school's flexibility and to give us more options for constructing the grounds. At most of the high schools I've seen, the sports pitches are quite a bit back from the building and it would be nice to not have to have a football pitch right next to the building.

Our final lot to be modded is our central bus terminal, which you might remember me transit-enabling in Lesson 19:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F6994%2Foldbusterminal.jpg&hash=4a0e72c48fed2743d904624ce25d668379cbbacc)

Because we have transit-enabled this lot, we need to make changes to it in order to ensure that the tarmac is placed where the buses will go, and that the bus stops lie along the route we created in Lesson 19.

We will use Lot Editor to make our changes to the above lots.
However, there are other lots that we need to make changes to. Before you read the answer, see if you can figure out what I might want to change here and why:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F9688%2Fpoorpolicestationcovera.jpg&hash=aca57f2da7dc4ca937bdb8a274341e56ef5a1a2b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F5656%2Fpoorfirestationcoverage.jpg&hash=94ea1ea3682571f592b4f00ca1dd68722e9919e7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F8903%2Fpoorcliniccoverage.jpg&hash=750f9e66b1b6a5ebef0c8d878ec3cb85d82aa529)

Know what it is yet? Yep, it's the coverage areas. They're too small! I did say in the Facilities lesson (Lesson 18) that, in real life, one clinic, two fire stations and one police station would be enough to service our entire city. In SimCity 4, unfortunately, coverage doesn't extend beyond the tile boundaries, so we have to have one of each building per city tile. The least we can do is ensure that these buildings cover the whole city tile, and then we will have some realism here.
There are also issues with the capacities of these lots - the clinic has far too low a capacity, and the police station has too many police cars. In my hometown, there is one doctor's surgery and one walk-in centre. This is in a town of 200,000 people, so the clinic must serve more than 1000 people. And no police station has 31 squad cars - 20 would be more than enough.

So we will make the necessary changes to these lots - which will require the use of the Plugin Manager and, in the case of the clinic, SC4 Tool.

Now that we know what we're modding, let's go and mod it. Open up the Lot Editor and find the fountain on the station plaza:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F8632%2Fplazainloteditor.jpg&hash=4d4893e6b5f946673fa42cd8a0fe110357e93966)

(Note that the lots are identified by file name - so you might need to look up the file name in your Plugins folder if you don't know it. And you won't find it unless you have a well-organised Plugins folder. Just thought I'd remind you of the importance of that.)

OK, our first job is to get rid of those trees. To do this, open up the Props tab, which is underlined in red in the above picture.
You then need to click the blue squares on the right that represent your trees. Finding them is simply a matter of trial and error - once you have selected a prop, it will be highlighted in the preview on the left. So keep clicking until the trees highlight. Don't forget to hold down the CTRL key whilst you do this so you can select multiple props:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F8769%2Fselectingprops.jpg&hash=dafca56ee4530234475ff4aed008c0f00380270c)

Once these are highlighted, simply press the Delete key to remove them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F7686%2Ftreelessplaza.jpg&hash=784cba20bfa7012a0f40a0bab055b223d622f02a)

We now need to replace the textures, and removing textures is just like removing props. Go first to the Base Texture tab (highlighted in red in the above picture), select all of the tiles, and press Delete. Then go to the Overlay Texture tab (underlined in yellow) and repeat. You should end up with this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F4849%2Fstrippingoldtextures.jpg&hash=989b575f039b88760356908866d87a6ea11dbf2c)

To add the new ones, go to the Base Texture tab and click the Add Item button. A window will pop up with all the base textures in your Plugins folder. In this case, we want to find the Ped Mall Open Paved texture which is what we used to create our station plaza. Once you find what you're after, click it and it should highlight:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F7148%2Fselectingtextures.jpg&hash=3b1c870446ef8aa6f3835d793d3126ca05a6ecd4)

Click OK, and then place the texture into the tiles of your lot by clicking on the tiles. You may need to use the Duplicate Selected button to allow you to copy the texture onto all the tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F5340%2Flayingnewtextures.jpg&hash=394407600555c0033381c36a30ffac83996bb120)

Now click Save, and you're done. Pretty simple stuff.

Next we will mod the bus terminal. First open it up in Lot Editor:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F120%2Fbusterminalinloteditor.jpg&hash=ada4271ff511da75c3bdf52da38bf245400a9037)

Our first job is, as before, to delete all the unnecessary props and textures - the car park and cars within them have to go:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F3091%2Fstrippedbusterminal.jpg&hash=fe132bc41c8987c20dbfc897cd19b71aa53918be)

It's exactly the same procedure as before. Now we want to fill that empty space with the same base texture as is present on the unchanged half of the lot.
To do this, open up the Base Texture tab and click on any textured tile. Now press the Duplicate Selected button, and move the cursor to an empty tile. You will see that a preview of the same texture appears on the tile you're hovering over. Click the tile to place the texture in it, and repeat until all of your tiles are filled:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F5322%2Fusingduplicateselected.jpg&hash=9c54e4ebe7575ac50588b8a29b7e9294f68a9460)

Now we need to add the road textures. These are found in the Overlay Texture tab. Simply source the correct textures (which in this case are T, straight and 90-degree curve one-way road textures) and place them in the appropriate places:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F5337%2Fnewbusterminaltextures.jpg&hash=197dd905fa18b7fb544f8a714d21b0c228aae040)

That's looking a lot better already. Now we just need to move the bus stands so that they line up next to the roads. Go on to the Props tab and click the blue rectangles representing the bus stands (remember that selected props turn green on the left preview when selected) and drag them into place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F8152%2Fmovingbusstands.jpg&hash=9baad5b2921e1c3901b60dbf3955260ed160637f)

And that's done. Time to move on to our middle school. Our first task upon opening the lot is to select the play equipment that was highlighted at the start of this lesson and duly delete it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F7582%2Fmiddleschoolminusplayeq.jpg&hash=297e8af794b8f6a9613e656b7c93dc02b9753d36)

Now we need to sort out that basketball court. There are two instances of the same prop here. We need to move them and rotate them so that they join to form one big court.
First use the Page Up and/or Page Down keys whilst the props are selected to rotate the props to the correct orientation, then simply drag them into place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F433%2Ffixingbasketballcourt.jpg&hash=2af19fbd9aeacb811b01a6db28c590ba8b1a8ea1)

Note that we have had to move a planter here (highlighted in yellow in the above image) so that it doesn't lie on the court. This is a pedantic step, but a very important one - small details like this are what make the biggest differences to the quality of your cities overall.

We have more work to do with this lot. We need to change the leftmost ending of the car park so that it doesn't run off the lot. That's simply a matter of changing the overlay texture to something more suitable, and you know how to do that:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F2775%2Fnewoverlaytextureforsch.jpg&hash=db98f6e6db895222f06d58c20d278e4c1cc4e2bc)

Don't forget to use the Page Up/Down keys to rotate the texture to the correct orientation.
Also be aware that this is a transparent texture, so the main Lot Editor window shows up through the non-paved areas of the texture concerned. This shouldn't be an issue for you, but it's wise to be aware of it.
When done, you whould end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F5218%2Fimprovedcarparkend.jpg&hash=ecfbca2fa670008662c0112d38fb3f6d90a85fbd)

We also need to add a driveway to the other end of the car park so that our teachers don't have to drive over the pavement to park their cars. If you were paying attention to Lesson 19 then you will know that we use the BlAM Overpath Props to do this, and you will know how to make use of them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F5082%2Foverpathpropsformiddles.jpg&hash=a3721f5debd0942a10bec1bb0886b4c27f31a28f)

The middle school is now complete, so let's go and mod the high school:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F5226%2Fhighschoolinloteditor.jpg&hash=e3a23cc501630a904aeede7135fa1145f9767b80)

We begin, as usual, by stripping the lot of the textures we don't want - in this case the football pitch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F708%2Fstrippingfootballpitch.jpg&hash=ea4b65f250adde085b3f50232f95c2bc2f1d7ee1)

As we are deleting these empty tiles for good, we also need to delete the props that are on the empty tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F3840%2Fremovingredundantprops.jpg&hash=49281fea7d867486c55171b39d7739b77758b5b4)

Before we can eliminate these empty tiles from the lot for good, we need to nudge the building to the left a little bit, so that it lies entirely within the 6x6 footprint of our new lot. Go on the Building tab, click the building (the grey square) and use the arrow keys to nudge it onto the textured tiles of the lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F517%2Fnudgingbuilding.jpg&hash=2fa8b2c6ce4ae3f1062fb369a606be843ea5c452)

This nudging has, unfortunately, made it necessary for us to move the trees on the left of the lot so that they don't crash into other objects on the lot. It's just like nudging the building, except you need to be in the Props tab:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F4904%2Fnudgingprops.jpg&hash=a33303e22f881cb05ca6faebc8efada154e586ef)

Now we can remove the empty tiles from the lot for good. Go into the Lot tab and change the Width (and, if necessary, Depth) values as required - in this case we need to change the Width to 6:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F3889%2Ftinkeredsecondaryschool.jpg&hash=fbad50bc11ab9aa46510ee48766831586d623efd)

Now our high school is complete. Since we have altered the size of the lot, it makes sense to save it as a new lot. So click Save As (not Save) and enter a descriptive name for the new lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F6677%2Fsavingasnewlot.jpg&hash=b7be18c024bc4d8a8502de273c08917311c2d99f)

Then click OK and you're done. Note that it's really important to use descriptive names for all of your files - this will make managing them much, much easier in the future.

Our work in Lot Editor is, for now, done. We move on to dealing with the coverage radii on the facilities we highlighted, and for that, we need the Plugin Manager (http://sc4devotion.com/forums/index.php?page=6) (if you don't have it, click the link, accept the EULA, go to the BAT link, and find the Plugin Manager there), and for one file we will need SC4 Tool.

We will deal with the fire station and police station with Plugin Manager, as these involve SC4Desc files. You need to find these files and place them in this exact directory:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F8793%2Ffileplacementformodding.jpg&hash=1208f61be70d46102a1426bc0d968aca13179113)

Obviously your directory probably won't start with 'Chris', but everything after and including the My Documents folder needs to be exactly as you see above - otherwise Plugin Manager will not read your files.

Once you have done this, open up the Plugin Manager and click on the Descriptors menu on the left of the window. A list of all the descriptors in the relevant directory will appear - you need to find your file within it.
The files we are modding are circled in red for the fire station and blue for the police station respectively:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F9149%2Ffindingdescriptors.jpg&hash=4f709ad17e80f25ac2a24a44e2a0dabac4b0ab36)

We first mod the fire station. Open the descriptor file by double-clicking it, and a new window will appear:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F3788%2Fpropertyeditor.jpg&hash=4bffe169f172479579f5ccc61dd45fb59f7c663b)

In order to mod the building, we need to edit the values of the properties indicated in the picture. You edit these values simply by clicking the relevant property and typing in a new value (the property will become editable):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F7194%2Fnewfirestationpropertie.jpg&hash=a345d75958027501d6deea5f5cb425f206451791)

We choose the values for these properties in accordance with what they would realistically be in real life. Importantly, we change the coverage radius to 255 so that the whole city tile is covered by the lot, and change the Center Strength and Exterior strength properties so that the station enjoys full effectiveness over the entirety of its coverage area. The PM has a very helpful and intuitive user interface, so you should have no trouble editing these properties.
When you are done, you need to first click the Apply button to register your changes, before clicking OK to save the edited descriptor file. A message box will pop up saying 'Plugin saved successfully' if you've done it right.

Editing the descriptor for the police station is done in exactly the same way:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F3928%2Foldpolicestationpropert.jpg&hash=43e311827925a3e9f6eb78cb8ecfb9530e746605)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F7450%2Fnewpolicestationpropert.jpg&hash=882c7bb21c80e75e5a4000d368b62e8a840d27a4)

Save the descriptor, quit the PM, and return the descriptors to their original location in your Plugins folder.

We only have the clinic left to mod. But the descriptor for this lot is contained in a DAT file, and the Plugin Manager can't deal with DAT files. So we have to use SC4 Tool to mod the clinic.

The part of SC4 Tool we use to mod descriptors is the Exemplar Editor, which can be accessed in the main menu via the button marked 'Edit all properties of BATs and lots in a user-friendly editor' (or something like that). Open this up, click the Open button in the window that appears, source the DAT file and open it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F135%2Fopeningdatinsc4tool.jpg&hash=1faf0c536027f5e25ab83d19c4521385da99bda6)

As you can see, a list of all the properties contained in the descriptor is shown on the left. There are more properties visible on here than there would be on the Plugin Manager, making SC4 Tool quite useful for more advanced modding. But for now, let's concentrate on the task in hand.
You can probably see how this will work. You select a property by simply clicking it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F8249%2Ffindingpropertiesinsc4t.jpg&hash=4e5305c662f77754b387956bc10b36cbaee4be26)

Notice the display on the right changes to show the value of the highlighted property - in this case, 384.
That's a coverage radius of 384m - about 400 yards. Let's change that so the clinic serves the whole city tile. To do this, we click the box with the '384' in it, and simply type in the maximum allowed value, 4096, in its place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F8154%2Fchangingpropertiesinsc4.jpg&hash=2b4b253195a20747bef2a262f6c1df7f865032cd)

Why 4,096? Because that's the length in metres of a large city tile. So setting the coverage radius to this value will ensure the clinic covers the whole of the city tile it lies in, as we require.

We also need to change the value of the Hospital Patient Capacity property to something more suited to our purposes (I've used 10,000, which isn't an unreasonable number of people for a typical town clinic to have on their registers).
Any property that affects the effectiveness of the clinic over its coverage radius also needs to be changed to the maximum value allowed (I can't remember if such a property is displayed in SC4 Tool). This will ensure that the clinic serves all the people in the city tile it serves equally well.
The process of making these changes is identical to changing the coverage radius, and makes a good exercise for the novice modder.

Now that all 3 of the descriptors and all 4 of the lots have been modded, you might think that we're done and that we can go into the game and admire our handiwork... right?

WRONG.

As I found out the hard way, there's one final step you need to do when you mod a descriptor.
You see, when you change the descriptor, you change a property called the TGI reference of the building. TGI stands for 'Type, Group, Instance', and consists of 3 hexadecimal numbers (I will probably cover hexadecimals in detail when we do more advanced modding in later projects, but for now, if you don't know what they are, just think of them as sequences of letters and numbers) that, together, uniquely identify objects in the game.
Even though we have changed the descriptor of the building, the lot still uses the building with the old TGI reference - and, as a result, the old properties. So we need to go into Lot Editor and change the building from the old one to the new one.

If we go into Lot Editor, open up our fire station, go to the Building tab and click Replace Item, we find that one building has become two in the list:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F6378%2Fmatchinginstanceid.jpg&hash=df302826cd2e0cf44abdcff359119ee6f8d10339)

We need to pick the new version, and, as you've probably figured out, the new version is the one underlined in red. How do we know it's the right one?
We simply locate the descriptor in the Plugins folder, expand the window so that the entire file name is displayed, and you will see that the file name ends with... 3 hexadecimal numbers:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F7881%2Ffindinginstanceid.jpg&hash=0e00d03d9e36f87c252ed276431ca98597f2714d)

Indeed, it is a TGI reference, and you'll see that the last number, the Instance ID (or IID for short), matches the underlined hexadecimal number in the building list on the Lot Editor. There is only one descriptor - we didn't make another copy, so the building with this IID must be the new building.

Place the new building in the lot and save. Repeat for all lots whose buildings have had their descriptors modded.

And now, after all that work, we are finally done. Let's go into the game and test out our modded buildings to see if they work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F3892%2Fnewlyfunctionalclinic.jpg&hash=fe83c26d63dcde9e269b4026d291524c3c94d3cb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F1722%2Fnewlyfunctionalpolicest.jpg&hash=a4ebaf5065d918559830f33b064fd9a41d226ca3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F8612%2Fnewlyfunctionalfirestat.jpg&hash=36aa011d34d6b48f4c7d485f60ec61fabe728d76)

Notice how the properties underlined in red have changed to the values we wanted, and that the coverage circle has disappeared. This happens because the coverage circle is entirely off the map - our facilities cover the whole city tile so there's no coverage limit within the tile. Our mods work perfectly.

Now let's test our lots. Note that when you load up the game initially, the lots will be unchanged. Therefore you need to rebuild them if you want to see the effects. Like changing the building in Lot Editor when its descriptor has been modded, this is an easy thing to forget to do, and will result in a lot of frustration wondering why on earth the mods don't work if you forget to do it. Don't make this mistake.
Having heeded that warning and rebuilt our lots, we see that they are, in my opinion at least, much more suited to the situation they're used in:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F4991%2Fnewstationplaza.jpg&hash=f1d7ed244badc35153a70070e752b5b5871b961b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F5066%2Fnewmiddleschool.jpg&hash=6e10c540dd86a42bbb39c5d369027f361fb603ba)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F9489%2Fnewhighschool.jpg&hash=97a1e64bf0bc92948d34dd29e44d917c7497a613)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F240%2Fnewbusterminal.jpg&hash=843b646aaa44855c8523cf6560981fbd219e22a2)

Those revamped lots look pretty good, don't they? And all that came from some simple changes that are really easy to do. It took me far longer to write up this lesson and explain its content than it did to actually do the modding and create the content, illustrating how tinkering with lots and descriptors like this is a quick and easy way to improve the realism of your cities.

So 57 pictures and 10 pages of text and BBC code (on MS Word) later, this lesson is complete.

We're almost done with this project. There are just 3 more lessons planned for this project before we wrap it up and move on to the next one.
The first of those concerns one of my favourite and undoubtedly one of the most important aspects in the game - detailing. In many ways this lesson was a bit of a detailing lesson as we've made small changes to lots and descriptors to make a big difference to them in the game, but Lesson 26 will concern in-game detailing, with no modding whatsoever.

Now as I write this it is 2.15AM in the UK, I have a 12PM lecture to attend and I'll be finding out just how badly I did in my Analysis exam in the morning as well.
So I will call it a night and see you in Lesson 26.

- Chris
Title: Re: Realistic Cities For Dummies
Post by: eldaldo on February 08, 2013, 08:29:56 AM
Wow, that was really helpful.  I have worked a little with lot editor, but adjusting radius and coverage levels is something I've always wanted to be able to do.  Thanks for the tutorial!!!
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on February 08, 2013, 03:21:28 PM
A wonderful  lesson!!!  Thanks for the tips on bending the RHW highway, I will be using them.

In Lesson 9 - Industry (I know I am well behind the rest of the group here - sorry) you mention a finance mod and even give a link to it. The only thing is that this link takes me to a map to download and I never  get to the mod. Am I being directed to the wrong download page? Just trying to figure out what I may be doing wrong here.

Thanks

-Kelly
Title: Re: Realistic Cities For Dummies
Post by: smileymk on February 18, 2013, 01:38:44 PM
Hello folks. I'm quite looking forward to giving this lesson, and I will do so right after this:

eldaldo: You're welcome. It's nice to know that the lesson did its job well. I learnt a lot myself last lesson - mainly that you have to replace the modded buildings in LE to get them to work in-game. So we're learning together - that's a nice thought.

SimEurocat: Thank you. Don't worry about being behind - it won't hinder the progress of the MD or anyone else following it, and these pages will still be here when you're ready to read them. So please don't feel pressured into catching up because there's no need to. Project 1 is important - it teaches the basics of realistic city-building and lays the foundations for what we're doing now and what we will be doing in the future, so it's good that you're taking the time to read through it before moving on.
Regarding the link you referred to, it originally led to a mod I made that made the Maxis grass park free to build, maintain and demolish, so you could build large grass areas without going bust. For some reason it's disappeared (probably lost in the ST upgrades), and I've just taken the link down. And no, I won't be reuploading it because since then, MMPs have come to the fore and I've started to used them as they're better (and also free in most cases). I strongly recommend using MMPs instead of grass lots, like we did in the Industry lesson for this project.

And now, time for the lesson.

Lesson 26 - Detailing

As far as I'm concerned, there are 4 key ideas behind making a realistic city/region.
One is planning. You should know by now how important that is and why.
The second is the idea of making your region look like one massive city tile. This project has aimed to cement and implement that idea, and we've seen it put into practice in the CBD, Suburbs and Rural Land lessons.
The third is the concept of continuous improvement. We'll cover that in Lesson 28.
Finally, we have what is possibly the most important concept of them all - detailing. Simply put, a scene that lacks detail just isn't complete. It is the small details that turn a good city into a great one, that transform a screenshot from a game into a lively, fully believable model of a city. I believe that the best cities are those with the highest attention to detail, and that the detail is the aspect that wows the viewer.

Clearly, there are thousands of potential ways to detail a city. We've covered quite a few already - putting people on the beach, putting fences around our schools, modding certain lots to fit the scene better, it's all part of enhancing the look of our city.

We'll cover some more ways to detail a city in this lesson. Let us start with the reservoir that supplies our city with water:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F4307%2Fbarelake.jpg&hash=49078eecb7f191ac6bc5fc17257853013f45ee80)

As you can see, as it is this reservoir is dull, lifeless and boring. Time to bring it to life with details. First, we line the shore with MMP rocks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F3874%2Frockshoreline.jpg&hash=f2c34c0675c0c9e52c965694d723a0ff01cc42f1)

Now here I've covered the entire shoreline with rocks. That's just my playing style, and you don't have to go that far. However, there should be a clear separation between land and water, and one alternative way to achieve that is to put the water in a small trench.

Returning to my method, we now add cat tails and suchlike to the shoreline:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F9463%2Fcattails.jpg&hash=e8519344eebdd125903f72e31c2d1f6d55d83ec7)

I'm now going to add lily pads to the lake. This is an optional feature as well, but who doesn't like lily pads?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F1798%2Flilypads.jpg&hash=b07aed8f9f24c50e4a8ffe6aca84d809dee50c59)

At this stage I like to add rye grass to the shoreline, which I think has the effect of helping the MMPs to blend in with the land. Notice that adding the rye grass creates a green 'border' around our lake:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F8871%2Fryegrass.jpg&hash=11bb6230d5a865d54ebbdc2a772ff365aeb3a001)

We finish off the lake by surrounding it with trees - there should always be trees near a body of water (except the coastline):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F5295%2Fcompletedlake.jpg&hash=dfdab134b12baac2dbfa27219f451a499270921a)

And that's our lake detailed. I think you'll agree it's massively improved as a result of being detailed.
Of course, there are as many techniques to detail a lake or a stream as there are players of the game. Experiment with various methods and MMPs and find a technique that works for you.

Now to the immediate southwest of our reservoir lies an expressway junction, which is also a good candidate for detailing. Let's start by adding some road signs and putting trees in between the slip roads and the main carriageway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F1701%2Fscenickeddumbbellinterc.jpg&hash=9eadc20b5c9d34ab05ae1b17f7da375906e47d6c)

Notice how we've not put trees at the end of exit ramps. If we did, they might obscure the view of drivers approaching the roundabout from the slip road, which would make our junction quite dangerous.
Regarding the road signs, I've used MandelSoft's UK signs here, however, their placement and use is appropriate only for a UK city. There are sign packs available on the STEX for quite a few countries. You need to use the signs that are appropriate to your particular setting, and you need to place them according to how they are placed in that country. This varies from country to country, so if you don't know how to appropriately sign your roads then you need to go out there and take a look.

Following UK practice, I've placed an exit sign at the start of each exit slip road, and a distances sign (called a 'route confirmation sign' in the UK) at the end of every entrance slip road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F5538%2Fexpresswayjunctionsigns.jpg&hash=2d25cbdf4dc7f6ce52889112d3e142b3c383d883)

I've also placed advanced junction signs 50 tiles either side of the junction (equivalent to half a mile):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F5193%2Fexpresswayadvancejuncti.jpg&hash=a1d5557c79b86f5cef317f14ca99bf25cd839ac5)

UK motorways are signed similarly, although you need to use the blue signs instead of the green ones, and you need to place another advance junction sign 100 tiles (= 1 mile) either side of the junction.

However, this is UK practice. It is different in other countries, and you should sign your roads according to local practice. If you're in France, for example, you need to place junction signs on motorways 63 tiles and 125 tiles (= 1km and 2km respectively) in advance of the junction.

We can also add traffic to our roads using traffic generators such as this one (http://community.simtropolis.com/files/file/16257-euro-traffic-generator/) to make them more realistically occupied:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F2412%2Froadtrafficgenerators.jpg&hash=7c62cb7cc237168b72d8d63b59aaaadde0fcd27c)

Place them at every point where a major road enters a city tile - for this set, use the heavy generators for motorways and avenues and the toned-down generators everywhere else. That way you won't have long empty stretches of road before your first junction.

If you have them, you can also place train generators on railway lines:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F2314%2Ftraingenerators.jpg&hash=fde38ff33c71f6afec959904b982f3320a80e270)

This serves the same purpose as the road traffic generators - to get trains running down our line. Like their road counterparts, they should be placed at every point a rail line enters the city tile, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F3930%2Fusinggeneratorsatbothen.jpg&hash=c7a1271ce611fbecdcf268f25c701d1dac49f83e)

You can see a train coming from the other end of the city tile in this picture - and it came because of our generators. The addition of the train enhances the picture by making it come to life a bit more, so to speak. Something to bear in mind.

Now we've got our roads and railways nice and busy. Our sea is full of pleasure boats and surfers thanks to our work on the beach and marina. There's one aspect of transport we haven't covered - aircraft.

Troon doesn't have an airport, but that doesn't mean we can't depict a plane flying over our city:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F3804%2Fplaneinflight.jpg&hash=2ba7b962433b89f518255b278711b5717a130cd8)

There are numerous plane models available on the STEX and LEX, so take your pick. (Be aware that many of them are designed to depict planes on the ground - so ensure that you keep the landing gear hidden behind the body of the plane.)

Our estates offer huge potential for detailing, so we should exploit that. For example, we can make our suburbs more interesting by mixing various trees and plants together like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F1346%2Fvaryingtrees.jpg&hash=c4551de4859fc4a02fee4a90019e394f7f609aca)

Notice how in between the big bright green trees (coming from Jeronij's Leafy Green Forest MMP) have been complemented by a birch tree MMP (the smaller, less green trees) that I have in my Plugins folder whose origin I sadly cannot remember. Please tell us if you can source this, as it will help the readership as a whole.

This is just one of infinitely many things you can do to detail a suburb. Some other possibilities are to use seasonal trees instead of evergreen or to use MMPs to detail gardens.

We can also detail our industrial estates. For this task I'm going to make use of the MMPs provided in Murimk's Industrial Props (http://community.simtropolis.com/files/file/27698-murimk-prop-pack-vol03-industrials/) package. Let's see just some of the ways we can detail our industry with this set as well as some other MMPs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F5127%2Fdetailingindustry.jpg&hash=66c7bfc2c7dffe9807a0dccccbe9b2e10b715b6f)

1) This particular lot looks like an oil storage facility, so I've added a few oil barrels to complement it. I've also added an office and a skip to some of them to give the impression that they are in business.
2) Like in the suburbs, I've added some birch trees in some of the gaps between the factories, in order to a) give variety to the species of tree in the city and b) provide an aesthetically pleasing gap-filler for this estate.
3) Here some spare pipes and other similar items have been added. Note that they are just left lying around, as would probably happen in real life! They are also placed on an asphalt path MMP and surrounded by the same fence that we used around our primary schools to provide security and give the items an appropriate setting in which to reside.
4) This lot looks like it could possibly produce girders and pallets, so I've decided to include some spare parts outside, much like with the pipes.
5) Fencing has been provided here. Most industrial lots are quite secure places in real life, so we need some means of providing that security when the lot doesn't do it for us.
6) And finally, with this lot I've gone for some spare tyres and suchlike, for the same purpose as in 3) and 4).

These are very minor things, but I think you'll agree that they've enhanced our industrial estate - which is the whole reason for detailing it in the first place.

Now, what's one really obvious but very easily overlooked thing that no city could possibly exist without? People! A city needs people, especially in its denser areas like the CBD. Therefore we should put down some ploppable people wherever the game will let us:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F7319%2Fploppablepeople.jpg&hash=c34bd6b64e6ff75f37ec82eb4374b506790ce6c9)

(There is an MMP to do this, and it's what I've used here. It should be available on the STEX.)

Similarly, in a CBD all the car parks should be full or close to full. For this we need to place ploppable cars wherever we see a parking space and whenever the game will let us place a car in that space:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F7369%2Fploppablecars.jpg&hash=c15b407ade8fd0f0e739d220fe13a53fd2687212)

Again, it's one of those small things that will make your CBD look more like the part.

To finish, I'm going to add some mobile burger vans - except I don't know of any such lots. Therefore I will use the MAPP Small Food Stand as a substitute. These burger vans appear all over a city, at least in the UK - most UK readers will probably be familiar with their local one. They can appear at power stations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F5823%2Fpowerstationsnackvan.jpg&hash=fba7974d5c8e7c2196f987e59dc6a345e3740e93)

Or in suburbs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F7859%2Fsuburbansnackvan.jpg&hash=e00553255a574175e0433a1275182040351e9c31)

Or at stadia (ours being to the right of this picture):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F4079%2Fstadiumsnackvan.jpg&hash=077b5df175263e715ab006647407700cdc71d8ae)

Or perhaps at park-and-ride facilities:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F2223%2Fparkandridesnackvan.jpg&hash=756860f512e4a4d0766a06bea8510a180285bfa2)

The possibilities truly are endless. And that goes for all detailing. Experiment and try out various ideas. Detailing is a great way to make your city unique, so go with whatever takes your fancy.

One thing I will say though before I wrap this lesson up is to avoid clichés - as nice as it may be to have a white wedding taking place at the local church, or as nostalgic as it may be to have 4 strangely familiar-looking musicians traversing a zebra crossing, it's been done. Railway modellers will testify to that. Why should the opinions of railway modellers matter? Well, you are, in effect, modelling a city. It's the same sort of concept. So whilst there is nothing to stop you depicting the scene of the Abbey Road album cover, it won't make your city unique.

And now it is time for me to wrap this lesson up. Next lesson's topic is finishing touches.

See you next time,
Chris
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 12, 2013, 05:58:20 PM
Hey guys. I know it's been a while since the last lesson. Blame analysis and linear algebra.

Before the lesson, some bad news. At the request of a fellow member here at SC4D, I have made a video that was initially going to be posted as a prelude to this lesson covering the construction of flyovers and smooth curves with the RHW.
However, I have decided to postpone publishing this video until Lesson 28. There are 2 reasons for this:
1) The new NAM, as I'm sure you're aware, is quite fragile at the moment and there are a lot of bugs, some of which show themselves in the video. I want to redo it when the NAM is all nice and patched up again so that the video, when posted, is of the best possible quality.
2) I have heard that EA are being a little touchy about people posting new SC4 videos on YouTube at the moment due to the new SimCity being released, so, just in case this is true, I'll give it a couple of weeks for the publicity to die down, after which it shouldn't be too much of a concern to EA if the video is posted (in theory).

This means that you're going to have to wait until NAM 31 is patched up, and then probably a few days after that, for Lesson 28. I know this shouldn't be a problem because you guys are very patient. I'm just giving you a heads up. Thanks in advance for continuing that patience.

And now, lesson time. It's a very short one today, but I hope it's useful.

Lesson 27 - Finishing Touches

In many ways, the content of this lesson is just an extension of the last lesson on detailing, and a generalisation of all the work we've done in previous lessons with regards to adding the essential small things that make some element of a city complete, such as adding turning lanes to a road junction or a market square to a CBD or even transit-enabling lots. In this lesson we'll look at a couple more things you can put in to polish a city and make it complete.

We start with roundabout fillers. By and large, most roundabouts have something in the middle of them, and there are several lots on the STEX designed specifically for putting in the middle of NAM roundabouts. So it makes sense, both from a realism and an aesthetic standpoint, to take advantage of that:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F3920%2Fplantroundaboutfiller.jpg&hash=1cd7fe390499bbbc36dea94b756f16349150bfd4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F7204%2Fstandardroundaboutfille.jpg&hash=9ef890a017ee362bafa2532ef6e630dcb6c8f60d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F2341%2Favenueroundaboutfiller.jpg&hash=8cd889245f36a6c0db14a5a208c4855476e014f1)

By and large, there's no real rule for what kind of thing you should put in the middle of your roundabouts, but in the vast majority of cases, a few trees and some plants (like you see in the pictures) will do just fine. Occasionally, you might want to put other things in there, like underpasses (this one (http://community.simtropolis.com/files/file/18370-blam-avenue-roundabout-fillers/) is one of my favourites), statues or phone masts. Things like fountains don't tend to be placed in the middle of roundabouts and so shouldn't be used as roundabout fillers - that is, unless you've got a FLUP underpass running under the roundabout, in which case you have no choice, or you're more concerned with aesthetics than realism.

Moving on, we can also place pedestrian bridges/underpasses on busy roads to provide a safe means of crossing these roads to pedestrians and reduce road deaths in our city:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F1449%2Fbridgeoveravenue.jpg&hash=306c2bdc07453019c3460096ff36d8c9eedd129e)

We can also make our motorways more complete by adding matrix signs to them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F5025%2Fmotorwaymatrixsigns.jpg&hash=4c56e98737a4c9c785a3a8af36ada408ca343d18)

These matrix signs (which can be set up to display any sort of message to drivers as and when necessary) are commonplace on UK and European motorways (not sure about US), and you should certainly be looking to include them if you're modelling UK or European motorways.

We finish by looking at a couple of items that no town worth its salt should come without. One is a supermarket:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F4112%2Faldisupermarket.jpg&hash=ad06e4b97236e1113b0a4b0eeec23e5deb899d43)

Notice how I've used SAM-1 streets for the car parks and also included a petrol station. The supermarket itself is an Aldi, which is available on one of the exchanges somewhere. There are lots of other supermarkets out there, so have a look and choose your favourite company to serve your city.

Another thing that your town simply has to have in order to have any merit whatsoever as a town is fast food restaurants:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F6800%2Ffastfoodoutlets.jpg&hash=7ef2f40e90cddd569443a547267656cb3e66457a)

What you see here are two of kevdan25's fast food outlets - McDonald's and KFC. Every town, no matter where in the world it is based, should have a McDonalds, at least in my opinion. KFC and Burger King also have outlets in pretty much every UK and US town and should be included somewhere too.

That will do for now. There are infinitely many other ways you can polish a city to make it complete (try using a fancier type of bridge/overpass, for example), so experiment and find ways to make your city unique.

The end is nigh, and the next lesson will be the last of Project 2.
It will cover a very important aspect of city-building - making improvements to what we have already built over the last 27 lessons.

As I've said before, I don't plan to start it until after the patched up version of NAM 31 is released, so it might be a short while before it comes. It will be worth it though.

So I will see you then.
- Chris


Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on March 12, 2013, 06:59:14 PM
nice work Chris, In response to your not knowing if those Matrix signs as you call them that display road information/conditions are used in the US, I can say that they are. I know that in most of the larger cites you see a lot of them as well as out of cities where you can run into inclement weather like mountain passes and such. So yes these exist too in America as well.
Title: Re: Realistic Cities For Dummies
Post by: Frenchie1985 on March 21, 2013, 10:55:02 AM
This is all just fantastic. I've been playing SC4 for years and there were always areas that I just could not master, such as the Network and freeways. Traffic problems would always arise whenever I reached about 200,000 inhabitants. The RWH and NWM have been great. Still figuring out how to create functional highways with the RWH though. It takes patience I guess."I guess that's the way the whole durned human comedy keeps perpetuatin' itself, down through the generations...westward the wagons...across the sands of time until.....aw, look at me, I'm ramblin' again. Well....hope you folks enjoy yourselves. Catch ya later on down the trail."
Title: Re: Realistic Cities For Dummies
Post by: bossmafia on April 08, 2013, 02:15:06 PM
I made an account specifically to comment on this!
This is really fantastic. As a person just starting out on making believable, nice looking cities, your guide is irreplaceable! I'm still going through the beginning parts of it, since I'm a bit late to the game, and working with the slope mod makes things interesting for me, but so far it's been a huge help. Thank you for your incredible work!
Title: Re: Realistic Cities For Dummies
Post by: smileymk on April 19, 2013, 04:24:39 PM
Hey guys. The wait for Lesson 28 is finally over. But first...

yochananmichael: I see. Thanks for providing that information, it will be useful to the US readership here no doubt and to others who might want to create a US-style city.

Frenchie1985: Firstly, welcome to SC4 Devotion! Secondly, thanks for the kind words. You're right about the RHW, it takes time, patience and a fair share of muck-ups to master. Like many aspects of realistic city building, it requires a concious effort to do properly. You will get better at it with practice, don't worry about that. And you will, one day soon, make an RHW creation you can be proud of.

bossmafia: A very warm welcome to SC4 Devotion for you as well. Honestly, I'm quite flattered that you made an account just to comment here. That commitment and interest is very much appreciated, believe me. With regards to slope mods, they do take a bit of getting used to (I speak from personal experience here), and they can make mountain passes quite a challenge, but they are invaluable and once you get the hang of them, they make all the difference. In the meantime, a word of advice on slope mods - a bit of forward planning will go a long way.

And second...

Lesson 27½ - Flyovers with the RHW

A couple of weeks ago, a member of the forum PM'd me asking for help with RHW flyovers. I offered to do a quick video if he felt he needed it, an offer which he took.
So here it is:
http://www.youtube.com/v/S10oS6WWrHg

And now, at last, we get to the main event:

Lesson 28 - Improvements

We've come a long way and covered an awful lot of stuff in this project. Some of it was done very nicely indeed, and I'm pleased with the results. However, there are some things in our city that I feel could be made better, and in this lesson we are going to make the changes to allow them to be better.
Improving things and exploring ways to make them better is a vital part of building a realistic city - it's up there with planning and detailing in terms of importance.
Motivation to make improvements to our cities can come from several sources - new finds on the forums and exchanges, feedback from others and, perhaps most importantly, our own judgement on our city can all be catalysts for change, and at least one of these factors has been a motivation behind all of the improvements you'll see in this lesson.

Let's crack on. The historical district we built in Lesson 15 is shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F4205%2Foldhistoricaldistrict.jpg&hash=acd03bb1b145258597c3d2d40fcc2f6e705fa033)

You can see that several of the buildings are inappropriate for a historical area (which arose from us zoning lots rather than plopping them), and it was suggested to me that a more medieval-styled church would fit the bill better, a critique I wholeheartedly agree with.
Fortunately, since this 'historical' district was created, I've managed to source the dependencies for Paeng's Old Town Centre (http://community.simtropolis.com/files/file/27165-paengs-old-town-center/), which is a set of old-style buildings that are much more appropriate and, when plopped, make all the difference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F8415%2Fnewhistoricaldistrict.jpg&hash=394e7bbd08aaa871f90983f0fafcb28bb4a3878f)

That newer, much more suitable church is King's College Chapel (http://community.simtropolis.com/files/file/26302-university-of-cambridge-kings-college-chapel/), a recreation of a very famous church (in the UK at least) in a certain famous educational establishment that I will keep my opinions of to myself. It certainly contributes to a much more historical-looking district in this scene.

We move on to our roads, which the advent of NAM 31 has enabled us to significantly improve the appearance of with the new draggable smooth curves and FAR. Let's start with this long S-curve, created from 2 45-degree curves:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F8470%2Foldlongscurve.jpg&hash=7aef24f5fecc8a50679cdd03e8eadce156444d99)

First, demolish the current setup. You now need to manually drag out the curves with the Road tool, and afterwards, click in the tiles circled in red in the picture below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F2997%2Fcreatingdraggablecurves.jpg&hash=aac4b2255bc8e70a21a40ed67216df3acdb77161)

With a little gap-filling, you should end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg803.imageshack.us%2Fimg803%2F6207%2Fnewlongscurve.jpg&hash=a77a5da5abfe8e55686bcfa4ccd22da25272dd74)

Notice that our newly-dragged smooth curves now have proper pavements, whereas they didn't before. Those pavement textures are wealth-dependent too, so they won't appear in rural areas. The result is a much more realistic road.

We can also rebuild our FAR sections using Draggable FAR, a major feature of the latest NAM. Let's start with one of our existing FAR sections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F9233%2Foldfar.jpg&hash=27e1554e223dabe67ce843f29a4e4d93550c75e6)

As before, start by demolishing the puzzle pieces. You now need to drag out 6-tile stretches of orthogonal road, one next to the other, but with each one shifted 3 tiles from the next, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F6127%2Fdraggingfar3.jpg&hash=bb9fbd5f3c7bf61c4bcb69210722889cfbd6c747)

(As an aside, FAR-2 is dragged similarly, but the stretches need to be 4 tiles long and the shift between them needs to be 2 tiles.

To create the transitions, you need to create a 2-tile stretch of orthogonal road, next to the last FAR section and shifted 3 tiles as before. Then drag straight out from the next tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F216%2Fcreatingfar3curves.jpg&hash=8cd00cdd130f1d4b71c79a88390552c5052d7a33)

Do this on both ends of the FAR section, and you end up with a FAR section with wealth-dependent pavement textures, which looks much more realistic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F9153%2Fnewfar3.jpg&hash=098fd6983e94ca88f5ed711a1f18b6a82a0a862f)

One of the biggest advantages of draggable FAR is that you can create junctions on it wherever you want, whereas before you were restricted to building junctions in the middle of the individualR FA sections. We exploit this functionality by adding a new access road to our suburb:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F7290%2Fdraggedfarintersection.jpg&hash=8648356aede7b930878e538d442ddca5a2033b71)

Simply drag the street until it meets the road such that the preview shows a nice clean intersection. You may need to drag over 2 tiles of road.

We can convert S-curves as well. Let's sort this textureless piece out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F6451%2Foldshortscurve.jpg&hash=cb020fbae1522a4996382cb59878e4debd4f95d3)

Simply demolish the old piece and extend the orthogonal sections of road into the previously occupied tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F8328%2Fdraggingscurve.jpg&hash=2af6579c2c2630d7f7dc94b612ed135624f41aaa)

The end result is as pleasing as it is with the 45-degree curves and the FAR:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F5271%2Fnewshortscurve.jpg&hash=598154a912b3fd6821c665d60d88cc6fa33ae340)

There is another new piece in the latest NAM that allows us to give 45-degree smooth avenue curves proper pavement textures. That is the Avenue 45-degree Flex Curve, which is found at the end of the Wide Radius Curves tab ring in the Roads menu. This curve is not dragged - instead it exists as a puzzle piece. You must therefore demolish the old curve and put this new puzzle piece in its place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F9462%2Favenueflexcurve.jpg&hash=e2cef0b7206eb8e071b40b194399691d383aa2d8)

There are lots more draggable smooth curve setups available, details of which are given in the NAM documentation.

Let's move on to something completely different. You might remember in Lesson 18 we learnt how to build a university. It was suggested to me afterwards in the comments that I place a small sports stadium in it, which is a feature of many American universities. I've not done this because UK universities don't have their own sports stadia - but it did make me add a sports complex to our university:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F5154%2Funiversitysportsfacilit.jpg&hash=eb98e056344cb56cfd37ed6f0a2e404f79c00c82)

You can see that we've featured a large number of different sports pitches here. Many universities have teams in pretty much any sport you can think of (and some you can't!), so don't be afraid to incorporate some 'foreign' and/or unusual sports into your university campuses.

We now address a problem that can easily arise from zoning lots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F8546%2Foutofplacebuilding.jpg&hash=f366b4e3b9c747f95e3d9bef2fd52defafb72aae)

That white building in the middle may have successfully grown on a low-density commercial lot, but it's about 10 times higher and is massively bigger than the buildings around it.
This building is out of place. It does not fit with its surroundings and does not belong in this part of the city. It needs to be swiftly demolished.

This problem can, in theory, be solved by plopping your buildings instead of zoning them. But to do so would take an enormous amount of time which can be better spent on other things. There are thousands of buildings in a city, and so it's completely impractical to plop them one-by-one. Instead, you just need to be vigilant when it comes to lots like this and keep that bulldozer ready.

We now turn our focus to solving a problem that is bound to hit your city sooner or later - congestion.

Let's take a look at this street, for instance:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F4336%2Fstreetcongestion.jpg&hash=817c95e6ebbde98f161e13d60d392142cf9fec39)

You can see that there's a lot of orange and red on that street, indicating that traffic is piling up to excessive levels. We need to upgrade this street to increase capacity, and we will do this by converting it into a stretch of AVE-2.
This presents us with a challenge. We need to do the conversion to a high standard whilst trying to minimise the effect on the suburb. We want to keep the number of buildings demolished to an absolute minimum.

Why AVE-2? In general, an effective method of minimising disruption is to upgrade to a network which is the same width (in terms of city tiles) but is of higher capacity. You should not resort to widening roads into neighbouring city tiles, nor should you suddenly upgrade an avenue-type road into an expressway, unless it's absolutely necessary (for example, if a section of TLA-7 is congested and creating relief roads is impractical).
The nature of AVE-2 also makes it suitable for use in a suburb, like you're about to see here, but has the same capacity as a regular road.

To start the conversion, first pause the game so you can focus on the upgrade without having to deal with abandoned homes and suchlike. Then remove a bit of street and place a Road - AVE-2 Transition at the end of the stretch to be upgraded, and drag out a bit of road to the first curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F5677%2Fstartingstreetupgrading.jpg&hash=6bff7c62bccde0aa86ed604cfd1cc36ce750a28b)

We now come to a slight problem. Whereas we can get away with using sharp Maxis curves on our suburban streets, the AVE-2 is a road and so we should really use smooth curves on it.
So, in this case, we will have to demolish the scetion of the street to be upgraded featuring the curves and place AVE-2 45-degree curves in its place. (These curves are not draggable, existing only as puzzle pieces.) Inevitably, this is going to result in a couple of side streets being cut off from the rest of the road network, but we'll sort that out in a minute:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F2295%2Fave2smoothcurves.jpg&hash=d16949103a092b559d1d440f29643a08ac00c1f3)

We need to tidy this up before we continue. The side streets that have been cut off need to be reconnected to the rest of the road network, either to other side streets or somewhere else on the main street ideally such that we don't have to demolish houses or at least can move the plots elsewhere. It may also be necessary to re-apply SAM textures to some of our cut-off streets:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F4959%2Freconnectingisolatedstr.jpg&hash=0653bf8951eee2c4eb6d08e7571dee60d5297d4e)

We now address the junction at the bottom of this picture. The AVE-2 needs to continue to the existing connection with the main road at the bottom, doing a shift in the process. Doing this is going to require the use of AVE-2 Small 90-degree Curves and some selective demolition and rerouting of streets (just like with the 45-degree curves):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F1060%2Fupgradingcomplexstreetp.jpg&hash=dee5d76c9507a339a2477076829b071f601958fe)

Having done this, we can fill in the rest of the AVE-2 up to the main road using a starter piece, coupled with some additional dragging if necessary. Finish off by adding TuLEPs to the junction between the main road and the AVE-2 like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F800%2Fendingave2atroad.jpg&hash=0a88c4e116a16d54fd5e760b8772f1cc17dc5af4)

When done, you'll end up with a satisfying stretch of AVE-2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F76%2Fcompletedave2.jpg&hash=71f305f66b9c394bb565a173b7ab5b974ad60131)

But have we solved our congestion problem? Let's take a look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F1076%2Feffectonstreetcongestio.jpg&hash=ac2c1082082bef7dca612e0df9691b70086f55d4)

OK, so the traffic hasn't completely gone away, particularly around the junction with the main road, but it's better than it was before.

You may also experience congestion problems in transit-enabled lots. If a transit-enabled lot shows up as red in the Traffic data view, but the street/road it sits on is green/yellow, then this tells you that the street itself is fine, but the transit-enabled lot does not have sufficient capacity and needs replacing, like you see here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F8753%2Fcongestedbusstop.jpg&hash=f353be18c709e79dc42be65424d98a95c6504ea1)

The two red tiles here are occupied by a bus stop lot. It's clear that this alone is causing congestion, and so we need to replace it with a higher-capacity lot.

Fortunately, the RTMT features SAM bus stops with a capacity of 5,000 (I think), so let's waste no time replacing our woefully over-capacity bus stop with the RTMT offering:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F2576%2Fupgradedbusstop.jpg&hash=42816ad105122fa0ca7339f611e65c360e0ca42e)

A quick inspection of the updated Traffic data view shows that this replacement has indeed alleviated the congestion:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F1199%2Fnewbusstopeffect.jpg&hash=801219150b608e422fb0485fb2b2a23e74e534f7)

(Yes, some tiles are still yellow, but this just means that the street is a bit busy, not jammed up and so upgrading this street is unjustified.)

Upgrading streets is all well and good, but what happens when your roads get congested like this one has?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F6393%2Froadcongestion.jpg&hash=7450299e2652b75d778950965744d94df0ef1a51)

Once again, the NWM will come to our rescue. We'll simply upgrade this stretch of road to an NMAVE-4, which will give us a 25% capacity increase and will fit right into this urban setting.

We start by placing an NMAVE-4 Starter Piece directly onto our road at one end of the stretch to be upgraded. Then we demolish a couple of tiles of road and tidy up. Now drag from the NMAVE-4 up to the tile before the end of the regular road, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F3647%2Fstartingnmave4.jpg&hash=18ae1728e00962ff4be957460d9e509892a2a958)

Notice how the preview changes to half a transition - indeed, letting go of the mouse button now will produce a nice draggable transition:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F9967%2Fnmave4toroadtransition.jpg&hash=e6812694a4e0192e0001c0d357963c14ae885b48)

(Lots of other NWM transitions are also draggable in this way, although with some you need to drag to the road and not to the tile before it ends. Consult the NAM documentation for more details.)

In theory, we should be able to simply drag out the NMAVE-4 (using the Road tool) along the section we want to upgrade. However, life is never that simple:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F802%2Fobstructingbusstop.jpg&hash=4a6d36c4348e8820f29b9d8c686dd7c3d37d1dac)

If you simply drag NMAVE-4 through this lot, you will make the bus stop immortal - the textures will convert but you won't ever be able to properly demolish the bus stop.
Therefore you have to demolish this bus stop before you drag NWM networks through that tile. You can then place an NMAVE-4 bus stop (one example of which can be found here (http://community.simtropolis.com/files/file/27194-bus-stop-for-nwh/)) in place of the original stop.

Now we are free of obstructions, we can drag out the rest of the NMAVE-4. You might need to selectively place starter pieces to ensure the override continues along the entire stretch of road.
At the other end of the section being upgraded, create another transition using the same method as before, which will give you a complete stretch of NMAVE-4:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F5963%2Fcompletednmave4.jpg&hash=ea89eeb157bc9c6570a4cf1ea97f8d8b5806c9b9)

Is the traffic better thanks to our upgrade? Let's take a quick look at the Traffic data view and find out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F3691%2Fnmave4trafficimprovemen.jpg&hash=ac78498d9af1a267e2f75ce06aa0ab80fdb0f630)

Much better.

Whilst we're on this tile, let's look at a couple of other small changes we can make, starting with this junction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F3958%2Foldtuleps.jpg&hash=e455bc173526a9b5cea466578144a00e73cbda99)

We have arrows to turn left and right, but what do you do if you want to go straight on here?
Now, at the time this junction was made, there was no TuLEP piece featuring an arrow to go straight on. At the time of writing this update, there still isn't a TuLEP piece with an arrow to go straight on. So the above setup was done as a compromise.
However, since making this I've decided that the alternative TuLEP style, the A1 type, is a more preferable compromise and the junction should be modified forthwith:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F3471%2Fnewtuleps.jpg&hash=7adfb8b51394bb0508c91ac97592cb0265893da0)

This isn't ideal - in England we have arrows on all of the lanes - but it will have to do for now. There may not be any arrows on two of the lanes but the drivers should now be able to figure out which lane to be in from the context of the junction.

I've also decided to change these rail catenaries:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F599%2Foldcatenaries.jpg&hash=9ce0f2ecba8aeeb4bedadde866a775e80e60eeaf)

Into these rail catenaries (http://community.simtropolis.com/files/file/14264-railway-electrification-mod/):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F8184%2Fnewcatenaries.jpg&hash=2cb45de137215819ebb3f9f2345148f7ba0c7603)

Why have I done this? Simply because the latter ones are British-style catenaries whereas the former ones are European-style catenaries, and I wasn't aware of the British-style catenaries when I originally built this railway.

Let's move north now to the football stadium, which we built in Lesson 14. After I built this, a fellow member of the forum suggested I add additional bus stops next to the stadium. I think that's a pretty good idea:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F6876%2Fstadiumbusstops.jpg&hash=c9ad9bab4f4dc39a24a98348326c7c96265c800f)

We have one more improvement to make in this lesson, and that is to this expressway junction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F2153%2Foldexpresswaysliproads.jpg&hash=048503603b1a7c779c1b745bc19a7076b83ea511)

At first glance, there doesn't appear to be anything wrong with this setup. But, as was pointed out in the comments, we can make this junction safer by adding acceleration lanes leading up to the ramps, giving traffic entering the expressway time to merge with traffic on the main carriageway safely.
One way to do this is to use the Narrow Exit Lane pieces that appear as cosmetic pieces for the RHW-4, but these only feature Type A and Type B ramps, and not the Type C or Type A Wide styles that would be useful here.
So instead we're going to replace these ramps with RHW-6S Type F1 ramps and construct a small section of RHW-6s with the intention of using the extra lane as an acceleration lane:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F3718%2Freplacementwesternramps.jpg&hash=ee321eb666905f64ff97a792163849d849e7079a)

We want to end the acceleration lanes about 7-10 tiles from the ramps. To do this, we use the RHW-4 to RHW-6S Transition with Block Markings (Lane 1), and then place RHW-6S Block Markings (Lane 1) (found in the 2-tile Cosmetic Pieces tab ring) in between the transitions and the ramp. You may also need to move any road signs that you've built, which are circled in red in this picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F1024%2Fcompletedramp.jpg&hash=3063bffa223d16f6e0afd9382f6173d3c0fc2637)

Now repeat this process at the other end of the junction, and, et voilà, you should end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F3436%2Fimprovedexpresswayjunct.jpg&hash=e34bbacdaa2be61ec13ac98d99f15f0e29fb6e08)

This new setup looks pretty good and is a lot safer for the drivers using it.

Making improvements is an absolutely vital aspect of realistic city-building and you should always be looking for opportunities to make things better. There are, no doubt, many other things in our city we could improve. But you have to stop somewhere, and for this lesson, that 'somewhere' is at this point here.

And that concludes the lessons of Project 2. We are done with this project. In the next couple of weeks I will be giving a summary of everything we've learnt in this project, some of the best bits of this project, and then I'll talk about a side topic for one update. But after that, we move on to our next project - the major city.

I have a concept for this project in my head, and it will definitely feature the following:

- Mining and oil industry
- Mountains
- Large freight seaport and major ferry terminal
- International airport
- 4-way motorway interchange
- Urban motorway made using Project Symphony
- Fully integrated public transport system featuring metro/tube lines, trams, HSR, suburban rail lines, etc.
- An interesting landmark in every city tile
- A terrain mod
- Region landscaped using SC4 Terraformer
- Large city park
- 18-hole golf course with range and putting green

We will also use the Lot Editor to create lots from scratch using existing buildings and props.

There is plenty of scope to add things to this list, so if you want me to cover something in the next project, then please say so, either by comment or by PM. (One thing I will definitely not be covering is BATs - that's reserved for Project 4. Aside from that, I'll take requests on pretty much anything.)

I also feel this would be a good time to have a little audience participation in this MD. I'd like you guys to suggest possible names for our major city. It can be as typical or as unusual as you like - just keep it clean please. I will choose my favourite one from the suggestions posted.

And with that, the lessons of Project 2 have come to an end.

See you for the Summary, the Best Bits, the side topic, and ultimately Project 3!
-Chris
Title: Re: Realistic Cities For Dummies
Post by: CharlieLord on April 21, 2013, 03:45:07 AM
Great lesson Smiley (as always!). I found the NAM stuff especially helpful, the new draggable stuff is too devilishly clever for my simple mind  ;)

Looking forward to seeing project 3, I'm full of admiration over how much time you put into this project :)

Also, if you're looking to make a mine, I'd recommend using Paeng's Coal Mines Cheat sheet found here: http://www.simpeg.com/forum/index.php?topic=10358.0 (http://www.simpeg.com/forum/index.php?topic=10358.0) (That is if you haven't seen it already).

Good luck! :)
Title: Re: Realistic Cities For Dummies
Post by: dyas on April 28, 2013, 03:50:10 PM
Made account to reply. So your doing good. I am going to just go for a whole region with planing. I want it to not be one city, but multiple cities, that span multiple tiles. I will post a picture when I have it. And NAM has a steep learning curve.

Edit:
I'm starting a CJ for my region based on your input. Don't know if I can do as good as you did, but I'm going to work on it.

What is a good slope mod?
Title: Re: Realistic Cities For Dummies
Post by: smileymk on May 01, 2013, 03:03:38 PM
Hey guys. Our summary of everything we did in Project 2 is coming up. But first...

CharlieLord: You, sir, are a star for providing that link for us all to make use of. Now we'll all be able to make elaborate mining complexes! And yes, the NAM does take a bit of getting used to... keep practising!

dyas: Firstly, welcome to SC4D! Secondly, your link to your CJ over at ST is appreciated, although I strongly encourage you to put it into your signature instead of posting it on a thread (especially an MD) in order to avoid being accused of hijacking the thread. (You're more than welcome to post pictures here for critiquing, and you can ask me to have a look at some of your work and give suggestions, but keep it at that please.)
On a less whiny note, I've seen your CJ and it certainly looks encouraging, although there are a couple of alterations you could make to your plan to improve it. I will post my suggestions, together with an annotated map, over on ST when I have time.
And in response to your question, I use the Ennedi Slope Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1512), which has slope parameters for the RHW as well as all other networks. I highly recommend it.

Now, let's go over what we've learnt in Project 2.

Project 2 Summary

Believe it or not, we've been working on this project since 2011 (!). So you'll probably have forgotten a few things we did in this project, particularly in the earlier lessons. It's also good to go over what you've learnt anyway to reinforce the content and make sure it sticks in your head.
Therefore I've compiled a simple bullet-point summary of all the key points from all the lessons in this project for easy reference.
Keep in mind that I will assume you know all of what is listed below when we do Project 3, so I encourage you to make a private copy of this Summary for your own personal reference. Here goes:

Planning and Advanced Planning

- Design your region as if it were one large city tile. (This is critical!)

- Larger projects require more detailed planning.

- Create a brief outlining what the aim of your project is, in reasonable detail, before you start planning it.

- Plan out the region as a whole first, including city tile borders for reference only.

- Maintain a strict colour-coding scheme for your plans, and add appropriate labelling.

- You do not need to draw your plan to scale. A rough sketch will do.

- Once your main plan is complete, plan out the individual city tiles in turn, as well as road interchanges and other complicated aspects of the region.

- Include more detail in your city tile plans than in your region plan.

- Separate estates with transport networks or natural features, not city tiles.

- A random number generator combined with the index of a map can be used to name your region/city/estates/streets/etc.

- After you complete the terraforming for your region, adapt your plan to fit the terrain.

Preparation

- You can easily create a new region without ever loading SC4.

- To make a region, you need to create a folder in the 'Regions' folder, located under My Documents\SimCity 4.

- Create a file named config.bmp in the new folder using image-editing software (such as Paint). Size it as 1 pizel per small city tile and colour it according to your arrangement of city tiles.

- Create a file named region.ini using a text editor (such as Notepad). Use the equivalent files from other regions as templates, changing the name of the region given in the file and, if necessary, the terrain parameters.

- Place the config.bmp and region.ini files in your new region folder.

- Name your region folder according to the name you gave it in the planning stage.

Organising the Plugins Folder

- Keeping a structured, neat and tidy Plugins folder is essential in managing your mods and downloads, and makes things a lot easier when you come to do modding.

- As far as possible, keep all of your mods and downloads in one of the two Plugins folders used by the game.

- Certain essential files (such as the city background PNG files and the Extra Cheats DLL) should remain in their default positions in the Plugins folder. Everything else should be organised into subfolders.

- Use an easy-to-follow system (such as the Maxis menu system) in your Plugins directory.

- Do not use more subfolders than you need to. Keep it simple.

- Put downloads of the same category from the same creator into a dedicated subfolder.

Terraforming

- Your landscape should be irregular. Avoid patterns.

- Beach areas should be made smooth and not excessively kinky, curvy or straight. Gentle bends work very well.

- Fine-tune areas with smaller brushes - in particular, use the Shallow Valley tool to smooth out the 'wave' coastline pattern that appears after using the terrain lowering tools to create water.

- Make a straight and level coastline for marinas.

- Make sure your landscape flows continuously and is smooth over city tile boundaries.

- Do not terraform large hills directly next to beach or marina areas - leave a 1-2 mile gap in between. Cliff areas are a different story.

- Use the grid to show the land contours more clearly and help you to get the right results.

- Hills should be rolling, i.e. they should link together and flow smoothly from one hill to the next.

- Reconcile the edges only when starting to terraform a new tile to get a reference, or when the region is complete.

- Spikes and other wild fluctuations in the terrain caused by reconciling edges should be smoothed out.

- Use the God Mode tree tool to place trees on the flats (but not too close to coastlines), on hilltops and in valleys.

- Use MMPs to place a variety of trees and plants on flat and gently-sloped areas.

- When trees are placed on hills, they should run straight up the hill.

- Trees should be together in clusters. No tree should sit in isolation.

Railways

- It's helpful to build the transportation infrastructure first in a given city tile, and helpful to build railways before other forms of transport.

- Station lots should be selected carefully according to their purpose.

- Main line termini should be large and elaborate.

- Be sure to provide appropriate road and bus access to your stations. The more important the station, the more elaborate the transport connections should be.

- Always use smooth curves when building railways. (There are exceptions, but we'll cover these in Project 3.)

- To build 45-degree curves, first transition to FARR and then to orthogonal/diagonal.

- Flatten out the terrain before placing smooth curves and FARR pieces.

- Main lines and important branch lines may be electrified. (Note: Most railway lines are not electrified! Bear this in mind when planning your railways.)

- Catenary masts should be spaced every 3 tiles on orthogonal track, every 2 tiles on diagonal track, and appropriately on FARR and point sections.

- Unimportant mainline stations should be fairly compact and unspectacular.

- A small car park and bus stop is sufficient for a small mainline station.

- Railways should be routed according to the terrain so that slopes are kept to a minimum.

- Do not build railway tunnels unless absolutely necessary. Remember it is much cheaper to build around the side of a hill than it is to tunnel through it.

- Branch lines can be more curvaceous than main lines.

- When making STR curves, drag out a section of STR beyond the curve to ensure stability is maintained after the smooth curve piece is placed.

- Place an STR Starter Piece on the first tile when an STR line enters a new city tile to change it from double track to single track.

- Do not forget to flatten out stubs where a railway line exits a flattened area.

- Branch line stations, especially STR stations, should be small, short and have few, if any, facilities.

Motorways and Expressways

- Use RHW or Project Symphony to build motorways and expressways. Maxis highways and avenues really aren't suitable.

- 3-level stacked roundabouts/volleyball interchanges are great for expressway-expressway or motorway-expressway interchanges - NOT motorway - motorway interchanges.

- Use fractional angle (Type C or Type F) ramps wherever possible.

- Use neighbour connector pieces when an RHW network crosses a city tile boundary to make the connection functional.

- Use cosmetic pieces where appropriate.

- RHW curves are pre-dragged in the same way as STR curves, but the smooth curve piece may be placed directly over the dragged curve, without any pre-demolition.

- Run motorways on as flat a course as possible. The 'around the hill, not through it' rule applies as much to motorways as it does to railways.

- Roundabout and dumbbell interchanges are good interchanges to use with expressways and surface roads.

- RHW-4 is fine for all but the busiest expressways.

- When dragging road into a rounadbout interchange, use AVE-4 to AVE-2 followed by AVE-2 to Road to create a nice transition. Remember to give the curvier path to traffic going into the interchange.

- Expressways can go straight over hills, provided that the gradient is not too steep.

Roads

- Start from existing infrastructure such as motorway junctions.

- Road layouts should be designed to distribute traffic, eg. use avenues at the end of a motorway to spread out the traffic.

- Urban roads should be more or less straight.

- Always use smooth curves - you should be making frequent use of the draggable smooth curve functionality and of the FLEX pieces found in the latest NAM.

- Use flyovers and underpasses to take roads over railway lines. Avoid level crossings where possible.

- When a road goes over an electrified railway line via a bridge, catenaries should be placed immediately next to the bridge, on both sides.

- Short avenue stubs can be used to give road connections into avenue roundabouts.

- Make good use of FAR when appropriate.

- Flat junctions between main roads should always be complimented with TuLEPs.

- Coastal roads should follow the coastline fairly closely. Remember to leave space for beaches/marinas if you plan to build them.

Buses

- Park-and-ride facilities, if you have them, should be placed on or near a main road. Use TuLEPs to connect the main road to the facility.

- To create a park-and-ride facility, create a turning circle for the buses and surround it with a car park after placing the terminal.

- Central bus terminals should not take up too much space, but should have the capacity for the job.

Pedestrian Walkways

- Mark out the route with road beforehand. Use rail to smoothen out slopes when necessary.

- Add plenty of short branches to connect to the street network in your estates.

- Use Ped Mall to create your walkways if you want them to be functional. If you don't require functionality, parks or MMPs will do the job.

- When a pedestrian walkway meets a main road, place a bus stop to activate the paths on the Ped Mall.

Power Stations

- Your building has got to be big. The Maxis offerings simply won't cut it.

- If your power station is served by rail, provide a single-track freight terminal.

- Provide an access road to connect the power station to a main road.

- Add car parks, transformers, snack vans, cooling towers, a security fence with a gate on the access road and, if it's a coal-fired power station, a tailings pile.

- Power lines should be run along main transport routes and be kept as straight as possible.

- Do not run power lines through city estates if you can avoid it.

- Run multiple lines from the power station to go off in different directions.

- Place transformers wherever power lines meet railway lines or towns, or when the lines end.

- Use negihbour deals to supply power to all city tiles in your region.

Water

- Reservoirs are a realistic way of supplying water to a region.

- Reservoirs need to be extremely large (about 50-100 tiles long and 15-25 wide) and flat.

- Mark out the border of the reservoir with road.

- Use MMP ploppable water to create the reservoir.

- Choose a suitable water facility to go next to the reservoir. It needs to have enough capacity to supply your whole region and look the part.

- Add water treatment facilities and road access.

- Give your water source its own transformer. You can also put a security fence around it if you wish.

- Lay pipes along surface roads. Add to your pipe network as you expand your road and street network. Do not route pipes along railways, expressways or motorways.

- Use neighbour deals to supply water to every city tile in your region.

Recycling Centres

- These belong in industrial estates. Small recycling bins may also be provided outside supermarkets.

- Recycling centres require good road access. They should be easy to get to.

- You should choose a lot that is fairly compact and unassuming. The centre should have a security fence around it.

Landmarks

- Landmarks give your city a unique identity.

- Stadia need to be sited in a location that is relatively flat and has plenty of transport connections.

- Use appropriate SAM textures for streets and car parks.

- Provide fast food and retail outlets in stadium complexes, as well as ample parking.

- Use TuLEPs wherever a stadium access road meets a main road at a flat junction.

- Lighthouses can be built by flattening an area by the coast and placing a suitable lot.

Historical Districts

- Border your historical areas with a city wall.

- Provide plenty of bus stops near the area for tourists.

- A large, medieval-styled church should be included, as well as a market.

- Streets within the district should be textured with the SAM-8 (cobblestone) textures.

- Use Sandstone Ped Mall tiles as well as plaza filler pieces to fill in gaps. Remember to leave space for buildings.

- RCI buildings within the district need to be chosen very carefully. Be sure to make use of ploppable buildings and the LotPlop cheat.

- Do not zone RCI. Use ploppable buildings instead.

Marinas

- You need to create an artificial harbour using the God Mode terrain tools. Make it big. Really big. Be sure to provide plenty of room for boats to manoeuvre.

- Add a seawall around the outside edge of your marina, and plenty of dock pieces within it.

- Use filler pieces to fill in the gaps.

- Provide large car parks and commercial development along the waterfront.

Beaches

- Flatten out your urban beach areas beforehand. Leave space for a promenade and retaining wall.

- Use God Mode terrain tools to smoothen out the shoreline, and RHW to smoothen out transitions between urban and rural sections of beach.

- Piers make a good addition to any seaside town.

- Piers should be straight, narrow and reasonably long.

- Add a retaining wall or some other means of separation between your beach and your promenade.

- If desired, a pathway along the fringe of the beach (next to the wall) can be made using appropriate MMPs.

- Fill the gap between wall/pathway and shore using a sand or a shingle MMP, depending on personal preference.

- Add streaks of sand along the retaining wall to represent the effects of the wind blowing the sand about.

- Fill your urban sections of beach liberally with detail such as people, surfers, little boats, etc.

- Rural beaches need very little detailing and can be separated from the mainland with grass.

- Add common seaside features like tennis courts, mini-golf courses and playgrounds.

Facilities

- Facilities should be placed in easy-to-get-to locations.

- Law courts should be placed in the CBD.

- Place major facilities of one type in one tile, and then build smaller units in other tiles so that the whole city enjoys coverage.

- Facilities are best placed on level ground.

- Police and fire stations should be placed on or near main roads.

- Primary schools should have a small grass field, a small playground and a low-key fence.

- Middle schools should have at least one playground, a larger field, a sports pitch and a proper escape-proof fence.

- High schools should feature a substantial field with numerous sports pitches.

- All education and health establishments should feature ample car parking and (with the exception of primary schools) a bus stop.

- Private schools may be included as well. Be sure to give them reasonably big fields and a couple of sports pitches.

- A good ratio for primary schools to middle schools to high schools to private schools is about 32:16:8:1.

- Provide a college for those students who want to do vocational courses.

- If building a university, be sure to include, at the very least, at least 3 departmental buildings, a library, a sports centre, and residences.

- Provide plenty of car parks for your university and border it with MMP trees.

- Central libraries, museums and theatres can be placed in your CBD.

- Each city tile in your city should have a clinic. The region should also feature a large hospital.

Basic Modding

- SC4 Tool can be used to transit-enable lots and modify descriptors.

- Lot Editor can be used for adding driveways and for tinkering lots.

- Be sure to select the appropriate network when transit-enabling lot tiles and to set the direction correctly.

- When transit-enabling a tile with one-way road, be sure to make the arrows point out from both directions, not just one.

- Use the Lot Editor to add, get rid of, or move props to improve the appearance of lots.

- After modifying a descriptor, you need to change the corresponding lot in Lot Editor so that it features the new building with the new descriptor rather than the old one, otherwise the game will continue to use the old building. Identify the new building by comparing TGI references.

- If you modify lots, then you need to demolish and rebuild them in the game in order to see the changes.

Industry

- Industrial areas should be built as estates.

- Lay out a network of main streets that cover the industrial estate and link to main roads. Don't make them too curvy.

- Add dead-end streets to fill in the gaps.

- Provide a water supply and a good few bus stops. Place the bus stops on your main streets.

- Use the parcelised zoning technique (holding the CTRL key whilst zoning) to zone for industry. Provide gaps between factories.

- Provide commercial zoning along the main roads bordering the industrial estate.

- Add paths and grass to fill in the gaps. Border the estate with MMP trees.

Suburbs

- Create a main street network linking all parts of your suburb with the main roads surrounding it. It's a good idea to base it around your existing facilities.

- Suburban streets can (and should) be more curvaceous than industrial streets.

- Add side streets to cover the suburb. Go for an unpatterned and seemingly random layout. Vary your street endings.

- Use SAM asphalt textures for all of your suburban streets.

- Extend your suburban streets into neighbouring city tiles using the Underground Rail piece method outlined in Lesson 21.

- Include open fields, paths, playgrounds, bus stops (on main streets), and sports pitches.

- Place commercial zoning along the main roads bordering your suburb, as well as around high schools and clinics.

- Small dedicated commercial areas (local centres) can also be placed in your suburbs. These contain local shops for the local residents.

- Zone 1x1 low-density residential plots along all of your suburban streets.

- Fill in the gaps with MMP trees.

Inner City and Coast

- Grid street layouts are appropriate for inner cities, but you can go for more elaborate street layouts if you wish.

- Zoning in inner cities should be medium density.

- Place amenities and shops in central locations within your inner city, and fill the rest with residential zoning. Zone commercial along main roads.

- Commercial zoning should be provided next to major transport hubs.

- Diagonal streets can be used to corner off the edge of an inner city neatly.

- High-density commercial should be zoned along the coastline in dense urban areas, and low-density, high-wealth residential should be zoned along the coastline in less dense areas.

- Hotels and apartment blocks should be placed along the coastline in dense urban areas.

CBD

- The street layout should be tight and compact.

- Construct numerous car parks, a city hall, at least one shopping centre, and anything else you want to include.

- CBD zoning should be exclusively high density. Place commercial zoning near landmarks and fill the rest with a mix of commercial and [bolor=green]residential[/color] zoning.

- Be sure to place plenty of bus stops!

Rural Land

- Use of the SPAM (see Lesson 24 for a link) is highly recommended to create realistic farmland.

- Lay out a sparse network of streets textured with SAM-4 (gravel textures). Include some curves and diagonals - make the layout interesting.

- Agricultural plots should be fairly large - no more than 3 or 4 plots should fill a 'block' of land enclosed by streets.

- Separate farm plots from other farm plots and major transport networks by a gap of at least one tile.

- Do not zone farmland on excessively steep slopes.

- Pause the game whilst zoning farmland.

- Put a house in every farm plot. You can also add extra details such as tractors where appropriate.

- Keep a sharp eye on what grows in your residential plots, and be sure to delete anything out of place that might grow (such as flats).

- Neaten up plots with diagonal fillers and border them with MMP trees.

- Add grass, flowers and other details in unzoned areas.

- Use filler lots or trees to extend your farmland smoothly over city tile borders.

Detailing and Finishing Touches

- Use rocks, grass and trees to provide a smooth transition between lakes/reservoirs/rivers/streams and land.

- Add signs and traffic to your roads and railways.

- Add a variety of appropriate details to your estates. Don't forget about people!

- Avoid clichés.

- Make use of roundabout fillers, matrix signs and footbridges where you can.

- No town is ever complete without a couple of fast food outlets! Supermarkets are just as important.

Improvements

- You should always be looking for ways to improve your cities and regions.

- Ideas for improving your city can come from several different sources.

- Make use of new, better mods and downloads when they are released.

- Upgrade congested networks to networks of the same width but which have a higher capacity. Do not widen roads into neighbouring tiles unless absolutely necessary.

And that just about covers everything we've learnt in Project 2. It's a lot to take in, so rather than going through it all at once, I recommend once again that you make a private copy of this Summary and keep it for future reference.

In the next week or so, as time allows, I'll be showing the best bits of the city we've made in this project.

Until then, take care,
- Chris
Title: Re: Realistic Cities For Dummies
Post by: dyas on May 01, 2013, 04:41:45 PM
Chris -

Sorry, I did not mean to hijack or anything. Fixed my post as such. My city doesn't look near as nice as yours. Do you not worry about monthly payment? How can you afford so much stuff?
Title: Re: Realistic Cities For Dummies
Post by: smileymk on May 04, 2013, 11:36:34 AM
Hello folks.

dyas: Apology accepted, I know you meant well. I've seen your work and for someone new to the game and the NAM it's pretty good (certainly better than some of my first cities!). There's a few small improvements which I'll suggest to you on ST soon, but once those are made you'll have a very nice-looking region.
As for how I can afford so much stuff, the answer to that is very simple - the stuff is free! All downloads on all the main SC4 exchanges are completely free of charge.

Now, the Summary was quite a read. I think it's time for some pictures showing my favourite scenes from our Project 2 city.

Project 2 Best Bits

You guys did enough reading in the Summary, so I'm just going to let the pictures do the talking. First up is one of my favourite scenes from the coast:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F1060%2Fbeachfunpark.jpg&hash=e13c6b837661a0e35673f2e9200da10e3af00c5b)

Now two shots of our CBD, at day and at night:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F7069%2Fcbdday.jpg&hash=c9c2d2042d67f97964dc5b2667774fd45d50ab0f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F1204%2Fcbdnight.jpg&hash=8c97c8daf7cc5fefe9bf2574e6f0f8a60e02c181)

Market day in the historical district:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F4499%2Fhistoricalmarketday.jpg&hash=a666be2afc0bf7d74adf4d3072b710fbef589702)

Now, every city has its rougher parts - here's Troon's:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F7023%2Flessattractivearea.jpg&hash=c036e51ba0cc960b15b9a23956716d167742c213)

Yeah. Let's move swiftly away from there and take a look at out beautiful rural land:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F5296%2Frurallandsection.jpg&hash=270b1ca7e2c8621dfba68f25eac238320f1ec178)

We zoom in and see a train flying through the farmland:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F313%2Fruralrailway.jpg&hash=fb5833b262e59c4dea61636fb9a86b4c99b839d9)

Nice. Let's head down the road and get another view of our stadium, just because of the impressiveness of the structure:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F6521%2Fstadiumru.jpg&hash=6822a689f5571fa27881acc554da3635662ba1a3)

We can't have a Best Bits section without showing a section of our city suburbs, which I'm pretty proud of:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F7382%2Fsummerinsuburbia.jpg&hash=5ec93960f2e17e732bfd1cb202e2c525cca29c27)

And finally, a bit of Cops 'n' Robbers to finish off Project 2 in comic style:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F3810%2Fcopsfightingrobbers.jpg&hash=bcb667cf0417578203714fb9bfbbfefccaa2884a)

And with that, we finally bring Project 2 to a close.

Before we start Project 3, I'm going to do an update discussing a topic I'm sure many of you will be interested in - that of recreating a real-life city in SC4.

After that, we will start Project 3 (the major city). We still need a name for this new region guys! Please post your suggestions in the comments, as well as anything you'd like me to include in addition to what I listed in the conclusion to Lesson 28.

See you next time,
- Chris
Title: Re: Realistic Cities For Dummies
Post by: APSMS on May 04, 2013, 02:45:42 PM
Quote from: dyas on May 01, 2013, 04:41:45 PM
Chris -
Do you not worry about monthly payment? How can you afford so much stuff?
Quote from: smileymk on May 04, 2013, 11:36:34 AM
Hello folks.

dyas: Apology accepted, I know you meant well. I've seen your work and for someone new to the game and the NAM it's pretty good (certainly better than some of my first cities!). There's a few small improvements which I'll suggest to you on ST soon, but once those are made you'll have a very nice-looking region.
As for how I can afford so much stuff, the answer to that is very simple - the stuff is free! All downloads on all the main SC4 exchanges are completely free of charge.

Um, Chris (if I may call you that), I think he was referring to your city budget ingame, rather than how you could afford all the downloads.
I am also interested in how you managed that, since I have similar trouble with my cities w/o resorting to money cheats (like "moolah #").

This is an interesting CJ, even if I find irrelevant to my type of cities (Los Angeles, San Diego; California/American style).
Title: Re: Realistic Cities For Dummies
Post by: dyas on May 04, 2013, 08:42:51 PM
Yes I meant in game. I would also appreciate any help if your willing to follow me over there. I'm quite proud of my latest project in making it real. But enough about me, I love those pictures. It gives me something to look forward to. I am also curious how you will approach project 3, as that is closer to what I'm trying.

For planing, I have come to an interesting conclusion, as you have don't a region the size I choose. I find that I need to do a region plan for the wide area. This includes the major highways and were large neighborhoods (estates) are going to be. Maybe even some avenues. I like them although I should try getting into the RWM more. I feel that they have a good place between highways and roads.

Once I have the region done, when I go to start a tile, I need to than plan that tile. This will include a more detailed look at facilities, how neighborhoods should be broken up by major roads. Roads being larger than the small streets, but smaller than the regional avenues.

All and All I'm curious to see how you tackle your planning. One major thing i choose not to due however is terraform. I have no interest. I just download a region I like and go for it. I'm having trouble with the slope mod though. Is that just a practice thing? And again, looking forward to more.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on May 17, 2013, 10:23:43 AM
Hello. Time for a side topic methinks. But first...

APSMS: Ah, I misunderstood. Thanks for clearing that up. With regards to city budget, I usually just give myself billions of dollars with the moolah cheat early on and then I don't have to worry about money. That side of the game isn't that important to me - for me SimCity 4 is a platform for the realistic modelling of cities and regions, and my main objective in building regions is to turn them from blank slates into works of art. That, for me, is enough of a challenge in itself. And yes, you can call me Chris. And finally, in response to your remark about this MD not being especially relevant to US-style cities, I have decided, because of this response, to include a US-style suburb in the next project city.

dyas: See my above reply with regards to the city budget. Your approach to region planning is pretty much identical to mine, although my basic region plans only usually show towns and major transport routes, with the towns themselves being planned out individually. Tile-by-tile planning is a very good strategy, though, so I recommend you to continue doing that.
I'll be honest, I don't do much terraforming either. For most of my side projects I've just downloaded a region I've found which fits the brief of the project in question and planned the project around it. For my recreation of Milton Keynes the only terraforming I'm doing is for bridges and cuttings. Terraforming is not my strong point, so I don't do it. I'm very pleased to hear that you play to your strengths and interests, because that is exactly what you should be doing. It's also the best way to make your city, well, yours.
As for the use of a slope mod, it's like anything else in SC4 - it takes practice and experience to get used to it and use it well. A slope mod really is a must for a realistic region, and it's well worth you practising using it on a blank tile if you're finding it hard. A bit of forward planning (see Project 2, Lesson 5) can help too.

And now, let us go over some of the key ideas of recreating a real-life city in SC4.

Recreating a Real City in SimCity 4

Firstly, why would we want to recreate a real-life city in SC4? After all, the game provides you with the tools to make the fictional landscape of your dreams, right? Surely recreating a real place doesn't give that flexibility and satisfaction that creating a region purely from your imagination does?
To answer this, let's look at railway modelling. Many railway modellers like to create models of real places and real railways, usually set in a particular point in history, running the actual trains that ran at that location at that time, and they get great satisfaction out of doing this.
When we play SC4, we're effectively modelling a city. And the range of tools at our disposal far exceeds that of the railway modeller. And we don't have to pay for them either. So there's no reason at all why we can't recreate a real place in SC4 with reasonable accuracy and get a lot of satisfaction out of it.

In the opinion of the author, recreating a real place is a highly worthwhile project that is worth pursuing. It presents a completely different set of challenges to those you get from creating a fictional place, and it's possible, with time and effort, to create a replication that is accurate and very satisfying. So how do we go about doing so?
This update will be a short essay on the fundamental ideas behind recreating a real-life city in SimCity 4. Let's start right away from the very beginning:

Pick a location you know well. This should be obvious really. Simply put, if you know a place well then you will be aware of its little quirks and features that don't show up on maps of the area. You'll know exactly where the shops are and where the houses are, whereas a map will just show small shops and houses as 'built-up areas'. This makes it far easier to recreate the place accurately. This is why your hometown is an excellent starting point when considering a real place to model - where else are you going to know better?

Strive for accuracy. Again, this is fairly obvious. There is no point in trying to recreate a real place if you're not going to do it accurately! You should aim to have an area completely done, as accurately as possible, before moving on to the next area.
Accuracy comes from an in-depth knowledge of the area being recreated, which leads me into my next key point:

Do your research. Even if you know the place you're recreating extremely well, it's very unlikely you'll know absolutely everything about it. Here's an example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F8154%2Fhiddenfeaturesexample1.jpg&hash=0338b46d69e96208ff727ba1fe1c6e6d2b458c38)

This is a path connecting two side streets. It has a playground on it as well (circled in white). You wouldn't know about something like this existing in your chosen location unless you either lived there or did your research. Here's another one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F8717%2Fhiddenfeaturesexample2.jpg&hash=e11e3d2dda9ad1a64cc517bbc54eb052a80390ff)

Would you know that there was a roundabout sign there? Would you know that it's right in front of the bus stop? These are little important details that you need to include if you want accuracy, but you won't know about unless you do your research. To put it into perspective, I thought the sign was further forward, away from the bus stop, until I saw this picture, and this sign is in the suburb of Milton Keynes where I live and hence know extremely well.

It's important to use a wide variety of sources when doing your research, as it is often the case that certain things appear on some sources but not others. Some possible sources are listed below:

- Paper maps
- Google Maps and Google Street View (you need to use both!)
- Photographs (look at pictures from the Web, and don't be afraid to get out there and take some yourself)*
- Memory
- Videos
- Books

(*Caution: Please don't go around taking pictures of people's houses without asking permission first. It's just common politeness.)

Maps are your main source, and you should definitely be looking to make good use of them. However, you need to be careful, as there are some pitfalls to be aware of:
Paper maps miss out a lot of things. For example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F6250%2Fpapermap.jpg&hash=edeb1c0e114f78dd8bb9a9d2a2aa3d8760d51303)

This map seems like a fairly accurate depiction at first glance. Now take a look at the same map, this time annotated by me to show all the other significant features of this area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F707%2Fpapermapwithmissingfeat.jpg&hash=0ab2f944a96a1066bcee252dd4a93037ac5581ca)

Yeah. That's quite a lot of stuff you won't find on a paper map.

Google Maps can be out of date. To see this, let's take a look at its satellite image of Milton Keynes Central railway station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F8697%2Fmkstationingooglemaps.jpg&hash=533d5b6d7cf4d8dfde69ca62dde6f67bcfa74ed2)

From this picture, you would think that the track layout of the station looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F7981%2Foldtracklayout.jpg&hash=c26b4d8c3584627f568e40694ef8448af8f5d5d8)

That, however, was the track layout about 6 years ago. Since then, the station has been upgraded, and the track layout now looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F279%2Fnewtracklayout.jpg&hash=9f650cf88488fada607a5b42558ba9b76ea92206)

So not only do some of the platforms do different jobs to what Google Maps would have you believe, there are 2 whole platforms that haven't been put on the system yet! That's not all:

Google Maps can be inaccurate. Let me convince you of this with an example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F5421%2Fbradwellchurchongooglem.jpg&hash=91c0483cee2ea4dbc69fb2a134a264087d64c933)

Most of the labels you see here are 100% accurate - however, look at the disparity between where Google Maps thinks St. Lawrence's Church is (circled in red), and where it actually is (circled in yellow).
The building labelled as 'St. Lawrence's Church' in this map is actually a house. Clearly Google have made quite a big error there.

These examples illustrate exactly why you need to use multiple sources when doing your research. One just won't give you all of the information you need.

Let's move on to a couple more key points you should consider when recreating a real city in SC4:

Be prepared to mod and BAT. There will be things, like key landmarks, in your chosen location that you feel you absolutely must recreate in order for your city to be a true recreation of your chosen location. But they won't be on the exchanges. Therefore you will have no choice but to do some modding and BATing at some point. We will cover BATs in detail in Project 4, but there's no reason why you can't get ahead of the game and try making some simple models using the tutorials in the software.
For example, I'm making a series of UK road signs for use in my recreation of Milton Keynes (as well as my other side projects). Here's one of them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F7247%2Froadsignbat.jpg&hash=062dbd6783764eb2cd0c9fe5f39448ca959356b6)

However, there's another key point that derives directly from this:

Don't BAT everything. In general, trying to BAT every single house and every single shop in your city is a waste of time. So is trying to plop every single house and shop. It's much better to download buildings of the appropriate style (UK buildings for a UK city, for example) and let them grow in the game. Save the BAT for the most important buildings. That way, you'll get to spend more time playing and shaping your recreation, which, from my experience, is far more enjoyable and rewarding than entering property values in Plugin Manager. This leads me to my next point:

Be prepared to compromise. As we've seen above, it's not practical to BAT everything. Neither should you expect everything to be in exactly the right location, exactly the right distance from everything else.
The main reason for this is that in SC4 you are restricted to a grid. You can't accurately create the intricate street layouts like you see in the example pictures above because the game won't let you. You're unfortunately going to have to make some allowances. However, with proper planning and a bit of thought, you can keep the allowances to a minimum.

Make good use of downloads. They're there, so you might as well use them. Some of them might be just what you're looking for. MMPs are especially useful as they don't follow the grid, and can be placed anywhere. Use them to create natural scenes, footpaths and other small details.

And finally, let me give you the most important key point of them all when it comes to recreating a real city:
Take your time, put the effort in, and don't accept an area as complete until you've done it to the best of your ability.

That should apply to EVERYTHING that you do in SimCity 4, but it's especially important in real-place recreation. If you don't follow the above rule, your work will suffer for it and you won't do the place justice.

So that's all I have to say about recreating a real-life city in SimCity 4. Let me leave you with an overview of my effort for inspiration; my recreation of Milton Keynes, as it is so far:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F9663%2Frecreationofmk.jpg&hash=3f18f926b7e39256f9c5ae890aa0dbdbb5a406f7)

Next time, we will start Project 3. As always, the first lesson will be on planning. Unfortunately, now is the time for some bad news.

Project 3 Lesson 1 will not appear until June 15th at the earliest (indeed, I won't be making the content for it before this date). The reason for this is that my first-year university exams (which run from May 29th - June 14th) are fast approaching, and these obviously need my full attention. With all due respect, SC4 is a distraction I don't need at the moment.

Now the good news.

I'm going to take a different approach to this project - instead of developing the region as a whole, we're going to build tile-by-tile, and complete one tile in its entirety before moving on to the next. I'm doing this because I want you to see how to apply the techniques across the city tile and how everything fits together to create a masterpiece.

And secondly - I still need a name for the Project 3 region! Here are some possibilities I plucked out of an online name generator:

- Silverglass
- Fairshore
- Mapleford
- Brightdale
- Redholt
- Bellmarsh
- Crystalbush
- Fallgate
- Southfield
- Coldrock

Let's have a little audience participation please, folks. This guide is for you guys and it would be wrong of me not to let you play a part in it.

And with that, it is time for me to say goodbye for now.
- Chris
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on May 17, 2013, 03:09:29 PM
my vote is for Silverglass
Title: Re: Realistic Cities For Dummies
Post by: dyas on May 17, 2013, 05:38:26 PM
I would not count out zoning maps.
http://www.ci.lynnwood.wa.us/Assets/City+Wide/Maps/Official+Zoning+Map.pdf
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on May 17, 2013, 09:08:07 PM
sweet Dyas how did you find this and how could one find zoning maps for other cities and towns on the web i.e. how to search to get a map like that?
Title: Re: Realistic Cities For Dummies
Post by: dyas on May 18, 2013, 04:12:08 PM
May not work for all, but I searched for city name plus zoning i think. I know I found North Bend for my state as well. The are public information for US.

Edit:
I just did a search "find my city's zoneing map" on Bing (No, I don't Google). I picked SF in Cally just randomly and got the below. I am sure most are out there.
http://ec2-50-17-237-182.compute-1.amazonaws.com/PIM/

I even found Milton: http://www.milton.ca/en/build/resources/UrbanZoning.pdf with search on Bing of "Milton Keynes zoneing map"

They are out there. They are required for builders. Make your city real. :) I hope Chris you like this advice and pass it on as well.
Title: Re: Realistic Cities For Dummies
Post by: CharlieLord on May 22, 2013, 03:00:18 AM
First off, another good lesson there Smiley :)

I'll be sad to see you go (and will be counting down the days until your return!), but nonetheless best of luck in your exams. (I'm currently mid-way through my AS exams as well).

As for my vote for the new region name:

Mapleford, just because ;)

Title: Re: Realistic Cities For Dummies
Post by: Burndawger on May 31, 2013, 01:19:36 PM
Just stumbled onto this. It took me about a week to go through and catch up as well as implement some of the lessons into my work. I found some of this very helpful and enjoyable. I've learned quite a bit, although I wouldn't do everything as you have.  :thumbsup: &apls
Title: Re: Realistic Cities For Dummies
Post by: smileymk on June 22, 2013, 05:47:00 PM
Hello folks. Now that my exams are done and I'm home again, it's time to get back to business.

yochananmichael: Thanks for your vote. The results of the vote will be published in the following lesson.

dyas: Oh, very nice. I don't think I've ever seen a map like that in my life. It's certainly a useful source for researching US cities. Not sure it's as useful for UK/Euro cities though, we don't really have those kind of maps here.
As for that link to the Milton map, I should point out that the town depicted is not Milton Keynes but Milton, Canada, about 3,000 miles to the west! Never mind though, the information you provided is still extremely useful.

CharlieLord: Thank you. I'm pleased to say most of my exams went reasonably well and I'm confident I've made it to the second year. I realise the exam season is coming to a close so it's a bit too late to wish you good luck in your AS exams, but may I say that I wish you all the best in your results.

Burndawger: Firstly, I'm very glad you're finding this MD helpful. Secondly, I wouldn't expect you to do everything exactly as I've done. People's playing styles and ideas of realism vary greatly. I often say in lessons to pick the lot you like for a particular situation. Any download I link to is a mere suggestion, an example of a suitable lot. In fact, it's better to deviate from the lessons to suit your own playing style, because by doing that your creation will become individual and unique.

And now, let us begin Project 3.

Project 3 - Major City

Lesson 1 - Preliminary Planning

IMPORTANT: I will assume in this project that you have read and understood all of the material in Projects 1 and 2. If not, you MUST go back and read the bits you don't get, otherwise you will struggle to keep up to speed with the content in this project.

You know why we should plan our cities before we attempt to create them, so I won't go into that. Suffice to say that we will take the same approach as before - we create a master plan of the region as a whole, then individual tile plans depicting more detail, and then structure plans showing how we will build complicated areas of the region.

Before we do that, however, it is useful to create a brief for the project, like we've done previously:

BRIEF
To create a large port city on a region of 4x4 large city tiles, surrounded by large hills and mountains, with mining and oil industries being the main economic interests. The city is to be served by a medium-sized, one-runway airport, and a fully integrated public transport system incorporating rail, light rail, bus and tram systems. The city should also feature a golf course, an urban motorway, a 4-way motorway interchange, a large city park and an interesting landmark in every city tile.

In short, the brief summarises what you're trying to do and sets out the requirements for the project, giving a framework from which to plan the region.

With the brief set out, now is the time to create our master plan - an outline of the region as a whole:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5950%2Ftoo.jpg&hash=26fd0b42524dc9a5c976bfef2d1f7479de00a76c)

This might look like a bit of a mess at first, but it makes sense once you look at it more slowly. As with previous plans, I have used strict colour schemes to aid clarity. The colour scheme used here is as follows:
Black: City tile boundaries and rail lines (it should be easy to distinguish the city tile borders from the rail lines, though).
Dark Blue: Coastlines and riverbanks.
Bright Blue: Motorways
Dark Green: Changes in landscape
Light Green: Avenues
Grey: Roads
Red: City boundary
Brown: Landmarks

Note that only main roads are depicted, but all rail lines are shown, as well as all significant landmarks. We have also marked the position of the airport runway on our plan.
You can see clearly where everything in our city will be, and that all conditions of the brief have been saisfied... well, most of them.

There is one glaring omission from the plan, and that is that of the public transport system. I included this on my paper plan but left it off the master plan above for clarity.
So we're going to create a separate public transport plan. Now, before we do this, let's have a look at a real-life public transport system, namely the London Underground, to get an idea of how to plan out a public transport system realistically:
http://en.wikipedia.org/wiki/File:London_Underground_with_Greater_London_map.svg (http://en.wikipedia.org/wiki/File:London_Underground_with_Greater_London_map.svg)

There are a few points to note here. Firstly, note how all lines conglomerate in the centre of London and then spread out as they go into the suburbs. You can also see that most of the lines meet most of the other lines at some point on the system - nearly always in central London. Another thing to observe is that many of the lines branch out and serve multiple routes and destinations.
We will want to replicate all of these features in our public transport system.

There is another vital feature of public transport systems that isn't shown in the above map. To see it, let's instead look at a geographical scale map of the Central Line:
http://en.wikipedia.org/wiki/File:Central_line_%26_London_map.svg (http://en.wikipedia.org/wiki/File:Central_line_%26_London_map.svg)

Here you can see the distriution of stations on the line. As you would probably expect, the stations are more frequent in the centre of London and then get less frequent as the line heads out into the suburbs. This is simply because there are more useful destinations in the centre of the city than there are in the suburbs! Also, people are travelling from the suburbs. They can drive to the suburban station but won't have their cars with them when they get off in the City - hence the need for more stations to reduce walking distances.

This feature is common to all Underground lines and is vital to incorporate on any public transport system you might build.

So, with these points in mind, let us formulate the plan for the public transport system in our city:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8679%2Fbrcz.jpg&hash=ee359c8440dc6a4af5e54d0640f7c46890c94d04)

Like with the master plan, we have stuck to a strict colour scheme for clarity. We're using purple for metro lines, light blue for tram lines and green for the rack railways we will build in the hills in the south of the city. Stations are clearly marked.
Note that we've only included relevant other features on this plan for reference purposes - rail lines, water bodies and landmarks. These just help us to get a better idea of where we want our transport lines to go by relating their position to other features in the city.
Also note that we have taken all of the points mentioned above into acocunt - there are more stations in the centre and less in the suburbs, most lines meet most other lines, and we have added branches to some lines.

And finally, don't plan your bus routes! There is no point in doing so, as a) it will flood the plan with bus lines and make it look messy and hence unclear, and b) you can't define bus routes in the game anyway. Bus stops will be built when we build the estates, and we will use good judgement to determine where we need to put them.

Now we've done that, we can now plan each tile individually. This is where you can add a bit of extra detail into your plan.
To show the individual tile plans for all 16 tiles here would be excessive, so I'm just going to show you one tile, our CBD tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F3465%2Fxyjd.jpg&hash=4d864d9568346ee449eb06402cfd06883180a592)

Some of the extra details we've incorporated on this tile plan include motorway widths (you can go a step further if you wish and show road widths, but you don't have to), and estate boundaries. For example, you can clearly see where we want the CBD to end and the inner city to begin.

It is important not to include too much detail - otherwise the plan will be unclear. You can always decide to incorporate certain items when you come to build the city, and indeed may only spot an opportunity to do something when you build the city.

However, complex features of the city should be planned, like airports. Here is the plan for our airport, again using strict colour schemes and only showing the important features:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F8053%2Fu3f.jpg&hash=6a7ad2742df9cb83a4a4b675d298112db258354f)

We will also plan our motorway junctions. However, instead of planning them all individually like before, we're going to show the plans for all of our interchanges on one image.
We do this by drawing a schematic diagram of our motorway system - i.e. we only show the junctions and how they are connected by our motorways. We do not care about geography or distance one bit. It's the same idea as that used on the maps of underground systems:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F3421%2Flgti.jpg&hash=46119568adf017534bd8f45ac97563277122d0ea)

You can see how our motorway system is going to be built, what networks we will use, and you can also see what types of interchange we're going to use where. It should be easy to match up interchanges by comparing the above picture to our master plan. You can see how I've simply represented our motorways with straight parallel lines. Again, this plan doesn't care about where the interchanges are - we can look at our master plan for that. It simply tells us what interchange we will build in which location, and what network we will use in between.

Our plan is now complete - we simply need a name for the city.
I put it to you guys to decide on the name - and the vote was split evenly between Silverglass and Mapleford.
So to ensure a fair decision, I made use of a random number generator to determine the name to be used out of these two.

The random number generator determined that the city shall be known as Mapleford. And a good choice it is too. It's an attractive and realistic name in my opinion.

And that completes this lesson. I've rushed through it a bit, mainly because you should already know most of it, and a lot of the rest is common sense. That said, it is important to make sure you understand this lesson before proceeding with future lessons.

Now we can create the region. As promised, we will do so using SC4 Terraformer, and so the next lesson will be on terraforming.

See you next time,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Harry29 on June 22, 2013, 07:08:46 PM
Wow...This project looks really interesting. Can't wait to see more.
Title: Re: Realistic Cities For Dummies
Post by: dyas on June 23, 2013, 01:12:08 AM
This looks good. I figured out you need a region, and tile plan. I also learned the hard way I needed more detail. While I think I made a valiant effort in my region, I am considering putting that up. For those interested, what I learned in my play. Interchanges, they are big. Bigger than you might think, or at least I did. So the regional plan is needed. I didn't plan each interchange as shown above. Bad idea, than you run out of space. SC4 has a limitation in that you can't put an interchange at edge of map, unless you run your single lanes to next time.

I have since been dabaling in other games. I might make another stab at a region slightly smaller than my last. I will also say, I think I will keep them all small squares. I find it easier to complete a small square and just migrate the city to next. As said above, to each there own though.

I must say I'm glad to see you back as well. I'm glad you liked the zoning maps.
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on June 23, 2013, 04:35:01 PM
Wow this is going to be HUGE, Chris. Mapleford is certainly a good name and the detail you put into the planning is just stunning. I can't wait to see the next update and get Mapleford off the ground. Also you showing how to uses SC4Terraformer is going to be huge for me because I want to be able to use it correctly but its ways are so cryptic to me and not all that intuitive. All the best, and good luck on your second year.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on June 30, 2013, 07:08:54 PM
Hey guys.

Harry29: Firstly, welcome to SC4 Devotion! Secondly, thanks for the kind words. They're appreciated greatly and it's a nice way to introduce yourself to the community.

dyas: Thanks, I'm glad to be back doing RCFD myself. (I never really went away...) Anyway, I really think you should continue with Usher. The work you have produced in it is excellent, and I genuinely believe that region is a masterpiece waiting to be created. Yes, you are still learning, and learning the hard way (as you described). We've all been there, myself included. It takes time and trouble to learn to create beautiful scenes in SC4. You have the potential to be something special - you've just got to believe in yourself and your region and stick at it. It will pay dividends in the end, trust me.

yochananmichael: Thank you. I'm pleased to say I got my results on Thursday and did indeed make it into the second year, scraping a first in the process. Returning to business, this lesson was my first experience of the Terraformer and I must say it is actually very easy to use, although as with any program there are a couple of small things you need to be aware of, which will be covered in the lesson. That said, the hard bit is terraforming the region so that it looks good, not using the program to do the terraforming.

With your comments answered, let's learn to terraform a region with the SC4 Terraformer.

Lesson 2 - Terraforming

Before we begin, let us ensure we have the right tool for the job at hand, namely SC4 Terraformer (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=731).

What is this program, and why are we using it? For those who don't know, SC4 Terraformer is a program used to terraform regions. We use it because it allows us to do terraforming on the entire region as a whole, rather than terraforming tile-by-tile like we have to do in the game. This means that we can create smoothly flowing landscapes across large areas much more easily than we can by terraforming in-game.

However, even with this tool at our disposal, terraforming is still a lengthy and difficult process, and you will still need to put a large amount of time and effort into your work. Remember that you cannot possibly create a realistic region if it sits on an unrealistic landscape. Do not stop until you are 100% satisfied with what you have done.

With that important message in mind, let's get started. The first thing we need to do is create the region folder and also the config.bmp file to go in it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F7752%2Fgbhj.jpg&hash=304f38ec64e7efdad4aeba3bd252be3c3aab34be)

If you don't know how to create a region folder and/or a config.bmp file, go back and read Project 2, Lesson 2 (Preparation) before proceeding with this lesson. Suffice to say our region is a 4x4 grid of large city tiles, and hence our config.bmp file needs to be 16x16 pixels and coloured entirely in blue.

Once this is done, we can run SC4 Terraformer. The first thing you will see is a small window prompting you to choose a region folder. Select your new region folder and click OK:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F5884%2Fqcjo.jpg&hash=13722ea8dfc8f22980f0bc20e6cad30ceda5f2d1)

Then a second window will appear featuring an enlarged version of our config.bmp file (with colours altered slightly to show individual city tiles clearly):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F9678%2F0x3v.jpg&hash=8c801c37ecd9e42f3aa07d86f7514294dbe0f30b)

The point of this window is to enable you to prevent terraforming on particular tiles if, for instance, you have developed some of them.
We do not have any developed tiles in this region, and we want to terraform on all tiles, so let us click the Unprotect all button (circled in red above) and then OK (circled in blue above).

That window will now duly disappear and 4 new ones will pepper your screen instead:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F3826%2Ffrww.jpg&hash=af0c7843c86b525ad7b150e6e5136222076aaf1b)

What you see here is the main interface of SC4 Terraformer. The big blue and black one is the main window where we will do our terraforming. Notice that there is a brush on it (an area of blue/yellow dots) To its left is the menu where our tools are listed. Note that it is effectively attached to the main window and moves with that window, so to move both windows you have to move the main window.
The window headed 'Overview' is precisely that - a bird's-eye view of your region, and is a good place to refer to regularly as an alternative reference - it will pick out things the main window won't.
Lastly, we have the Radius and Strength bar. It's that little rectangular window at the bottom with the slider. Let's have a look at it more closely:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F4159%2Fv6by.jpg&hash=0d32eceb51048fb9e51bd35b372a9bee889b003a)

It doesn't take a maths and statistics student at Warwick to figure out what these sliders do to the brush on the main window. Suffice to say you will be using the top two a lot, and the bottom two pretty much never.

Now we know what everything is, we can begin. Let's first press G to turn on the gridlines, and then go to Configuration tools in the menu window and tick the box marked 'Show city borders'. You will end up with this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F5977%2Fqwve.jpg&hash=7b65d2e98e23a8c8113987efcba826762e842ad4)

While you're at it, make sure the Render water tick box, located directly below the 'Show city borders' tick box, is ticked as well. The other two boxes do not need to be ticked.

Note that the white lines denote city tile boundaries, the grey lines form a 1x1 km (1 small city tile) grid which we will use to accurately position our landscape features in accordance with the plan, and the black lines (which you will see if you zoom in close enough) denote individual game tiles.
I mentioned zooming in - let me tell you how to do that now, as well as move the camera around in general. To move the main window camera, you first need to click the main window to make sure it is the active window, and then press one of the following keys:

- +/-: Zoom in/out (respectively) (use the ones on the right of the keyboard, remembering to ensure Num Lock is turned on first)
- Arrow Keys: Move around
- CTRL + Left/Right Arrow Keys Rotate the camera

Be sure to make good use of these when terraforming, in conjunction with the Overview window, and check your work from different angles. That way you can spot any deficiencies which you would have otherwise missed.
We will first rotate the camera so that it faces north, which will make cross-referencing our work with our plan easier. The corner shown in the main window at startup is the north-west corner, so use that fact to help you position the camera correctly.

At last, we can begin terraforming. We must first lower the entire region from its default height of 280m to a height of 256m, which is just above sea level and will enable us to create our water bodies without having to do a lot of smoothing work afterwards. We do this by using the Lower Terrain button in the Global tools menu. A window will appear prompting you to enter an amount by which to lower the terrain:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F4320%2Fkk0d.jpg&hash=52d5c0d0775d1b85e2044138e5bcd986f2656d6b)

You need to type in the text box the number of metres by which you want to lower the region. I think you're all capable of figuring out that a drop from 280m to 256m is a drop of 24m, so we need to type 24 into the box and click OK.
Being a global tool, this will affect the entire region and lower it by 24m.

Now we will start work on the water bodies. Creation of rivers and seas is done with the Make Valley (new) tool, which is found in the Zone Tools menu. Being a zone tool, it only affects the area under the brush which you can see on the main window. I found that setting the radius to 6 and the strength to 10 gives a river of an appropriate width. You simply drag the brush along the planned course of the river:
http://imageshack.us/photo/my-images/109/u2r5.jpg/ (http://imageshack.us/photo/my-images/109/u2r5.jpg/)

(I had to give a URL to the image because the direct link just didn't want to know. Sorry about that.)

Obviously the river will widen as it approaches the sea, and to that end I increased the radius to 7 and then to 8 as it got about 2 miles and 1 mile from the river mouth respectively (although these are not hard-and-fast distances - use your own judgement to come up with something appropriate). Also remember that any river you make should have at least some degree of bend most of the time.
Since you are using a round brush, your river will probably look something like this at first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F6923%2Fylw1.jpg&hash=a229a2351243dd7a00ac42de0931cd999f7afe81)

Clearly this is not what you want. You want the river to be of a consistent width and you want the banks to be smooth, as opposed to the bumpiness we have above.
Fixing these areas is simply a case of giving them another pass with the Make Valley (new) tool until they look a bit like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F1413%2F3zae.jpg&hash=8738fd249256a411d8aab6663b03df5783ae3cbc)

You can see that the river here is fairly consistent in its width, its banks are smooth and consistent, and the river bends and takes a definite course. This is what we are looking for.

I need to make you aware at this point of one of the Terraformer's most useful and important features - the undo button. It's located in the Configiration tools menu, is marked 'Undo last terraforming' and is circled in red in the picture below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F3277%2Fc5o.jpg&hash=8ca9ffe9c5aeef8505794738daca45d4e4669847)

You will inevitably make mistakes when terraforming, so make sure you use this button! You can also use other zone tools like Flatten and Smooth to help correct mistakes.

(WARNING: The undo button will only undo your last action. It will not undo the one before that if you click it again. So you need to be careful.)

Going back to water bodies, you may also find during the course of terraforming them that you get jagged riverbanks, such as the one circled in red below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F1402%2F3cyv.jpg&hash=2e0f9115ceb61b5692fc122493b22d8d7dbdd829)

Such riverbanks need to be smoothened out using the Smooth tool (found in the Zone Tools menu):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F6946%2F57d2.jpg&hash=2ede7067f31dcb44fddde90a4e2380beaf56777b)

Be sure to use an appropriate radius and strength (I used vales 8 and 10 respectively here), or you may find you either have a huge riverbank or your river disappears altogether.

When we do the sea, we need to bear in mind that the sea will get deeper as we get further from the coastline. To represent this we simply apply the Make Valley (new) tool to the sea such that its depth generally increases as we get further away from the coast:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F909%2Fnx3y.jpg&hash=b3d6b7f0e46984b4d4e7b9c54f112e934e1c21d9)

Completing the water bodies is just a matter of continuing to apply the techniques outlined above and following your plan. Mapleford's completed water bodies are shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F6781%2Fwqva.jpg&hash=a8f3139c1f775b11088c921dc8ad57c1496edcc5)

For the delta, I just used the Make Valley (new) tool over smaller radii (3 - 8 depending on the situation) and for the sea I used the same tool but with radius 50 (its maximum setting), using smaller radii near the coastline to sculpt the coastline so it looks like it does on the plans.
Note that, like you see above, different channels in deltas should have different widths.

When you're done, use the Equalize tool (found under Global tools) to apply a smoothing effect across the entire region, which will make all your coastlines and riverbanks nice and smooth:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F8379%2Fk4ru.jpg&hash=2bc79c2e32e0d53a1e3b8512c2dee95f3d8c7b60)

Having completed the water bodies, let's turn our attention to the large hills in the south of the region.

As these are supposed to be big hills, we're going to make use of the Make Steep Hill tool found in the Zone Tools menu. This works in exactly the same way as creating water bodies - set the brush radius and strength (here I'm using radius 50 and strength10 and click-drag out the hills:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F2025%2F3q3z.jpg&hash=561c769b9b5606deca45c9a9fa3b6f0d0b8e2eeb)

I recommend you do the outer edge of the hilly area first before filling in the area in the middle, as by doing so you can ensure your hilly area ends where you planned it to. Remember to use smaller brush radii where necessary and be careful to keep your brush away from water.
When complete, you will end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F173%2Fh6pu.jpg&hash=9356bbac427113d9c14584544a5e288dd1d6770f)

It looks alright, but it's not what we want! We wanted a hilly area here and what we have is a mountain range. Our first job is therefore to apply the Make Valley (new) tool to the white and red areas to get them down to under 650m (there is an altimeter at the bottom of the main window for you to check the height):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F1107%2F6h99.jpg&hash=9ab0eba69b797cd85e74985bfd5d11f9f7b33805)

This bit is easy enough, but we're not done by a long shot. We now have on our hands the painstaking task of ensuring we have a smooth, flowing and consistent landscape. We want the landscape to be smooth, flowing gracefully from one hill to the next, and it certainly isn't that at the moment.
To sort this out, we need to apply the Smooth tool across this whole area until we get a flowing landscape. We also need to raise up any valleys within our hilly area using the Make hills tool (again in the zone tools menu) so that the height there is in keeping with the rest of the hilly area. As a guide, the main hilly area should be a consistent light yellow colour, with the occasional bit of very light green or light brown.
In particular, we need to get rid of any light spots that appear, examples of which are circled in red below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F3049%2Fxxsc.jpg&hash=15c5002110b4eb51804e48e9fa31b8c5e34d86c4)

These are eliminated by applying the Smooth tool around the edges of them. With big ones like the one below, it will take a while, but it will be more than worth it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F4695%2Fww28.jpg&hash=4051294425ce64b2a21b8401a4510ade0e08a770)

One thing you need to keep a sharp eye on, whethere you're creating hills or mountains, are your region boundaries. It's really easy to have a massive valley where your region ends and that's pretty unrealistic. Try to continue the hills over the region boundary.

Keep smoothing everything out until you get a smooth, flowing and consistent landscape. You'll know you've got something good when the different colours blend together smoothly like they do here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F1124%2Fmf9s.jpg&hash=eb46ff02f1ae869da87a38a1c2d82b2f5f357f25)

Looking good. Encouraged by how this turned out we proceed to the big hills we have planned for the northeast of the region. These start out just like the southern hills - using the Make steep hill tool, lowering any areas that get too tall (here I'm limiting the altitude to 700m except for one hill in the southwest corner where the castle will go), and smoothing out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F2396%2Fpwp9.jpg&hash=2c4b934983af9d2e5fdbda080d4b3644b7125c89)

Note that browns and occasional light yellows are the order of the day here, but note that we don't want any cliffs here (which show as dark grey on the Terraformer).
Now we're going to do something a little different. We're going to apply the Talus erosion and Water erode (enhanced) tools (both in the zone tools menu) to the area to give it a more rugged feel, as these are quite big hills that are unlikely to ever be urbanised:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F2105%2Ff7n8.jpg&hash=1ae8235742f69eeab88ce9261b2e283d6e73aa41)

I have found that the Talus erosion tool is much more effective in getting the desired effect, and the water erode tool can ruin the landscape if overused, so make much more frequent use of talus erosion than water erosion.

We're done with these hills, so let's move on to do the mountains in the northern bit of Mapleford. The only difference between creating mountains and creating hills is that instead of using the Make steep hill tool, you use the Make mountain tool located above it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F9227%2Fuhtc.jpg&hash=c98047c63d97de90035ffc6b670678b469a0dce5)

You need to be careful with the strength of the brush, otherwise you may end up recreating the Himalayas, which would look both spectacular and also completely out of keeping with the rest of the region. I found using a strength setting of 12 to be effective here.

When done, you should initially end up with something like below. Remember to pay attention to your region boundaries and to raise areas that are too low:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F2113%2Fz2wl.jpg&hash=12d389f8bea0a7caccdf5cad802c8807679db37b)

In stark contrast to the big hills, here you want rugged, rough terrain and you also want to welcome any cliffs that appear. This is a mountain range, and so the more rugged your terrain is, the better.
Now finish off by applying the Talus erosion tool extensively to the area. This will, above all else, give a very rugged feel to the area and make your mountains truly look like mountains:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F9927%2F1izo.jpg&hash=c0eaef30610b71cb9353ec73ad70253b66097443)

Now that we've done that, let us turn our attention to the valley wedged in between the mountains and the large hills, as per the plans, because there's something there I want to point out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F9194%2Fke28.jpg&hash=ee1dba6138c2cfb250a2d957710401e16a414adc)

If you look at the altimeter (underlined in red) then you will see that the height at this point in the valley is not at the base level of 256m.
I'm pointing this out because I want you to know that this is a good thing. Don't be under the impression that valleys are paper flat, because, with very few exceptions, they most certianly aren't. The elevation of your valleys should vary within reason, and it will provide added interest as well as realism to your region.

Having made that point, now is the time to move on to the mountain range at the western edge of the region. There's nothing new to teach you guys here, because I created this in exactly the same way I created the mountain range to the north:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F3620%2F96ba.jpg&hash=e72caa96de17602b8795ba085019eb5b38f8ebe7)

Note that in the northwest corner, where the mountain range meets the river, I have used a smaller radius and strength setting to smoothly bring the mountain range down to the river. The key word here is 'smoothly', and it's a word you're hearing a lot of this lesson. That's because getting your landscape to transition smoothly between different areas, as well as getting it to flow smoothly within them, is the most important aspect of terraforming realistically. I cannot stress it enough - the main bulk of your time spent terraforming should be spent on achieving a smooth, flowing landscape. Only then can you hope to get realistic results.

We're making good progress, but there's still lots to do. Let's go and create the main hilly area in the centre of the region.
Using the Make hills tool, position the cursor to where you want the hills to go and make a single click there. Repeat until you have an area of hills, and try to get the hills overlapping each other like you see below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F963%2Fbln4.jpg&hash=79672faf8d13b9366b1aa8aee9df633a40d30d3f)

It's best to use a large radius and medium strength brush here.
This hilly area will run into the mountain range to the west, and we want to get a smooth transition between the hills and the mountains. To do that we make the hills higher as we get closer to the mountains. Specifically, instead of doing single clicks, we do 2 clicks when we're quite close to the mountains, and 3 clicks when we're very close to the mountains. Now I'm not going to tell you precisely what constitutes 'quite close' and 'very close', because it varies. Nature does not do consistency in these matters, so neither should you. You'll just have to use your own aesthetic taste and good judgement.

Once we've filled the area, we'll want to smoothen the edges of it, particularly where it goes into flat terrain. To do this we add small hills (small brush, low height) to straighten the edges of the hilly area, and then smoothen out the area using the Smooth tool:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F138%2Fuz7c.jpg&hash=0a1712036a54540903fe1b7eca042fb3462ee354)

The main rule with hills is that they should flow smoothly from one hill to the next. So now we need to spend some time making sure this is the case with our region. We use exactly the same principles and techniques that we used on the large hills in the south of Mapleford - smoothen out, blend the colours together, ensure a consistent height, and get rid of light spots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F9174%2F8v3h.jpg&hash=ebf88cdc8ead6f059eb04f3184db4df6bd7b1da5)

It will take you a fair bit of time and patience to get this right, but it's time well spent, as you can see above, so be sure to put the effort in.

One final detail to add now and we've finished the terraforming. If you were paying attention to Lesson 1 you will know we have planned for a port in the east of the city, just north of the river mouth of the southern river. SC4 Terraformer has a Make harbour tool, found under Zone tools, that lowers/raises the area under the brush to just above sea level, and it is designed to shape the terrain to make port construction a lot easier.
We'd be mad not to make use of this. Let's use radius and strength settings of 15 and 20 respectively, and place the cursor so that the edge of the brush is just touching the coastline, like it is here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F3084%2Fa3gs.jpg&hash=520bc1a4603a3aa4347109f09544c6ca8d0cd9f7)

It's important to keep the brush out of the water, or you will undo all the hard work you put into getting that coastline just right. You don't need to hold the mouse button down - a single click is all you need to get the right effect.
We just apply this tool to the area where we will build the port, remembering to use smaller brushes to get nice smooth edges like before. Don't make the port area too big:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F1032%2Fp678.jpg&hash=6b119cfe137437b5cbd8c3161332318c2ab764a9)

And with the port area completed, we have, at last, finished terraforming the region. Let's zoom out and take a look at our creation:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F4295%2F4wua.jpg&hash=628c9ccc6b1f90ce99fe1987983a883107a46650)

Beautiful, isn't it? Let's have a look at the overview, just because we can:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F989%2Fqsej.jpg&hash=1111c9072f762bb1c05ad77e3434b426ec436653)

It's a good idea to save the overview, and there's a button to do just that at the top of the Overview window. We can use it for final planning.

Now, don't go off and have a few drinks to celebrate just yet, because we still have to get this region up and working in the game! The first job is to create the region's region.ini file in the Mapleford region folder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F5545%2F57q8.jpg&hash=72a44ba407c751ce260bf21461585525afa46c90)

This was also covered in Project 2, Lesson 2, so I'm not going to go over it again. Instead I'm going to move on, because now we have our region.ini file ready we can run the game, and if we click the 'Load Region' button, we should find Mapleford on the list. Click the Load button and, et voilà, our region lives:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F828%2Fq6g4.jpg&hash=fbd3102a59e1af61a02942d98b3c2bc3de4c5601)

Except... it looks like it does on the Terraformer, and not like any of our other regions. That's because we still need to render the region.
Fortunately, doing this is very easy and will be familiar to anyone who has downloaded a map off the exchanges. You need to load a city tile, then, once it loads, save and exit to region. You do this for each city tile in turn. It's that easy. Once you're done, your region will look a lot more like what you're used to regions looking like in SC4:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F3798%2F3uh.jpg&hash=085db91072f8f6fcf7d176e2f6e612d884e1b59b)

Oh, hello, what do we have here? It looks as though the Meadowshire Terrain Mod (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=58) has been applied to our region! This is the promised terrain mod that we will be using in this project. It's the one I use for my side projects and I think you'll agree it's very, very good indeed.

Now we can get the beers out and relax, because we are done. Our region looks fantastic and is ready for play.

And that's the end of the lesson. I'm quite pleased with what we've done here. We are ready to move on, and Lesson 3 will be covering the final planning of Mapleford - adapting plans to fit the terrain and suchlike.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: smileymk on July 07, 2013, 02:55:01 PM
OK then, let's do the final planning for Mapleford.

Lesson 3 - Final Planning

In this lesson we're going to adapt our preliminary plan to fit the terrain, like we did in the previous project, and we're also going make a paper copy of it which we can use when we're building.
I'm going to go through this pretty quickly as most of the content in this lesson should be familiar to you from Project 2, Lesson 5.

So without further haste, let's get going. We're going to create our final plan on the Overview bird's-eye image we took from the Terraformer in Lesson 2. Why? Simply because it's there, it's in proportion with our region (which will make it much easier to follow our plan), and it displays terrain contours more clearly than the game does.
Essentially, the main aim here is to transfer your paper plan onto the Overview, but making adjustments for the terrain and city tile arrangements. I think the best way to explain this is to show you the final plan for Mapleford first and summarise after, so here you go:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F430%2Fsviy.jpg&hash=8947b0a882f62acf5573211f4063579c8532f3b4)

Now I want you to compare this plan with the master plan shown to you in Lesson 1:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5950%2Ftoo.jpg&hash=26fd0b42524dc9a5c976bfef2d1f7479de00a76c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8679%2Fbrcz.jpg&hash=ee359c8440dc6a4af5e54d0640f7c46890c94d04)

You can see some important similarities and some equally important differences. Let's go over those now:

- Note the use of consistent colour schemes on all maps, and how I have used the same colours for the same things throughout (with a couple of exceptions on the final plan which were made to ensure the features could be seen over the Overview image). It's extremely important to maintain a consistent system in the way you mark features across all of your plans, because if you chop and change systems, you will get confused and have a hard time following your plans.

- I've managed to fit all of the important features onto the final plan, whereas we had multiple images in our preliminary plans. Generally speaking, you want to be referring to as few plans as possible when building cities. Just the final plan plus a few diagrams of interchanges/airports/etc. will suffice and make your planning very easy to follow without having to trawl through lots of sheets of paper.

- Notice how I've changed the course of some transport lines so that they go around hills rather than over them. As a rule, changes in colour on the Overview mean gradients, and you don't want to be running transport lines, especially railways and motorways, up steep hills. The mining district provides the clearest example of me routing roads according to terrain, so have a look at that area on both plans and you'll see what I mean.

- For clarity, I've indicated landmarks on the final plan by numbers. You don't have a lot of room to annotate a final plan, so you have to be economical. We will know what each landmark is from our preliminary plans and from notes we will write when we put the final plan onto paper.

- Remember that bridges over water must be straight and in line with the grid (roads, railways and avenues can have diagonal bridges, and we will cover building these later on in the project). Bridges cannot cross city tile borders, so keep that in mind. Light rail lines are an exception, since with light rail we can simply transition to subway and drag the tube line wherever we please.

- Note on the final plan I've added or repositioned stations so that each tile has public transport coverage. As an example, take a look at the tile below the northeast corner tile, where the castle is. You can see there is a metro station in that tile on the final plan that isn't on the preliminary plans. I've added this station so that the metro line gets some use in this tile - due to game limitations your Sims cannot commute over more than two city tiles, so you need to plan your public transport system with this in mind.

OK, I think that's everything, so let's save the plan and put it onto paper so that we can use it.
We're going to do this on Word, like we did last time. Open a new document and insert the image of the plan:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F3902%2Fgwa0.jpg&hash=d8f7d3368575de5d22eccb162c7a85e9e5ebe1ef)

(If you don't know how to do this, go to Insert -> Picture and find your image in the Explorer window that appears.)

We want to move this image to the top of the document and make it spread across the width of the page. But if you try to move it, it won't let you.
The solution is to change the text wrapping to Behind Text. On Word 2010, this is done by selecting the image, and then clicking Wrap Text -> Behind Text, which will be on the middle-right of the big menu at the top:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F6493%2Funnq.jpg&hash=ac76475d3fca2d22fb876a60bad943a736ed649a)

On older versions of Word, you will need to right-click the image, then choose Wrap Text -> Behind Text in the menu that appears.

Now we can reposition and resize the image so it's at the top and uses the whole width of the page. If you don't know this already, you click-drag the image to reposition it and you click-drag the circle at the bottom-right of the picture to resize it, holding the Shift key whilst doing so to keep the image in proportion:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7642%2Fwyzo.jpg&hash=c11f1d553fe645dad6fc6065a5aa0693981021b9)

You can see there's a big white space at the bottom of the page. We are going to use this space to make additional notes that will provide us with extra detail in our plan. These notes will, in this case, need to include a key for our landmarks (remember we just numbered them on the final plan for clarity), so let's do that now.
First job is to create a text box. You need to go to Insert -> Shapes -> Text Box, like you see below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F4851%2Ffhj7.jpg&hash=b290b4d3b9105c610a5d7ac6adb10e4850abb477)

Now drag out the text box so that it's the length of the white space going down and about a quarter of the width of the page. Now enter text into the box explaining the landmark represented by each number. This just needs to be a simple numbered list and does not need to be any more elaborate. You can (and will probably need to) use extra text boxes to create additional columns for your list if necessary. Your font size should be large enough to read but small enough so that you leave space for extra notes. Here I've used Arial, size 10 to write the list, which works just fine for me:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F2803%2Fnbev.jpg&hash=5710d02d587baac33d22bc79f0d6a45dc6861761)

And that's it! Our final plan is now ready to print off and use in the game.

So that's it for this lesson, and for our planning and preparation. It's time to get building. The next lesson will be on oil-fired power stations.

See you there,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Swordmaster on July 07, 2013, 03:34:10 PM
Plans always capture my attention. This one looks like a cool plan to me. You have plenty of possibilities with this setup.


Cheers
Willy
Title: Re: Realistic Cities For Dummies
Post by: Kl408 on July 09, 2013, 11:46:00 AM
This is looking absolutely fantastic.. I wish I had the time and the talent to make create and plan such an awesome looking region. The time in planning the region alone would mean it would be months before I could start on construction.

Would you mind terribly if I stole your planning and try to build along. It would go a long way in helping me understand the simulation better..

Willem
Title: Re: Realistic Cities For Dummies
Post by: CharlieLord on July 11, 2013, 02:36:21 AM
A big challenge you've set yourself here smiley! The plans look awesome, and I can't wait to see what you can create :)
Title: Re: Realistic Cities For Dummies
Post by: smileymk on July 15, 2013, 02:40:05 PM
Hey guys. It's a beautiful day here in England, so let's crack on and get down to business.

Swordmaster: Thank you. I'm quite satisfied with the plan (and quite enjoy seeing plans myself), and you're right about the potential possibilities. I'm confident that Mapleford will be interesting to build, and I just hope that you guys find the construction process interesting to follow.

Kl408: Thnaks for the kind words. Let me reassure you that it does not take very long to plan a region. Once you have an idea of what you want to do, it usually only needs a couple of hours, if that, to turn it into a concept. Adapting it to fit the terrain is quite a quick job as well.
Unfortunately, turning your plan into reality can indeed take a very long time, particularly if you put a lot of detail into it (which you should). But it's a labour of love and time well spent.
In response to your question, feel free to try and build along. And please don't hesitate to put a couple of pictures on here if you need some feedback or advice.

CharlieLord: You should see my side project Napier (a 14x14 large tile region), now that's a big challenge ;) Of course Mapleford is a big project and will take some effort to create, but I'm ready for it, and I hope you guys are too. It will be worth the proverbial blood, sweat and tears when it's all done, I know it will.

Now, we've got a 100-square-mile region to build a major city on. Are you ready? Then let's get started.

Lesson 4 - Oil-Fired Power Stations

Firstly, why oil? Because in Project 1 we went for natural gas as our power source for the region, and in Project 2 we went for coal, so it made sense to use a third major fossil fuel, oil, this time around.
And yes, we are still using a fossil fuel source. Unfortunately, nuclear fusion and hydrogen are still a long way off, so we'll have do make do with good old hydrocarbons for now.

Let's get going. Begin by placing the building, ensuring your choice has enough power to service your entire region, and give it road access:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F4867%2Fg4sd.jpg&hash=51d3f1938855f1c91cfd0607eb3ad6d27bf8ee47)

Yes, it's the same building as the one we used in Project 2, but that doesn't matter. It looks like the main buildings I saw when looking up real-life oil power stations on Google Maps, and it features the chimney that seems to be a feature of these places.
The main building might be exchangeable between different power sources, but the next feature to be built certainly isn't - the oil storage tanks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F9557%2Fte5z.jpg&hash=d57bbb67e9b80f0671957ce2ca010c6848886dee)

You need to choose the location of these storage tanks carefully - they need to be close to your supply point (which in this case is going to be a rail terminal). Remember to leave space for oil pipes.
The lots used here are the tanks provided in NBVC's Modular Oil Port (http://community.simtropolis.com/files/file/26365-modular-oil-port/) set (on the right) and a gas power station by Gascooker (at the top) which I was unable to find on the STEX but which will be there somewhere. We'll just have to pretend that the gas storage tanks actually store oil.
Oh, and remember to leave space for oil pipes.

Having done this, let us build the oil pipes and the rail terminal that will form the supply source for our power station. To do this we're going to use the pipes contained in the NBVC Modular Oil Port set together with the large lot in the NBVC Tank Car Filling Station (http://community.simtropolis.com/files/file/26731-tank-car-filling-station/) download. The only requirements are that your oil terminal should look like an oil terminal - i.e. have suitable gantries to collect the oil like you see below, and that the terminal should be placed as close as possible to the storage tanks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F13%2F0u60.jpg&hash=81c7c8a4833ddc8215861f0912d0a4b277db6c23)

I've indicated which pipe pieces you need to use in my annotations. Note how I've not left any space between any feature of the power plant, which brings me to an important point.

It's really important to remember to build the power station as compactly as possible when building it in a city. In previous projects we built our power stations in open country and hence had a lot more space to play with. Here, the power station is in the industrial heartland of a major city and close to a major port as well as main roads, railway lines and metro lines. Every tile of space is precious here and we can't afford to waste anything.

With that in mind, let's turn our attention to the access to the power station, for both road and rail. We need to build security gates at every road entrance to our power station complex, and in addition, we need to provide the rail terminal with connections to the main freight line, which is planned to run parallel to the terminal on our right. We also need to build a suitably-sized car park.
Now, just because the terminal lot doesn't feature smooth-curve points doesn't mean we shouldn't use smooth-curve points to build the terminal approach. This is a case of using parallel single-dual rail and orthogonal - FARR points, as shown below. Remember we are trying to keep the setup as compact as possible:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F9690%2Fygsg.jpg&hash=d35ea30e218348c790255b11dbf4f42cc6297309)

You can see why we insisted on using smooth-curve points here. The result is very visually appealing. However, this is not a lesson on railways, so let us continue with our power station.
And yes, we are going to mod those security gates later on in the project so that only one street goes through them rather than two.

The next obvious feature that we need to build is the transformers, so let's do that now. The lot you use is, as always, a matter of personal preference, but unless it's a big one, you're going to need to build multiple lots to get a transformer system of an appropriate size:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F5742%2F6ku5.jpg&hash=57b3f82083c85edb7397be2f18199665e9b48c70)

But this presents us with a small detailing problem, circled in red. You can see that vehicles and a shed are positioned on the transformer lot, there is a concrete driveway, but the vehicles and shed are on grass. It would look better if they were on asphalt instead. Fortunately, we can use an asphalt path MMP to fill the area with asphalt, as far as the game will allow:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F6711%2Fh6y2.jpg&hash=e503b0aa7664e365c6394f78e305acba67a6ad77)

The lots at the back are still an issue, but this can be dealt with using the Lot Editor. That, however, is something for a later lesson.

This enhancement may seem overly pernickety to you. But this is how pernickety you have to be in order to achieve the very high standards of realism that we are aiming to produce in this project. So you'll be seeing a lot more small enhancements like this as we progress through the project, and I'm afraid you'll just have to get used to it. We're building it anyway, so why not build it to the best of our ability?

OK, so what's next? Let's put a snack van next to the car park to serve hungry workers:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F4098%2Fzt0h.jpg&hash=72f01099251fab9d8a3d450bcb88ed1c6f8c074a)

Now we can build a security fence around our power station complex. Be sure to wrap it tightly around the perimeter of the complex, leaving no space wasted:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F988%2Fkqan.jpg&hash=b3866bb091450bd7d77d70c528d6edadcdcb62d2)

It may look at first like I've disregarded the need not to waste space by leaving one tile free next to the transformers (circled in red above), but it's not wasted space, because in that gap we're going to start our power lines.

We need to supply power to the whole region and beyond, and that means running power lines to all 4 edges of the city. I like to have one line per direction (i.e. one line going north, one line going east, etc.), and I like to keep a symmetrical pattern of pylons where they fan out from the transformers, purely because it looks good:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F4154%2F93y5.jpg&hash=4c7450375e7b52debee5cbd3515f68f4eddae263)

You will usually need to run multiple lines in the same direction for a little bit, like the north and east lines both going north in the above picture, which is done because we want the eastern power line to go over land, and directly east of the plant is sea. In this case, it's visually pleasing to place the lines so that the pylons are in line with each other, like you see with the two middle lines in the above image.
Oh, and remember that you have to drag the power lines into the power station rather than out from it. For some strange reason, the game will let you drag power lines one way over the security fence but not the other.

Now you can drag the power lines to the edges of your city. In our case, the south and west lines are easy, but the other two lines reach an obstacle:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F5103%2Few0d.jpg&hash=45eea721178b94abdab687b84ad26a11ccb5bd61)

The problem is simple - we have to get the power lines across the river. But we have to do it in a realistic and aesthetically pleasing way. To see this, let me first show you how not to drag power lines over water:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F7209%2Fzii9.jpg&hash=901ee3e52cde2a3011f7526aed6e83057eed4533)

Not only do we have those ugly yellow things on the power lines, but we also have a pylon in the middle of the water. When did you last see a pylon placed in the middle of a water body? I certainly haven't.
So we need to construct this crossing more carefully. The trick is to position the lines so that the pylons are on land (to avoid the yellow things showing up), and the crossing is as short as possible (to avoid pylons in the water). Doing this produces a much better-looking crossing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F6877%2F2pa6.jpg&hash=b2d56303ca2a4bc38f8213d5e22379159320408e)

That looks a lot better, doesn't it? Now you can repeat the process for the second line, making sure to position the pylons so that they line up neatly with the first pylons for a neat effect:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F3633%2Fcoac.jpg&hash=a1f5d1104e36f1cf252f4a8dd20f53616fa74b95)

Now we have crossed the obstacle and can continue to drag the lines unhindered. Notice here we've diverted the course of the power lines to keep them as far away as possible from the airport we plan to build to the east, since very-low-flying aircraft and power lines are a disaster waiting to happen:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8533%2Fblco.jpg&hash=c039c0e1c144a0b8bb7d2a0044818caf7dc7534a)

Diverting the power line course means that the aircraft will be higher up when they pass over the lines, which will make landings and takeoffs at Mapleford Airport much safer when we come to build that airport.

And with that, our power station complex is complete. Let's take a look at the finished product:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F3418%2Fjbt5.jpg&hash=9bfa51ef402c1b115032ca3534fbdb457702370c)

The power station is very compact and yet still looks very good indeed. It's a fitting picture to end this lesson on.

The next item of business is Mapleford's water source, so next lesson we will be looking at pumping stations.

See you next time,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Harry29 on July 16, 2013, 01:52:45 AM
Wow! That looks very realistic. What security gates are you using?
Title: Re: Realistic Cities For Dummies
Post by: Kl408 on July 17, 2013, 03:45:49 PM
Wow Chris, Have you looked at the project you have undertaken and have you compared it to the first post you just did??

It's gonna take you to at least page 367 before you will complete this one ;-))

Great start.
No luck yet in finding all of the props that you used but i'm getting there

PS "Finished product" picture is missing
Title: Re: Realistic Cities For Dummies
Post by: smileymk on July 23, 2013, 05:46:53 AM
Hey guys.

Harry29: Thank you. The security gates are the transit-enabled gates found in this Maximum Security Fence (http://community.simtropolis.com/files/file/22998-maximum-security-fence/) kit, and the chainlink fence is CSGdesign's Chainlink Fence (http://www.csgdesign.com.au/CSGf/viewtopic.php?f=74&t=204) (you have to register on the site to download it, although I'm pretty sure I got it from either the STEX or LEX). They are extremely good, the only drawback being the 2 streets on the gate rather than 1, but that's an easy thing to sort out and we'll be doing that in a later lesson.

Kl408: Firstly, thanks for pointing out that the last picture on Lesson 4 didn't show up originally - it has since been reuploaded and works fine now. Strangely enough, it did show up on the preview, so I guess I'll just have to check the actual post to ensure all the images are correctly displayed.
Secondly, yes, this a big project and could easily take a couple of years or more to complete, but don't let the scale of what we're doing intimidate you. Rather, embrace it and be inspired by it. You've no doubt seen pictures of huge regions people have developed to very high standards. It may seem like a world away from your level, but it really isn't. This MD is here to prove exactly that.

Now then, let's give Mapleford a water supply.

Lesson 5 - Pumping Stations

In this lesson, as the title suggests, we are going to create a pumping station in the northwest corner tile of Mapleford, in accordance with our plan, which will pump water from the river to service the residents of the city. We will also integrate into the facility sewage works, taking in waste water from the city and cleaning it up before pumping it back into the river.

It seems like a simple enough task, but we have a logistical problem to solve before construction on the pumping station can commence. In SC4, water facilities will not distribute water unless they are powered. And if you look at the plans, our pumping station is about 8.5 miles away from the power station. Getting power there will mean running power lines through 6 city tiles, including the tile containing the power station and pumping station.

First, we need to construct the supply line. This is a very easy task - it is literally a case of constructing a power line along as direct a route as possible, making allowances for the terrain - we do not need or want power lines going over water or hills:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F3223%2F1m0f.jpg&hash=394fe093ca032f9e692228ae25fc7c144ca75609)

I've marked the route in grey so you can see it more clearly, and circled the power station in red so you can see the distance we have to distribute power over (the pumping station will be in the northwest city tile). Notice how I've continued the power lines to the edge of the region even though we're outside of the Mapleford city boundary by then. We do this because there is a world beyond Mapleford, and it needs a power supply. Hence it is necessary to run power lines to the world beyond. The same goes for transport networks.

There are, however, a couple of details you need to be aware of when constructing power lines. Firstly, diagonals. These need to be dragged perfectly diagonally, i.e. for every 1 tile you go up, you need to go one tile across:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F6942%2Fez5p.jpg&hash=71236306ff69380c9e2dfbaa6e4ae94479c46a3b)

This may sound really obvious, but you will notice that you get extra pylons if you don't drag perfectly diagonally, which will look unsightly. Notice here that it is possible to drag diagonally directly from the first pylon in the next city tile, and this is done by dragging diagonally from the first pylon and deleting the surplus pylon (which will be two tiles in orthogonally from the first pylon) afterwards.

The second consideration to be aware of with power lines is the spacing between pylons. The game places pylons every 10 tiles when you drag power lines normally. This is a good spacing, but there will be some situations, most notably at the edge of city tiles, where it is all too easy to get two pylons being built very close to each other. This doesn't look very nice and certainly isn't realistic. Let's take the above picture as an example - how much better does that look than the default setup for power lines entering a city tile, where one pylon is two tiles away from the next?
To ensure a good spacing between power lines, I like to follow what I call the 7-tile rule. It's as simple as it sounds - it says that each power pylon should be at least 7 tiles away from the previous one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9396%2Fqrfg.jpg&hash=066da9d425612a7090efca85d6bb65bd3fc09cf3)

This applies both orthogonally and diagonally. Diagonally, you count 1 tile as being 1 tile up and 1 tile across. At city tile boundaries, you may need to move some earlier pylons back to keep to the 7-tile rule. It's a simple task to do this and it's well worth the effort.
Neighbour connections pose a small problem, of course, since if you delete that second pylon it automatically takes the first one with it. However, dealing with this problem was covered in Project 2, Lesson 11 Part 2, so now might be a good time to have a look at that if you've forgotten the methods behind maintaining a realistic spacing of power lines at neighbour connections.

Once you've done built your power lines, you now need to set up the neighbour deals to get the power shipped out. This must be done tile-by-tile in turn, starting from the power station and working outwards along the route of the power lines. You guys know how to set up neighbour deals so I won't go into details here. Rather, let's get cracking with our pumping station.

The first task is to place the pump buildings, making sure to place them close enough to the power line so that they recieve the power they need to work. The choice of lot is up to you:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F3774%2Fjon1.jpg&hash=4de868d1ce25182a035fd8e94c47d0a3c40e9267)

Hold on a minute - I used the plural 'buildings', and there's only one building, the reserve pump, here. Well fear not, because we're going to add two more pumps (the main ones), but we need to create some fake road access for them first. All will become clear once the lots are placed.
Start by dragging two tiles of street out from the main access road. Here we need to do this in two places, because we're building two lots. You then need to place a SAM starter piece on each two-tile street such that the cursor is over the first tile and the stub points away from the access road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F2531%2Fbypn.jpg&hash=bab449d2e21dce5d0e9e5c2d649aa310c9227370)

Once you have done this, you will see that the first tile of the two streets disappears and you're left with two lonely stubs and two apparently useless T junctions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F9773%2Fxyen.jpg&hash=319cea018a44142ec6f48b69b613e84296394187)

But the T junctions are far from useless. Let's delete those stubs and put the main pump lots in place of them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F390%2Ftgh1.jpg&hash=b96a46036c1e8b9bb814c2635b0929b4b5bf2da4)

Ah, it makes sense now, doesn't it? You can see we have a couple of open gates on our pump lots, and we have created fake road connections to them so drivers can access the lot without having to drive over the pavement. This neat little trick, available to us thanks to the latest NAM, has saved us from having to transit enable the lot to give it road access. Useful isn't it? It's a powerful technique that we're going to be using a lot in this project, and even a couple more times in this very lesson (can you spot where I've used it in the pictures below?)

Now, this pump is going to use water from the river as its supply source. But would you want to drink fresh water directly from a river? Thought not. Goodness knows what's in it.
Hence the water must be processed before it can be pumped - this is a job for some water treatment plants:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F4594%2Fw6in.jpg&hash=336c32efb6ab8c35fb7d1750b21fc587411ac0c0)

We have three large tanks, two small tanks and one rectangular tank. For a major water facility, this is the equipment you need. Notice how all the lots have road access - in particular, the rectangular tank has been placed so that the vans on the lot are parked next to the road.
These will act as treatment facilities for both water going into the city and sewage coming out, which after being treated will be returned back to the river.

We now have a fully functional water facility. Finish it off with a couple of small car parks and a perimeter security fence, as well as a transformer to get the voltage down from national grid levels (400kW in the UK) to the level needed to operate a water pump (in the order of a few thousand volts):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F8804%2Fep9u.jpg&hash=b1de02db71aae090f4c5221edd37239ce11e0d8f)

I forgot to do it here, but you should move the power pylons such that there is a pylon next to the transformer, to avoid having to build more wire than necessary. Don't forget to keep to the 7-tile rule when doing this.

OK, the very last job is to construct two culverts to simulate the pipes taking in water from the river and feeding treated waste water back into the river. I'm using the RRP Rural Culverts (http://community.simtropolis.com/files/file/19921-rrp-rural-culverts/) to do this. The culverts need to be placed so that they face the water (obviously) and that they are opposite different treatment tanks, since one will be processing water to ship to the city and one will be cleaning sewage. If possible, place the culverts in the water, and if not, as close to the water as possible:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg845.imageshack.us%2Fimg845%2F5066%2Fkgn4.jpg&hash=776ad489f68121360c9e1039c026863f6bc2c941)

Good. Our water facility is now finished - it remains only to distribute water back to the power station.

This is identical to building the power connection, only we're working with water and we're going the other way. Drag a water pipe through the tiles you built the power line through:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F5981%2Fwvm3.jpg&hash=8277fc091147d1a94f70d436c52ec7a9c1a903a7)

As with the power, you now need to do the neighbour deals for each tile in turn, this time starting with the tile containing the pumping station. You may need to go back and forth several times to ensure your power station is getting enough water.
When done, simply run the pipes to the power station and you should get this blue area on the screen, indicating the power station is receiving water:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F5848%2Fv5x6.jpg&hash=7d8387ced3811c3081601a8426b6cc3a7071f8f9)

And that, as they say, is that.

The next lesson will concentrate on one of Mapleford's waster disposal facilites. We're going to build a garbage dock. It will be a lot more fun than it sounds, trust me.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Kl408 on July 29, 2013, 06:51:56 AM
OK, got it, easy stuff, pffff : I knew that  ;D

Me thinks it's gonna be a lot of work to keep up actually, but hey: it's fun, it really is...

One small thing just to clarify: if you put down a water treatment facility, does that mean it cleans all of the water connected to it by pipes?? I mean, does it matter in terms of functionality where I put it?????? 
Title: Re: Realistic Cities For Dummies
Post by: smileymk on July 31, 2013, 03:56:59 PM
Hi everyone.

Kl408: To my knowledge, it does matter where you put it. A water treatment facility in SC4 simply reduces water pollution by a specified amount over a specified radius, both of which are determined by the descriptor file for the building concerned. I don't know if it even needs to be connected to the water pipe system to function, but given that the Maxis offering has connectors we can assume that it does. Of course, it definitely needs power to function.

Now, lesson time.

Lesson 6 - Garbage Docks

For this lesson you will need the PEG Garbage Dock (http://community.simtropolis.com/files/file/17245-peg-cdk3-garbage-docks/). It provides an effective and aesthetically pleasing form of waste management, and saves us having to dedicate an area of Mapleford to a large unsightly landfill as with the garbage dock we can just ship the city's rubbish to some place else, much like New York famously used to ship its waste to a landfill on Staten Island.

But before we can build the dock, we have a cosmetic issue to deal with first concerning the sea:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F1123%2Fq34e.jpg&hash=99a4500b33629e0007957e5fe2f493cbcf000fef)

You can see these small beach-like areas in the middle of the sea where it isn't deep enough. This looks terrible and needs to be corrected.
Fortunately, it's a simple fix. Going into God Mode and applying single clicks of the Shallow Valley tool will get rid of those 'beaches' for good:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F9430%2Frt0j.jpg&hash=1fd11f06689b731c3d0ec36d43614925d50ce796)

Much better. We're now ready to build our garbage dock.

Well, what are you waiting for? Place down both small and large garbage docks. Bear in mind that these lots are transit-enabled so you need to place the lots such that the land end of the lot is completely over land (it is possible to place parts of that end over water) and that the dock end is completely over water so that the boats don't have to beach to get to the dock. You will need to build multiple docks as we're serving a big old city here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F3222%2F4f5r.jpg&hash=9e3cc57a6fc77e63ccb4f15bd100b43e71fd0a56)


We can now progress to add street and rail connections. The rail can go straight out as you see below, but the docks are best given road access by a street running parallel to the docks. Notice the use of STR here as double track access would be overkill, and also how I've left gaps between the dock lots and level crossings in order to provide room for locomotives to stop when shunting wagons into the dock:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F2573%2Fl6lu.jpg&hash=762cb15ffa0ff75a6778d1fab7fd7c1eb91f6f01)

You can see that I've left out the second level crossing. This is because to build it we have to shove an STR starter piece into a very tight spot. We're trying to wedge a level crossing in between a smooth STR curve and a transition to dual track, and we don't want a brief section of double track appearing in between these two features.
So here's what we do in this situation. Demolish the street at the site of the crossing and put in its place an STR starter piece with the stub facing towards the rail curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F8659%2F97au.jpg&hash=72fb4a4509da4a90ad2b7ad54d9e3bace6562263)

The tile of rail where the cursor is will duly disappear like it does with the SAM starter pieces, leaving a stub of STR coming out of the curve. Now you can place a dual track - STR transition piece and drag all of the rest:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F7168%2Futpq.jpg&hash=164948c70997cc7ba5f67de85e0287ee615c0321)

Now let's turn our attention to how we're going to power these docks. We need to put a transformer in place to reduce the voltage to an appropriate level, and run power lines to it.
This will require the techniques used in the previous lesson to build power lines. Here we need to drag diagonally from the first pylon after the neighbour connection from the tile above, then go south to meet the transformer, remembering to place a pylon directly next to the transformer whilst obeying the 7-tile rule. Afterwards, we can demolish that annoying extra pylon that appears 3 tiles into the city (you know what I mean) and drag out a proper power line to the tile to the west from the first pylon:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F6803%2Fc4zz.jpg&hash=2b39e3f3add77fba06ef93fef6b8a0d28b24f384)

We now need to create road connections to the neighbouring city tiles to allow garbage to be delivered from those tiles to the tile containing the dock. This means building a road to the west, in accordance with our plan, and a street connection to the north:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F2921%2F5pv4.jpg&hash=0fc05f767f8a48620bf52e2ad54ead325f76bbfd)

We don't want to build a road connection to the north just yet because we want the raod to run parallel to and close to the port, which we have yet to build. And yes, the port does have to come first here, simply because it's a big structure and we need to leave space for it. However, we have room to connect our rail line to the one we built in Lesson 4, so we've done that here.

It's now time to build a couple more accessories to finish off the complex. Let's start with a processing unit, which will act as the office for the complex, a storage facility, and somewhere to check certain items to ensure nothing illegal is shipped out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F1843%2F608f.jpg&hash=b3e1b13a013205530b3b59e167d70e20312d0760)

The lot chosen is the recycling centre found in Paeng's Waste Management Set (http://community.simtropolis.com/files/file/24871-paeng-s-waste-management-set/). It has the major advantage of being a functional waste disposal unit in its own right, boosting the total carrying capacity of the complex.

The second accessory to be built is rather more mundane and predictable. Yep, it's yet another security fence:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F184%2Fhsl8.jpg&hash=c3f28bac5d1cf26046f4c195b479365756362799)

You'll have to pretend the fence extends to gate up the rail accesses and extends into the water.

The final touch is to add some concrete fillers to all of the empty spaces in the complex to give it a more urban and industrial feel:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F4614%2Fd2b8.jpg&hash=915770ffaba7af82d1252319cee395aca45a204f)

And that is our complex complete, and looking pretty darn good if I say so myself. We now need to go into the tile to the north and connect up our streets and railways:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F3482%2F4kdi.jpg&hash=ed1f39a3b3e8c35a1c8a1d7b1ad7f78fa1bd36ce)

Note the use of a random street route, as we are building this street through an industrial area. Also note the use of the 45-degree rail curves as opposed to the orthogonal-FARR-diagonal setup we like to use when building rail curves. We do this to save space, and can afford to do so since this line exclusively serves port traffic and hence the trains will be travelling along this line at very low speeds. Another thing to note is our use of FLUPs to take the street under the rail line. Whilst some level crossings are unavoidable in rail lines running to the docks, we don't want to build level crossings unless we absolutely have to.

OK, with that done, it remains only to set up the requisite neighbour deals and ensure that they are in good order:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F7179%2Fpco7.jpg&hash=4009cfa2360b830d4c01e818e0d32e433c923552)

As you can see, our neighbour deal is done, and hence our lesson is done as well.

We've had our warm-up this lesson, so in the next lesson we'll be getting serious about docks. It's time to build Mapleford's seaport.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on July 31, 2013, 04:46:28 PM
seriously another AWESOME update chris, can't wait for the seaport!!!
Title: Re: Realistic Cities For Dummies
Post by: Frenchie1985 on July 31, 2013, 07:23:23 PM
 &apls

That's all I have to say about that.
Title: Re: Realistic Cities For Dummies
Post by: Kl408 on August 04, 2013, 12:46:20 PM
Building along and managing quite nicely to my surprise :-) Just those transformers, have not been able to find those yet but I'll get there in the end..
Keep this coming please, great stuff
Title: Re: Realistic Cities For Dummies
Post by: smileymk on August 08, 2013, 09:20:10 AM
Hey guys.

yochananmichael: Thank you. I hope you find this coming lesson as entertaining as the last.

Frenchie1985: I'm flattered. All I can say is thanks.

Kl408: I'm pleased to hear that you're having success building your own city and that you're beginning to realise that you can easily achieve high standards. It shows that this MD is doing exactly what it was created to do, which is both encouraging and pleasing to me.
Regarding the transformers, I'm afraid I've been unable to locate the ones I use despite extensive searching. However, nowhere did I say you had to use that particular transformer. There are plenty of other high-quality transformers on the exchanges, so I recommend browsing the exchanges, finding a transformer you like and using that instead. Not only will this save you time running a fine-tooth comb through the internet looking for one specific lot, it will also make your city more unique and original since you're using your preferred buildings rather than someone else's.

Now, who's ready to build a seaport?

Lesson 7 - Ports

I'm going to be straight with you. A seaport, especially one like what we're building with all the different kinds of terminals, is a lot of work. It requires a lot of small-scale terraforming, trying to squeeze big items into tight spots, some modding, and a good amount of persistence.
But, as with everything we do here, the end result is very satisfying indeed so it's well worth putting in the effort.

We are going to build 4 separate terminals - an oil port, a minerals/goods yard for export of minerals from the mines, a container port for general goods, and an international ferry terminal to transport passengers across the sea.

Let's start with the oil port. We're going to squeeze it in between the garbage dock and the edge of the city tile the garbage dock sits on.

First, place the dock lot, which in this case is the diagonal oil dock found in NBVC's Modular Oil Port (http://community.simtropolis.com/files/file/26365-modular-oil-port/):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F72%2F4r7j.jpg&hash=fc4578d0be185eb4978901e6ae17edf7557443b5)

Note how the dock has been placed so that it fits entirely within the city tile and doesn't interfere with any other docks, be they the garbage docks to the south or the minerals docks to the north we have yet to build. This is why we used the diagonal version here - the orthogonal equivalent simply doesn't fit into the space.

Is that it? Of course not - we have to provide some means of getting people and oil to the dock. This calls for an oil rail terminal as well as the standard access road. We'll also construct some storage tanks to bolster the handling capacity of the port:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F3382%2F6n3c.jpg&hash=c2e63905bd5955d0f347a9e690149b25c686dd7b)

The oil tanks in question are part of the Modular Oil Port set, if you're interested.

It seems like the next logical step is to connect everything up with oil pipes, but we first need to sort out the road and rail connections to the port.
The main road in the picture above needs to extend into the next city tile, and the railway needs to connect to the mainline to the west.
We could do this just by dragging a couple of level crossings out, but this is a bad idea as any shunting moves into the port will cause major congestion on the main road. It will also be more realistic and better-looking if we use STR rather than standard double-track rail for the rail connection, like we did when constructing the garbage docks.

One option is to take the road over the rail using the NAM puzzle pieces - but we don't have the space or the 7.5m transition pieces needed to do this realistically. The solution is to use FLUPs.

We can extend FLUPs over city tile boundaries in the same way we can extend streets over them. Start by creating an invisible connection (see the Suburbs lesson in Project 2 if you can't remember how to do this):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8905%2Fpozf.jpg&hash=3a2d4ea423b890705fabb9eaf6341ec04526846d)

Now you need to place the rail lines over the top, making sure to place dual-STR transitions after the rail is clear of the path of the road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F8282%2Ftby9.jpg&hash=1fbf3db3d44c81ba39df6c1bbb0c072ee39deaed)

Then the FLUP pieces go in. I had to demolish the oil rail terminal to make everything play nicely with everything else and avoid crashes, but we can put it back in afterwards:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F264%2Fvsuj.jpg&hash=ed660e42d0bd52c8e42fb21a5462426237503648)

Notice how we have put a FLUP under Ped Mall piece in the gap between the railway and the city tile border, as opposed to a grass or transparent texture. We do this because the concrete texture is more suited to the urban environment the underpass is situated in, and hence will look better once all the development is done.

We now have a fully functional underpass connection to the next city tile. We can simply put the rail terminal back into place (albeit one tile back from where it originally was) and we're all set:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F5158%2Fbzmq.jpg&hash=de0024f860fa26ba7bb204b4294d1ef381c8cccf)

Now we just have to connect the rail up to the mainline. Unfortunately, due to the space constraints, I had to sacrifice a smooth curve here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F6620%2F7j2m.jpg&hash=ad5bec6ce5783b2a6afad8a1ab55c9fd94f9c25b)

The diagonal STR connection was made in the same way as the FLUP connection, but the diagonal STR filler piece was used as the 'anchor piece' at the edge of the city tile.
Regarding the lack of a smooth curve, we can get away with it because the trains will be travelling very slowly on this line, but still, the use of the standard dragged curve is a compromise that I've had to make to fit the railway into the space. Always use smooth curves when possible, only using the dragged curves when the trains will be travelling very slowly and there really is no room for a smooth curve.

We now need to complete the connection on the other side of the city boundary. As you probably know, the game continues networks 3 tiles into the next city tile at the point where the connection is built. In order to use our method of building connections with nonstandard networks, we need to trim this stub to 2 tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F9164%2Fk1d8.jpg&hash=d29118129fae353a8021ef8ea28346968972ab03)

Now we can apply our usual method of constructing neighbour connections for nonstandard networks to complete the extension into this city tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F4569%2F7oqh.jpg&hash=c59b8d28dc9f67ad9ffa40ae3d2edf680cd674e7)

Notice how we've used the FLUP ramp piece as the 'anchor piece' for the road, and have managed to fit in a proper point for the rail line. It would have been nice to put in a crossover to allow trains to cross over to the leftmost track from the branch, but again, there wasn't the room. We can always build it further down the line.

With the connections complete, let's head back south to the tile with the oil port, and finish that off. We need to construct the oil pipes before we do anything else:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F42%2F17ry.jpg&hash=a80a6257f837191a3220bb6ddca7d6001b3d4dad)

This is the same set of pipes as the one we used for the power station, so they should be familiar. Notice, in particular, how we've built the bridge over the road.

You'll also see that we've put in a few apparently useless connection to tank pieces (the ones with two pipes sticking out from the side of the main pipes). Why? Well, our oil terminal is served by rail, so why shouldn't it be served by road as well?
We can fill the space in between the pipes and the street with a lorry terminal to enable the oil port to be served by road. To do this, I've used the I-HT Open Area filler pieces (which are part of this set (http://community.simtropolis.com/files/file/28302-industrial-revolution-mod-i-ht-filler-set-1/)), together with a couple of walls from that package, and placed some MMP oil tankers (http://community.simtropolis.com/files/file/26808-vip-carpackmmp-vol1/) on the tarmac:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F1050%2F1xuf.jpg&hash=00b5a9ada6a6def8cc7efb5e30b8c0cdde46428a)

That looks quite nice in my opinion. It's important to have your lorries pointing away from the pipes, towards the road, so that the tank is near the pipes. Because we're using MMP lorries this may take several attempts to get right, but it's important to persevere to get a satisfying result. Remember also that it's also a good idea to leave some bays empty, like you see above.

Now we need to have a look at the coastline. We can't leave it as it is because a beach-like coastline looks out of place in a port setting.

Instead, we will dress up the shoreline with a seawall. Here I'm using the NBVC Riprap Seawall (http://community.simtropolis.com/files/file/26175-riprap-seawall/), which looks good and can be placed anywhere you want it to go, but you can use your preferred seawall instead if you want:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F838%2F3i63.jpg&hash=74798d2350063bf90c7703e01c832841526f958b)

You may need to do some minor terraforming with the Mayor Mode terrain tools to get rid of any bits of coastline that show up in between the seawalls and the water. If you need to do this, remember to use single clicks and hold down the CTRL key to minimise the brush size.

Now, these seawalls are an improvement, but we still have blank beach-like textures in between the walls and the oil port, which we need to sort out. There's also that space at the bottom of the port which is crying out to be filled with something.
That something is a portacabin and the blank beach-like textures need to be replaced by concrete textures. Unfortunately, we don't have a portacabin lot easily available to us and the game wouldn't let me paint MMP concrete textures over the transparent area of the riprap seawalls. Therefore, we're going to have to use Lot Editor to add a concrete base texture to the seawall and to create a portacabin lot.

In order to create these lots, we first need to know what we're using.
To modify the seawalls, we first need to find the base texture used in the oil port and I-HT filler lots (which if you notice use the same base texture). So let's open the I-HT filler in Lot Editor, go to the Base Texture tab, click on the texture and make a note of its name (underlined in red below):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F4357%2Fo2qs.jpg&hash=d9f718bceb4c3f5aa412840a8dedd97e83ef88e3)

We also need to find some portaloo and portable office props. To do this, we open lots which we know have these props, go to the Props tab and make a note of the name of the prop:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F1371%2Fyr5v.jpg&hash=8a6744e73a70f5a4f874c43dfa4084a9bea5c8df)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8430%2F8j0v.jpg&hash=579ec7714d485ab69c41a9c3b02c22a042f1a642)

If you're interested, the portaloo used here can be found as a lot in the SNM Field Firing Range Base Set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=102), and the office prop can be found in this Nexis Construction Site (http://community.simtropolis.com/files/file/224-nexisconstructionsite/).

The seawall lot can now be created. Open up the straight riprap seawall lot in Lot Editor, go to the Base Texture tab and click Add Item. Then, reading off from the notes you made earlier, find the concrete base texture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F7752%2Flkix.jpg&hash=9e5a4552e6fd8f42dc34c3c8a86e2bb6bfc2c794)

We know this is the right texture because the hexadecimal number identifying it matches the one we wrote down earlier. Now apply it to the seawall lot and click Save As (NOT Save - we still want the original seawall lot and will use it later):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F7756%2Fzn1d.jpg&hash=6d5655720d62f3384b6fd6d3988e085b81299878)

Moving on to the portacabin lot, all we need to do here is simply add the relevant props to the I-HT filler lot and click Save As:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F9996%2Fopkk.jpg&hash=77a8a7704f0a69c9f9e9285eefacc129f6217c9a)

Of course, a proper portacabin would have been preferable but I was unable to find one, so this will have to do as a compromise. Should you know about any portacabin props, links would be appreciated.

Anyways, that's enough modding for now. Let's get back in the game and put our newly created lots into position:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F7494%2Fr0v5.jpg&hash=c004440b6c71570375472f40d7bfa20270abac62)

You can see the difference that work in Lot Editor has made. You can see I've added a fake street connection and a couple of vehicles near the portacabin lot for added detail.

And with that, our oil port is complete, so let's have a look at what we've done so far:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F30%2Fqwmb.jpg&hash=c5334459a8d410d47b9a7727b1ebf92a91bd6771)

But we are far from finished. We still have 3 terminals to build.

Let's move north to the next city tile and begin work on the minerals terminal. The first task is to place the docks. These particular docks are transit-enabled, so be sure to leave room to build the networks out from the docks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F4351%2Fd72i.jpg&hash=96c0e38aab5da229a2a327c0627bf9ac975a2b32)

These particular lots are the PEG Break Bulk Seaport (http://community.simtropolis.com/files/file/20050-peg-cdk3-sp-breal-bulk-seaport/) and the PEG Break Bulk Dock (http://community.simtropolis.com/files/file/20051-peg-cdk3-sp-break-bulk-dock/).
You will almost certainly have to do some minor terraforming to be able to place these lots. Again, remember to make very small corrections.

Now it's time to build the rail access to these docks, remembering to use STR and smooth curves as far as possible. In accordance with the region plan, we also need to provide space for a road crossing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F9872%2Fkgxx.jpg&hash=460a036b07feafa4e61f27038e5ef9173e3b8b23)

It's also prudent to build a temporary power connection like you see above in order to avoid any problems occurring on that front. Notice how some rail sticks out at the southern end of the dock to provide a buffer but we do not have a connection to the neighbouring city - this is because if we did we would run into our oil port!

Now we need to add some storage units, which for the minerals terminal will consist of a couple of industrial lots featuring mineral piles, as well as a warehouse. It's also necessary to include a customs office to prevent any illegal goods from being imported into Mapleford, which we can simulate in SC4 using a small police station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F7670%2F3a9v.jpg&hash=0d04a977b9b9d32fb96a492d1b03c1097d2aed36)

Finish off by completing the street connections, adding a security fence, placing seawalls where appropriate, and filling any open spaces with industrial fillers (concrete boxes, pallets and minerals are good, but not containers - save those for the container port!):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F4361%2Ft1qz.jpg&hash=15db673d11eba6836ce358dfb4b0242996789148)

Notice in the top left corner we have used a roundabout to make a 90-degree sharp road curve more visually pleasing and justified. Look to the right side of the above picture as well, where you'll notice we haven't wrapped the security fence completely around the dock. This is because we're going to extend the fence to cover our container port as well.

Speaking of container ports, our minerals terminal is now finished, so let's get cracking on the container terminal.

We start off in exactly the same way as we did with the minerals terminal - by placing the docks, making minor adjustments to the terrain where necessary and remembering to leave room for transport connections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F1462%2Fi0yz.jpg&hash=d8bad067c5af41e5474071882e8745153d6157d5)

These lots are the PEG Container Seaport (http://community.simtropolis.com/files/file/19594-peg-cdk3-sp-container-seaport/) and PEG Container Dock (http://community.simtropolis.com/files/file/19610-peg-cdk3-sp-container-dock/), but there are quite a few excellent container ports available on the exchanges, so find one you like and use it well.

Now, as with the minerals terminal, construct the rail leadouts, leaving room for any road crossings you might have planned:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F9287%2Fx2cc.jpg&hash=3d69886a22ee56be9eb1a85d2e82e3b8d4046ba0)

You can see that the first leadout is a double-track line rather than the STR we've used everywhere else. This is because we're going to put a couple of small container terminals in, along with some container filler lots, for use as this terminal's storage facility. Remember to leave room for a customs office and security fence:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F6751%2Fh4h4.jpg&hash=bfb40ea74554678822953ef2d60cea7ef48ee288)

Now it's time to place the customs office and the security fence, continuing the fence on from the minerals terminal and wrapping it around the other end of the container port:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F33%2Fm3d8.jpg&hash=1112521072ffc70adce5fc0f31c77de38b8060c2)

I've circled the security gate in red and the customs office in yellow to help you identify them. Note that we've placed the security gate right next to a sharp 90-degree road curve, in order to turn the curve into a junction to make the sharp turn more justified.

Now finish off by adding seawalls and fillers where appropriate. Don't worry about anything outside of the security fence - that's outside of the port and we'll deal with that when we do the industry for this tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F3172%2Ff88s.jpg&hash=f92a6f0a6bd05a1a98ccee95f956aad1608349db)

That's a fine looking container port. Let's move on to the final part of Mapleford's port, the ferry terminal.

We're supposing that this is an international ferry terminal, so, as you might expect, we've got to do a little bit more than simply place a car ferry.

The choice of lot, as always, is everything. It needs to have a passenger terminal (or at least something that could be seen as a passenger terminal), at least one slipway to let cars on and off the boat, parking of some sort so that passengers have somewhere to put their vehicles whilst waiting for the ferry, and a lead-in for cars from the entrance to the boat. It should also be transit-enabled.
I found the WMP Truck Ferry (http://community.simtropolis.com/files/file/26696-wmp-truck-ferry/) to meet all of these requirements and look good at the same time, but there are bound to be other suitable lots, so choose your preferred lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F488%2F2lme.jpg&hash=8dd906a166dfc76bd7b15997f0412bb287061166)

Don't forget to provide power and water, as this lot can actually abandon if you don't.

We now need to build a one-way road running from the road to the ferry terminal for cars to access the terminal. Along this road we need to place a check-in area. Before you start ripping through the exchanges, a tool booth is a perfectly effective way to represent the check-in booths:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F9788%2Fqser.jpg&hash=da8f0bf604db2b088312f2b0010137f16c655c08)

For arrivals, we need to construct a border control point to ensure everyone who tries to enter Mapleford does so legally. Border control points tend to be wider than check-in areas and easily attract longer queues, so we're going to build the exit road with OWR-3 instead of the standard two-lane one-way road, and use an OWR-3 tool booth (such as the one found here (http://community.simtropolis.com/files/file/24388-nwm-tollbooth-pack/)) together with a police kiosk as the border checkpoint:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F8461%2Fqi8w.jpg&hash=684683f0f5901ea81665c7f2e53648e9d660a035)

Notice how the border checkpoint has been placed at the end of the road in order to give traffic room to queue up.

The rest is easy. Simply fill the space with a customs office, fillers and seawalls. You can also include a perimeter fence if you want, but you don't have to:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F2320%2Fctao.jpg&hash=9d7a22d3bed3b90957e003d19c60b5a1292c03fd)

And with that, Mapleford International Port is now complete. Let's take a look at the 3 terminals we've built on this city tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F5756%2Fqk1w.jpg&hash=f3f1c317de05eda253859df28e202507904a87c6)

There's something quite satisfying about that. We're done.

There's one more thing that takes up a lot of space that we need to build before we do anything else on this city tile. This thing, of course, is the airport, and therefore this is what we will be covering in the next lesson.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: sc-4 on August 09, 2013, 06:13:03 AM
Thanks for all the work you're putting into this tutorial !
Title: Re: Realistic Cities For Dummies
Post by: veger on August 15, 2013, 01:21:54 PM
Very nice tutorial, I learned lots of things (which is not hard, as I am :newbie: to the game).
I did not try it on a (new) region yes, as I am not yet tired tinkering and messing with my current region, but I will follow your guides on a new region for sure as it seems a much nicer way of playing the game!

Now it it time to impatiently wait for your next lesson... :D
Title: Re: Realistic Cities For Dummies
Post by: Pioneer on August 16, 2013, 11:39:30 AM
How did you get a street neighbor connection?
Title: Re: Realistic Cities For Dummies
Post by: Kl408 on August 18, 2013, 03:23:13 PM
I'm afraid I've been a little bit too optimistic about things going really well, something has gone wrong and I can't figure out for the life of me what is going on...
I can not make a deal on water and garbage between the power and the waste squares. Not up-down and not down-up... electricity is ok,4-4 is buying from 4-3 but garbage and water just will not show up in either squares neighbor deals???? I've tried connecting a road instead of a street in case my street connection wasn't perfect but nope,wasn't it..
I'm stumped..

Any ideas??
Title: Re: Realistic Cities For Dummies
Post by: Kl408 on August 19, 2013, 12:52:55 PM
Quote from: Pioneer on August 16, 2013, 11:39:30 AM
How did you get a street neighbor connection?

Try this
http://sc4devotion.com/forums/index.php?topic=7350.0
Title: Re: Realistic Cities For Dummies
Post by: smileymk on August 22, 2013, 02:17:47 PM
Hey guys. I've got a mammoth lesson coming up. But first...

sc-4: You're welcome. The effort is more than worth it, believe me.

veger: Firstly, welcome to SC4 Devotion! Secondly, thanks for taking the time to post such nice feedback. It is very much appreciated and continuing like this will stand you in good stead with the SC4D community. Thirdly, good luck with your new region when you get round to it. You'll have to put a lot of work into it, but it'll be worth it.

Pioneer: I'd also like to welcome you to SC4 Devotion. In response to your question, Project 2, Lesson 21 (http://sc4devotion.com/forums/index.php?topic=12096.msg442211#msg442211) provides step-by-step instructions on making street neighbour connections.
The method can easily be adapted to make neighbour connections with almost any network - you just need to find a suitable 'filler' piece to go on the last tile to extend the network into the next city tile.

Kl408: That's weird, it works just fine for me. All I can suggest is to make sure that a) you have a water pipe route from your water facility to the waste tile running through the power tile, and b) there is a driving route from the docks in the power station tile to the garbage docks (you may need to put in an extra street or two). Also, I'd check your neighbour deals. The power station square has to have enough of a surplus of water for it to be able to sell to neighbouring tiles. I'd go through all the tiles in between the water facility and the power station, one by one, and see if I could get more water to the power station.
On another topic, if you want to add something to a post, then the proper forum ettiquette is to use the Modify post button which should appear at the top of each of your posts. Making a second post to add to your first is called 'double posting' and is frowned upon in internet forums.

And now, it's time to start what is, in terms of pictures at least, the longest lesson ever published on Realistic Cities for Dummies.

Lesson 8 - Airports

Before you start building an airport, you must ensure you have the right equipment. You will need all of the following:

- RMIP-2 Airport Set (http://community.simtropolis.com/files/file/18476-rmip-2-small-airport-edition-vol-4/) (this links to Volume 4, which has the previous 3 volumes as dependencies, making sure you download all of them)
- ACB VLT Terminals and Jets (http://community.simtropolis.com/files/file/18479-acb-vlt-terminals-and-jets-series-1-part-2/) (this is Part 2 and has Part 1 as a dependency)
- TMIP Taxiway Improvement Pack (http://community.simtropolis.com/files/file/25013-tmip-taxiway-improvements/)

You can forget about making a realistic airport if you don't download these mods. They are like the NAM of airports.
In addition, you should also ensure you have as many aircraft gate/parking lots and MMP planes as possible. Searching the STEX will provide links to many useful downloads. The SCAG team have also made numerous 'plane at the gate' lots which are designed to work with the RMIP sets and are well worth downloading.

It's also vital you understand the task you face. The above packs are modular sets, and so your airport has to be built piece-by-piece. Because of this, even a small airport will take you a long time to build. As an example, the airport I'm about to take you through building required 5 days of work to build, as well as 78 pictures and 3 days of writing to document it in sufficient detail. And, as you will see, it is only a medium-size airport. Attempting to create something on the scale of Heathrow or JFK will take a good couple of weeks at least.

Now before we begin, I want to change your perception about airports.
If I asked you to name an international airport, or indeed an airport of any kind, you'd probably respond with something like Heathrow, JFK, Paris Charles de Gaulle, Chicago O'Hare or some other major world airport.
However, this is an international airport:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F2766%2Fh34x.jpg&hash=753027dc40af3ed01c3fe0320bd4cd6faaa98e5b)

As you can probably tell from the labelling, this is Dortmund airport in Germany. It's tiny, with only a handful of gates and a single runway just 2km long, but there are scheduled flights from Dortmund to London, Zagreb and other destinations, so it's an international airport.
This illustrates two important things about airports. The first is their size. You don't have to recreate JFK to make a convincing international airport. Don't get me wrong, airports are big things, but they can be as small as Dortmund airport above.
The second is the number of runways. The vast majority of airports make do with just one runway. In the UK, for example, there are only two major airports with multiple runways (Heathrow and Gatwick), and they only have two each. Multiple runways are only appropriate for the biggest airports.

With that in mind, let's begin construction. In case you need reminding, here's the plan for Mapleford airport again:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F8053%2Fu3f.jpg&hash=6a7ad2742df9cb83a4a4b675d298112db258354f)

As you can see, we have taken the advice outlined above and opted for just the one runway, together with the necessary taxiways, terminals and accessories. A city of Mapleford's size doesn't really justify building anything bigger.

Seeing as the runway is a quite important part of the airport, it makes sense to start with that. We start by dragging a straight road to mark out where we want to build the runway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F4434%2F1rfj.jpg&hash=f563c6f7ca0fe7c4997d21954fd0906975ec29b3)

This is a good time to consider how long you want the runway to be. Many people get this one wrong, and build runways that are either too big or too small for the purpose they serve.
To give you a general idea, a runway 2 miles (10,520 ft) long will take pretty much every plane ever made, with very few exceptions. Dortmund's runway is 2km (6,562 ft) long, and takes A319 passenger jets. The famous Princess Juliana Airport on the Carribbean island of St. Maarten has a single runway just 7,546 ft (just under 1.5 miles) long, yet Boeing 747s and A330s land there safely every day.
To be more specific, here's a set of minimum lengths for runways depending on the types of planes that land on them:

Small planes (prop planes and business jets): 5,000ft (95 tiles)
Small passenger jets (A320s/B737s/etc.): 6,500ft (124 tiles)
Large passenger jets (B747s/B777s/A340s/A380s/etc.): 8,500ft (162 tiles)
Large cargo planes (B777 freighters/military transport planes/etc.): 10,000ft (191 tiles)

Bear in mind that these are minimums, and putting in an extra few tiles of runway as a safety margin is never a bad idea.
You might be wondering how to convert feet into SC4 grid squares, and I'm happy to say it's a simple calculation which is easily explained:

Proposition: There are exactly 20,000/381 feet in an SC4 grid square.[/b]

Proof: One inch is exactly 2.54cm, so 1 foot = 12 inches = 12 x 2.54cm = 30.48cm. 100cm = 1m, so 30.48cm = (30.48 / 100)m = 0.3048m. A grid square in SC4 is exactly 16m long, so this is equivalent to (16 / 0.3048) feet.
(If you're wondering why we divide instead of multiplying, it's because the statement '1 foot = 0.3048m' is equivalent to saying 'take the distance in feet and multiply it by 0.3048 to get the distance in metres'. In other words, we multiply to convert from feet to metres. We want to go the other way (i.e. metres to feet), so we need to do the opposite of multiplying by 0.3048, which is dividing by 0.3048. I hope it's clear now.)
So, 1 SC4 grid square = 16/0.3048 feet. Multiplying top and bottom by 10000 gives 1 SC4 grid square = 160,000/3,048 feet, which simplifies to 20,000/381 feet (dividing top and bottom by 8).
Since we started with an exact conversion, this means that there are exactly 20,000/381 feet in an SC4 grid square, which is what we were trying to prove.
?

For Mapleford's runway, as you can see from the picture above, I dragged out 180 tiles of road. (You can tell because it costs $180 = $1 per tile. My slope mod also reduces the cost of road building to $1 per tile - it's normally $10 per tile, so for most of you 180 tiles of road will cost $1800.) Multiplying this by 20000/381 gives a runway length of 9,449 ft, which is more than enough for the largest planes the airport serves (B777s and A330s).

Once you've marked out your runway, you need to find the halfway point of the runway, which is easily done by dragging out roads. You then need to make some sort of marker at the halfway point to indicate it is the halfway point. We'll see the reason for this shortly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F6082%2Fbdc2.jpg&hash=454fcba252f23c19ecaf144a610e93ad45572f00)

Now it's time to build the runway. Let's start from the left side. I think the easiest way to explain this bit is to show you all of the pieces that go into building a runway, as well as how far they should be apart, so I'll do that:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F5558%2Fw0wq.jpg&hash=c85c8909ba2d57b0c610bee585e164c0220effda)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F6462%2Fsyqp.jpg&hash=b479b1ea51ff6b912095031c8d7258bead31bfad)

(The PAPI lights should be 1 tile away from the runway. I meant to include that in the above picture but clearly didn't.)

A few points to note here. First, the displaced threshold, indicated by the white arrows. Aircraft can only use that bit of the runway for taking off, not for landing. There are power lines to the west of the airport, and so using the displaced threshold means that planes cross the power lines at a higher, and hence safer, altitude. And don't worry about the big planes having less room to land on - this isn't a big issue as our runway is still long enough, and planes require much less runway when landing because there's a lot less fuel on board than there is when the plane is taking off, hence the plane is much lighter on landing and hence can slow down more quickly.
Secondly, runway pieces for this side of the runway should be placed with the preview arrow facing west. We'll see the reason for that later. For taxiway connections and the half-pieces that go with them, the arrow should be pointing towards the centreline of the runway, so that they are the right way round.
Thirdly, why have we used an 09 designator? Why not some other number? There's plenty in the RMIP set to choose from.

The answer is that there is a system used to number runways. The runway number is determined by taking the magnetic heading of the runway in degrees, rounding it to the nearest multiple of 10, and dividing the result by 10. (Note that runways facing north are numbered 36, not 0).
Our runway points east, which corresponds to a magnetic heading of 090 (bearings are always written in this 3-figure format). Hence the runway is numbered 09, and so we use the 09 designator piece.

Note: As stated in the pictures, if you're building a US runway you need to use the 9 designator piece instead. The 09 designator is to be used everywhere else.

The following diagram illustrates which runway number is to be used for each direction the runway can point:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F4820%2Fnmyi.jpg&hash=82cd6410ab19fec32d5c84d1ac835dd4cb40bfeb)

At bigger airports, you might want to build parallel runways. We're not doing that here, but if you decide to put parallel runways in place at your airport, be aware that a) you can have a maximum of 3 runways parallel to each other, and b) you need to add one of either the L, C or R designators directly behind the runway number, in between the number and the threshold, to each of your runways.
The following diagram illustrates the correct way to number parallel runways:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F4228%2Feq99.jpg&hash=9914db949319dd26732a5f3a1286e903b3eac468)

Now, having done one end, it's time to do the other end. This is a similar process, except we need to use a 27 designator since this direction points west, the preview arrow needs to point right, and we're using an SSALS piece instead of the longer ALS piece because of lack of space - indeed after building this I decided to replace the long ALS for runway 09 with the short one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F7427%2Fakvy.jpg&hash=f6d7c6b6ec83cea9b6edf7c145191f0311109c3e)

The next thing to do is the halfway point, where we will put a T-junction to a taxiway, using the Runway-Taxiway T-Intersection piece as well as find out precisely why the preview arrow orientation is important. Look and learn:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F6029%2F6izh.jpg&hash=c6735d9ea10ecb9ca328d0d3ab6b54b6784c51e4)

Now you can see why we've used different runway half sections and arrow orientations on different bits of the runway. The yellow 'flicks' that you see on the sides of the runway need to point to the halfway point on the runway. And to do this, we need to place our pieces with the preview arrow pointing in the correct direction, which is outlined in the above picture and, as you can see, is dependent on the piece's position on the runway.

The rest of the runway can now be filled in. Remember to include an appropriate number of taxiway exits (which will vary according to the length and purpose of your runway), including both straight and diagonal exits, and make sure the preview arrows are pointing the right way:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F3599%2F72nd.jpg&hash=8dbca17cc964fc8274d3a50ef00f1a1bf280f85c)

Looking good. Let's finish it off by placing some runway distance signs, which indicate to pilots the length of usable runway left:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F5784%2Fcn7i.jpg&hash=6a568d7d7851d7bd4347aa13ab2a9084019bdafd)

The signs give the distance in thousands of feet, so they need to be placed every 1000 feet along both sides of the runway, measuring from the appropriate threshold - the signs should be on the left from the pilot's perspective.
You should be able to work out from the maths we did earlier that 1,000ft equates to 19 tiles, so this is how far apart you should place your distance signs. You can either count squares or use roads to mark out the correct distance.

Our runway is done, so it's time to demolish the marker road and focus on the taxiways. We're going to have a taxiway running parallel to the runway, and another one feeding the aprons and gates.

Creating plain taxiway is easy - you just plop the straight or 90-degree curve taxiway pieces. We don't have the 'flicks' either, so arrow orientation isn't that important. However, intersections, diagonals and 45-degree curves are more complicated. Let's start with a simple 4-way orthogonal junction, which is made with two Half-T pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F4350%2F1kl2.jpg&hash=a02dbe690569ff5a2cd160784aa744751d089279)

Obviously you need to ensure these pieces are placed the right way round, and the rule for taxiways is that the arrow should always point to the centreline of the relevant taxiway. So in this case, the arrow points towards the centreline of the horizontal taxiway.

I'm now going to show a few pictures explaining how to build various kinds of intersections, as well as diagonals and 45-degree curves. What is being built should be obvious from the pictures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F303%2F5tt0.jpg&hash=5348823c84ea934e411276a711e34b7d45948543)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg547.imageshack.us%2Fimg547%2F6159%2Fhrgy.jpg&hash=715edb214f9703f783488194eb9a6048c01de187)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F3576%2Foonl.jpg&hash=679ce393c9568023e02e1537c524995832b60952)

(The highlighted pieces above are two instances of the Quarter X piece.)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F2306%2Fxnwi.jpg&hash=f0424a150f713943eaac56f602a0b5e1d1c42592)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F7571%2Fa4ph.jpg&hash=1fa79e9e66fd68cbb09836afc85240d2cac6ae38)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F6452%2Fg47d.jpg&hash=356f5bb7d1514b34a2db9ec7d146e3dd8b0f3f8d)

An important consideration is the spacing between strips of tarmac, be they taxiways or runways. I like to keep at least 8 tiles between parallel tarmacs, giving planes more than enough room to taxi safely and also providing a distance that looks very good from higher zoom levels:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F743%2Fecib.jpg&hash=0de0f9fe843508a7780ab892a2b5251a0f564fa1)

Put these all together and you have a taxiway.
The second taxiway connects to aprons and gates, so we need to mark out where we want these aprons and gates to go before we do anything else. As with the runway, we do this with road. Our plan calls for 3 apron areas, so we need to construct 3 sections of road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F3303%2Flhp2.jpg&hash=222341df03c64549ae6b18ec3e7996f4b5ac52a8)

We can now build the taxiway, using the pieces with the apron on one side where the marker road runs parallel to the route of the taxiway. Intersections are built as per regular taxiways, but using taxiway/apron pieces on the apron side instead of regular taxiway pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F4113%2F8jyv.jpg&hash=54effb3bbff4882442db5b18eb1f40b28cbc6720)

Continuing this down the taxiway, we get a completed taxiway system:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F7438%2F5r3c.jpg&hash=d9c77282052714b4000b825f60d772e57a15ea16)

Our attention now turns to the leftmost apron, which will serve small planes and business jets. Let's start with some hangars:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F8106%2F4q0f.jpg&hash=9e40fcde29412b4369012c8983c8497b8b8faee9)

Later on during construction I decided to get rid of that top hangar. Buildings that close to taxiways are not a good idea.

Now we're going to build a parking area for small planes like Cessnas. This requires us to use the Cessna tiedown pieces found in the RMIP set. Be sure to get the patterns consistent, use the end pieces at the end, and remember to leave 4-5 tiles of free space between the parking area and any other features of this apron so the planes have room to get out:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F1250%2Feypi.jpg&hash=6fb2f41b5b08036b367a34b4b956f9ff5779680b)

Next up is the business jet gates. Remember to leave space for aircraft manoeuvres and for a pedestrian walkway we'll build shortly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F5416%2Fezie.jpg&hash=31e61d5c2a7006833b7251f0b96410d410bcc1aa)

At the end of this section of apron, we're going to put in a couple of gates for passenger turboprop planes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F950%2Fqsdz.jpg&hash=d9f8a34b00397ffd0db61f46a949f0010e228091)

Of course, these gates need to be connected to the taxiway! This is where the TMIP pieces come into their own. They're self-explanatory to use when you come to it - however, it's important to use the right base texture. There are different textures for aprons (used for the Cessna parking area), ramps (used for the business jet and turboprop gates), and dark ramps (used for some passenger jets).
Having established which texture to use, it's just a matter of using the pieces needed to connect each gate to the taxiway. You will also need to replace some of the taxiway/apron pieces with the taxiway/ramp straight pieces found in the TMIP set:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F3384%2Fys94.jpg&hash=903e9dbd49de9ed0e92ff07f04db46921434fc19)

Now, in between the business jets and the Cessnas, as well as in between the Cessnas and the hangars, we can build a full-width taxiway, using the taxiway/apron and taxiway/ramp half pieces as appropriate. Intersections with the main taxiway can be built using the relevant Quarter X pieces - there is one for ramps and one for aprons:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F1733%2F85wc.jpg&hash=567877e064d53921601e9acbb727ca4785690841)

These taxiways are dead ends, so to close them off we use the Taxiway End piece from the RMIP set, as well as the appropriate TMIP pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F2899%2Fx0v1.jpg&hash=62b2398853ca8c0495eee31d7e3f5d2bf2f32cba)

Now you can use the apron filler pieces and ramp filler pieces to fill in the gaps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F639%2Fm67y.jpg&hash=0c5b1a678c73cfd548bae48408448ab64f657193)

The next thing to do is to break out the ACB-VLT terminals and build a couple of the Small Concourse with Connection to RMIP-2 lots, connecting the airfield walkways to the passenger terminal to allow passengers access to the turboprop and business jet gates:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F8518%2Fo6k8.jpg&hash=2cad9b31f0a87e7b2318d0749ed8dd5145de688a)

The walkways are next, for which we use both the RMIP offerings and the SCAG Turboprop Walkways (http://community.simtropolis.com/files/file/26306-scag-turboprops-dhc-8-turboprops/) (downloading this file and the dependency will ensure you have them):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F3857%2Fudwm.jpg&hash=69fcd98ba797b98a4edb1df1aa5e56ff390eb7b8)

Our small plane area is now finished, so it's time to move on to the passenger jets.
The two obvious considerations here are which airlines you're going to use and the planes you're going to use, which will vary depending on the purpose of the airport. In Mapleford's case, it's a mid-sized major airport, so we'll have several gates serving small passenger jets like 737s, 757s and MD-80s, and a handful of gates serving big planes like A330s and 777s.
With regards to airlines, any important airport, which Mapleford would certainly be considered as, is normally a hub for one or more carriers. So it makes sense to determine which airlines you want your airport to be a hub for, and dedicate a few gates to them. Which airline(s) you choose is a matter of personal preference; I've gone for two big British airlines, the flag-carrier British Airways and the budget airline Easyjet:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F3964%2Fuvhc.jpg&hash=10c96be5ab6a63a3c3a2c1c94cc4813f4f1baee2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F7626%2Fn5tq.jpg&hash=6f84e5f2aa9c453e49ffcdd3831ae550a017aea3)

As with the small plane gates, you need to leave about 5 tiles of space between opposite gates to leave room for aircraft to manoeuvre. Some space should also be left for the passenger terminal concourses, which we will build later.
You may also note that we've left some gates empty. It's a good idea to do this when you can, as it will give a more realistic appearance - there won't be planes at the gates all of the time, since it takes time for another aircraft to arrive at the gate once another plane has left.

Continuing on, it's now time to build some more gates for small passenger jets. Since we've built dedicated areas for our hub airlines, these gates can be used by any airline you like, and so the Random Airline gate lot, featured on some plane sets available on the exchanges, is useful here.
It's a good idea to dedicate areas for particular planes - as you will see below, we have one area for 737s and another area for MD-80s:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg547.imageshack.us%2Fimg547%2F5396%2Flukn.jpg&hash=b989ae41097470f9bf3db4c8bd9bda55d44bc434)

Then we move on to the large planes. This is another place to dedicate certain gates to certain planes and airlines, and here I've dedicated a couple of gates to the long-haul carrier Virgin Atlantic and their A330s, as well as a couple to British Airways 777s. You will also need to leave more room for the planes to get in and out - at least 8 tiles of clear space should do it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F9066%2Fy0j1.jpg&hash=e55aad7d5807000f95dfe33c1df9ee98a935aecc)

As with the small plane gates, we now need to connect these gates to the taxiway with the appropriate TMIP pieces and filler pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F7039%2Fnduq.jpg&hash=a538d7966665251f60b897900812324a44521030)

Two out of three aprons done. The third is the cargo terminal, and doing this bit is simply a matter of placing some cargo plane gates (available on the exchanges) perpendicular to the taxiway and a few tiles away from it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F9571%2Fl349.jpg&hash=efe4392c21a91f7aaaff0b1bce7cdcdf537af3e0)

And, for the last time, connect each gate to the taxiway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F6255%2Fjqqz.jpg&hash=f5d8b58379ff651857e310ef277de1a107fa0f49)

That's the tarmac done, so now it's time to do the airport buildings. First up is the fire station, which should be placed next to an apron to give the fire engines easy access to the tarmac:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F6580%2F4y0p.jpg&hash=41c34615a9a0ecfe48e8fc23d63238cba9f535aa)

Equally as important, if not more important, is the airport's control tower, which needs to be carefully positioned and orientated so that the entire airport is visible from the tower. A small car park for the tower controllers is also useful:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F948%2Fwacp.jpg&hash=3149088c5218608e08d82420e86af34d4c196044)

This next building is optional, but is often seen at important airports. It's a VOR-DME station, which is essentially a radio transmitter that puts out directional radio signals that pilots use to navigate. Place it out in the airfield, away from tarmacked areas to avoid collisions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F7347%2Fgct0.jpg&hash=f761a74fb9212bfbfd25e1b2a57035a0b5c91bbd)

Having built the ancillary buildings, we move on to do the actual terminals. The cargo terminal is easiest, so we'll start with that. The first job is to place some container lots next to the gates for use as a storage area for cargo about to be loaded onto the planes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F3016%2Fycqq.jpg&hash=28536a90d9a55c35ee550134bcab499b1633fbcc)

The terminal building is next, and for a cargo terminal the building doesn't need to be fancy. For a small cargo terminal like this one, a simple rectanglular structure will suffice.
The lots you see below are part of the ACB-VLT Terminals and Jets Set 1, a link to which you should have already seen and followed. Start with the outside edge, which, as you might expect, will require the use of the corner pieces and the edge pieces. You will also need to place at least 2 entrance lots at the front of the terminal:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F8553%2F58w1.jpg&hash=ccf1feb416cac2b55989ca66ceef198008d036d5)

To fill in the middle bit, you can use either the plain fillers or the arched fillers present in the terminal set. I've gone for the arched fillers, which give the terminal a nice look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F4629%2Fw4gu.jpg&hash=6b956f12d764e776c2af0fa72771f8f503d3396e)

And there's your cargo terminal building. Easy, right? Well enjoy it while you can because the passenger terminal is a little more complicated.
It all starts with the entrance. The ACB-VLT set provides some 2x3 lots that make very good entrances. However, 2x3 is a little small for an airport passenger terminal entrance, so you'll need to build several of them. You also need to use the appropriate end pieces to close off the entrances so that they fit neatly with the concourses we will build in a moment. The following picture explains all:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F1482%2Fbcbu.jpg&hash=6d610fcdf356877c9cfe764f380b7291162d6344)

To finish off the entrances, it's necessary to place a Style 3 Concourse Corner Piece at each end of the terminal entrance, as this will give a neat transition to the rest of the terminal:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F6553%2Fhl51.jpg&hash=c1eceadb06116d80756c557af4a321e0b8ef6060)

At the back, placing the Style 3 Edge pieces with the edge facing the entrances helps to give a smooth entrance-concourse transition at this end:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F6972%2F6bjk.jpg&hash=118faa3c098f6c019fd55bfbf1d204adb66fc870)

Notice how I've alternated between 2 lots, one having a plain roof and the other having the blue roof window, with two roof window lots next to each other opposite the link to the gates. This is an important thing to do if you want a good-looking terminal. Using only the plain lots will make the terminal look boring. Using only the roof window lots will make the blue on the roof overpowering and not visually pleasing. Using them randomly will create a haphazard look which isn't good either. Hence it's best to alternate like you see above.
Opposite the gate connections, the rule is that both the relevant tiles have the same roof texture, like you see above.

Speaking of gate connections, let's do those now. These require the use of the Style 3 Edge and Corner pieces, which you've used already. Remember to alternate the roof textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F9292%2Fn953.jpg&hash=194284d8c3d4fbcad4dbdc0f94ab2d01933a2517)

Once you've done all of the gate connections, the main bulk of the terminal can be filled in using the Style 3 Concourse Filler Pieces. With regards to roof textures, the blue window roof lots are placed every second tile in every second row for the best possible aesthetic effect, except opposite gate connections where plain roof textures will probably need to be used to avoid blue roofs being too close to each other. Any empty areas can be spiced up by using the Type C filler piece, which features ventilation equipment:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F9202%2F6qkz.jpg&hash=229fc0a1c5227b40039f75c05b2ea96bfa38950d)

Hold on - there's a diagonal section at the bottom there, which I've put in to save space. Let's find out how that was built before we do anything else.
In actual fact it's very easy to build diagonal passenger terminals. It requires the use of the two diagonal concourse pieces found in the ACB-VLT set, as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F1108%2Fhtoc.jpg&hash=341b553b6b85c4f8c2c620c720162c314bdc0812)

Be careful not to get blue window roof pieces too close to each other.

The turboprop gate area requires a little ruse to make it look nice - the use of diagonal pieces directly next to the RMIP walkway connectors we built earlier, with the rest built as already described:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F3576%2F99gh.jpg&hash=0dca31a112d6ed1f5f4d45f737c316e6c3a64a5b)

Filling in the gaps gives us a highly authentic passenger terminal:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F2981%2F7vp6.jpg&hash=9979cad5ee36fec0262604a220a715c07dffbae2)

Wow. Now you might think we need to build something similar for our Cessna parking area. We don't. All we need is a street connection and a security gate to protect the airfield from trespassers:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F8430%2Fzf60.jpg&hash=14bf66bdcfce252796d7a14466e447d415d66090)

Note that I've given the fire station its own access gate. The firefighters have to get there somehow!

With the terminals complete, it's time to finish off the airfield with some small details. First on the list is taxiway signs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F8344%2F2wql.jpg&hash=0f3ac5cc8b868e3a43659e87c44bc8339f2285e1)

There are signs for taxiways to the left, taxiways to the right and crossing taxiways, in both orthogonal and diagonal form, included in the RMIP set. You need to place the appropriate sign wherever pilots can change taxiways and a sign isn't there already. That means you'll have to sign up all of your taxiway junctions. Yes, all of them. It's a tedious task but it has to be done.

A perimeter fence can now be built around the airfield. The RMIP set has fence lots designed to work with everything else, so it makes sense to use those.
Once the fence is completed, any and all gaps in between tarmac areas should be filled using the RMIP Grass Filler lots (be aware that these lots, as well as the fences, are found in the Parks menu and not the Airports menu):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F9450%2Fbe31.jpg&hash=e0ba51ab3663f6b52f112e9e158a1fbe1e1a438b)

With all the grassing done, the airfield is now complete. Lets have a look at what we've done so far:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F2258%2Fpl5e.jpg&hash=07bb66681514e0a8a7b11ada5927dfa8072fd2c9)

(And before anyone says anything, I noticed when writing this that the control tower has mysteriously vanished. This will be fixed for the next lesson.)

With the airfield and airport buildings completed, we now need to think about how people are going to get to the airport.
Road access is the first thing on the agenda, and the passenger terminal entrance naturally needs road access. This includes an area for taxis, an area for buses and a substantial amount of car parking.
Precisely how you do this will vary from airport to airport, but here I've made a one-way loop which splits into two routes at the terminal entrance - one for taxis and one for buses. The loop has been connected to the main road system through a couple of avenue roundabouts. Note that spurs to the car park we will build inside the loop have also been included:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F9840%2Fd4oh.jpg&hash=d9b8911953e4c786b6df8bd98715c56c77ecaa06)

The direction of the loop will depend on what side of the road your cars drive on. It's clockwise for LHD and anti-clockwise for RHD. If it helps, think of it as a big roundabout, think about what way cars go around them in your country, and determine the correct direction to drag in from there.

The bus stops are then added to the bus lane, together with a modern-looking elevated rail station to provide a connection to Mapleford's public transport system. You will need to build several bus stops, and for maximum effectiveness, you should use the same lot for all of them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F2137%2Fxz6g.jpg&hash=8b8f28417c241f640157db4a2f011f5a3501add6)

Make sure your bus shelters are on the correct side. I live in England, so for me the bus shelters go on the left of the road. If you're in the US, continental Europe or anywhere else that drives on the right, the shelters should be on the right.

The loop can now be filled with a car park. My favoured set (HH Modular Parking, which comes in several downloads and is available on the STEX), has a piece with one-way arrows, so I can incorporate a nice complicated one-way system into my car park. If your favoured car park set has a similar piece, you may want to do the same, as many car parks feature complicated one way systems (which are regularly ignored!):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F5127%2Ftiye.jpg&hash=37e4dc0aa06e1ec9a73888d0e4cc52d12b4d32a1)

Our plan also calls for a regular railway station, so let's put that in now. I've had to make use of the NAM Viaduct Rail pieces, as well as a viaduct rail station that I believe is included in the latest NAM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F7669%2F35qv.jpg&hash=ef0c01ad7de01854823c1c632d2150011b4d3eb6)

Is that it? Of course not. When I said 'substantial car parking', I meant a five-figure parking space count, or at least a parking system which looks like it has at least 10,000 spaces.
That might seem like a hell of a lot of parking spaces to you, but think about it. This airport will serve millions of passengers a year. Many of them are going to come from within driving distance of the airport, and you can't take your car on a plane! So they've got to have somewhere to put their cars, hence why we need so much parking.
So, to get enough parking spaces for the airport, we're going to need more car parks. Specifically, we're going to need a couple of very big multi-storey car parks.
To do this, I'm using the 8-Level Modular Parking (http://community.simtropolis.com/files/file/27907-modular-8-level-parking-garage/) set, which, if you've been following this MD since the beginning, you'll be familiar with as we used it a few times in Project 2. Using it, or your preferred parking set, you need to create a very large car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F7127%2Ff58e.jpg&hash=13cd3af8913013d5988ac943b0624f6545eeead7)

Yeah. I wasn't lying when I said 'very large car park'. Note that the car park, out of necessity more than anything else, has two entrances and two sets of lifts.

This car park certainly looks good, but anyone who parks near the western edge of the car park has a long way to walk to get to the terminal. To cater for these people, we're going to put in a shuttle bus service from the western edge of the car park right to the bus stops outside the entrance of the terminal. This requires the construction of a turning loop next to the car park for us to put the end-of-the-line bus stop on, made with one-way road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F1029%2Fexqw.jpg&hash=4077dc08e5d896366059f78fa3558604a9bafa90)

As before, make sure your bus shelter is on the correct side of the road. Here, the buses will turn in from the right entrance and leave at the left exit, and I drive on the left, hence the shelter is on the outside of the turning loop.

To add a few extra spaces and fill in an awkward corner, we're now going to put in a surface car park in between the main road and the eastern entrance to the big car park we just built. A bus stop for the shuttle bus has also been included:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F5923%2Fmaug.jpg&hash=341fb4bdacf6fb5340bb21244fdea96159cb12b6)

The western car park is now finished. On the other side of the terminal, we're going to put in another multi-storey car park to get the parking capacity up to the required level, complete with its own shuttle bus service and turning loop:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F3517%2Fictz.jpg&hash=8dd01b61707bc06aa06318fc25eb09dca0d037f3)

With regards to the transport lines, you just have to refer to your plan and find a way to adhere to it as closely as possible. Here, as you can see, that has necessitated the used of Viaduct Rail and the High El-Rail puzzle pieces.

You may have noticed we have a set of lifts at the western edge of the above car park, which do not apparently provide a way out of the car park. Seeing how close these lifts are to the terminal, it makes sense to provide a pedestrian path to the road loop. For this, I'm using the Sandstone Ped Mall, mainly because it goes well with the pavement textures I use. Of course, you are welcome to use any suitable plugin you can find, as long as it looks good:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F2350%2Fdxdz.jpg&hash=6f6bce47ff973b72a59824ebd0ec4ca38ecf76e4)

And with that, Mapleford Airport has sufficient car parking. We must now worry about road access for the cargo terminal.
Fortunately, this is much simpler than constructing enormous car parks. All you need to do is to place at least 2 tiles of plain apron (from the RMIP package) in between the cargo terminal and a road serving it. You can then place MMP lorries on the apron, making sure that they face the road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F1715%2F03k6.jpg&hash=4503afda458303c2d71ea04ccbfd7d2868d4733d)

As with the plane gates, it's a good idea to leave some spaces empty. The same goes for the next thing to be built - a lorry holding area using more plain apron, more MMP lorries, and a couple of fake street connections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F1368%2F6q4o.jpg&hash=af57f317ecb6784a08ffd53e4de0f2ab921f4153)

Notice how the lorries are in a neat formation. That's one of those wonderful things that's both realistic and aesthetically pleasing, so make sure you do it.

On the other side, our hangars need some road access, so let's do that now:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F8602%2Fmrsp.jpg&hash=987951865836174e8b1d7d3ab0dcc4e2198a914f)

Our airport is nearly complete - there's just a couple of small details we need to add to finish it off.

The first is some fillers for our roundabouts. Note that in the picture below, I've put a stylish filler on the main entrance roundabout, and a much more functionalist filler on the roundabout above it, as it is on airport property. This functionalist approach to airport architecture is common, and is something to bear in mind when designing them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F1395%2Fyqfd.jpg&hash=853d9079174492b8865d65ab5f06f93b42308df4)

This next roundabout is outside of airport property - it serves the eastern car park and the cargo terminal road. Hence we can go for a nicer roundabout filler:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F8671%2Fwd63.jpg&hash=76b6f6cb53dfae52949bd619936ab984f59e17e8)

There's also a lot of empty space on airport property. Are we just going to leave it as plain terrain?
Of course not. We're going to spruce up the airport by filling the plain terrain within it with overhanging grass fillers (http://community.simtropolis.com/files/file/28914-overhanging-fillers/). We use these because a) it allows us to put grass under the rail viaducts and elevated rail line, and b) it halves our workload because it covers 2 tiles at a time rather than 1:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F2931%2F9s47.jpg&hash=bcffd6ee26b9f3b4a6fb7efd37cf181e1549e71d)

That's nice, isn't it? There's just one last thing to do, and that's to put some planes on the tarmac.

There are a good few MMP planes on the exchanges, so grab as many as you can find. However, it's not a case of 'I'll just put a plane here... and here...' - you have to put some careful thought into positioning your planes. Here's some pointers to follow:

- Aircraft should be on the centreline of any taxiway or runway that they might be on.
- Under no circumstances should there be more than one plane on any particular runway at any one time. It's a rule that exists in real-life aviation for obvious reasons.
- Don't put too many planes on the tarmac. The number will of course vary depending on the size of your airport and the traffic it gets, but for an airport like Mapleford's, I'd set an upper limit of about 10 planes.
- At a particular time, aircraft will be using the runway in one particular direction (e.g. for Mapleford they will either be using Runway 09 (landing and taking off to the east) or Runway 27 (to the west)). Therefore you need to determine your active runway and orient the planes accordingly. In the picture below, I've chosen Runway 09 as the active runway, so the planes are going towards the runway on the west side of the airport, and away from the runway on the east side.
- Placing a small queue of planes on approach to the runway to represent planes waiting to take off is always a good idea.

Here's a picture of a couple of planes on the tarmac at the western edge of Mapleford Airport as an example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F9859%2Fwrol.jpg&hash=c87462fb90ef13388978d5854a3046161033690f)

Once all the planes have been properly positioned, it's time to take a step back and relax, because we are done. Let's have a look at the finished Mapleford Airport (less the control tower, which, as I said before, I know about and will fix):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F1701%2Fcq9i.jpg&hash=bcd2227d9ab4f418c6be7f6ecece4f4257e424d0)

I'm quite proud of that picture. We've successfully constructed a mid-sized airport for Mapleford that looks great and will serve the city well.
One of the great things about airports is that they also look fabulous at night as well:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F8276%2Fygis.jpg&hash=1e310ab682bda5f0dd7cc4e7238963740e00bae8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F2434%2Fen79.jpg&hash=7bce57e8914653534cf5706d5ab59d53b19f871d)

To finish off, let's take a look at the airport from the region view. It's on the right - you can't really miss it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F6420%2Fpsln.jpg&hash=c8a9722e4897cb8b44ed1894866781d3d0ff0d95)

You can really appreciate how big the airport is from here. We're done.

Now, I'm off on holiday for the next week, so you won't be hearing from me until September 1st at the earliest. When I come back, the next lesson will focus on the airport city tile's transport infrastructure - things like roads, railways, metro lines, etc.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Pioneer on August 22, 2013, 02:49:12 PM
 &apls &apls ()stsfd() &apls &apls
Excellent airport building tutorial. It will be very helpful for me. Thank you! :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: Schulmanator on August 22, 2013, 02:53:37 PM
Zounds! That's very impressive! Great work.  &apls
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on August 22, 2013, 05:41:13 PM
My question is this airport merely aesthetics ie it looks like a real airport or does it also function as an in-game airport that the game will actually use?
Title: Re: Realistic Cities For Dummies
Post by: thebagleboy on August 28, 2013, 11:51:31 PM
Quote from: yochananmichael on August 22, 2013, 05:41:13 PM
My question is this airport merely aesthetics ie it looks like a real airport or does it also function as an in-game airport that the game will actually use?
It will only be aesthetics however downloading the "Functional Airports" pack will give you a bunch of buildings such as bus ports that act as an airport. Just think of them as an airport commuting centre.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 07, 2013, 05:27:03 PM
Hey guys. This isn't a proper update, but an important announcement regarding Lesson 9 which you need to pay attention to.

Important Announcement

I'm pleased to report that Lesson 9 (Transport Infrastructure) is now ready for posting.
However, it has turned out to be considerably longer than I anticipated. If posted in full, it will weigh in at 94 pictures, which will comfortably be the longest lesson ever posted here - the airports lesson was a measly 78 pictures long.

Therefore, I propose two different ways of delivering the content of Lesson 9 to you guys:

Option 1: Post the lesson in full. You'll get rail, Project Symphony, roads, metro lines, stations and depots in one comprehensive - but very long - lesson.

Option 2: Split the lesson into 4 different parts, to be posted as separate updates, as follows:
- Part 1: Railways
- Part 2: Urban Motorways (using Project Symphony)
- Part 3: Roads
- Part 4: Metro lines (including use of el-rail, GLR and subway, as well as metro depots, station selection, and station placement)
This would give shorter reads, but would mean you'd potentially have to wait longer to get the whole content.

I need you guys to decide which option you would like. Please post your choice as a reply. This MD exists for you guys, so I want to deliver the lesson in the way which suits you best. Thanks for your time.

Now it would be rude of me to run off without responding to the comments made in response to Lesson 8, so let's do that now:

Pioneer: You're welcome. I hope you enjoy creating your airports.

Swordmaster: Thank you. I didn't hold back with the lesson, did I?

yochananmichael: As thebagleboy correctly states, the RMIP, TMIP and ACB-VLT sets are purely aesthetic and do not function as airports in the simulation. However, you can download lots called 'airport trams', such as this one (http://community.simtropolis.com/files/file/19024-airport-tram/), which look completely inconspicuous but function as airports, allowing you to bring the benefits of the airport to the city in question.

thebagleboy: Welcome to SC4 Devotion! (Yes, I noticed. You can't hide anything from me ;-) )

Before I go, you may remember that Mapleford Airport's control tower mysteriously vanished during its construction.
I did say I was aware of it and would bring it back, and here it is:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F5278%2F51fh.jpg&hash=190c93614db5c948a5ad4a048b5d0a65760aa149)

That's better. Time for me to go now. Let me know how you want Lesson 9 to be delivered please.

See you next time,
Chris
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on September 07, 2013, 08:05:10 PM
I say give us the whole thing but if it has to be in 4 parts so be it. Cool at least I know now that I can have a cool looking airport with some lots that make it function as a real airport for game purposes.
Title: Re: Realistic Cities For Dummies
Post by: CharlieLord on September 08, 2013, 07:22:46 AM
I think I'd prefer the next lesson in 4 different parts.

While I'm not looking to build an airport in my current region/project, that lesson was too long for me, and so I skimmed over most of it rather than reading it properly, and so didn't really learn much  &mmm

Either way, keep up the good work and I'll enjoy the next lesson regardless  :)
Title: Re: Realistic Cities For Dummies
Post by: Harry29 on September 09, 2013, 12:15:02 AM
I'd prefer it in one big lesson. Your lessons help me a lot in my cities, so I don't mind spending a long time reading them. Keep up the good work. &apls

Or, you could combine the best of both options; by posting it as 4 separate posts, but posting them all at the same time,  people can choose whether to read them individually or all at once.
Title: Re: Realistic Cities For Dummies
Post by: zwitser on September 09, 2013, 01:43:42 AM
Option 2 for me  &apls
Title: Re: Realistic Cities For Dummies
Post by: rooker1 on September 09, 2013, 02:53:16 AM
Option 2 sounds better to me.
Title: Re: Realistic Cities For Dummies
Post by: veger on September 09, 2013, 04:13:19 AM
I do not really have a preference, but if I must choose: option 1! (So I do not have to wait for too long :P )
Title: Re: Realistic Cities For Dummies
Post by: Coxswain on September 09, 2013, 10:21:00 AM
Option 2 please
Title: Re: Realistic Cities For Dummies
Post by: APSMS on September 09, 2013, 02:39:46 PM
Definitely option 2. At the very least, it'll be easier to index for future reference, so that we can find the information easily instead of being hidden in one gigantic tutorial.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 12, 2013, 02:23:25 PM
Hello there.

Well, the readership has spoken, and the majority of you would prefer Lesson 9 to be delivered in 4 parts, so that is what will happen.

My thanks go out to yochananmichael, CharlieLord, Harry29, zwitser, rooker1, veger, Coxswain and APSMS for taking the time to give their opinions regarding the delivery of this lesson.

Well, what are we waiting for? Let's get cracking:

Lesson 9 - Transport Infrastructure

Part 1 - Railways

It's fair to say this part will be a mix of old and new. Some of the following content may be very familiar to you, either from earlier projects or your own knowledge. But we're going to cover some new, more advanced material too, so everyone will hopefully learn something about railway construction.

You may remember from Lesson 8 that we built a railway station to serve our airport, and some NAM rail viaducts extended from there in both directions. It makes sense to start by completing this line and progressing from there.
First, we'll go eastwards. The plan calls for the line to run straight to the end of the city tile without any messing about.
Because we're going through suburbs and then rural land, it doesn't make much sense to continue the NAM viaducts becuase they'll look out of place. It's better to run the line on the ground in this case.
As you might expect, bringing the railway back down to Earth requires a proper, smooth transition.

I'll go through it quickly as this is a basic technique many of you will know already. First, use the NAM 15.5m ground lifter to create a stub, before extending it with single road tiles like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F7193%2Fp0sd.jpg&hash=9cce04e9027d281985bb75f88e0bf6ba47e8ee88)

It's important to have at least 2 tiles of stub in order to provide room for a proper transition to ground level and for the on-slope puzzle piece to be built.

To construct the transition down to ground level, drag a suitable network from the end of the stub furthest from the viaduct as far as is necessary to produce the smoothest possible slope:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F9486%2Fbks5.jpg&hash=13f654bf950b9717884c66e8d5cd3eefbd401ffc)

What's a 'suitable network'? It's simply the network with the strictest slope settings, as determined by your chosen slope mod. In my case, the suitable network is rail, but for some of you it may be something else, like monorail/BTM or RHW. The easiest way to find out if you're unsure is to create a few stubs of the same height and drag different networks off each of them.

To complete the transition, simply delete any remaining single road tiles and put in a straight on-slope rail puzzle piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F8973%2Flpcp.jpg&hash=c83948ead063c942e9bbf6f78f1fe54977057480)

Easy stuff, and nothing new to most of you. Let's head east and address the only obstruction our rail line faces in this direction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F6215%2F826g.jpg&hash=ed8a728a42a9d4ec3b422a4a04e6bdf46c5ff28e)

We need to get across the road. And before anyone suggests otherwise, a level crossing is not an option. The rail line is too busy and the line speed is too high, so putting a level crossing here is too dangerous. In general, level crossings should be restricted to lightly-used branch lines and small industrial spurs (like our port railways).
The only practical option is to use grade separation, and it's better in this case to elevate the road rather than the railway line. This is because the railway most likely came first, so the road will have been built around it in real life, and also because roads are far less sensitive to gradients than railway lines are.

Elevating the road is going to require the use of 7.5m overpasses, which we haven't used previously on Realistic Cities for Dummies. As you might expect, this will create a far more realistic look as it's always better to keep terrain adjustments as small as possible when dealing with grade separation. Bridges over water are a little different, but we'll come to that later.

Let's begin. The first job is to clear the area to give us room to build the embankments:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F3944%2Fl84n.jpg&hash=dd989bbce4edc0b646261596bb083db81d4f5afd)

Now use the NAM 7.5m ground lifter and single road tiles to create an embankment, including room for a roundabout if you want one, and use rail to smooth out all of the slopes a road will be running on:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F3875%2Faokd.jpg&hash=9e5eb731b793367b0c9f0e90aac6d8f3df57deec)

You now need to demolish three tiles - the tile your railway line will run through, and the neighbouring tiles on both sides. Then place single road tiles from the railway line to create a depression for the railway line to run through:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F7425%2Fufsf.jpg&hash=c87adac80bad64492188a99e4578f43048d0e620)

Note that the depression is at ground level, so our railway line can run straight through the junction without any gradients.

The approaches to the junction, together with the railway line, can now be dragged into position. Don't place roads within 2 tiles of the railway line, as doing so will cause trouble when building the overpass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F6769%2Fu31h.jpg&hash=455a0e9ffc300ebfa40ec899ebe8981090eda8fb)

The overpass is built with 3 7.5m road overpass pieces. At each end, place a T On-Slope piece, and place a road over rail piece in the middle. Then drag roads from the T-junctions that appear on the on-slope pieces parallel to the rail line as shown here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F8731%2Fu0qg.jpg&hash=9d983c01bfd6b203ac962199ea7dc5f3c1de6ec2)

You can now delete these new road stubs, one tile at a time, and then put all your roads back together again. Oh, and if you use a roundabout instead of a regular T-junction, don't forget to stick a nice roundabout filler in the middle of it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F2992%2Fbztb.jpg&hash=35666ea9615f37e75ff208c3274595830a829f05)

There's a couple of stubs of embankment at the top of the flyover which are now redundant. Not to worry - just create a chain of single road tiles from ground level to get rid of them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F3801%2Fsfoe.jpg&hash=1b651d518cb66d2fac2925a96d7f0a2aabc440a0)

OK, so the game decided it didn't want to get rid of the left stub, so we'll have to leave it. It's not a big deal, and the stub is only visible when the gridlines are on.
Anyway, we did it. After demolishing any leftover single road tiles, we've turned a sticky point on our railway line into something quite beautiful:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F9229%2Fx2qp.jpg&hash=35fd1f0343549f621b8abcbaf163f24ded3c2c01)

Let's now move to the other end of the viaduct. This ends on a diagonal and we're going to build a bridge over water shortly afterwards, so this embankment will need to be constructed differently.
First, the transition. Using the familiar method with the 15.5m ground lifter and single road tiles, construct an embankment that looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F1817%2F28ip.jpg&hash=216f851542e41320cba05fa294ebfb8b0a5a0769)

The single road tiles are now demolished, and in their place goes a diagonal rail on-slope piece. The preview of this piece has one rail tile not on a viaduct, and the piece needs to be positioned such that this tile is on the last flat tile of embankment before the viaduct. Some diagonal rail over road pieces also need to be placed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F1066%2Fnlub.jpg&hash=fb9cb9e2ac174929f7dffa3ec2ac9007300cc158)

As I've said previously, shortly after this to the west is a bridge over water. This is a standard orthogonal bridge, so we need to build a smooth curve.
Since railways are more sensitive to curves than roads, it's necessary to use 2 pieces to build the curve - a diagonal - FARR piece followed by an FARR - orthogonal piece.
The embankment must therefore be suitably extended to take these puzzle pieces. You need to use single road tiles to create the following pattern:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F461%2Fbdhd.jpg&hash=2da6f015bf1a63429f0a571ebc43fda727005c12)

I recommend trying to memorise this pattern, as you'll be using it an awful lot. Once the pattern is completed, replace the single road tiles with the FARR transition pieces stated above:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F3204%2F5aq6.jpg&hash=e94830cc9fdf9d420f6cef8bb3a251ca46eaa8f4)

We now turn our attention to a topic that causes a fair bit of frustration among SC4 players - bridges.

I'm going to be brutally honest here. We have a saying in England that says that failing to prepare is preparing to fail. Yet when it comes to bridges, a lot of people don't prepare properly. They simply drag straight over the water and hope for the best. So they fail, in the sense that their bridge doesn't look as good as it could.

What I'm trying to say is that building bridges is easy if you prepare properly and put enough thought into it. Here's a few simple rules to follow to help you create good bridges:

- Elevate the bridge. A bridge looks much better when it has some height to it. It doesn't have to be elevated much - 15m for road and 15.5m for rail will suffice. If you want ferries to pass under the bridge, then you will need to make it at least 25m high.
- Use abutments at each end of the bridge. This enables a smooth transition to ground level, or a consistent height to take the network onto another bridge. The abutments will improve the appearance of your approaches to the bridge. However...
- Abutments must not extend into the water. This is because the game requires that there is at least one tile of land on at least one side of the bridge before it will let you build it. Extending your abutments into the water will violate this condition, meaning that the bridge will extend onto one of your abutments, which will hinder the look of the bridge.
- The abutments on each side of the bridge should be at exactly the same height, lest you will end up with that pavement bit on one side of the bridge where the game tries to compensate for the difference in terrain. We will go over how to ensure your abutments are at the correct height shortly.
- Support pillars should be kept to a minimum. I also like to build in some approximate symmetry into my bridges as far as the game will let me, as this gives a bridge that is very easy on the eye.
- Think carefully about the type of bridge you choose. Railway bridges tend to be older, so girder, truss or cantilever bridges would be more appropriate. Newer road bridges can use more modern bridge types. The length and height of the bridge is also important. Beam bridges are good for short spans. Arches are good for tall bridges. Trusses are good for longer spans. Suspension and cable-satyed bridges should be reserved for long or very long spans.

With these points in mind, let's build our first rail bridge. We already have an abutment on one side, so it only remains to construct the other one and we can build our bridge.
However, we need to make sure the abutments are at exactly the same height. To do this, we use the terrainquery cheat, which will provide 3-dimensional positional co-ordinates as a tooltip when the Query tool is hovered over a point in the landscape.
Let's find out the height of our existing abutment. Activate the terrainquery cheat, put on the Query tool and hover it over the last tile of the abutment:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F9172%2Fb75h.jpg&hash=1d41547d162339ee5eb7ae7216000a1d64373cd3)

The important co-ordinate is the y co-ordinate, which gives the height of the point queried in metres. Here, as you can see, the height of our existing abutment is 271.5 metres. So we need to make sure our second abutment is also at 271.5 metres.
To get the other abutment up to the correct height we need to use hole diggers and ground lifters as appropriate. The lifter and digger lots at our disposal can change the height of the terrain by x.0 metres and x.5 metres, where x is a suitable integer. In other words, we need to make sure the difference in height between ground level and abutment level is a multiple of 0.5 metres before we can use the lifter/digger lots.

Let's do that now. We need to mark the position of the network on the other side of the bridge. To do this, drag a network straight out from the abutment, over the water and onto the other side, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F4444%2F0gja.jpg&hash=0e61279d7a589ea6a49d6ed98ff508363db721f1)

Then press Esc to cancel the drag, and, without moving the mouse outside of the square it covers, place a single road tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F273%2Fo1lq.jpg&hash=54843321c934cc704f70537e30fcea4921c33e7e)

Then use the terrainquery function to find out the height of the land where you've marked out the other end of the bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F6448%2Fgjff.jpg&hash=ae58df5b40c9d8f5ee4a9440021d8efef5f965e8)

We're in luck. The height of the land here is 256.0 metres, giving a difference in height of 271.5 - 256.0 = 15.5 metres. This is, of course, a multiple of 0.5, and indeed is the height change produced by one of our hole diggers.
Well, what are we waiting for? Let's raise this row of tiles 15.5 metres and extend the new abutment to the water's edge, but without going into the water:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F5831%2Fjui0.jpg&hash=b2719cf876975d3cf2f3c32c295f4097df74682d)

And now we can build the bridge. To ensure the bridge doesn't extend over the abutments, drag from the first tile inland of one abutment to the first tile inland of the other. Then choose a suitable bridge from the bridge selection panel, keeping the bullet points above in mind, and click 'Accept'. Here I've gone for the standard cantilever truss, as this span is quite long and the bridge has quite a long gap between supports:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F6854%2F0v25.jpg&hash=a3e559adc6dcf05265120c34e8344ce9e62dc978)

That's one good-looking bridge we've got there. And all it took to create that was a bit of preparation beforehand.

Our railway line is currently on one of the islands that form Mapleford's delta. Therefore we have to construct a second bridge to carry the line on to the mainland.
This is built in exactly the same way as the first bridge, but the span this time is much shorter, so I've gone for a brown girder bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F1571%2F9gzu.jpg&hash=f4f5e81e8ef0f29f1eceab6c0486b49d3f0c26b2)

When building multiple bridges in quick succession, consistency is important. It doesn't make much sense in most situations for a railway line to go over a truss bridge and then go over a suspension bridge 200 yards later. A small truss followed by a large truss, like we've built here, is much better.

Before moving on, let's take a sneak peek into a future part and find out what we do if we don't have a good height difference. As an example, here's the marker for the urban motorway bridge we're going to build in the next part:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F5023%2Fl8ag.jpg&hash=6c294262571684c7d50927bcbbd1820b632064b2)

The height at this point is 255.7 metres, but the height of the initial abutment is 15m above ground level, i.e. 271.0 metres. That corresponds to a height difference of 15.2 metres, which isn't a multiple of 0.5.

To rectify this, we use the terrainquery cheat again, this time looking for a point where the height difference is a multiple of 0.5 metres. Once we find one which might work, we plop a single road tile there and check the height again. If it's good, we run a chain of single road tiles from that point back to our marker for the bridge. If it isn't, we try somewhere else until we're successful:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F2417%2F7d4r.jpg&hash=8b54f7698e48160709ccabfc27ff8f790c176e05)

Once we've got everything in order, we can use single road tiles to adjust the height of the marker, then demolish everything and plop an appropriate ground lifter, or combination of ground lifters and hole diggers, and carry on as normal.

Moving back to the railway line we're building, after the bridge system the railway runs through our port industrial area and then on to the CBD and the main station.
As you can imagine, this part of the city will be quite old, and many buildings in this area will have come before the railway line was built, certainly in the CBD.
Therefore it makes sense to use NAM viaduct rail to take us from the bridge system into the CBD. You should be able to build a transition to viaduct rail from the abutment to the bridge, and it's all puzzle pieces from there:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F9387%2F7swl.jpg&hash=e30a610464ef3dd4dfecc2b299710a21437b0f70)

The neighbour connection is built in the same way as a street neighbour connection, but instead of placing a SAM starter piece on the tile with the arrow, you place a plain rail puzzle piece (diagonal or orthogonal as appropriate).

Our passenger line is now finished. There is only one station planned for this city tile, and we've already built it because it's the airport station. So let's move on to the freight lines.

The first rail line is planned to run from the passenger line east of the airport, over a new set of bridges, and then to curve down into the port area. Immediately, however, we face an obstruction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6210%2Fu1qz.jpg&hash=434cffee95848b37020cb8e38be48075516ca5ce)

The road is so close to the railway line that we can't plop a diagonal-FARR curve piece. We could circumvent this problem by putting the road in a tunnel, but this is a costly option. Instead, we'll shift the road by one tile downwards, construct a 7.5m overpass on this new alignment, and then use dragged S-curves to put the road back on course at either end:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F4035%2Fgu4l.jpg&hash=a9591747db289ba6f70577f085ccd42fbb61bfab)

Note that the abutments had to be put a little bit back from the railway line, as this railway runs diagonally. This is just requires using the blank terrain puzzle pieces, alternating between the pylon and no pylon versions.

The railway can now be continued along the planned course:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F5231%2Fh8s9.jpg&hash=5ecf30d8ba0881d1f3ae4dd482a2743fbac32733)

Now we come to the bridges. These are exactly the same as the bridges we built before. Do the preparation, get the abutments at the same height, and choose the right bridge for the job. Here I've gone for a metal arched over-deck girder on all of the spans:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F6153%2Fk3lm.jpg&hash=b0c85d0c3c5dd0a8ed0fc0f95b07a3bfb553861a)

Note that the railway runs on embankments rather than viaducts in between the bridges, as this is better-looking and more realistic.

Having crossed the delta, the freight line now needs to curve 90 degrees to the left to reach the port. This is constructed as two 45-degree curves back-to-back, so I hope you remember your flattening patterns because you'll need them. The following diagram explains how to construct the curve out of the puzzle pieces, and will allow you to see how we can trim the embankment by bringing down some redundant tiles after we've built the curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F1513%2Femwx.jpg&hash=030f2d89e0322e2709e0db1a08ff8f67a9d10309)

The line can now be connected to the existing port line. We're also going to start a line off to the west which will connect the port with the mainlines to the west and north:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F9070%2Fxy85.jpg&hash=290505bb51f909e2e76ae9f18c7ede15018f9e84)

At the top of the new line to the west, the line splits, with one branch going north and one west. Unfortunately, there aren't any diagonal - FARR points yet, so we'll have to make do with the 45-degree diagonal point available in the NAM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F388%2Fpqg5.jpg&hash=0a0aa05d7680198269e84f9ff7e68e4d69826837)

I should point out that that FARR curve is no longer there, as it got in the way of the urban motorway. But the railway has still been carefully routed to avoid the power pylons. Doing this will save you having to reposition your power pylons to keep them together.

Now that our freight lines are complete, we need to build a marshalling yard to process all of the trains entering and leaving the port, so the right cargo goes to the right place.
A marshalling yard does not need to be complicated - it's just a set of sidings. However, as this yard serves an international port, we're going to need a lot of tracks. So we're going to call on the services of the BLaM Modular Railyard System (http://community.simtropolis.com/files/file/17367-blam-modular-railyard-system/), which will allow us to build a high-capacity freightyard in a small space.

Constructing the yard is simple. Build a line parallel and adjacent to the main freight line, and on it, place a 3x24-tile right entrance. Next to that, place the same lot again, this time with the preview arrow facing the other way, and offset from the first lot such that the tracks line up neatly like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F4923%2Fh8sd.jpg&hash=abd47cbf9faf5cee70d6ce0894d6b3bc12a9f940)

These lots are transit-enabled along the entrance line. On the first lot, this line provides the access to the marshalling yard. But what to do with the second lot?
The answer is to extend a couple of STR spurs from each end of the transit-enabled part of the second lot (the part furthest from the mainline) for use as headshunts - areas for engines to turn around without blocking the yard:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F1131%2F24w3.jpg&hash=1f6fb366385ca6cdf360b29c1e98e13247455c7a)

We now need to ensure all tracks can be accessed from both tracks of the mainline. At the top of the first yard lot, there is a scissors crossover to provide this functionality for trains going to and from the north. However, there isn't one on the other end to provide the same functionality for trains to and from the south.
To correct this, we need to place the same scissors crossover lot that we used for the power station's rail terminal on the south side of the marshalling yard, before the access line merges with the main line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F9139%2Fyzmq.jpg&hash=c4127e232cb1094d7a6eb35641cbdf7ec471bb74)

With that done, we have our completed marshalling yard:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F5102%2Fhycg.jpg&hash=f826d0080984601be89d359ff2cb30dd9142dd76)

Our freight railway system for this tile is now complete. It remains only to electrify the passenger line.

Why don't we electrify the freight line? Because most freight trains are diesel-hauled anyway (at least in the UK), and because if we did electrify it, we'd have to electrify the marshalling yard which would be difficult.

The catenary I'm using for this is the Railway Electrification Mod (http://community.simtropolis.com/files/file/14264-railway-electrification-mod/) by frogface, but it's not the only set you can choose. In particular, those from continental Europe may prefer to use the SFBT Rail Catenaries (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=925), as this set of catenaries is based on that used on German and Belgian railways.
Whatever mod you choose, be sure that it doesn't automatically place catenary over your railways, unless you want all of your railways to be electrified.

Plain straight track is easy to electrify. Simply place gantries every 3 tiles for orthogonal rail, and every 2 tiles for diagonal rail:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F2097%2Fomn2.jpg&hash=bde255da21099c25ba77e331612f5fdb41dc7007)

The points where the freight line branches off are a small obstacle, requiring the use of the 2-tile gantry in order to maintain a consistent spacing between gantries:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F1295%2F4l8j.jpg&hash=a7cc1c0975ecd330cd1d4e1d872a30eebac2c57b)

Curves are more problematic, because we've got to use a combination of different gantries that keeps the wire over the track as far as possible:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F3483%2Foy6q.jpg&hash=fea900edf74a18e91f285b72859ede37f27be634)

We don't need to worry about the bridges, because they are trusses and so we can assume the catenary is connected to the bridge structure. However, we do need to worry about the viaducts.
There aren't any elevated catenary lots, so we'll have to go into Lot Editor and make some. However, if we simply elevate the catenary props, they will not be connected to the viaduct as the viaduct is less than 16m wide. Therefore they will be floating in mid-air unless we put them on an auxilliary prop. The only suitable props available that I know of are only suitable for use in dense urban areas and are orthogonal only.
So we're unfortunately restricted to electrifying the orthogonal section of the viaduct through the industrial area. Correcting the issue would require us to create overhanging props, which is very advanced and hence reserved for Project 4.

Let's open up Lot Editor and focus on the industrial viaduct, whose electrification is within the scope of this project. Open up the single orthogonal gantry lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg571.imageshack.us%2Fimg571%2F1756%2Fjfvw.jpg&hash=3d5ec76bcfc4422d6ef28e1e1fd7bd54825f452d)

The gantry is a prop, shown in blue on the plan view on the right. So we need to go to the Props tab and click on the blue rectangle. The gantry will now highlight:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F9894%2F5rr5.jpg&hash=9bca28e12463a3b3fe851ae20b4ad25fc34ef7cf)

We now need to elevate this gantry by 15.5 metres. To do this, hold down the CTRL key, and whilst doing so, press the Up key. This will raise the prop by 0.1 metres. As you might expect, pressing the Down key instead of the Up key will lower the prop by 0.1 metres. Holding the Shift key down in addition to the CTRL key and pressing Up or Down will raise or lower respectively the selected prop(s) by 1 metre.
The height of the prop appears on the plan view on the right as a white number, circled in red below. You need to adjust the height until it reads 15.5:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F6492%2Fvnn9.jpg&hash=7d903aec98e86ea68ea2f08bf49e5504e0b15d7b)

Good. To finish, we need to add a suitable overhanging prop. The prop shown below is designed to take elevated transport networks, making it perfect for our intended use here. The prop needs to be carefully positioned such that the catenary poles appear to be connected to it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F1981%2Fk9ux.jpg&hash=b1cda3f0482cebb5da149e17764dada0f1cb06e3)

I'm afraid I can't remember where that prop comes from, but a search of the STEX should bring it up.

Save this as a new lot, run the game, and place the lot every 3 tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg845.imageshack.us%2Fimg845%2F6798%2Fbfib.jpg&hash=d145f1485ee12bd1d20230a90fd8dd3498b45ef0)

Nice! We'll fill in the rest when we come to build the industrial area, since we'll know where the streets will go then.

And that's it for this part. In Part 2 we will build the section of urban motorway that will run through this tile. We're going to buid this using the Project Symphony highway, so you'll learn how to use that. The part should be up in the next few days.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on September 12, 2013, 03:37:15 PM
excellent update chris can't wait to see the urban motorways project
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 15, 2013, 09:42:41 AM
Hello.

yochananmichael: Thank you. I hope you find the urban motorways part useful.

And, without further ado, here is the urban motorways part:

Lesson 9 Part 2 - Urban Motorways

The first thing to understand about urban motorways is that they are quite unlike regular motorways. Because they run through the middle of cities, they often have to be squeezed in to some tight spaces. This means that urban motorways regularly run elevated or sunken and are often built to a much lower standard than regular motorways - indeed, a lot of urban motorways leave you wondering how such a road could possibly be classed as a motorway!

To construct such a road we're going to use the Maxis Highway Override available in the latest NAM, which is also called Project Symphony. This provides a complete overhaul of the Maxis highway system and offers a compact motorway system that is fully compatible with the RHW and is designed to bring Maxis highways much closer to RHW standards. It's essentially a halfway house between Maxis highways and full-scale RHW, and because of this, it lends itself perfectly to urban motorways - hence why we're using it here.
So to proceed with this lesson, you need to verify that you have Project Symphony installed. If not, reinstall the NAM and make sure you tick the box labelled 'Maxis Highway Override'.

Assuming you have Project Symphony installed, let's begin. The urban motorway in the tile we've been building on is planned to start from the main airport roundabout and head west over the delta and the port industrial area towards the CBD.
Our motorway starts running south but must immediately turn west and go up to bridge height (remember bridges should be elevated above ground level, except for very short spans where the land drops sharply). This means we can't build a straight transition from ground to embankment. We've got to make it curved, and put some 45-degree smooth curves on the embankment.

This is quite a tough task. It's very easy to get wrong, and if you do get it wrong, you can easily end up with a roller coaster motorway that juts up and down in a most unrealistic way.
Essentially, you need to go through the following steps:
- Create a 15m high embankment at the bridge end of the transition using ground lifters and single road tiles. Remember it needs to be 2 tiles wide, as that is the width of the Project Symphony network.
- Use rail to transition the embankment smoothly to ground level, running it curved along the planned course. You will need to use multiple rail tracks to smoothen out a sufficiently large area to take the curves.
- Flatten a small section out in the middle of the slope. I found this helped with avoiding jutting and roller-coaster jumps on the road when placing the pieces.
- Use rail to smooth out any areas on the path of the motorway that aren't as smooth as they could be.

In short, you need to use ground lifters, rail and single road tiles to create something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F91%2Frnnr.jpg&hash=668ccdd210b5d3d84988d61798a5b3301dec53b9)

With luck, you can then demolish all that and place two 45-degree smooth ground Project Symphony curves along the planned path of the motorway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F3430%2F58ji.jpg&hash=51ab0c975167fd58d1d9d51451ae582d9ca9779b)

Notice how the road curves up smoothly, without any juts or steep jumps. If you get any juts or jumps on your curve pieces, smoothen and flatten the ground around the location of the discrepancy, and try again. This work is a case of trial and improvement as much as anything else. You just have to keep playing around with the slope until it all works.

You can see that the curve goes right up to the roundabout, out of necessity due to the lack of space. As you might have guessed, the motorway ends at the roundabout, and so needs to be connected to it.
To do this we need to drag out a single tile stretch of avenue southwards into the motorway. It sounds simple enough, but the game and the puzzle pieces make the drag quite complicated. In order to get the game to allow the connection to be built, you have to do an 'out and back' drag like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F7139%2F6x1u.jpg&hash=e7e46979b321b91cf18089fadf906be513dcd9bc)

Because of the puzzle pieces, the preview will only appear when you drag as shown to exactly the right tile. If it goes red again, you've gone too far and will need to start again.

Having done that, it's time to build some bridges to take the motorway over the delta.

As with rail bridges, some time has to be spent preparing abutments for the bridge. For this bridge, we're going to set an abutment height of 271.0 metres - that's 15m above ground level, which corresponds to the height of the elevated Project Symphony. We do this because we're going to build some elevated motorway later on, and it makes everything easier if we build the bridges to the same height as the elevated sections.

The first island the motorway crosses is also crossed by the freight railway line we built in Part 1. This runs on a flat embankment at a height of 271.5 metres - half a metre above the height of the motorway bridge. Because we can make a drop of 0.5 metres using the 15.5m hole digger followed by the 15m ground lifter, we can use the rail embankment to help us get our motorway embankment at the right height.
If we mark the motorway's position and then extend the rail embankment using single road tiles like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F9982%2Fd4t4.jpg&hash=402a26ae2e21f700cb93344fa5e3dfb98418aa34)

Then we can use the 15.5m hole digger to bring the last tile of embankment back down to base ground level, and run a chain of single road tiles through to the motorway marker to bring the marker up to the right height:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F1119%2Fpwyw.jpg&hash=f1d18391bb0fcf79705034cc7edc150e871aa90a)

All you need to do now is raise the terrain by 15 metres at the motorway marker, extend the abutment to the water's edge (but once again, not into the water!), and then you can build the bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F1969%2Fxzlp.jpg&hash=90f8e8dd2b0cd5ab077608704b3326896c624ef2)

Note that the bridge is dragged using ground highway (note that with Project Symphony the icon for this is different and has 'L0' written on it), and you will need to choose one of the dual RHW-4 bridges. As with the rail bridges, you want as few supports as possible and an appropriate brige for the situation. Since urban motorways are quite modern, you can go for a more modern design, as I've done here.

The bridge can then be connected to the curve we built at the start of this part. This uses ground-level Project Symphony, and so we need to drag ground highway to make this link.

We now need to build two more bridges to connect the motorway to the mainland to the west. These are built in the same way as all the other bridges - however, we're not going to hook the third bridge up to anything else just yet - we'll see why shortly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F5972%2Frf7w.jpg&hash=deb9c1127eb920a5cc52de55cf1ce90f3d83ef17)

Now, why haven't we built an embankment to connect the leftmost bridge to the middle bridge? The answer is simple - because we are dealing with a motorway as opposed to a railway line, we can build the section between the bridge abutments as an elevated motorway. Doing this instead of building an embankment will produce a better look more suited to the Project Symphony network, at least in my opinion.
Elevated Project Symphony is dragged out using elevated highway (whose Project Symphony icon has 'L2' written on it), and the elevated section is connected to the bridge abutments using the Straight On Slope piece, found under the Project Symphony Transitions tab ring:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F4817%2Fmn7f.jpg&hash=eab2c3f75b5c4551c4fa69fac298407fc21d894f)

Why haven't we done this with the railways? Simply because the rail viaducts aren't nearly as suited to crossing a small island as elevated Project Symphony is.
Also note that, as with the railways, we go from a bridge to an abutment before going elevated, as this provides a visual separation between the bridge and the elevated section, making the whole thing look nicer in my view.

Once that's done, we need to build a connection to elevated motorway on the westernmost side (since we'll be going through a dense industrial area there, making elevated motorway more appropriate).

There's one thing we have to do now before we move on. Because the bridges used are really RHW-4 bridges, there is a small height discrepancy between the bridges and the Project Symphony:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F2931%2Fp3ab.jpg&hash=f39df92322ef944c61fc065e96a28fc0e5026f4c)

This happens because the deck of the Project Symphony is elevated slightly to give it the look it has. Fortunately, the NAM team knew about this and included a Symphony - RHW-4 connector puzzle piece for correcting this discrepancy.
You need to put this piece at both ends of all of your Project Symphony bridges. Be sure to get the piece the right way round - if it is, the preview will give the impression of a smooth white hard shoulder line sloping down towards the bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F7373%2Fxzpi.jpg&hash=8495a8970ef548d2509b7adf5d02b00b0efe2de9)

After that's done, we can connect everything together that isn't connected already and look at our complete Project Symphony bridge system:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg845.imageshack.us%2Fimg845%2F2717%2Fqies.jpg&hash=ad5e19306cd7bb9c384f559060f1a9afefb0430b)

To finish off, let's build the section of elevated motorway west of the bridge system. This runs as elevated all the way to the city tile border, as we're going over a dense urban area here. There are no junctions planned, so it's just a case of dragging the straight/diagonal sections and plopping 45-degree elevated smooth curves for the curves. This is an urban motorway so we don't need to go ortho-FA-diagonal like we do with regular motorways and railways, but we should still use smooth curves:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F8048%2Flzsi.jpg&hash=09db60470602aea432c440d8a504c3ac119aea35)

Note that the neighbour connection just needs to be dragged. Because regular elevated Project Symphony is just a reskin of the standard Maxis highway, we don't need to go through the 'invisible connection' route like we do with streets because we have an elevated highway connection.

I mentioned junctions before the above picture. We haven't got any here apart from the roundabout at the end. This was because it was planned that way - but still, it's important not to put your junctions too close together. It's an urban motorway, so junctions can (and should) be generally closer together than they are on regular motorways, but the limited access principle of motorways still applies.
With that in mind, I suggest a minimum of half a mile / 800 metres between urban motorway junctions. That's 50 tiles - and remember that that is a minimum. They should, if practical, be spaced further apart. In particular, don't put a junction with every major road. Although it can be tempting, it will lead to an unrealistic and dangerous motorway simply because your junctions will be too close together.

We will cover urban motorway junctions in a later lesson, when we come to develop the other city tiles in Mapleford. But we've done the urban motorway for this tile, so that's all for Part 2.

Part 3 will focus on the tile's surface roads.

See you there,
Chris
Title: Re: Realistic Cities For Dummies
Post by: thebagleboy on September 16, 2013, 01:40:16 AM
Good work on the series so far. Your explanation on building bridges really helped me out. Prior to this I'd always build abutments right to the water edge and the bridge would never work as intended.
Looking forward to the upcoming road and metro line update.
Side-note: Thanks for the welcome to the forum :p
Title: Re: Realistic Cities For Dummies
Post by: Ralfger on September 16, 2013, 02:06:20 AM
A really fantastic and inspiring tutorial!
Reading it I decided to realise a project that I have in mind for at least two years stating from scratch with an own map.
It is my first try with SC4TF and came out more or less the way it should.  In one of your first posts you encouraged to show own efforts and ask questions. So here we go with the map that I call "Windwatt" (tideland of wind) and my question what to do to improve it?! A click on the map should show up a bigger version of the pic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs1.bild.me%2Fbilder%2F260513%2Fthumb_6472802Windwatt.jpg&hash=907713f8ea6395688f6ac93156048a614be8911a)
Title: Re: Realistic Cities For Dummies
Post by: Huston_N7 on September 16, 2013, 02:39:50 AM
That's a real extensive tutorial, very helpful. Can't really say I'm an expert at using NAM and those other transportation tools, so really awesome to stumble across this!  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: Gugu3 on September 16, 2013, 06:04:32 AM
Well done! &apls
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 18, 2013, 11:03:46 AM
Alright, time for Part 3. But first...

thebagleboy: Thank you. I'm pleased to hear you're having success building your bridges now. The game does make bridge construction far harder than it should be, but, as you're no doubt seeing, it's still a straightforward and rewarding task.

Ralfger: I'm afraid I can't get a bigger version of the image to come up, but I can still see it well enough and I have to say I like it. The rivers are placed and routed well, the landscape is varied and interesting, and there's a bit of everything, which always helps make a region attractive. You've got a lot of potential with that map.
To improve, I suggest the following:
- On the big lake in the north, removing the water that sticks out to the south will turn your lake into a realistic-looking tributary.
- Add some small hills to the flat area in the south-west, especially near the river and even more especially next to the meander in the river (the bit where it looks like a backwards 'S'). This will give the impression that your river runs through a natural depression in the landscape, as they tend to do in real life.
- (Optional) Remove the small islands in the bay to the south. The peninsula is good and should stay.
However, I'm no expert on geography, and if there's a good reason for keeping any of these features then please feel free to keep them. It's your region, so how it looks is completely up to you.

Republic: Thank you. The NAM does take some getting used to and it takes a long time to master. Of course, the scope of what the NAM has to offer makes it well worth putting in the effort, and I'm happy to help you along wherever I can.

Gugu3: Grazie! (For those who don't know, that's Italian for thank you.)

And now, we continue Lesson 9 with this short part about surface roads.

Lesson 9 Part 3 - Surface Roads

In this part we're going to build the surface roads we've planned for the tile of Mapleford we've been working on these past few lessons. I'm going to run through this part pretty quickly because it's easy stuff and a lot of it has been covered in previous projects.

There is one road bridge planned for this tile, so let's build that first and work from there, as well as the surface roads we already have from our work on the port and airport.
The bridge is built in the way hitherto described, with the abutments set at 15 metres above ground level, as with the urban motorway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F9495%2Fg76k.jpg&hash=0ca3602b0d348b8f60ba038098b2bc637e8191f5)

On the left side, the road is brought down to earth through a smooth transition, built in the ususal way by dragging rail out from the abutment before demolishing it and putting a road in its place. On the right side, there are north and south connections to the main road that runs along the north coast, bordering the airport:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F454%2Fc1vt.jpg&hash=227265779f256b5fbd6e2bc201221fef964159e9)

The junction to the east is quite interesting, so let's look at it more closely:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F454%2Fc1vt.jpg&hash=227265779f256b5fbd6e2bc201221fef964159e9)

Now I hope you remember how to make one-way road roundabouts and how to use turn lanes. Note that to build the turn lane we've created a short stretch of TLA-3 and placed TuLEPs on that. This was covered in Project 2 so I won't go into more detail here.
The point of looking at this junction is to illustrate how both roundabouts and turn lanes can be effective in bringing multiple roads together, and when to use one or the other.

The choice between turn lanes and roundabouts very much depends on your playing style, the situation and where you come from. There are a lot of roundabouts where I come from, and that reflects in my cities in that I like to use them for most situations, reserving turn lanes for tight spots such as very dense urban areas or near obstacles.
However, roundabouts are not favoured everywhere. Those playing in the US, Canada, Japan, Oceania or Germany will want to use turn lanes in most situations, using roundabouts sparingly if at all. In the UK, France and Ireland, the roundabout should dominate.
As with most things transport-related, it's vital you do your research and find out where roundabouts are preferred to turn lanes and vice versa.

The roads can now be dragged out in accordance with the plan, connecting to existing roads where appropriate. It's important to use the most direct and logical route within the scope of your plan, making sure to use not only orthogonal roads, but diagonals and [/b]draggable FAR[/b] where necessary to get the road routed as close as possible to how you planned it.
Remember to always use smooth curves, preferably dragged as these give you wealth textures on the curves. Also, remember not to use more curves than necessary. The shortest route between two points is a straight line, and the road should only curve if obstacles such as buildings, transport networks or terrain make it necessary, or if the planned route necessitates it.

Terrain-wise, as you know, ordinary roads are far less slope-sensitive than other transport networks. But that doesn't mean we should drive our roads up steep hills just because we can. As with all networks, you should pick the best route through the terrain. For example, go around hills instead of up them.

The above paragraph is more general advice than anything else, as the roads in the tile of Mapleford we're building on run through relatively flat terrain. However, that doesn't mean we won't run into the odd obstacle or two, like here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F51%2Ft8bn.jpg&hash=ad2f6ada9d63153d7634a320c8c7b7f65327b831)

Railway lines present an obstacle as, with the exception of little-used branch lines or industrial spurs, level crossings are to be avoided where possible. There are two ways to do this: either by putting one network (preferably the road) on a flyover over the other; or, as we've done here, and as generally should be done in urban areas where there's not that much space, use FLUPs.
We've used FLUPs enough times before, so this should present no problems. However, other obstacles, like this rail viaduct, just might at first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F2992%2Fv6eg.jpg&hash=871fb80e202240e1acabf32c6646b92f1a2c0469)

Note that road can be dragged straight underneath elevated Project Symphony, although you will be prompted by the game to put in Maxis motorway ramps. Make sure to click Cancel when these prompts appear.

Back to the rail viaduct. Since the NAM rail viaducts are still puzzle-piece-based for the time being, we can't just drag the road through it. We can build a rail over road piece over the existing viaduct pieces, but we still won't be able to drag a road through it, and no stubs will be produced to drag from.
The only option is to demolish the existing setup, then drag our road through:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F7823%2F3ob0.jpg&hash=8cd8916e93fca8c80dbd1bb5a0f608713db53567)

After that we can rebuild the rail viaduct, putting a rail over road piece on top of the road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F1243%2Fz0cg.jpg&hash=78670c7632ad14ffed1d0810760e08a768e6f5b9)

And we're across this particular obstacle, although the work here will have been familiar if not routine to a lot of you.
Sometimes, though, we can't just rebuild things a different way. The next obstacle is the freight rail line curve connecting the bridge system to the port. No puzzle piece will cover this situation, so we have little option but to resort to a tunnel:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F5634%2Fra4a.jpg&hash=356214b6cb9df0c0dbd919d176d30024d7e09424)

Tunnels are easy to build - you just need to ensure you have enough of a height difference to take the tunnel mouth at both ends, that the height difference runs through the length of the tunnel (i.e. the terrain in between the tunnel mouths is no lower than it is at the tunnel mouths), and that you leave one tile of clear space in between the tunnel mouths and any fixed objects (in this case, the rail curve pieces). In this case, this required me to extend the embankment by a tile on either side, as you can see above.
If you can't build the tunnel, it will be because of one of two things:

- You've tried to drag the tunnel with RHW or street. You can't build tunnels with these networks.
- Your terrain isn't high enough at some point along the route of the tunnel. (This is the most likely cause.)

In the first case, use road, one-way road or avenue to build the tunnel and transition to the network in question at the other end. In the second case, you'll need to either lower your tunnel mouths using hole diggers, or raise the terrain in the middle.

Anyway, with the tunnel built, all that remains is to connect up any loose ends, and we're done for this part.

Part 4 will be the final part of Lesson 9 and will go over metro lines - that's elevated rail, GLR and subway, as well as what network should be used where, station selection and station placement. It should be an exciting lesson.

See you there,
Chris
Title: Re: Realistic Cities For Dummies
Post by: agunter999 on September 18, 2013, 12:18:01 PM
Are you going to do a road through the mountains?
Title: Re: Realistic Cities For Dummies
Post by: Gugu3 on September 19, 2013, 04:03:23 AM
Very nice &apls
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 23, 2013, 06:06:16 AM
Hey guys.

agunter999: Yes, but not until a later lesson. There aren't any big hills/mountains in the tile we're developing at the moment, but there are to the south and the west, so we will be running roads and other transport routes through those when we come to do those tiles.

Gugu3: Thank you!

Thanks for your continued fantastic support. Now let's finish off Lesson 9.

Lesson 9 Part 4 - Metro Lines

In this lesson we're going to build two sections of the planned metro system for Mapleford. The first is the section of line serving the airport, which features a branch to the suburbs to the north. The second is all-subway and runs straight through the port, terminating north of the ferry terminal. We'll also build a depot to serve this line.

We already have a section of elevated rail next to our airport, together with a station serving the airport. At the eastern edge of this lies a flyover taking the line over the rail viaduct and main road, so we'll start by extending the line from there.
Since this section of line wil run through a suburb, it's best to use GLR for this part of the network. That means constructing a transition.

This is similar to constructing a transition from NAM viaduct rail to regular heavy rail, but there are some slight differences. The first is that the embankment for the transition needs to be 15 metres high, compared with 15.5m for rail. The second difference is that it is the elevated network (in this case el-rail) that can be dragged straight out from the transition, as opposed to the ground network (like rail in a transition to NAM viaduct rail). The third is that, unlike transitioning to viaduct rail, it is necessary to use a GLR starter piece on the appropriate end of the transition:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F8192%2Fa93g.jpg&hash=b1cc1a7cb43fc13198590a9711a78fbd0c4e14b8)

When building the on-slope piece, place the cursor on the slope with the network pointing towards the elevated section of track.

Note that we have used a grass-like base texture for the GLR, which will look more at home in a suburban setting than the standard white GLR base texture. This grass-like texture is part of the NAM and is found under the Draggable GLR - Alternative Styles tab ring, which is located in the Misc. Transport menu, just below the GLR puzzle piece tab ring.

Our GLR line now needs to curve eastwards to run along its planned course. This means that we'll have to drag diagonally down from the embankment. However, as long as you use the rail tool to smoothen the slope beforehand, this should not present any difficulties. After that, we can continue the GLR along the planned course:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F5043%2Frk0n.jpg&hash=7e34c17c72c54b75efee3a2842ade2035fe4c46a)

You can see in the bottom right corner that we have an obstacle to cross - the freight railway line. It would be daft to put a flat crossing here, so we're going to have to get over this obstacle by briefly going back to elevated rail. Two transitions need to be built, leaving enough room for the embankments, and the bridge can then be dragged across:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F6006%2Fndyg.jpg&hash=e3bc654fcae100b8f7a776c0e4e93286eb83b218)

Note that since we're crossing a diagonal network, the embankments can't run right up to the railway line. You'll just have to take the embankment as far as you can and then use el-rail to do the rest.

After crossing the railway line the GLR continues for a couple of hundred yards before terminating, so we'll move to the other end of the line. Again, we're going through a suburban area, so GLR is the network of choice. Again this requires a proper transition, but this should be easy work for you now:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F1237%2Fbyn7.jpg&hash=b0f4f9e3c60c4b99ddc264c503236db7dc902736)

We continue the GLR along the airport fence. The light rail networks do not have smooth curves yet, so we'll have to make do with the standard sharp curves for now. This is unfortunate, but we can neutralise the effect of this by keeping our routes direct, with no unnecessary corners. Of course, you will need to build some curves to keep the metro line on course or to get it around the terrain, but that's the only time you should be building a curve.
At the edge of the airport, we face another obstruction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F1034%2F9s42.jpg&hash=be5e54b2aa1b539e6b0363e9b07b73007298f2a0)

There is obviously the road to get across, but there's also the water beyond it, and the dense urban area that the metro line is planned to run through after that. Therefore the best option here is to use subway for this section of line.
That means, as you might have guessed, constructing a transition. Normally this would involve constructing a 12m ditch, smoothing out the slope and then placing a Hillside GLR-Subway Transition (http://community.simtropolis.com/files/file/14932-hillside-glr-to-subway-transition-by-morifari/) in the ditch. However, in this situation, because we are very close to sea level, this is what happens when we dig the 12m ditch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F3218%2Fnqfv.jpg&hash=9a832097fe51b36f848dd95a528ca4aa485c6b47)

Argh! Fortunately it's an easy fix - just place a 12m ground lifter on the tile that was lowered.

It does mean, however, that we'll have to take the alternative approach to this - that of using a transition lot to do the job. Ideally the lot should be chosen so that the slope is as smooth as possible, and I found this example (http://homepage2.nifty.com/caribou/slope.htm) to fit the bill nicely:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F8162%2Fa3v0.jpg&hash=fba26666f9dfa4bff5e2f5b55c15c67a3ecfd6e9)

There is, however, a problem with this - it is a rail-subway transition, not a GLR-subway transition.
To fix this we'll have to change the transit properties of the lot to take el-rail instead of regular rail. (GLR is just a ground extension of el-rail, hence the use of el-rail when transit-enabling GLR lots.)

So let's quit the game and open up Lot Editor. Yes, Lot Editor. For you see, we're going to create a copy of the lot and mod that. This is so that we still have that nice rail-subway transition available to us should we ever need to use it.
To create the copy, we simply open the lot in Lot Editor, click Save As, and give it a name that will make the copy easy to locate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F320%2Ftm0l.jpg&hash=7f8aaa25ea4642bc2b727502613bd21b1f3f530b)

Here, the creator has used a numbering system for his transition lots, so it makes sense to extend that system here for easy recognition.

Having created our copy, let's close Lot Editor and open SC4 Tool - specifically, the TE Editor - and open our new lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F4731%2Funqv.jpg&hash=b3dade7a5d098607856725d6dfdb049848479ecb)

You can see now that the lot is transit-enabled for rail, as indicated by the big G on each tile. We need to get rid of this transit-enabling before we can add the new transit-enabling. To do this, you will need to right-click each transit-enabled tile and then click Remove transit on the tile that appears:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F3955%2Fpsre.jpg&hash=0213c904d9675becafc68ccf990aea879f08913c)

You need to do this for each tile in turn. You can then put the correct transit-enabling in place.
To do this, first ensure the directions are set correctly. Go to the top of the menu on the right and you will see a compass-like figure with tick boxes - you need to tick only the ones on the left and the right.
Then go down the same menu and find the elevated rail (network H), and drag from there onto each of the 3 tiles that were TE'd to begin with:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F7937%2Frrs0.jpg&hash=fd791ce4dca5f6dead09c6c5cdf2ddbeeb6076a5)

We have made it possible to drag el-rail into this transition, but in order to make it fully functional as a GLR-subway transition, we need to alter the transit switch properties as well. To do this, go to the middle tab:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F5644%2F1etw.jpg&hash=c56bdca1ca137e5301a50fe3fdad195818b9f27b)

I've underlined the capacity in red, because we need to change it. Clearly 100 isn't enough, so click the pencil next to the entry cost/capacity reading and enter a more sensible capacity into the box that appears - ideally at least 10,000. Note that the Entry Cost value should remain at 0.
What is the 'Entry Cost', I hear you ask? It's the degree to which traffic is slowed down by using the lot. We therefore set it to 0 because trains won't be slowed down by the transition in real life.

To complete the transit-enabling, we need to add the information telling the game that the lot is to behave as an el-rail - subway transition. Two such lines are already included - they're the ones that say 'outside to inside, ...'.
We need to add some more lines. To do this, click the star at the top-left of the window, and add the required information. You need to create 4 lines, and they need to read as follows:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F8787%2Fke0e.jpg&hash=ee814a91306d17eeb51a4929dbd9cb0ae4b4f2f6)

(Be aware that 'tube' will probably appear as 'subway' for you, because I changed the language settings on my copy of SC4 Tool to make the text more British.)

When you do this it will mostly be self-explanatory. The directions, however, may not. There is a compass on the window that appears when you press the star, and some tick boxes. You need to ensure that they are all ticked.
The above is probably more lines than we technically need, but producing the above will ensure the transition works as intended, as I now prove by installing the new transition in Mapleford:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F9177%2F571u.jpg&hash=78ef578cc9e8c197bd6e6d5d593be4c815f6f835)

Looks nice. We can now build the other branch north of the airport, which is also a GLR branch that goes to subway before meeting with the airport branch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F9137%2F7e20.jpg&hash=06550589996c6d17a38080b46f30ed962b29a128)

Note that, since GLR is just an extension of el-rail, we can just drag out neighbour connections, like we can with Project Symphony. We'll need to put a starter piece on the other side when we come to it, but that's a five-second job.
Now it's time to move on to subway. Our plan calls for the GLR lines we've built to meet up as subway just before the main road, before the merged line crosses the river.
Subway is, of course, a transit network in its own right and is simply dragged. Again, it's a good idea to stick to direct routes, building curves on;y where necessary. Also, although subway can make 90-degree turns on the spot, we're not going to make use of this feature. Instead we'll just use 45-degree turns, which will give a little more realism and help us create more direct routes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F8431%2F2f09.jpg&hash=d563d821640727e183680b03574d14503906cd46)

As you can see, a big advantage of subway is that we can simply drag it any way we like, even under water. This means that we can simply drag subway neighbour connections through water, which makes it much easier to route the subway where we want it, and also gives us much more flexibility when planning the routes in the first place.
We're going to put a junction station on the main road, although not yet. You can see that the split is after the main road, and hence the station. It makes sense to do this as it means we only need one small station to serve the junction, as opposed to a bigger complex.

The above section of metro line is now complete, so let's move on to the other line through the port.
Because there are a lot of obstacles on this route like ports, railway lines and a power station, as well as a dense industrial area, we have little choice but to use subway for the entire route in this city tile. This does, however, have its advantages - namely that we can keep the route as direct as possible:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F1087%2F8ink.jpg&hash=e3c3b8c672c0f31aa64847669b3b28d5ac5649f9)

That was easy enough. It's now time to think about stations.

The first consideration is station placement. Obviously your stations have to have a reason to exist, so you don't want to be placing too many. In particular, stations should not be too close to each other, otherwise you will have multiple stations serving the same area, which is pointless.
The spacing between stations will depend on where in the city you are. In the suburbs, you don't need lots of stations, and to that end I suggest, in general, a minimum of 25-30 tiles in between stations in suburban and outskirt areas. But this is a minimum - the gaps can be as much as one or two miles in certain areas if necessary.
In dense urban areas, you will obviously need to put stations closer together, so I suggest a minimum of 15 tiles between stations in dense urban areas. But again, make sure your stations have a purpose. Don't put a station every 15 tiles just because you can. It's important to think about the most useful places to put stations and act accordingly.

We also need to consider their location. A lot of light rail stations tend to be on or near main roads, although this is not always the case. Important road junctions are good places to put stations as well. Furthermore, you will want to put in connections to heavy rail stations, especially in dense urban areas where people will be getting off mainline trains and going to wherever they work. In the suburbs it's less important to do this, as the rail line will most likely run to the city centre anyway.

Finally, we need to choose the right station for the job. Remember that we are building metro lines, not tram lines. Many GLR stations are designed as tram stops, making them unsuitable for metro line stations as they are too short.
Metro lines have proper trains running on them, as opposed to trams, so the station needs to be long enough to take the train. For that reason, any metro line station you build needs to be at least 5 tiles long. Ideally it should be longer (around about 8 tiles is ideal), but there aren't many el-rail/GLR stations that are this big, so we'll have to shorten the trains a little bit to compromise.
This restriction means that you don't really have that much choice when it comes to diagonal GLR. This Marrast creation (http://community.simtropolis.com/files/file/13098-marrast-stations-for-glr/) is one of the few diagonal GLR stations I have in my Plugins folder that are long enough for use as metro stations, so we're going to have to stick with these:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F6350%2F706v.jpg&hash=fb3ffb5332d5e430cd805ef3903a764de6003745)

It's a good idea to keep a consistent style to your stations on a particular line. You don't have to use the same lot every time, but the lots you do use should have a similar feel to them, and fit into the area they serve.
For example, the airport line will be a fairly modern part of Mapleford's transport system, so it makes sense to use modern-style stations, like this through station east of the airport:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5382%2Fbjxy.jpg&hash=ce25b792c69689d442319d4859689ca0499c9401)

At the junction between the airport branch and the branch to the north, I've gone for this modern London Undergound-style station by Ill Tonkso:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F6836%2Futu1.jpg&hash=fb07baeb99cf3851c9b2f8c48c8081d203abd057)

And at the terminus of the airport branch, I've gone for another of Ill Tonkso's lots, the Brenntia Suburban GLR Terminus:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F5555%2Fn87u.jpg&hash=92df21755d9774d5aebbfd4f1b44b4587b042ec3)

For GLR and el-rail metro lines, it's always better to use a proper terminus station like you see above. It's possible to make a terminus by building a through station with tracks entering in one direction only, but this looks a little daft. There is also the GLR loop piece included in the NAM, which looks cool, but isn't really seen in real life with metro or tram lines (at least in the UK).

The other line serves a port and a dense industrial area which has been there for centuries. Because of this, we're going to put older-style stations on this line. For the terminus north of the ferryport, I've gone for this London Underground Sub-Surface Station (http://community.simtropolis.com/files/file/21204-london-underground-sub-surface-station/) by mcdrye:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F8287%2Fuy62.jpg&hash=79884be52d7857bedbe5d0ab02c6c8d386f41fac)

The eagle-eyed may have noticed that we built two subway tracks at the northern terminus when we built the subway line. This was precisely because this station has 4 tracks, as you can see above. Building the extra spur makes it look like all 4 tracks are in use, as indeed they are.

For the through stations serving the port, I've gone for a compact old-style station - frogface's Walford East Station (http://community.simtropolis.com/files/file/12872-london-underground-walford-east-station/):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F1122%2F6djl.jpg&hash=1f8028df4900f4baa0209739a3e8c7a2c8a0fb7d)

And finally, for the station serving Mapleford Power Station, I've gone for this mcdrye station (http://community.simtropolis.com/files/file/21097-london-underground-station-resized/), as this is small and not very conspicuous, making it good for what is a relatively minor station on the line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F5456%2Fdf25.jpg&hash=bc5a52038b2d0bb795e64f0397b81e0c89f27108)

The stations in the port area are quite close together, but the stations serve the different docks and the power station, so we can get away with close gaps between stations because the stations each serve their own useful purpose.

This city tile's metro system is complete in terms of routes and stations, but we're going to build one more thing before we finish the lesson.
The port line terminates in an industrial area, so it would be a good idea to put the depot for this line here. Each line will need its own depot to service the trains running on that line, but they only really fit in industrial areas. They don't fit in suburbs, which is why we're only building a depot for the port line in this lesson.

To build the depot, we first need to build a connection to it from the mainline, and bring the line to ground level. Underground or elevated depots simply do not exist, so we're going to use GLR for the depot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F8475%2Fcyl0.jpg&hash=2446b97cd3860a261f40ef2a9de8882cd3c1ceb7)

After the transition, place a GLR starter piece, and then from that, drag out a fan of tracks like you see below. In order to provide enough capacity to serve all of the line's trains, you will need to build at least 20 tracks (one line is 2 tracks, so this equates to at least 10 separate branches of the GLR). There needs to be at least 5 tiles of straight GLR at the end of each branch to take the trains:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F3593%2Fm0tz.jpg&hash=7dbf95491a82c96a59b14ca0d61c57687c040bf7)

At the end of the branches, you can place the depot lots. These should all be the same lot for a consistent look. The choice is up to you, but an older-style lot is best, and I've gone for this old-style offering:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F151%2Fyigr.jpg&hash=e26970f0bce2a0902ab0c62f669e7a37141496f7)

And that's it. Obviously the depot needs road access as well, but that's easy to provide.

That completes the main transport network for this tile of Mapleford. Let's go to the region view and see what we've done in Lesson 9:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F5250%2Fvvcy.jpg&hash=79b2b7fe11939908c8afd193db1e82f46859560d)

Roads are in white, railways are in red, the Project Symphony route is in black and the metro lines are in blue (as is the airport, but it should be easy to distinguish the two). Looks pretty good, doesn't it?

And with that, Lesson 9 finally comes to an end. In Lesson 10 we will be looking at oil refineries.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: agunter999 on September 23, 2013, 01:48:28 PM
Brilliant,
Quoteat least in the UK
Blackpool
Title: Re: Realistic Cities For Dummies
Post by: APSMS on September 23, 2013, 02:30:48 PM
Perhaps it's worth it to note that the diagonal is a lie in SC4; a route from one corner to the opposite (e.g. SW to NE) via diagonal takes the same amount of time in game as it would if you were to go along the edges (e.g. SW to SE to NE). Realism is nice, but I also like to take into consideration the limitations of the game; if you want usage along those metro lines, you're going to want lots of parking nearby, since a distance of a mile is farther than the average sim will walk to a station. The NAM corrects behavior of pedestrians somewhat, so they're more willing to walk to MT, but only so much.

I usually space my stations out, but not usually by a mile; in game this makes for two stations per large tile, which is just asking for non-use. It might be worth it to find some cosmetically invisible stations (stations that don't look like stations) and place them in between so that the GLR looks like a real one, and also functions like one, too (which it wouldn't with so widely spaced stations). It might be a solution to that compromise of realism over functionality.

Nice update, though. Very useful and informative.

Finally, for a metro rail line, perhaps the Rural GLR texture would have been more appropriate than the grass underlay one, since you're really using it as a defacto heavy rail line for passenger trains (and the Rural texture shows sleepers and such)? Just my thoughts.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 29, 2013, 12:50:58 PM
Hello everyone.

agunter999: Ah, I see. I've never been to Blackpool, so that's probably why I didn't know about the turning loops there. Still, the turning loops for tram lines only. I think you'll agree that the sight of a tube train going round that loop would be a little daft.

ASPMS: You have raised some very good points. Regarding station spacing, I didn't say that the stations should be a mile apart - in fact, the 25-30 tile minimum I suggested is, in practice, the distance between most of my stations (although it can be longer sometimes). I said they can be 1 or 2 miles apart in the outskirts, because, as the London Underground shows, this can be the case in real life. 1-2 miles is really a maximum distance. However, stations do need a reason to exist, and putting too many stations too close together wrecks the impression that each station serves a purpose.
To counter that you suggested invisible stations. It's a good suggestion, and if they work for you then I strongly encourage you to use them. However, without meeaning to sound dismissive, I'm unlikely to implement that system, mainly because a) being aesthetically focused, I like my stations to look like stations, and b) my GLR lines often run away from roads, and where they do meet major roads, I nearly always have an actual station there anyway. Furthermore, I complement my metro lines with bus routes and place parking near suburban stations, meaning commuters can travel further to stations. These will be incorporated into Mapleford as we progress with it.

Regarding the textures, I didn't realise that the rural GLR texture had sleepers, thinking instead it was just regular GLR on a transparent base texture. Following your post, however, I decided to have a look at the rural GLR and I agree now that it is more suitable than the grass texture, so I've gone and relaid all the GLR with the rural texture. Here's a secton of the new GLR:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F1843%2Fi60z.jpg&hash=b2d579bdb7ad28cf0de4ea75dffb785932e47200)

I've also relaid the GLR at the depot, after seeing through research that the standard concrete texture would fit with the depot lots and would look better in a depot situation:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F1493%2Fr7pg.jpg&hash=ba8ed2310151e725cad37606b83a64031c6427e0)

I also intend to re-do the GLR I've built in one of my side projects, and might even mod some GLR stations so that they show the rural texture instead of the standard one. And that's all happening because of your comment, so all I can say is thanks.

Now, who wants to build some oil refineries?

Lesson 10 - Oil Refineries

I have to say, oil refineries are a lot easier to build than I thought. Much of it simply comes down to choosing the right lot for the job, as well as correct and well-executed detailing.

For this lesson, I'll be using lots from the Newman Inc Oil Refinery (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1549), which are very good indeed, especially for the processing units of the refinery. We'll also be using lots from the NBVC Oil Port series, which we've used before, both in the power station and the port.

As well as choosing the right lot for the job, size is an important consideration. Real-life refineries can be huge - Grangemouth, the biggest refinery in the UK, is more than a mile across.
Now, since we're going to have to squeeze a refinery complex into a dense industrial area of a major city, the refineries we'll build in this lesson aren't anywhere near that kind of size, and is on the smaller end of the refinery scale. But we're still going to be covering a fair bit of ground, so if you do decide to place a refinery in your city, make sure to plan for it and leave enough space. You'll be able to judge the space you need from the upcoming pictures.

With that in mind, let's crack on. Looking at real-life British refineries, I've found that many feature a processing area, where the crude oil is turned into all sorts of products, surrounded on 3 or 4 sides by a lot of storage tanks. So I've tried to replicate this layout as closely as possible.
For the processing area, I'm going to use buildings from the Newman Inc set. There is a large main refinery lot that should definitely be built, as it is the main lot in the set and also features a rail connection. Other lots in the set should be included as far as space allows. Remember that these lots are functional industrial lots so require road access. You'll also need to leave space for a security fence:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F1517%2Fsz4u.jpg&hash=0dc8ce339e64fc85379d9786f400581af2ac24ff)

The main refinery should be placed first, because by doing this, we enable a smooth rail connection to the marshalling yard to be built, as you can see above. For the streets, I found that many refineries have a grid layout of streets, with the refinery units placed in the grid squares. I know, grids are boring and unimaginative, but real-life refineries make frequent use of them, so if we want realism we've got to use them too. We're a little tight on space here, so the grid systems you see here won't be as griddy as they might otherwise be, but I'm sticking to straight roads to try and get the grid effect as far as possible.

With the main buildings placed, we're going to build a security fence around the refinery before we do anything else. It's important to give as much room for the refinery as you physically can, but remember that you will need at least 2 road accesses as well, so give yourself room to put those in:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F2477%2Fzjv7.jpg&hash=b6c76362624b2c39cb9b15dbd271061174dbcc86)

Next up is the storage tanks. Try to get as many as you can in, but remember to leave room for pipes and the odd road connection, and put in the pipes after you place the tanks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F261%2F0f3n.jpg&hash=4232d3ff2c9a36fc8765f5184b9a3d4a8074b4b5)

The pipes should connect each storage tanks to the main refinery. You'll need to make good use of the connection to underground piece included in the NBVC set, and having 'mainlines' of pipes to serve the different areas, like you see above, is very realistic.

You can see a few empty areas within the perimeter of the refinery. What should we do with them?
As you might imagine, leaving them blank isn't an option! The answer is to use industrial fillers and small car parks as appropriate. There are two industrial fillers I've used here, depending on the situation. The dirt lot found in this set (http://community.simtropolis.com/files/file/27699-nightowls-diagonal-industrial-fillers-and-extenders/) fits well with the Newman Inc processing lots, whereas the concrete lot found here (http://community.simtropolis.com/files/file/28302-industrial-revolution-mod-i-ht-filler-set-1/) perfectly matches the textures used on the pipe and storage tank lots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F4940%2F8r18.jpg&hash=c15c6f51be2df1c66dd62d22cd079ec3969f0809)

That's a perfectly good small refinery we've got there. We've also got a fair bit of space to the north. Shall we put a second refinery there? I think so.

As before, the main buildings are the first to go in, with the main refinery lot carefully positioned to allow a rail connection to the main marshalling yard to the south to be built, as well as a security fence around the complex. The grid network of streets goes in next, followed by the security fence:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F9138%2F647o.jpg&hash=b75aa547ccb21d338a090ee67af8de288c9cbeec)

Note that this time we have a connection to the main road at the north end of the complex, and another one will be built to the south shortly. The reason for connecting to the main road should be obvious.

The next item to go in is a scissors crossover on the rail line leading in to the second refinery, so that both tracks can be used. There wasn't room to put on in on the first refinery, but there are crossovers on the marshalling yard the trains can use instead, so although not ideal, the tracks won't get too congested:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F1245%2Fig0v.jpg&hash=d0bd893f8c7416ff8bb268f72ded6f41155fa8df)

For this refinery, we're also going to put in a flarestack (http://community.simtropolis.com/files/file/11039-rso-flare-stack/), which is essentially a chimney that burns otherwise dangerous chemicals and releases pressure in the tank. There are plenty of chimneys included in the Newman Inc. lots, but it never hurts to have another one. However, don't build too many, for too many chimneys will overpower the rest of the refinery and create an unrealistic appearance:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F3042%2Fiwprq.jpg&hash=40bc7882816f6f756c3c9c032ca2a93500ecede1)

The storage tanks and pipes go in next:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F1852%2Fc3rx.jpg&hash=f8552daaa7514852c634a46f9631d657621753aa)

You may notice we've built a few pipe connections that appear to be redundant. Well, they're not, because to fill some space in this refinery, we're going to build some lorry terminals using industrial fillers and MMP lorries, like we did in the Ports lesson for the oil port:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F6818%2Flnyy.jpg&hash=4d41bd0a84ea7d36f1ef86f940b2db04d6abaf9f)

A detailed explanation of how to do this is given in Lesson 7 (Ports), but if you can't remember, you place the filler lots first, and then place the MMP lorries so that they point away from the pipes, like you see above. It's best to do it one lorry at a time, and you may have to bulldoze and start again several times to get the lorry in the right position, but it's worth it.

To finish off, as with the first refinery, we use the appropriate industrial fillers together with some small car parks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F9987%2F1vyw.jpg&hash=3b770a7942d65e92306a767f14c3b00425712c89)

That's quite impressive. To finish off, let's sort out that road connection in between the two refineries.
The problem is that we have to cross the rail line. This is easy enough, we'll just use the FLUP system to build an underpass. The tricky bit is that we'd quite like the tile of plain street in between the underpass and the main road to have the same asphalt texture as all of the other streets:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F9166%2Fukvj.jpg&hash=79fea1b71d93441f3dc5dbf14848918077685c08)

So to build this underpass, we'll need to first place a SAM-7 starter piece so that the stub that's left over is right next to the main road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F2756%2Fzfz8.jpg&hash=fcf3962e926213e2361630a7193edc94f6c6f2ea)

As you can see, the cursor needs to be on the second tile from the main road. That tile will disappear, leaving a stub of SAM-7 which you can connect to the main road, and put an underpass right next to:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F8550%2Fym9e.jpg&hash=c32d84b16083cd5f8b03ec467c24e63de9fed1e7)

I would also have liked to included turn lanes here, as we're going to get a lot of lorries turning into the refinery complex here, but the presence of the starter piece right next to the road stops the TLA-3 I use for turn lanes carrying on through the junction. That's unfortunate, but there's not much we can do about it so we just have to move on.
However, we can put in turn lanes for the direct connection at the north end of the second refinery, so let's do that now:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F7272%2Fhhor.jpg&hash=28145218a0de7ac5597843cc09206e901cce06f1)

There's also a bit of empty space in between the two refineries. It's a shame to waste it, and also inappropriate given that we're in a dense urban area. So why not stick some industrial zones in the gaps? We can also make use of some concrete filler lots that are found in the same pack where you got your dirt fillers from to fill in the areas the zones can't reach:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F4734%2Fv9ow.jpg&hash=a4b0086774e5845a082779c2cfd61115b7e64e81)

Remember to hold the CTRL key down when zoning industry in order to get the clearly defined plots with arrows you see above.
There's also a small area in between the rail line, motorway and second refinery that's been cut off from all else by these constructions. There's no development on this small patch of land, and it's unlikely anyone's ever bothered to go under the motorway to keep it in order. Hence this small patch of land will be wild, with rough grass and plenty of weeds, so we can use MMPs to incorporate this as a bit of added detail:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F262%2Fkly9.jpg&hash=fa8db86396790c105c4023bf273b5403621190f5)

And that was the last thing that needed doing. Our refinery complex is now finished, so let's have a look at it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F1955%2Fhdhn.jpg&hash=ffc040ebaa3e9893ed03b4619f0de14d986abbe5)

The complex certainly looks impressive, and although it's on the small end of the refinery scale, it's still pretty sizeable and certainly dominates this part of town.

It's also functional - well, the Newman Inc. lots are functional - and that means we have thousands of industrial jobs to fill. To fill those jobs, we need people. And to get people, we need houses for them to live in. So the next lesson will see us building the suburbs for this tile of Mapleford.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: threestooges on September 30, 2013, 11:10:21 PM
On behalf of the OSITM Committee, welcome back. We're looking forward to seeing what you have in store this time around.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F326ad35f7a946425fa5983ea4eb8538e.png&hash=33911c495498316ca032e150e6e5ea7df9e014b8)
Title: Re: Realistic Cities For Dummies
Post by: benedict on October 01, 2013, 09:58:31 AM
I've been enjoying these mega-lessons a lot lately - congratulations on being OSITM again.
Title: Re: Realistic Cities For Dummies
Post by: Harry29 on October 01, 2013, 03:12:54 PM
Congratulations on your second OSITM!
Title: Re: Realistic Cities For Dummies
Post by: rooker1 on October 02, 2013, 03:58:32 AM
Some interesting stuff in here. Congrats on making it into the OSITM for a second time.

Robin &apls
Title: Re: Realistic Cities For Dummies
Post by: veger on October 03, 2013, 03:00:23 AM
Congratulations! I am still enjoying your lessons a lot!

Keep up the good work!
Title: Re: Realistic Cities For Dummies
Post by: thebagleboy on October 03, 2013, 08:35:20 AM
Very nice oil refinery. Looks beautiful.
Also congratulations on your second OSITM award
Title: Re: Realistic Cities For Dummies
Post by: Kergelen on October 04, 2013, 02:05:53 AM
This is an interesting MD where I can find some useful ideas and ways of doing things.

Congrats on the OSITM  &apls
Title: Re: Realistic Cities For Dummies
Post by: metarvo on October 05, 2013, 11:15:52 AM
 ;D

My jaw's on the floor now, so I have to stop to pick it up.  :)  Impressive update, Chris.  :thumbsup:  I notice that each refinery is almost as big as a small town, and so they should be.  Being from a state that has a large oil industry with many refineries, I must say you've done a good job.  The variety of oil structures you use makes each refinery look real, and the non-grid building style helps a lot, too.

This is not to say that your prior updates about the metro rail systems should be overlooked.  I'll have to refer to them when I'm having trouble getting rail lines to go through areas that already have roads (or vice versa).  The method of dragging a road into an avenue roundabout is quite useful to me as well.

With all of that being said, your second OSITM award is well deserved, Chris.

&apls
Title: Re: Realistic Cities For Dummies
Post by: smileymk on October 12, 2013, 08:23:11 AM
Hey guys.

As you may have noticed, Realistic Cities for Dummies has earned a place in the OSITM section for a second time, so a huge thanks to the OSITM Committee for giving me the opportunity to have another go at OSITM is in order, as well as to all of you who read my lessons and comment on them, for this MD wouldn't be in this section if it weren't for all of you. Your support is fantastic and is what keeps this MD going, so thank you once again and long may it continue.

Obviously, this also means that we won't be in the Best Sellers section until November - we'll be in the OSITM section instead, so please remember to visit the right section if you're looking for this MD.

And now to respond to the latest comments:

threestooges: Thank you, and I'm happy to be back. You won't be disappointed.

benedict: Thank you. I'm happy that my comprehensive approach to the lessons is working - I think it's important to tell the whole story with all the gory details rather than give a short and sweet summary, especially as it's usually those gory details that make all the difference.

Harry29: Thanks. It's a privilege to be here.

rooker1: Thank you. I'm glad you're finding some interesting content here, as it tells me I'm posting the right things and delivering the lessons in the right way, and to keep doing as I am doing, so I will do exactly that!

veger: Thanks! I certainly will keep doing things to the same high standard we've been doing things to up until now.

thebagleboy: Thank you. I agree, it certainly looks the part, and is beautiful in the sense that it exhibits the power, scale and grit of industry.

Kergelen: Thank you. One of the original purposes of this MD was, and still is, to teach everyone who reads it something they don't know or to give them new ideas, and from your post I see it's still serving that purpose, which is a great thing to know.

metarvo: Thanks. I had a good look at a few British refineries on Google Maps before building Mapleford's refineries, so I got an idea of what I needed to do. However, it's good to have someone who sees real refineries regularly give positive feedback, as England's refineries aren't anywhere near me and so Google is the only resource I have, so thanks once again.

Now, it's about time we got this second OSITM show on the road.

Lesson 11 - Suburbs

If you've read this MD from the beginning, then you'll probably know a fair few things about creating realistic suburbs. So this lesson will discuss how to take suburbs to the next level in terms of detail and realism.

However, the fundamentals are still the same. First build a network of main streets through your suburb, including at least two connections to main roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F816%2F0nmc.jpg&hash=137ec55aafae7a00c45cdc3a0d444dc460a7753e)

As with all streets, use of SAM textures is not optional. Note that the GLR terminus is served by the main street network, as it should be - stations are often located on or near important roads for obvious reasons. We've also constructed a couple of 7.5m road overpasses over the GLR line to provide extra routes for traffic, helping to avoid congestion.
And, as in previous projects, interesting street layouts are one of the key components in making a realistic suburb, so include a good few curves, diagonal sections and (particularly if it's a European suburb) the odd roundabout.

At this point it may be tempting to go and build the side streets, but hold on a second. People need things like schools and a doctor, and if we go and stick our side streets in, we won't have space to build these essential facilities realistically. So let's build these now, starting with a high school:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F674%2Fmq0i.jpg&hash=c724092ee687acf39980f551cf7afab614ecb6b0)

The BAT is the Madison High School (http://community.simtropolis.com/files/file/3047-madison-simcity-high-school/) if you're interested. There are, however, many good choices of high school, so as always it's up to you to pick your favourite lot in this situation.

Is that it? Of course not! We need to add some transport features, namely car parks and a bus stop to serve the students and teachers coming from fairly far away. In addition, we also want to discourage truants and burglars, so we need a fence around the school, leaving enough room for a large field:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F5194%2Fp3pt.jpg&hash=755217860aacd4d869836540cef6689e5ce43aa9)

Yes, those are the RMIP fences we used for the airport. We use them because their appearance is similar to that of many modern school fences, despite them being intended for bordering airports.

So far, this is just like the high schools we've been building in previous projects. It's time to step it up a gear, and we'll start by creating a plaza with a few benches for students to sit and eat at break or lunch, a regular feature at high schools:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F6559%2Fe62a.jpg&hash=84faa3278821e3e793771f53dc0e854ef5cad710)

Next up are the sports pitches - and you need a good few of them. Which sports you choose depends on where you come from - if you're unsure I'd suggest having a look at your local high school, as it'll most likely be representative of other schools in the area.
The grass pitches can be left alone, but the concrete areas need a path to the school building. In previous projects we've used path lots from our Parks menu, but not any more. To raise the standard up a notch, we're going to use an MMP path texture instead:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F2020%2Fopgm.jpg&hash=ccba73e76d45589cc4ebb39eb22cb0a04245dade)

The obvious advantages of using MMP paths are that we can route them absolutely any way we like, completely breaking the grid, and that we can make the path as wide or as narrow as we want. Both of these advantages have been fully exploited above, as they need to be. Fail to exploit these advantages and you might as well be using fixed grid-conforming park path lots.

Unfortunately, the game won't let you place MMPs too close to buildings like astroturf pitches - hence why we've had to resort to filler lots next to the astroturf pitch. Oh well, that's just one of those things.

Going back to the plaza, we're going to use MMPs again, but this time to create a bush/tree border to the plaza, inspired by that found at my old high school. It's another one of those beautiful things that's both realistic and aesthetically pleasing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F9665%2Falj7.jpg&hash=610e0733b1c22b7d727c6015dd26c6d5b0c57f75)

That's nice. All that's left is to fill in the rest of the school field with MMP grass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F4578%2Fmqes.jpg&hash=461c1afb66b0f0971134c87021230d732565cc9e)

Nicely done. The high school is complete and has been done to a high standard. Let's try to maintain those high standards in constructing a primary school. You need a small school building, a small car park and a fence with space for a small field. I've also put a bus stop here, but this is optional:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F135%2Fe2dt.jpg&hash=3ddb4203dd070f565272fc545ac2c5692e931739)

Note that 'small' is relative here - whereas UK primary schools really are low-key affairs, US elementary schools can still be quite sizeable. As a general rule, your primary school should be significantly smaller than your high school - and that applies to the grounds as well as the building. However, it's up to you to do your research and choose the right lots for the job.

Primary schools are easy to detail - just a small area of MMP path for use as a playground and MMP grass to fill in the rest are all that's required:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F9065%2Fo2kw.jpg&hash=be44005d189afb58506590b53622bf8f70c36b0e)

Schools aren't the only thing we need. A clinic wouldn't go amiss in this suburb either. Place one in a central area of the suburb - on a main street near an important building like a metro station is a good choice:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F2866%2Frlux.jpg&hash=565912c60bde269140c517c2d510a68f5e2596c4)

As with the primary school, a small clinic is enough. Note that a fake street connection has also been added here to connect to the car park, providing that added level of realism we're looking for.

Going outside of the suburb for a short while, we need to place fire and police stations. The fire station should go on a main road, and the police station either on a main road or an important side road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F2748%2Fm1br.jpg&hash=45bd429d8f80380e67fa9212af59acc8f08a5bff)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F2421%2Ffgli.jpg&hash=d4aff711bf2cbcfc93c511073fbed06a8f0be57f)

Back to the suburb, and one thing that we need to do to make it look complete is to add a religious building. Precisely what religion is up to you, but it makes sense to go with the predominant local religion in most cases, which for a UK-style or US-style city would mean building a church:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F4962%2F8qlm.jpg&hash=53a11f4fc825b292dcc9e52cb22d3197f5744514)

We're also going to put in a small park, which will consist of a playground and a field. Let's put in the playground now, as well as an MMP path to run through the park, which will look a lot better than using path park lots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F2926%2Fppdl.jpg&hash=96d2ce12b44a2401e4b5fdbadf2860bda39777d7)

Lastly, let's throw in a few bus stops around the suburb. Except we're not going to just throw them in at random - instead we're going to come up with a couple of routes through the suburb, such that all areas and important buildings are covered, and place bus stops along these routes. Distance wise, I'd say about one stop every 15-30 tiles should do it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F509%2Fd37l.jpg&hash=1017fef44355a0fd4a5413be3622d919145fba36)

Note that in particular there are stops right next to the metro station. This is an important thing to do, as it will create a combined integrated transport system which is both realistic and effective.

Right, enough with amenities already! Time to get back to the fun stuff - the side streets. In case you've forgotten, randomness in the street layout is key - but keep at least 2 tiles between streets. I also like to leave at least 1 tile in between houses and main transport routes like railways and major roads, forcing me to design my street layouts with that in mind:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F3285%2Fm7sq.jpg&hash=372852e3f389c1b398e56bfcb4666e7e611eb9ec)

Shortcut paths between side streets are next, with playgrounds placed along them where space allows. Again, we want to take our work to the next level, so we're going for MMP paths and not fixed path park lots. We also need to make sure that our shortcuts are actually shortcuts which serve a meaningful purpose. There's no point building a path between two tiny side streets that branch off the same main street:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F4530%2Fra6k.jpg&hash=7d52cddfaecb05fe479f1706a00f2919fb2c02cf)

With all the paths complete, the preparation side of constructing the suburb is finally complete, and we can begin zoning.

Firstly, let's get a little commercial zoning put along the main roads. The plots don't have to be big - they can be 1x1 plots if you want - but there should be at leat one tile of clear space between your commercial plots and the houses you will build (which will be 1 tile deep):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F2576%2Fev2n.jpg&hash=530e9b66272274676743f4e62b511dec7f66cb6f)

Doing this gives added realism, as small shops are often found on main roads, and also helps to create a visual separation between estates, which I like to have.

I also like to zone a few commercial plots around transport stations, as this also happens in real life, and, with the volume of people using the station on a daily basis, it's just a good location to put some shops as potential customers will be higher here than in a more quiet area of the suburb:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F3686%2Ftq6z.jpg&hash=942dd829f0c20a6e143d4f5f4cf391678d8ade2f)

To clarify, by a 'transport station' I mean an actual proper station with platforms, like a rail or GLR station. I'm not talking about bus stops - indeed your suburb, and indeed your city as a whole, is going to look pretty daft if you start putting shops next to every bus stop.

Now we move on to the fun part - the residential zoning.
If you've been reading this MD from the beginning, you'll know that another fundamental component of a realistic suburb is the use of 1x1 low density plots to get houses of the right size. However, in Mapleford, we have a residential population of 0 at the moment. This causes a problem for us, because none of the 1x1 lots we have will grow with a population this low as a result of SC4's game mechanics. As a result, we'll have to grow some bigger residential lots first.
Fortunately, there's an area of the suburb where we can justify doing this, and that's along the coast. People like to live by the sea and coastal homes are in very high demand, and hence very expensive. This means that coastal homes are in the high-wealth residential bracket, and so along the coast we can justifiably zone 2x2 plots of low-density residential, which are more conducive to producing the nice, large and expensive homes we expect to find by the sea:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F5981%2Fiqpr.jpg&hash=571333f1d61ec7b9533a531ccfb173bb41206101)

Although they won't grow at first, we might as well start zoning 1x1 plots now so that it's done.
However, to ensure that 1x1 lots grow on these plots eventually, we need to put a bit of technique into our zoning. The problem is that if we just go about zoning every plot, we're going to have lots of adjacent plots, which gives the game an excuse to combine these plots and put lots larger than 1x1 on them, which will ruin the effect we're trying to create.
To stop this from happening, we don't zone every plot straight away, but instead zone alternative 1x1 plots, such that no two undeveloped plots are adjacent horizontally or vertically. They can be adjacent diagonally, however, as lots in SC4 must be rectangular. The following picture illustrates this technique:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F5445%2Fwc6n.jpg&hash=2661647e65b924d924f3a0df5d2ff729f3f590f1)

By doing this, you force the game to build 1x1 lots in these plots when the population is high enough, instead of allowing it to build bigger lots. This will mean that the suburb's houses are of an appropriate size, maximising the realism of the suburb.

Now, growth may be a little slow at first, and one way of encouraging the game to speed things up a bit is to add flora. This is a great excuse to add some scenic detail, and we're going to do exactly that in between the coastal houses and the shoreline, which is currently a huge empty space just begging to be filled. Let's start by covering the coastline in rye grass and cattails:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F1957%2Fxtl4.jpg&hash=bbbcec74c9c30d72ded5d3756940c61fd86f98bb)

Note that I'm treating this bit of coast like a riverbank, which we can get away with seeing as the water is part of a bay, as opposed to a full-blown sea, and hence won't be getting barraged by waves. Proper seas and oceans have to be dealt with differently, with either a beach, cliffs or rugged grassland. In any case, it's important to take your time and be thorough whilst doing this, because any missed or underdone spots will be very obvious.

The remaining space between the rye grass and the houses should now be filled with regular MMP grass. You can also add flowers and plants if you wish, although this is optional and I haven't done it here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F4903%2Fazcs.jpg&hash=f5291c7fbdc317e83c1d9e8ac8c083ad52311b26)

You can see in the pictures that this has had an effect, and the 2x2 coastal homes are developing nicely, and the population has risen to about 800. However, this isn't quite enough to get the 1x1 plots to start growing.
So, to get the population up, we need to cheat slightly and add some extra 1x1 plots that are adjacent to existing plots. This will effectively create bigger plots that the game can grow 2x1 lots on. You don't need to zone too many of these - the idea is to zone just enough to get the population up to the level where the 1x1 lots will start growing, which is usually around 2-3,000 people:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F9323%2Fff3o.jpg&hash=f2bae179dcb5ba06598ef0974a75e72893d9dc51)

Even at this early stage, it's vital to ensure the houses that do grow are appropriate. Flats like this one circled below are not suitable for a suburb and should be demolished:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F6163%2F0a5f.jpg&hash=efce10ae8f28fffd595fa4d820969b922efc244b)

Sure enough, our extra plots technique works very well, and pretty soon we get to 2,000 people and our 1x1 lots begin to develop:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F5255%2F819x.jpg&hash=c316f6e5741dfc69369945fec2cf1f4872b939b3)

At this point you need to dezone the 2x1 plots and revert back to the alternative 1x1 plots we've got everywhere else. Don't worry about the population dipping below 2,000, because once the first 1x1 lots start to grow, it sets off a chain reaction and the rest will start growing pretty quickly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F6166%2F5ygx.jpg&hash=c728f8d449ec5c4ffdee4e7ea7750a46732784e6)

As your suburb develops, you can begin to add the remaining plots only when all of the plots horizontally and vertically adjacent to each unzoned plot are developed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F6771%2Fror9.jpg&hash=04cafc67c9174e188d0e4a4602b77238fac13776)

Most of the time the game will behave itself and fill these plots with the 1x1 lots we want to see. However, occasionally it will try to break the pattern by developing a bigger lot, such as the one circled here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F5362%2Fb3cn.jpg&hash=28794fbf7dbb1d93d60ba268ea3d31a6c99f515b)

It's important to be disciplined about this and remove these bigger lots as soon as you see them. It's best to dezone these plots and then refill them using the alternate plots technique described earlier, to help make sure it doesn't come back. Although we could prevent this from happening in the first place with the 'Make Historical' tool, it's impractical to do this because you would have to protect every other house, which is far too laborious.

With most of the plots developed, it's time to think about finishing off the suburb with some more scenic detail. A good way to do this is to use seasonal trees to fill in the gaps between the plots.
In case you don't know, seasonal trees are MMP trees that change their appearance depending on the game date, so they look lovely and green in the summer, colourful in the autumn, and bare in the winter. They're a little more advanced and higher-level than regular MMP trees, hence why we're introducing them properly in Project 3 and not earlier.
They are slightly more advanced because you can't just place them whenever you feel like it. In order to get the seasonal effects to work correctly, you need to wait until the game date is September 1st before pausing the game and planting the trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F4625%2Fb1bu.jpg&hash=5ad0f38b62ae46c5e73136809c47b713f4f60b5a)

In case you can't read it that date is 1/9/105, i.e. September 1st, year 105. (Remember I'm from England, so my dates are in the DD-MM-YYYY format, as opposed to the MM-DD-YYYY format used in the US.) Once you reach this date and your game is paused, you can plant the trees. For maximum effect, you need to use several different species of tree. Here I've gone for ash, birch and maple trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F4784%2F2byj.jpg&hash=8081b4fb6e781e4fb65d1c9fa03a89da526ce821)

Looks good, doesn't it? Note that the trees continue along the eastern edge of the suburb, which is also the edge of Mapleford, creating a visual separation between the city and the countryside beyond it. At the coast, the trees should continue along the coast like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F6443%2Fizbr.jpg&hash=6f464364ee052f33574ffe5b750a2c5398125bf2)

You should also extend the grass at this point so it extends as far into the trees as the game will allow, to give the impression that the grass continues smoothly into the trees.

We also need to fill in the grass areas of our park, again extending right into the trees, so let's do that now:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F1589%2Fk9ok.jpg&hash=0a937373875f857ab17a43aef79c0b2741e81be1)

You can see we're in winter now and the seasonal trees have gone bare. By the time we've filled in the countryside east of the suburb with grass, spring has arrived and the trees are a lot greener:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F1863%2Fautn.jpg&hash=ea0cf88e269a4ac6b40e18e53acfd272b0b2dd17)

Once everything has been filled with trees and scenic detail, our suburb is complete. Let's have a look at it in autumn, winter and summer:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F7764%2F2b2j.jpg&hash=e89269e565a23a3a98e419ef176261edaddab2da)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F2734%2Fxscf.jpg&hash=bae9d5b816983cf91682ba93abab3e1e0b9439de)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F8591%2Fj5ux.jpg&hash=3d3ca81528e80d72f5bcf5c98c0633cec7814782)

Stunning. That'll do for now. There are other suburbs to go in this tile, but I'll do those in later lessons. Being in the OSITM section I want to get some different topics covered whilst we're here.

Our suburb has given us a good opportunity to do just that, because it's created some healthy commercial demand. We're going to take advantage of that in Lesson 12 by building some business parks around the airport.

See you next time,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Swordmaster on October 12, 2013, 09:12:43 AM
Cool neighborhood you got there. I like how the "beach" turned out.

And congrats being in OSITM :thumbsup:


Cheers
Willy
Title: Re: Realistic Cities For Dummies
Post by: art128 on October 12, 2013, 09:43:17 AM
You've done an incredible work on this suburbs. Everything is well arranged.
Title: Re: Realistic Cities For Dummies
Post by: bucksie on October 13, 2013, 04:06:55 AM
Long time lurker here.

I must say. ABSOLUTELY AWESOME.

also being from the UK, i can totally understand everything about what you have mentioned.
One slight gripe though, the Tudor Houses are a little unrealistic for size and proportion.

But still freaking awesome. Shame i havent got a clue how to use the Lot Editor, because i would love to make a proper housing estate with the random house placements we have nowadays.
Title: Re: Realistic Cities For Dummies
Post by: SimEurocat on October 25, 2013, 06:26:13 PM
I'm just getting back to this game after a long time away. I am still at the end of Project 1. I can't figure out why my farming areas will not develop. Do you still want us asking those questions at this point or have you started a new thread to post these to? Tried to follow your suggestions to the letter and have dropped my taxes to 2%.

Kelly
Title: Re: Realistic Cities For Dummies
Post by: catty on October 26, 2013, 06:47:28 PM

I can't stop as I was just logging out, but I can see I will be spending some time here   :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: zwitser on November 04, 2013, 06:01:12 AM
First of all, my compliments for all of the great work and effort you put into this. I really like it, and its very useful material.  :thumbsup:

Second, do you have these lessons as a download for me in a PDF file or something like that, for reference? I`m kinda lost sometimes in the pages here  ()what()

Keep up the good work!
Title: Re: Realistic Cities For Dummies
Post by: benedict on November 19, 2013, 06:42:49 AM
Congratulations on being the number 6 MD on Ben's Top MDs for the year.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on November 20, 2013, 04:54:00 PM
Hello everyone. I apologise for the severe delay in getting this lesson up. Unfortunately my university timetable for this term is pretty heavy, and I've had a number of assignments to complete, especially during the past couple of weeks.
Fortunately, I'm past the heaviest period of the term now in terms of work, the Christmas holidays start in 2 1/2 weeks, and terms 2 and 3 are much less heavy in terms of lecture and seminar time, so updates should go back to being fairly regular pretty soon.
Thanks once again for your understanding and patience.

Swordmaster: Thank you. I do enjoy detailing riverbanks because of the rewards you get at the end of it, even though it's a pretty laborious and time-consuming task. Indeed quite a bit of time in my side projects has been spent doing riverbanks. It's a very useful skill and we'll be going over it in more detail in future lessons.

art128: Thanks. In fairness I have had a lot of practice!

bucksie: Thank you, and well done for coming out of lurking mode, I know from experience that it takes a bit of courage. (I just need to stop lurking in real life now ;-) )
Regarding your comments about Lot Editor, I would like to point you in the direction of Project 2, Lesson 25 (http://sc4devotion.com/forums/index.php?topic=12096.msg449478#msg449478), in which I explain how to use the Lot Editor to tinker with lots, a lot of which involves adding, positioning and deleting props, which you'll need to do a fair bit of if you want to create UK-style housing estates. I also use Lot Editor in some of the early Project 3 lessons, so have a look at those as well and it should help you get to grips with Lot Editor, at least on a basic level. And, as always, please ask if you have any questions.
And about the Tudor houses, I agree, and have got rid of them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F2686%2Fbxpp.jpg&hash=be1b8522f04e8d4dd5a7bfb437909aa4c69d3700)

SimEurocat: Your development problems are most likely caused by urban development in your city killing off any and all agricultural demand. Project 1 was written before the SPAM agriculture mod came out, so I didn't use it in that lesson and so the farms were still at the mercy of Maxis game mechanics.
Since then, however, the SPAM (http://community.simtropolis.com/files/file/26080-simpeg-agricultural-mod-spam/) has since been released, and it changes everything for the better. It was used in Project 2's rural land lesson (Lesson 24) to great effect, so, in short, install the SPAM and it should help.

catty: Thanks for coming, and I hope you enjoy your stay.

zwitser: Thank you. I never thought of making PDF versions of the lessons. It's a good idea, and will be implemented at some point in the future. But it's a fair way off, as creating PDF versions of all lessons posted will take time. I will probably do it at the end of Project 3.

benedict: 6th for the year? That's quite impressive, and I'm quite proud of that, so thanks for telling me. I do look at your Top 10 + 10 thread occasionally and see RCFD there a fair bit, so I must be doing something right. I won't be stopping here, though, there's a place in the Classics section to be had, and I'd quite like to turn that 6 into a 1 next year. Onwards and upwards!

Onwards and upwards indeed. It's time for Lesson 12.

Lesson 12 - Business Parks

I'm going to start by defining exactly what a 'business park' is, at least for the purposes of this MD. A business park is an estate, usually located on the outskirts or fringes of a city, dedicated to commercial office use. It's essentially the commercial equivalent of a suburb. The estate is comprised of numerous office developments used by a variety of companies, and is a useful source of jobs in any city.
UK examples include Westwood Business Park in Coventry and Capability Green in Luton, for those wanting inspiration.

So how do we build one? The first task is to create the street layout. Most business parks have one or two road access points, at least one of which will be within reach of a main road. Smaller side streets then branch off the main route to serve additional offices, so we should recreate this. All roads within a business park should be streets:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F8749%2Fffgs.jpg&hash=19d92ca610f347a87cf5c0d97e7d4957559c25ad)

We've also created a street leading to the GLR station serving the business park. Of course, GLR and cars aren't the only way potential workers might want to get to the business park. They might also wish to go in by bus, so let's provide for this with a couple of bus stops, one on the main street and one on a one-way road turning loop next to the GLR station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F2640%2Fktmh.jpg&hash=71f558a3d0d7950a717c098f83eae9aece2feb6a)

Right, now it's time to place the offices. First, make sure you have adequate power and water supply to the business park, otherwise it'll quickly become a dilapidated eyesore.
Once that's sorted, plop groups of 1-4 similar office buildings (using plobbable RCI lots or the LotPlop cheat), such that there's about two or three short rows of tiles left for parking, the buildings face this parking area as much as possible, and do not touch any of the streets, as far as possible. Then provide the parking and road access using SAM-1 parking lot streets. You should fill the area you've left for parking with SAM-1. It's best to drag out the car park layout first, and then place starter pieces. You may require a few starters to get the right result, but perseverance, as always, pays off:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F3229%2Fiylb.jpg&hash=43e0c6f0ffe1813ae2c7a45b7c85c205d857b932)

Note that the buildings are fairly modern. Business parks are quite recent innovations and, as a result, do feature modern architecture.

It is also OK, and encouraged, to place single large buildings occasionally, usually near the back of the business park. Again, leave room for parking. It's a good idea to test fit the lot beforehand, so you can decide exactly where the building should go, in what orientation, and where to place parking.
The buildings don't have to technically be commercial buidings either. This lot is actually a high-tech industrial lot, but, as you can see, it can pass off as a commerical office block perfectly well:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F3056%2Fe6ao.jpg&hash=6ddcd5884f505296d732aec5cfa23124e5a42a4a)

This lot also required the use of a fake street connection (covered in the Pumping Stations lesson) to visually connect the SAM-1 parking to the on-lot parking. (Can you spot it?)

We fill the business park by continuing on like this, until we're satisfied with the number of offices in the business park. It's important to use lots of different buildings so that the business park doesn't become boring, so go to the STEX and LEX and get pillaging:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F5224%2Fikm2.jpg&hash=0f25aca73cc273e2c0a87ea5b025b901ef7b1274)

Looks pretty good. But we're in Project 3 now, so we can't even think about calling this complete until we've detailed it.

Let's start with that street going under the bridge next to the GLR station. At the moment it seems rather useless. Let's give it a purpose by adding an MMP path from this no-longer useless street to one of the car parks north of it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F3192%2Fzv2o.jpg&hash=d48ff5dadd179669bf16d477d65d37e441c6acce)

But our no-longer-useless street is still missing something, as indeed are most of the streets in the business park. That something is pavements. Because we placed buildings away from the streets, the game didn't put any pavements in for us. So we've got to make it put the pavements in, and the way we're going to do that is to fill the empty areas of the business park with grass fillers, like we used in the Airport lesson:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F7129%2Fzxpj.jpg&hash=5f184e96b32c68dfbc36cfd076e5b923dfe3eac5)

As you can see, this set has diagonal overhang fillers as well, again like we used in the Airports lesson, so make sure you take advantage of them. This picture shows where the diagonal overhang fillers really come into their own:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F9712%2Ftejg.jpg&hash=6674b7c67095b587a0ac658ba3c7245f24f98b3e)

You can see that the edge of the grass fillers runs parallel to the diagonal street. Had we been restricted to square non-overhanging fillers, we'd have had to settle for those annoying jagged edges we're all familiar with. So the diagonal overhang fillers provide a massive improvement in both aesthetics and realism.

The business park still looks a little bare, so let's finish it off by running some seasonal trees around the borders of the estate. We covered using seasonal trees in the last lesson, so consider this good practice:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F9241%2Fi8pr.jpg&hash=3383e9378439fa9c30924f42ffe73ab0552fd73a)

Nice. Let's fast forward to summer and see how things look then:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F247%2F4pis.jpg&hash=1a7f833be36184987a9eae4dc1f2be6fe2f2b3ca)

Awesome. Note that we've filled the small empty area in between the GLR line, the freight rail line and the main street through the business park with seasonal trees, just to fill it in as an unused space so it's done.

And this business park is now done, as is this lesson. Yes, it was a short one, but hopefully an interesting and rewarding one.

In Lesson 13 we'll be continuing to fill in the suburbs and business parks around Mapleford Airport, with the aim of getting industrial demand up to a level where we can construct the industrial estate on the other side of the bay, where the power station is.
We'll also be exploring some ways to vary your estates so they're not all the same, and some more detailing ideas and techniques.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Harry29 on November 21, 2013, 07:06:47 PM
Great lesson; been looking forward to it for weeks. Well worth the wait.  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: Swordmaster on November 21, 2013, 11:04:13 PM
Nice update! Interesting layouts with the roundabouts and all, very good.


Cheers
Willy
Title: Re: Realistic Cities For Dummies
Post by: Gugu3 on November 22, 2013, 03:03:52 AM
Nice job! &apls
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 22, 2013, 06:20:26 PM
Hey guys.

I'd like to start by thanking whoever was responsible for giving me a +1 karma. Although I'm not doing this MD to get karma points, it did come as a nice surprise to get one, and it is appreciated.

Now it's time for the replies:

Harry29: Thank you.

Swordmaster: Thanks Willy. And great work on the RRW by the way, it looks set to revolutionise SC4's railways and I'm really looking forward to seeing what it can do when the full version of NAM 32 comes out.

Gugu3: Thanks.

And now, an early Christmas present for you all. It's time for Lesson 13.

Lesson 13 - More Suburbs and Business Parks

In the last two lessons we constructed Mapleford's first suburb and first business park. In this lesson we continue with this topic and build some more suburbs and commercial areas, as well as filling other areas around the airport in, so that by the end of the lesson, most of the northern land area of the tile we're working on will be filled in and complete.

So let's begin this lesson by constructing a second business park to the immediate north of the first one. It's built in much the same way as the first one, except this time I've used one big office lot in 3 different places. This gives a consistent look, yet makes the second business park very different from the first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F2664%2Fupyc.jpg&hash=3a9db28de22153b212f1bd0ad571cb45fc37ec48)

Notice that we have a single street running throught this business park, connected to the airport access road at one end and a one-way roundabout with filler inserted at the other. That roundabout filler is an important detail, so don't forget to stick them on all of your roundabouts.

Also notice that we've added a café for added interest:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F2750%2F1sdt.jpg&hash=8d95a862b81d02626c579a40e76919175cc708c7)

We now need to detail the interior of this business park. Let's turn our attention to the lorry park for the airport cargo terminal at the north end of the business park.
It would be nice to fence this off so as to clearly separate it from the business park. To do this, we're going to use the IRM industrial fillers (http://community.simtropolis.com/files/file/28302-industrial-revolution-mod-i-ht-filler-set-1/), which contain some nice corner and striaght fence lots we can use.
However, we need to do a bit of work to them first, because we'd like to have a consistent texture on our lorry park, and the closest match, obtained using the I-M fillers, is still not great:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg547.imageshack.us%2Fimg547%2F2893%2Fej3o.jpg&hash=0a868105a291508ec356dfc63defb804bd9986c3)

We need to change the texture to that used in the lorry park, i.e. the RMIP apron texture, and we could do with getting rid of those cars as well, because we don't need them here.
This is a job for the Lot Editor. We will work with the high-tech fillers, since these provide the best fences for this situation. Let's start with the corner fence piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F1129%2Fy27s.jpg&hash=2f30d3b64a805960e1fe56c88075e9a063a882bf)

We need to change the base texture and delete the car and orange pole props on this lot. The street light can stay, as it will provide lighting for the lorry park.
We've gone through changing base textures and deleting props in Lot Editor a good few times now, so you should be more than capable of changing what you see above into this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F4807%2Fphg9.jpg&hash=b44b42cf326f071d2c302e66568cc7009edd2c73)

The straight fence piece now needs to be modified. Let's open it up:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F7011%2Fzdo6.jpg&hash=0bfda120f0567db9b8109bb139c5a58552799bb2)

We need to do a similar job on this one - get rid of the cars and change the base texture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F8500%2Fzwyg.jpg&hash=58dac5b78f6925513a604a4f8938d06ac15dc277)

If you're a little rusty on changing textures and manipulating props in Lot Editor, then you must go back to Project 2, Lesson 25, as well as the earlier lessons in this project where we do modding in Lot Editor, and get up to speed before proceeding any further with this project and this lesson. I can't keep going over this again and again, so I'm going to assume you know how to manipulate textures and props in Lot Editor from now on.

These new lots can now be placed in the game to give a nice border to our lorry park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F6725%2Fzuaw.jpg&hash=7f002c34ae5cd219e57870fd80d4a84b1f551669)

Now it's time to wait until September 1st (game time), and then pause the game and surround the business park with seasonal trees, as well as filling in a couple of small unsued areas in between transport routes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F4592%2Fjjyq.jpg&hash=925aad68ace5ad0820efe054f41a68326b178b07)

I found from my work on Lesson 12 that it was quite difficult to place the trees on the grass fillers we're going to build now, and so decided to do the trees first for this business park.
So coming along secondly is the grass fillers - namely the same ones we used for the first business park. Around the edges, it's best to place the lots on the second tile going into the business park, using the overhang to cover the first tile. This ensures as few trees as possible are removed in the process of placing the fillers, and so reduces the number of trees we have to replace:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6659%2Fhjja.jpg&hash=dccc564c76a7e2cd9bc2b33b89cc5fe7b580faa0)

Excellent. But what's that I see above the business park, to the right of the airport cargo terminal?
Well, to fill this little area in, I decided to place a small retail park. As the name suggests, this is an area consisting of numerous retail outlets. They can be large stores used by big-name retailers, or they can be much smaller stores used by small-scale enterprises, as we will build here.
On the left are a couple of garages. In the middle are a couple of rows of SAM-1 for parking and road access. Note that this car park is kept one tile away from the main street, to make it look nicer. On the right is a fast food outlet - feel free to choose your favourite one.
Above the car park, we're going to place the shops. For this, I've used some strip mall lots (http://community.simtropolis.com/files/file/17106-blam-little-strip-mall-pack-one/), which are perfect for the job. Be sure to use multiple lots to acheive some variety in the businesses that occupy the shops for a more realistic effect:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F1082%2Fu3aw.jpg&hash=d0a17605258bcc59a96afe88fa4fec417d17796f)

The space in between the retail park and the main street needs to be filled with MMP grass, like you see above. I've also added an MMP path to connect the pavement on the street to the retail park, so walking customers don't have to walk on the main street to get to the shops:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F1319%2Fu7yq.jpg&hash=c5c9b56ee67e8b7c21612024cd7b51eb4aba130a)

It is not necessary to add a bus stop for a small-scale retail park such as this, and I haven't put one in here, but you can add one if you want.

With the retail park complete, now is the time to turn our attention to the suburbs planned for the area to the east of the airport.
Now we are very close to a major airport, so these suburbs need to be laid out very carefully. Many people do live under the flight paths into major airports, so it's not unreasonable to put homes near low-flying and noisy aircraft. However, you can't expect anyone to want to live right next to the airport itself. So there needs to be a good few tiles of clear space between the airport and any homes you plan to build. So I've avoided putting any streets near the airport, so we can't build homes too close to the airport fence:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F1319%2Fu7yq.jpg&hash=c5c9b56ee67e8b7c21612024cd7b51eb4aba130a)

In particular, we don't want homes near the runway, since this is where the planes will be at their noisiest.

Also notice that in the bottom suburb we've left space for a middle school, so let's put that in now, together with the requisite bus stop and car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F581%2Fdno8.jpg&hash=5a192831353e7adb83bf8a15d32266e514f3ea3c)

Now let's add a field using MMP grass and a boundary fence using the RMIP fences. We don't need to add a football pitch, because a small one is included in the lot - it's unmarked but you can see the goals:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F2421%2Fa01u.jpg&hash=2440716f0329d1d9360f77787bf736d0cff406f3)

This is quite nice, but we can make a few improvements. Firstly, the playground, shed above the basketball courts and buses all need to be removed since they are inappropriate for a middle school. Furthermore, we need to move the fence included on the lot so the field can be accessed from the classroom but not the outside, as opposed to the other way round like it is here, and we can also add some overpath props to provide access to the car park in the bottom-left corner of the lot. Finally, we should concrete the area around the basketball courts to provide a proper concrete playground.
This is nothing you guys can't already do on Lot Editor, and the end result is as follows, with the modifications circled in red so you can see what we've done:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F1572%2Fr0gw.jpg&hash=af005c06f6dff90ec653ae3f95a7d0cd4919f17f)

That's much better. Let's move to the other suburb we're building, where we're going to put in a small park before proceeding.
We've already done small playgrounds and big fields, so let's do something a little different here. A small field coupled with a hard sports court (usually a small football and/or basketball court in the UK) is an easy and realistic way to provide entertainment for your local residents, and such parks are seen all over the UK at least:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F552%2Fhtlw.jpg&hash=944280720d26305f4651d81e31b6044a2c10bf2f)

We can now develop the suburbs using the techniques outlined in Lesson 11:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F9600%2Fguvz.jpg&hash=33e9155ce5d097e887153e9ee32c0e95d698f8c2)

Now, the alternate zoning technique covered in Lesson 11 will usually ensure your 1x1 plots are filled with 1x1 lots. However, the game will try to make larger lots when it gets the chance.
In Lesson 11, I stated that larger lots could be stopped from growing by using the Make Historical feature on every other lot, but that this would be excessive. And it would indeed be excessive to do this.
Instead, it suffices to use the tool only on houses located on the inside of corners or junctions, as well as alternate houses anywhere where it is possible for 2x2 or larger lots to grow.

For those who don't know, you make a growable lot historical by querying it and clicking the 'Make Historical' button that appears on the query dialog:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F9774%2F7lu2.jpg&hash=abfeda6c9e00352c4b91b6381680f2c71f0652f4)

When the button has a cross in it, the lot is historical and so cannot be developed over, preventing any lots bigger than 1x1 taking over the existing lot.

Now we turn our attention to the trees, and again we need to be careful here.
Under no circumstances should trees be placed anywhere near airfields. (By 'anywhere near', I mean there needs to be a distance of at least a few tiles, and ideally more, between airfields and trees.) This is because trees attract birds, and so if trees are placed near airfields, there is a good chance of birds ending up in the path of flying aircraft, and you need only look at the Hudson River crash to see what can happen when birds meet jet engines.
So when we place trees for our new suburbs, we make sure not to place any between houses and the airport:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg845.imageshack.us%2Fimg845%2F151%2Faz51.jpg&hash=816dc64323429bd26dc7edd7c500db7e0a3e7d00)

But that area in between the suburbs and the airport still needs to be filled, lest our city looks incomplete. But if we can't fill it with trees, what can we fill it with?

We can start by using the retail park we built earlier in the lesson to our advantage. There is one tile in between the shops and the airport fence, so let's fill in that space using the IRM industrial fillers:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F4431%2Fnh9a.jpg&hash=591c28f41e599d929931e0f3251943f8671ec18d)

Yes, these fillers are designed for industrial areas, but that doesn't mean we can't use them creatively, and the results speak for themselves.

The remaining empty land can be filled using MMP grass, followed by adding numerous MMP flowers to the grassed area for added effect. You should use many different types of flowers to get a varied and interesting result - here I've used no fewer than 10 different flower MMPs to obtain a colourful and aesthetically pleasing scene:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F2359%2Funnl.jpg&hash=fbf94e63832c67ad8e71a378d4adcd3d5baf0017)

Awesome. Let's move now to the area south of the airport. There are a couple of areas that need to be filled in, and since we're near an airport, I thought that a couple of hotels would be the best way to fill them.
There are plenty of suitable ploppable lots available for you to choose from, so take your pick. The only real requirement is that they should not be too large. The 3 hotels on the right of the picture below are about the size you want, maybe slightly smaller. The one on the left is a little taller than I'd have liked, but it still looks good, so I'm keeping it. As is so often the case, choosing the right lots is down to you and your good judgement.
Oh, and don't forget to supply ample car parking for your hotels, as you see here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F862%2Fmf0v.jpg&hash=b2f55fe32847ee905b26dd2c1a3c8b9f3fb366b8)

Are we just going to leave them like that? Of course not. Let's start by providing a bus stop to serve the hotels on the right, and connect it to the car park by means of an MMP path:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F6840%2F6eyq.jpg&hash=c9269722c6162b32a545f9b674cd4198c5b595b1)

On the other side of this car park, we have an open space. It doesn't make a lot of sense to put development there, but there is a GLR station at the other end of this open space. So to add further detail and interest, let's connect the hotel to the GLR station using an MMP path:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F5121%2Fdvar.jpg&hash=46750aed385aa814feb2b6659a140f68d9834df1)

It remains only to detail the sections of coastline covered by these open spaces using green rye grass, like we did in Lesson 11, and then fill the rest of the space in with trees. Be careful not to place trees on your MMP paths - it's easy to do and the best way to avoid it is to tree alongside the paths first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F4923%2F0nn7.jpg&hash=53975734ce1b7b0eb564391fe9ee50e2d8b4832b)

OK, so it might look at first glance like I've disregarded my own advice here, but if you look closely, you can still see lines in the trees where the paths are.

These hotels are now done. Let's move west and lay out the streets for our next suburb:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F8233%2Fprqy.jpg&hash=1311cd0b272e775206fbccc76c3da3dc6145494b)

We need another primary school here, since we're quite far from the one we built in Lesson 11. For added realism and variety, we're going to use a different building to the one we used last time. It's built just like any other primary school:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F7071%2Fn2ka.jpg&hash=ebe2d50e0827fde55a927153eeb4a4bf4f61faf5)

There's even car parking on the lot, which we've provided access to by means of a fake street connection, but there are two things that we can make better here. The first is obvious - that missing dependency. The second is that the car park on the lot is pretty narrow and doesn't leave much room for turning, which makes getting in and out of the spaces pretty hard.
The first issue is easy to fix - just go into Lot Editor and delete the missing prop. (In this case, it was a flagpole, which you would never see outside a British school anyway.) The second requires the use of an asphalt filler (http://community.simtropolis.com/files/file/28914-overhanging-fillers/) with a diagonal overhang to create a space for the cars to turn around in, fenced off using MMP fences:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F2756%2Fvwsu.jpg&hash=736320eb247f49daadc482b424d7dcce30a2e883)

That fence should really extend across the whole car park to eliminate the possibility of any cars or chavs getting out, and this was done after taking the picture.

Right then, let's turn our attention to the GLR station further up the road. Being a suburban metro station, we need to supplement it with some parking:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F6671%2Fu445.jpg&hash=ffddb6eda1b5be1b20454eede1bec2b7d2e38f8a)

Initially I was going to put parking on the other side of the tracks and connect it to the suburb with an underpass. But there's no FLUP under diagonal GLR piece yet, so I did this instead.
But this means that we don't need that access on the other side, since nobody will be entering the station from that side. So we can replace this bilateral access station with the unilateral access version:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F8393%2F2fvk.jpg&hash=c9af930cb6807745c481cd3ccecf57db4499b124)

That's far more realistic, and does a better job of closing off the suburb.

We've now done all the infrastructure needed for this suburb, so let's add bus stops and get zoning:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F3598%2F2mcs.jpg&hash=35d056e7dc6f95dcd82c81ecb21947a6004a9e0f)

As you might expect, the next job is to detail the coastline and add trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F6765%2Fcjin.jpg&hash=8dfb2b78a32af6d79a11bae24518eb6b9d7c576a)

Again, be very careful not to place trees too near the airport. You can see in the above image that there are no trees along the top in the north-west corner of the suburb.

The last thing we're going to do this lesson is to construct a long, thin suburb along the northern edge of the city tile, north of the power lines. This suburb will extend into the next city tile, so we'll need to build a good few street neighbour connections when laying out the streets to facilitate this.
Due to the narrow nature of the suburb in the city tile we're working on, we're inevitably going to have to put in some S-curves as well, unless we really want a 2-mile long dead straight street:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F4774%2F5zwc.jpg&hash=4da4aa722744a47c1767ba94be501c6d8d980fd3)

Now hold on a minute. That's more of a kink than an S-curve, yet that's the best you can do just by dragging the street tool.
So to improve the apperance of this S-curve, we need to take a different approach to constructing it.
I'll give full credit to Samgoogolplexian for the following technique, since I found out about it whilst watching his 'Let's Play' series on YouTube. What we do is we demolish the two 90-degree curve sections of street, and in its place we put in the short diagonal street construction piece (the third item in the Diagonal Streets tab ring) like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F6288%2Fiq6q.jpg&hash=c89809cf4eacf9f418a06dc6fce0472ccf261f18)

After placing the piece, you should have the following:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F3875%2Fb9zm.jpg&hash=6eb289a7b4a8daa5888f6f3787c7196906c832ab)

I think you'll agree that this is a significant improvement over what we had before. The potential this technique has should be obvious, and we'll be using it a fair bit in this project I'm sure, so it's well worth practising.
You may be wondering why we didn't use the S curve available in the Rural Roads plugin in the NAM. It's for 2 reasons:
- I'm not sure the S-curve piece even exists for SAM-7! (I'll check.)
- Even if it does, we won't get the pavement textures by using this puzzle piece, whereas with the diagonal street construction piece method, we will.

Moving on, the suburb we're building now is served by a diagonal GLR station, and we'll need to take the street over the GLR line. This might seem problematic because of the narrowness of the area we're working in, but it isn't, mainly because most of the station is just an overhanging prop, and so we can place the overpass directly over the station, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F8122%2F0y3f.jpg&hash=3aa7b05b6ad9abb6c6cfa031b79bd64dada158f0)

Indeed, only the centre two tiles of the station are actually occupied, so you can build an overpass anywhere over the station, apart from those two tiles.

Again, this is a suburban GLR station, so it needs parking:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F2143%2F8n5w.jpg&hash=a03d3ea80b632b1d0da0d04d19730d2f1bde181b)

Don't worry that one of the car parks is right next to the airport runway, because it doesn't matter. Nobody lives in a car park, so it's not sensitive to noise, unlike a house.

Of course, it matters where your houses go relative to the airport, and to keep homes away from the runway I've kept a 1-tile gap between the power lines and any residential plots or trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F6550%2F8vgr.jpg&hash=99e67da640d68d98dfca67ba5ea1f02f4c765b90)

It's the suburb at the top if you can't find it. What you should be able to find is the big open area around the western and northern edges around the airport that we have yet to fill.
We can't put development here because it's too close to the airfield. In fact, there's not a lot we can realistically do apart from fill the whole area with MMP grass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F4484%2F6knm.jpg&hash=2d853eacfc2d226825904d048c56b94d3c69b72a)

I wasn't kidding when I said all of it. Filling this area with grass took me a good couple of hours, but that is the time you have to put in to get realistic results. I'm sure you'll agree that the ends justify the means here.
This task required me to apply grass around power poles. We may have covered this before, but you should apply grass around the pylon to such a density that the base is barely visible, like you see here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F901%2Faote.jpg&hash=fb38c1f8c233221e8a4fa9f1e8e705788d9f1db4)

We do this to hide that unsightly and unrealistic base that features on the pylons, creating a more natural effect.

And that's all for this lesson. As you can see in the second-to-last picture, we've filled in a large part of this city tile now, and our population has risen from just under 10,000 to a very healthy 21,000.

This has created a healthy industrial demand, and so in the next lesson we'll be building the big industrial estates for this tile.

I won't be posting Lesson 14 until after the holiday season has been and gone, so I would like to wish all of you a very merry Christmas and a happy, prosperous New Year. Hopefully 2014 will be the year when this MD is promoted to the Classics section.

See you next year,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Swordmaster on December 22, 2013, 11:39:22 PM
Well done Chris. The end result is very nice. There's always something to learn here for any kind of user; I have to admit I wouldn't have thought to do that diagonal street trick (and that's coming from a NAM team member :thumbsup:).


Cheers
Willy
Title: Re: Realistic Cities For Dummies
Post by: Donician on January 23, 2014, 06:47:41 AM
Thanks so much for putting this together.  Mayor's Diaries are great for getting ideas and new concepts, but this takes it to a whole new level.  It is so valuable to have veterans of the game explain how to do different things in the game.  Looking forward to your next update.
Title: Re: Realistic Cities For Dummies
Post by: mrdobalina on February 06, 2014, 09:07:23 AM
Really nice to see an empty landscape being filled in, and filled in nicely. The lesson I take from your 'lecture' is to think big, give things some space (like the refinary).

Sorry to bother you for this, but I am highly interested in the curved glr-to-subway transition you used in lesson 9 part 4, near the light rail depot. I've been searching for it a lot since I saw it, actualy I have thought before that such a thing would be cool to exist,  but only saw it in your post. Is it for download somewhere?

Keep up the good work! (and enjoy it)
Title: Re: Realistic Cities For Dummies
Post by: smileymk on February 07, 2014, 05:07:42 PM
Hello folks.

Swordmaster: Thanks. As I said in the update, I have to give credit to the Youtuber Samgoogolplexian for that diagonal street technique, otherwise I would never have thought of it myself. It just goes to show how useful it is to see others playing the game, and I'm pleased to be able to impart the knowledge I've gained, from others as well as personal experience, onto others to further their games.

Donician: You're welcome. I wouldn't regard myself as a veteran, but I'm happy you're finding this useful.

mrdobalina: Thank you. It is important to do big things like refineries first, in order to ensure you have sufficient space to do them realistically. As for that curved GLR ramp, I'm 95% sure that it came from the STEX, but I can't find it either I'm afraid. I'll keep looking.

And now, industry:

Lesson 14 - Heavy Industry

In this lesson we'll be constructing the heavy industrial area around the previously built port, power station and oil refineries.

Since this industrial area is very central and is right next to the port, we can reasonably presume it's an old industrial area dating from the Industrial Revolution era. So this estate needs to be carefully built to look like it dates from that period, as far as possible.

Let's start, like we so often do, with the street layout. Long roads with few curves are best here, leaving enough space between streets to fit in large factories:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg585%2F331%2Ffrfj.jpg&hash=26e823a019bc2d4cc088e5c9f0f8663c1471684e)

Oh, and try to avoid level crossings with main rail lines as far as possible. You can get away with crossings on branch tracks serving individual ports/industries, but that's as far as it should go with level crossings. FLUPs are the best way to get a street through a railway line in an urban area if you need to.

The existing railway lines are just part of the infrastructure we'll have to build around. By and large, getting around infrastructure shouldn't be an issue - we've already built roads going under all of the railways and motorways.
However, sometimes your infrastructure will block your street routes, like this railway viaduct does here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg836%2F7690%2Fnvsl.jpg&hash=25062b9b62e7048fba2370bdf2c6e5609e5115b8)

Like roads, streets can't be simply dragged under railway viaducts. So you'll just have to demolish the relevant viaduct pieces and drag the streets through:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg834%2F673%2Fgxe3.jpg&hash=a7db7c708959d48c81dc80284f4ac2be3d49ac3d)

Then it's just a matter of rebuilding the rail viaduct, using Rail over Street pieces where appropriate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg40%2F5826%2Fsg1j.jpg&hash=11c6912b52519026843dfcc9d29d851a00956fec)

To finish, you can see some of the viaducts are covered with the rail arch/catenary lot that we made in Lesson 9. Now that we know where our streets are and the viaduct has been rebuilt, we can finish off the rest of the rail arches, at least on the orthogonal section:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg577%2F9742%2F5i6j.jpg&hash=6897b2784e4365dfb8cc8004723f285e8e4a0a1e)

Unfortunately, the link to those rail arches is hiding in the shadows to the extent that I can't locate it, but any Victorian-style (i.e. brick) set of lots will do. This particular set I'm using has many different varieties of lot, so if you recognise it and decide to use it, be sure to include different lots for a varied and interesting effect.

Good. Those rail arches look like the home to lots of small industrial ventures. We're now ready to start zoning the rest of the industrial estate.

Being a central, important estate, we should use high density industrial zoning here. We're going to zone plots using the same 'parcelised zoning' technique we've been using since Project 1 - namely, create individual plots of industrial zoning, holding down the CTRL key whilst zoning to ensure that the area is zoned as a single large plot.
A big advantage of this method is that it allows us to create individual plots of any size - and since we're in an old, established industrial estate dating back to the Industrial Revolution era, huge dominating factories are very appropriate. This means that you can create plots up to around 10x8 tiles in order to boost your chances of seeing huge factories grow.
However, don't get too carried away. Your plots should be individual and separate from each other, and you also want to leave space to put in fillers later on, so zone carefully with this in mind:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg268%2F4356%2Fdnyw.jpg&hash=e741c1e8fba41da4949f6b1b6609db40cbc48c01)

You can also place some ploppable industrial buildings to help fill in your estate. Make sure they're appropriate though - modern high-tech lots have no place in an old-style industrial area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg194%2F6246%2Fp871.jpg&hash=c31314691f02da1478d0efc8c5f1e80c90cab150)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg203%2F4581%2Fjugq.jpg&hash=9fab875a205f23eb8e8ac738ea5c49a06178a6fa)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg716%2F4171%2Fog17.jpg&hash=229f5ba2bc026a33ab23f19381dd515d829fce6a)

That last plopped factory is actually 3 separate lots in one set - namely the BRT Industrial Brickworks (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=201) set.

Diagonals are a bit different, because you can't zone anything wider than 1 tile without the plot looking dumb. Fortunately, there is a solution: Paeng's GridBuster warehouses (http://community.simtropolis.com/files/file/27701-paengs-gridbuster-warehouses-vol01/), which are specifically designed to work with diagonals and are hence an invaluable tool in creating interesting and realistic industrial estates:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg577%2F2947%2F2sfv.jpg&hash=03d324d110943b86f174a4d1e19abf51c2135e5b)

Continue zoning until the entire estate is covered:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg203%2F7600%2Fr3o7.jpg&hash=a66e50de92681afbcb41b356082b5d9ab255482a)

The next item of business is bus stops. As always, don't just plop at random - determine appropriate routes for your buses and place stops along these routes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg853%2F313%2Ffli1.jpg&hash=85f680fa4fe38b673273905cd54a91bcb582f4fc)

Before we move on, let's deal with a slightly annoying issue regarding one of our previously built bus stops:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg580%2F1738%2F55ey.jpg&hash=ecd4bfabafbc6ace5f04484c2bbb28894f7b429d)

The problem is obvious. Because the bus stop is adjacent to the motorway, it accepts traffic from the motorway, since the game doesn't care about direction and elevation when dealing with transit switches (which bus stops are). So it allows traffic to switch from the motorway into the bus stop and exit through the road, because the traffic simulator doesn't care that one road is a motorway and the other a surface road.
This is an unfortunate side-effect of the simulator and there's not a lot that can practically be done about it. So we're forced to relocate the bus stop to solve this issue:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg31%2F4280%2Fvsa4.jpg&hash=9596ba939f0e545397a913f2e838e8b889ee52bc)

There's now a 1-tile gap between the motorway and the bus stop, preventing traffic from transferring from motorway to road via the transit switch that is the bus stop.

The basic infrastructure is now complete, and hopefully some of the plots will start to grow. This is a point at which you need to be careful to make sure the lots that appear are appropriate for an old-style industrial area. Generally speaking, we want dirty and manufacturing lots to appear. High-tech lots and modern lots are not appropriate and should be dezoned and rezoned (not demolished, since this will delete the designated plot as well as the building itself).
For example, the blue building on the left is not suitable and should be removed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg856%2F2773%2F4zlp.jpg&hash=ac47abe324cf5883227d12f59bde2442dee92826)

This building is high-tech, so it needs to go too:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg36%2F8486%2Fgm2f.jpg&hash=3e43e669b16bc0d7b0c50726111aafce58d1a910)

These buildings are manufacturing lots, but they are too modern and don't fit in with the old-style feel we're trying to create, so out they go:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg850%2F2576%2F6isw.jpg&hash=848b62a537edaf6cb7d8f5019fd36b674f6a7a1e)

Be very strict and rigourous when it comes to deleting unsuitable lots. That goes for any estate you build, not just old-style heavy industrial areas. Any lot that doesn't fit into a particular area will ruin that area, so you need to be prudent if you want the best results.

What we've done so far is not really that advanced, and is just revision of the material covered in earlier projects. It's time to take this industrial estate to the next level.
The main way in which we do this is to use fillers. Specifically, we'll be using the NightOwl concrete diagonal fillers (http://community.simtropolis.com/files/file/27699-nightowls-diagonal-industrial-fillers-and-extenders/) and the IRM Dirty Industry Filler Set (http://community.simtropolis.com/files/file/28295-industrial-revolution-mod-i-d-filler-set-1/). Although there is a fair bit of manufacturing development in the estate we're building, we're sticking with the dirty fillers because, as you will see, they feature a red brick wall, which is a very Victorian building material. This will help to create that old-style effect we're after.

Let's start with the IRM fillers. The core idea is to surround each industrial plot with a concrete area around the plot. Each of these areas should have car access (using the gate lot, which has a TE street connection), be closed off using the wall lots, and have space for the cars to get to the parking spaces (use the open area lot for this). You can fill in any leftover areas using the other filler lots - things like pipes, containers and car parks are all provided. These kinds of fillers should be placed adjacent to the industrial plots, and the type used should be appropriate to the building it adjoins. For example, it's no good putting barrels next to somewhere that produces pipes. Looking at the props on a lot is a good way of determining which filler to use:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg593%2F5015%2F4gzv.jpg&hash=a8d0831dcedd423069ad25fe83eb4cc6130c29b0)

You can see in this example that these factories are complemented by concrete blocks (perfectly reasonably for this kind of building), and some car parks.
This example also uses diagonal walls. When placing these, an orange box will appear in the preview. This should be on the inside of the filler area - i.e. in between the wall and the factories that the fillers surround:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg802%2F8449%2Ft1qm.jpg&hash=8a4da77ee2d73ff626efc2bcacc001dc7fe6ed7b)

Dumpsters are also a good way to add extra detail. These also feature an orange box on the preview, and again, this should be in between your wall and the factory:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg513%2F7695%2Ff7yq.jpg&hash=fb87803eedc561ffd9326b47bbe4274b8a705e86)

The main bulk of the empty space around your factories should be filled in like this. Don't be afraid to get creative either - here I've used the street gate as a pedestrian back entrance to a lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg855%2F2795%2Fiswc.jpg&hash=4af8b9cd7668d3a796197769d553b6a9067121ec)

There are some situations, however, that these fillers will not cover very well, namely small empty spaces and areas around the GridBuster warehouses.
This is where the NightOwl concrete fillers come in. They feature lots with diagonal extenders, similar to those we used when creating the business park, which not only complement the GridBuster warehouses, but allow you to extend the concrete texture right to the pavement of a diagonal street, substantially increasing realism:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg35%2F341%2Foci1.jpg&hash=4eec3ba3ca5b8a87a98133660724c3fee3064381)

The diagonal extenders are also good for filling in odd corners, like this one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg546%2F4305%2Fqu1s.jpg&hash=bc13057b6524aab61788a4d79c5f4a09ecad2746)

Or this one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg593%2F9594%2Fgfv4.jpg&hash=f6bc7378bcb1041fa8787ec7f7c196d06b78e9d2)

Some of the GridBuster lots have gaps in their perimeter fencing to allow lorries to get in. Fake street connections can be used to provide a visual connection to the road network for these lots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg835%2F3226%2Fnd99.jpg&hash=278e58bd29920640db25776531d0d5e17752c1d0)

There are times, however, when you'll need to use other lots because they will look better in a certain situation. Take this factory for instance:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg843%2F5126%2F0dsg.jpg&hash=591159fb5f96e18eb342d54173f2515ed6f3c126)

Neither the IRM Dirty fillers nor the NightOwl concrete fillers will look good here. So I've turned to the open area lot in the IRM manufacturing set (http://community.simtropolis.com/files/file/28298-industrial-revolution-mod-i-m-filler-set-1/), which I think you'll agree does a far better job of complementing this factory.

Filling in the industrial estate is simply a case of continuing to add these fillers in the same way. This is an example of what you should end up with:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg571%2F7041%2F7b69.jpg&hash=63d73831e1c1043ce16737bb7240a8beae74ff45)

However, you do occasionally need to be careful. Fillers should not go under power lines, or on steep slopes (such as railway embankments). We'll look at how to deal with these cases a little later.
In addition, at the edge of a city tile, you can (and should) place fillers to give the impression that the 'filler area' extends beyond the city tile boundary, like you see here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg842%2F9796%2F6for.jpg&hash=f0aaf23ff0d4d1ea026ac91a6524a68879cd90a5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg35%2F5926%2Fc9el.jpg&hash=e21b1eb04b7baa3268b7083ae93a104a39ddd06b)

This will help later on when we blend the city tile borders - a vital part of region building.

Here's our industrial estate with all the fillers put in:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg560%2F6408%2Flrxx.jpg&hash=d32964a902902c02cdf5d2555fb03e418bef8a01)

Our industrial estate is really starting to come together. There's still a lot to do though - look at all those empty spaces!

Let's continue by filling in around the coast. You can see in the above picture that I've left the coast area blank up until now, and that's because this coastal area requires a bit of extra work to get it looking nice.
The main problem with this area is the coast itself. Given that we're creating a dense urban area, a seawall is the best option for dealing with it - however, because the terrain transitions smoothly into the coast, simply placing a seawall and filling in things next to it on a slope is going to look pretty awful.
Therefore, we need to flatten the coastal area before we can do anything else. Go as far into the water as the game will let you:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg600%2F2016%2Fech7.jpg&hash=d69dc77532ae4cdd1e56f17281e9dbb2dae82e89)

We also need to look at the zones themselves. Before I tell you, see if you can see what is wrong with the plot in the centre of this picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg812%2F4453%2Fcp75.jpg&hash=c4c15d038b852fe3434d35083a4fdb89294a88fc)

The problem is clear for all to see - the zone is bumpy terrain-wise. When this develops, we're going to get a bumpy and unsightly lot, with the bump accentuated by the presence of flat terrain around it. So we need to dezone, flatten and rezone any and all such 'bumpy' plots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg208%2F9921%2F8ezi.jpg&hash=eace4ed1f91016563a2621cd7e02ee93382854bf)

Here's what your landscape should look like after terrain preparation is complete:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg713%2F5386%2Fqcfu.jpg&hash=ad4676f17a571db8407b6c8d2db13996c97367f7)

Once all the terrain preparation and zone adjustment is complete, we can construct the seawall. It's best to leave the single road tiles where they are for now, and we'll see why shortly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg31%2F5403%2Fmlwb.jpg&hash=e948b8d0b78348381a74e625d9d7aebafb7241d7)

This is the NBVC Riprap seawall we used with the port. We've stuck with it here for consistency. But it has other advantages - one of which is the presence of overhanging lots, allowing you to take your seawall under bridges:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg856%2F2684%2Fijja.jpg&hash=b91d4e622a56ad52a344e29bcfdb33bf8d285ce2)

When done, you should have something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg600%2F7305%2Fvi1o.jpg&hash=e9b53f4cb3b50326cd8afe67b6cd4d5afbae206b)

This is quite a nice seawall, but there's still one pressing issue. As you can see in the above pictures, some of the land protrudes beyond the seawall into the sea. This doesn't look right at all, so to deal with this we need to push it back using the Mayor Mode terrain lowering tool.
This is a dangerous job. It's very easy to take out whole areas if you're not careful, so make sure to hold the CTRL key whilst using the tool to minimise the brush size, and position the cursor in the sea, just close enough to nudge the protruding land back behind the seawall. Oh, and make sure to save before starting this, and go very slowly, doing a little bit at a time:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg163%2F2575%2Fsgql.jpg&hash=45e4edbf3eb408d45a4d717138ddec08b59949c9)

Unfortunately, you are bound to demolish the seawall you've just placed. This is why it's best to do this a bit at a time, so that you can replace the seawall as you go.
If you find that you've moved the terrain behind the seawall, simply make use of the single road tiles you've kept to reflatten the affected area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg853%2F4748%2Frb9e.jpg&hash=c930f0260975887e9b29e983625c26885600efdb)

When done, make sure to save, because I'm sure the last thing you want after doing that is for the game to crash, forcing you to do it all over again. Then stand back and look at your beautiful seawall:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg855%2F580%2F5vjk.jpg&hash=8921e456e2f20aa0039c580df57fd431147fc552)

Excellent. Now we can fill in the land next to the seawall using the same lots and techniques we used earlier in the lesson:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg853%2F5629%2Fsxby.jpg&hash=93a8f1d96b37ebbf3a3ecdb5514b9ec2fc5861e8)

To fill in an odd corner, I've also put in an extra car park using the grey version (http://community.simtropolis.com/files/file/22527-hh-modular-parking-gray-version-2/) of the HH Modular Parking lots - we've used the black version extensively in our previous work, so those of you who've read through from Project 1 should not have any difficulties using the grey lots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg607%2F12%2Ff6mr.jpg&hash=fe63cebc51fe59931cbac61a326f709421902707)

Let's continue by doing the coastline north of the passenger railway bridge. There isn't much space between the main road and the coastline here, and it's a diagonal coast, making use of the riprap seawall a bad idea here owing to the lack of diagonal lots.
So we're going to have to fill the area in with MMPs. But before we can do that, there's a minor but important issue to deal with:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg545%2F172%2F9pnd.jpg&hash=e7db3dd2fead60b2a93275472a662a594e07b7c3)

The road's pavements are completely built on one side of the road, but there's bits missing on the other side. This looks daft, so we've got to put those pavements back in - and the only way to do that is to make the game think there's deveopment next to the missing pavements.
But how do we do that without messing the terrain up with a lot or zone? The answer is to use a little zoning trick.
What you do is get a zone tool out (any one will do), and drag from an enpty tile into the road. Dragging into the road is important - don't stop next to the road. But there's more - you need to do this whilst holding the CTRL key.
This picture illustrates the correct dragging technique. Notice how the preview of the zone disappears when you drag into the road - when you see this, you know you have dragged the zone out correctly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg703%2F1143%2F3xne.jpg&hash=97c4bfd493e49810ebf59957a32a50e08c84aee3)

Do this wherever you have missing pavements, because look what it does if done correctly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg854%2F7685%2Fzxm6.jpg&hash=fc99925eea95f76b5397137db0b1bca54e176923)

The pavements have appeared! This is because we've tricked the game into thinking that there is development next to the previously empty tiles. And if you're worried that these 'invisible zones' might develop, don't, because they won't.
This is a powerful little tool, and we'll be using it a fair bit in the future, so get practising.

With that sorted, let's get those MMPs out and go back to doing the shoreline.
Our aim is to get a similar texture to that provided by the seawall lots, in order to create a consistent look to the coastline.
To start, place moss along the shoreline:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg607%2F716%2Feibf.jpg&hash=bd9a6bb7dc08529a7cfe57d6a14e51cd7ecf7a23)

Then place small rocks on the immediate land side of the moss:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg829%2F5313%2F7d7k.jpg&hash=fa53b8cd1066ef668cf2df01edae477e3ae92a44)

And that's the shoreline done. Notice how it almost matches the riprap seawall texture. This is what we were aiming for, and the results are quite pleasing.
To fill in the area between the shore and the road, I'm using a simple concrete MMP:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg542%2F9326%2Fuqmn.jpg&hash=f27f3f5e4865b317b95755d38b4f70ab3f0ec780)

Yes, it's basic, but we're building a dense, old-style industrial area, so it's not inappropriate or out of place.

Is there anything else we can do? Of course. We've got some more missing pavements to deal with for a start:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg855%2F6283%2Fxzp9.jpg&hash=925f10b24ae46516032e5d93debfa43219b1e6c2)

This presents us with a different challenge to the one we had last time. Because we're dealing with power lines, we can't use the 'invisible zone' technique outlined earlier, because this will demolish the power line, and we won't be able to put it back until we get rid of the 'invisible zone'.
But there is another way. Again, we need to make the game think that there's development or lots next to the tiles with missing pavements. So one way of sorting this out is to create a cosmetic street lot using Lot Editor and SC4Tool, which is just a tile of street with some pavements on, and does nothing else. We can then place this lot adjacent to the tiles with missing pavements:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg849%2F6788%2Fw8qb.jpg&hash=3e962f371980d6c3c5820b7f0167a4989c8ca0cf)

It shouldn't be too hard to find the relevant textures in Lot Editor, and then it's a simple transit-enabling job in SC4 Tool. I'll leave this for you to do as an exercise to practice your modding skills.

Whilst we're dealing with power lines, let's fill the area under the power lines in with a concrete MMP to bolster the grungy, industrial feel of the place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg545%2F8526%2F2nqz.jpg&hash=a93f8b61dd355a97e69684f00f397713de08a443)

We're almost done now. To finish, let's construct some retaining walls along our steep slopes - in this case, bridge abutments and a slope next to the ferry terminal (off camera to the left in this picture):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg543%2F2165%2F0ku7.jpg&hash=7e21dc23041de6b87430fd17821c3a4d11f867ff)

Any suitably grungy concrete wall style will do. This particular one also has overhanging lots designed to go under bridges, so let's add those where we can. I've also created a wall lot with a catenary mast to go next to the passenger railway line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg560%2F2699%2Fifpd.jpg&hash=9b9ea73275cdb62d312c2a2127d07d86682385b1)

There are still a few untouched, inaccessible corners to take care of. A good way to fill these in is with weeds, so let's place these down anywhere they will fit:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg835%2F5650%2Fdiyw.jpg&hash=6e79927f20f2ab026f564239a93f64f253ef4ac8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg836%2F6430%2Fwwso.jpg&hash=9da92d0a5fdf36212478fd9133f85dede846a5e6)

And with that, this industrial estate is finished. Let's take a look at the final results:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg38%2F5303%2Fcqrx.jpg&hash=4e4a204a331ad65c0fab0c9bd6d4cd5758ade829)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg827%2F7716%2Fs4hu.jpg&hash=1ac8cd0feec0dd428a762410e55f90f6e0ecbd8c)

Of course, some more development would be nice, but we'll have to get the demand up to get that development in later lessons. This lesson is finished.

You may have noticed some of the railway lines converted to RRW specifications during this lesson. This is because the new NAM came out during the creation of this lesson, so in Lesson 15 we're going to upgrade the whole railway system in this city tile to RRW standards, as well as making a whole host of upgrades and improvements to the work we've done so far.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Schulmanator on February 07, 2014, 07:21:33 PM
Impressive work on this area :)
Title: Re: Realistic Cities For Dummies
Post by: Gugu3 on February 08, 2014, 12:47:06 AM
Excellent couple of updates! &apls The last one especially is simply great!looks like a proper UK industrial estate &apls &apls
Title: Re: Realistic Cities For Dummies
Post by: r4ndi on February 12, 2014, 07:40:43 PM
what a great MD Chris (if I may call you that  :) )
a lot of lesson that I can get from your MD.
Dummy question from me, always wondering in my mind, what mod is this (the black picture) ? (i circled in red)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1102.photobucket.com%2Falbums%2Fg455%2Fr4ndiez%2Fxzp9_zps0d62eea5.jpg&hash=53465e2c6e16c01886db3e4654c1b8d4f7cf79d9)

thank you
really appreciate your works.   :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: kassarc16 on February 13, 2014, 12:07:36 AM
Looks like the transparent base bug.
Title: Re: Realistic Cities For Dummies
Post by: thebagleboy on February 13, 2014, 01:26:26 AM
Very nice guide and good timing as I've been working on my industry area.
The riprap seawall has an addon here (http://community.simtropolis.com/files/file/26255-riprap-seawall-addon/) containing diagonal seawalls which would make diagonal a lot easier than using MMP.

Looking forward to future updates.
Title: Re: Realistic Cities For Dummies
Post by: mgb204 on February 13, 2014, 05:43:03 PM
What can I say that hasn't already been said somewhere in these comments. I spent a few evenings a while back flicking through every update, and this MD brilliantly combines a realistic looking city journal with so many useful tips which have dramatically improved the way I think about building in SC4. Thanks for all the hard work you've put into this, I'm sure many others are grateful for the way you really do try to explain everything.

The two tips for a Diagonal S Curve and adding textures to bare roads are so useful when I first read about them I had to excitedly fire up the game and test them myself. Countless times I've changed a street layout to avoid that nasty squiggle!

I noticed something about adding pavement textures too... if I do it using Low Density Commercial, I'll get a grass texture, if I use Med density I get a pavement texture ($$) and using high density I get a $$$ pavement. So it would appear you can also manipulate which texture appears to fit the surrounding ones. This is a revelation for me, no more using grass or fillers along every empty road to keep the sidewalks.  :)
Title: Re: Realistic Cities For Dummies
Post by: benedict on February 14, 2014, 08:38:45 AM
Yet another helpful update with some amazing results, particularly the rail network.

And congratulations, your MD is number one on Ben's Top Ten for the first time.

Edit: and you've held on to the top for a second week - good work.
Title: Re: Realistic Cities For Dummies
Post by: mungojerry311 on February 14, 2014, 05:08:51 PM
Sorry if I'm a little late to the party, since I am starting on Project 1, but would you recommend terraforming with SC4 Terraformer for that project?

It just takes soooooooooooooo long to drag out the river like you show in that lesson.

Thanks!
Title: Re: Realistic Cities For Dummies
Post by: trabman11 on February 23, 2014, 04:24:26 PM
Hello Chris,

   I've been following your MD for several weeks now and I really appreciate the work you've done for people like me (in other words, helping design an effective layout and design and with cosmetic advice, plugins organization advice, and etc.). I thank you.  &apls ()flower()

I have a question to ask  however, and the issue has driven me crazy (looking for it that is  &dance).
Where can I find the tram to subway transition in this picture?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg593%2F5015%2F4gzv.jpg&hash=a8d0831dcedd423069ad25fe83eb4cc6130c29b0)

I appreciate any help and wish you happy journaling. :thumbsup:

Title: Re: Realistic Cities For Dummies
Post by: cmdp123789 on March 01, 2014, 02:21:49 PM
Oh... so you are looking for the ramps huh? What if I told you I know where to get them? How much will you be willing to sacrifice for that BIG secret?

LOL just kidding... Here... http://www.toutsimcities.com/downloads/view/1422

Hope that calms your spirit!  :D
Title: Re: Realistic Cities For Dummies
Post by: compdude787 on March 07, 2014, 05:51:03 PM
This is a really nice MD! I've been reading through the whole thing over the course of several days and just finished reading it. I just got back into Sim City 4 after having stopped playing for several years due to my inability to make money in my cities and just general lack of interest. This time, I figured out how to make money and discovered the amount of mods/ custom content you can add to enhance this 11-year old game. Mods are so awesome!

Anyway, I know you weren't originally planning on putting a freeway interchange to serve the industrial area, but I think you should. I say this because currently the only other way for Sims to drive across the river is via that road bridge, and that will get crowded pretty quick. Plus, they currently have to go way out of their way to get to that bridge, so an interchange would allow them to use the freeway for a quicker, more direct way to get to work. What do you think?
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 16, 2014, 08:04:47 PM
Hey guys.

Schulmanator: Thank you!

Gugu3: Thanks. That look is what I was aiming for, on top of making the area look like it's been around since the Industrial Revolution era.

r4ndi and kassarc16 (I'm replying to your comments as one because you commented on the same thing): That is indeed the 'transparent base bug'. For those who don't know, this is a graphical glitch causing transparent base textures to turn into the 'out of city' texture when a data view is activated or the city is saved. There is, as far as I'm aware, nothing that can be done about this, sadly, save of course for not using transparent textures - but where's the realism in that?

thebagelboy: You, sir, are a legend. I wasn't previously aware of those lots, and have rebuilt that coastline in this lesson using them, as you will see. That link is very much appreiated, so thank you.

mgb204: You're welcome. I'm pleased to hear you're putting the techniques outlined here into practice. Your findings about the wealth-dependent pavements are also useful, and I obtained the same results when I tried it myself. I'm sure that will come in useful at some point, so thank you.

benedict: Thank you. It was an honour to hold that number one spot, and I hope to hold it many more times. As for the rail network, well, wait 'til you see what happens when we apply the RRW, RUM, signalling and some other changes to the network in this lesson. I think you'll be pleasantly surprised.

mungojerry311: Welcome to SC4D! To answer your question, yes, you can use SC4 Terraformer to recreate the Project 1 region if you like. I terraformed that region by hand because I wanted to demonstrate how to use the God Mode terrain tools, and because it was a small region. (Also, I didn't have SC4 Terraformer at the time.) However, be aware that SC4 Terraformer does not eliminate the need to put a lot of time and effort into your terraforming to get good results, so you'll still be spending plenty of time on that river.

trabman11 and cmdp123789: I spent quite a while trying to find that transition without success - mainly because I didn't think to look on ToutSimCities. My thanks go to you, cmdp123789, for providing the link, and also to you, trabman11, for your very kind words.

compdude787: Thank you. It's good to hear you're getting into SC4 again. To answer your question, I have considered building a junction at the location you suggested, but have decided against it on the grounds that there isn't any room for it. If you look at the pictures, you'll see that the motorway is squeezed in between an oil refinery, part of an old industrial estate, a railway line, and the coast, and so there is no practical way of fitting a realistic junction into that space. There isn't any space to build the ramps on the delta to the east either. If traffic gets too bad, we will extend the underground line that runs through the port/southern industrial area to join up with the GLR line serving the airport on the other side of the delta, which should solve the problem.

My word, that was a lot of comments. Thanks once again for your continued fantastic support. It's now time for Lesson 15:

Lesson 15 - Upgrades and Improvements

Those of you who have been following this MD since Project 2 or earlier will have read the last lesson of Project 2, and so will understand the importance of continually trying to find ways to improve your SC4 creations. Improvements can be inspired by the release of new mods, the discovery of new techniques, or by simple observation of your city.
In this case, I decided to make this lesson an improvement lesson as a result of NAM 32's release, and, as part of it, the Real Railway Mod, so let's start with improving Mapleford's railways.
The most prevalent task is to convert the network to the new standards provided by the RRW. Puzzle pieces are automatically converted:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fauto-convertedrail1.jpg&hash=cb39a8bda966047dabe4a1246fd96125bc6d783f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fauto-convertedrail2-1.jpg&hash=78947c6da44e5518a8d1ac70dc4e76ef9a811165)

However, this automatic conversion does not extend to dragged sections of line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Funconvertedrail.jpg&hash=0a47da188b81aa4368c46ef07b374acf2e9d182d)

These sections of line must be converted manually by redragging the network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconvertingtorrw.jpg&hash=74a821cea6e07341239fb09448101d0f565d0484)

Be sure to convert every bit of line you can, especially short sections of dragged line around puzzle pieces. That said, there are some situations which can't be converted yet, like diagonal rail under Project Symphony motorway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Funconvertablerailunderps.jpg&hash=17cf185773113f55a29d9d81bcb790cbc7cb614c)

The simple reason for this is that this crossing is not supported by the RRW, so we'll just have to leave this as is for the time being.

Crossings with SAM streets, which we have around the port area, are not supported either:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmissinglevelcrossing.jpg&hash=dfe33c5ce259f010687fc2b9a661293b55841ac6)

However, crossings with roads do work, and so we can get around this problem simply by converting the stretch of street crossing the railway line into road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freplacedlevelcrossing.jpg&hash=2a19d4cb61c915e00184c034c3c68393b8525965)

In this case, I also had to re-transit-enable the dock so that a road could be run into the entrance rather than a street.

The street-road conversion must also be done for diagonal crossings:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbriefstreet-roadupgradeforcrossing.jpg&hash=31419309b35d1d440b3a321a95fb6fb967575c0c)

Having improved the track itself, we can turn our attention to lineside details - in particular, signalling.
With the recent release of droric's signals (http://community.simtropolis.com/files/file/29204-rail-signal-lotsmodels/), we have the tools at our disposal to create at least a basic signalling presence on our railways, and so should not neglect this vital part of the railway.
Now, railway signalling in real life is a horribly complex business, and practices vary from country to country and even differ between different types of line - high speed lines typically use different signalling systems to regular lines. Therefore we cannot possibly expect to create anything like an accurate system with only a few basic structures. However, with carefully considered placement of lots, we can at least create a visually believable system.

But first, let's go right down to the bare bones and place our first signal. We're going to place it on a line which is about to converge with another line at a set of points, which, as we will see in an upcoming discussion, is generally a good place to put a signal:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffirstrailsignal.jpg&hash=29d854f8220c45814a0759c680989e95e5a3386c)

This would be fine if I was using RHD here (aside from the fact that the signal would have to be on the other side of the track). But, being a proud Englishman, I'm using LHD, and so this signal is facing the wrong way round! This needs to be fixed.
Now, if you're an RHD user, the signals as provided are correctly orientated, so you can skip this next bit. I'll tell you when to resume reading.

Unfortunately, the position of the signal prop in the lot prevents us from simply rotating the signal in Lot Editor so that it overhangs on to the side of the line like you see above. So we are left with two options:
1) Make an MMP of the signal model, so that it can be placed exactly where we want it in the correct orientation.
2) Move the signal prop in Lot Editor so that it is on the rail tile itself, and transit-enable the lot in SC4 Tool to allow trains to pass.

1) is what I would do in one of my side projects, and is the most preferable option as it allows us to place the signal exactly where we want it. However, making MMPs is difficult - it requires the use of ilive's Reader, and so falls under the scope of advanced modding for the purposes of this MD - and hence is reserved for Project 4.
So for now, we will go with option 2) - make the signal into a TE lot. This is nothing we haven't done before, and you should be able to produce something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freplacedsignal.jpg&hash=edbe8f6395f30794593dd16ce840e09f7f3f9a9c)

That's much better - the signal is oriented correctly for LHD operation.

RHD users, please continue reading from here.

Now that we know how to place a correctly oriented signal, it's time to place down a few more. To do this believably, we need to understand a little bit about real-life signal placement. There are two main principles that we need to be aware of in order to place signals realistically:

The first principle is that railway signals are not like road traffic lights. They are not solely placed at junctions to prevent conflicting movements causing collisions. Instead, railways use block signalling - the signals divide the track into block sections, and operate such that no more than one train is in any one block section at any one time. This means that, unlike on roads, we need to have signals even on plain track so as to create enough blocks to operate enough trains efficiently. We also do not need signals at every entrance to a junction like we would on a road - only on the converging lines (i.e. lines that join with other lines, as opposed to lines which split into multiple lines).

The second principle governs the siting of signals - they need to be placed so that they can clearly be seen from a long distance, as far as possible. That means that placing signals after sharp curves or behind buildings is to be avoided, whereas long straights are ideal places to place signals.

Having covered a good few lines of hard theory, let's see a couple of examples, starting with the signalling of a junction near the port - the signals are circled in red:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsignallingajunction.jpg&hash=77527295a82ee5a1c3455f4464ae118807ea452e)

Note that the signals are only placed next to tracks which are about to run into other tracks, and not necessarily next to tracks which are about to split. In particular, on a junction like this, these signals would cover all possible movements of trains using a series of lights called 'feathers', at least in the UK. We don't have feather signals available to us in SC4 though, so we'll just have to pretend that the basic signals have the feathers.
Notice also that there is a signal gantry placed over the exit from the marshalling yard as part of that lot, so we are taking advantage of that and using that gantry as our signal for that entrance to the junction, negating the need to place another one.

This next example shows how to place signals to ensure good visibility. Notice that there are no curves near the signals, and equally importantly, that the signals are placed before bridges rather than after them. This is to stop the bridges from blocking the drivers' view of the signals:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsignallingelectrifiedlines.jpg&hash=31712c4b1c858d70a27a1ed37207dc1876a84e84)

In addition, notice that on this electrified stretch of line, we place signals immediately before catenary masts. This, like with the bridges, is to stop the masts from obscuring the signals.

Another factor to consider when deciding to place signals is that of spacing. A very easy mistake to make is to place too many signals because it may look like there aren't enough. But in real life, signals may be anywhere between 0.5 - 1 mile apart on plain track. That's enough to create enough block sections for efficient operation.
This means that, on plain track, there should be between 50 and 100 tiles in between signals, in each direction. The exact distance can and should vary, because easy visibility is a much more important consideration than spacing when choosing signal sites.
Let's have an example. The red circles below show where I've put the signals for the westbound freight line going over the delta into the port area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsignalspacing.jpg&hash=806fd50fa44bf148e8473bd68f0369f9141b6638)

You can see how there are only four signals present on a 2 mile stretch of line, and how far apart they are. This might seem like surprisingly few, but really, four signals for this bit of line is plenty.

That's not all we can do to improve our railways. The Rail Upgrade Mod (//http://) was released whilst I was creating the content for this lesson, meaning that, as well as RRW/FLUP crossings being supported, we have some nice new base textures for our rail lines. One of the available choices is the moss texture, which I quite like, so I've decided to make use of it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fimprovedrailbasetexture.jpg&hash=691d0273a6e75412bc18885ad15ea8b831d7d1e3)

It's quite a subtle effect, and you have to pay attention to notice it, but it does look good.

Another thing the RUM provides is some nice new viaducts for us to choose from. The style you go for is ultimately down to personal preference, but I've decided to use the dirty brick version, which gives the viaducts a dirty brown brick apperance that is very much representative of real railway viaducts I've seen, and fits right in to our industrial area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fimprovedrailviaducts.jpg&hash=0211bd2466786b0d125c4c5a11a46b7add2f03bb)

The new viaduct style comes into its own at the bridge end of the industry, where the aracde we built to take the catenary masts blends in perfectly with the new viaducts:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fimprovedviaductending.jpg&hash=aed8adaf94e8ca08316471720320a68c48fed84d)

That's a massive improvement over what we had before, both in that last image and in general.

The railways have now been improved to our satisfaction, so let's move on to other things.

You may remember that in the last lesson, due to the lack of suitable lots in my Plugins folder, we were forced to create this concrete industrial coastline:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Folddiagonalcoastline.jpg&hash=aa3882eeffdd63fe023d129e30b3159d507dc037)

However, thanks to thebagleboy, I now have diagonal extensions of the NBVC riprap seawall we used for the orthogonal seawall sections, so we can get rid of that lousy-looking MMP coastline and replace it with something much more refined.
Placing the diagonal seawalls is very similar to placing the orthogonal ones. First comes terrain flattening:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflatteningdiagonalcoastline.jpg&hash=a8fc8447624199d7ada9b9eda9d08c7a43504ecb)

Once that's done, it's time to place the seawall lots. The following picture illustrates the pieces needed for diagonal sections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbuildingdiagonalseawalls.jpg&hash=a3477ca16aec449257c064676924cd8db19e036e)

Note that there is no inner corner piece - we go straight from the diagonal to the straight/outer corner piece.

After the seawalls are built, we need to push inland any bits of land protruding beyond the seawalls - a couple of examples of which can be seen above. The technique for doing this was covered in the last lesson - as before, do it slowly and carefully, finishing one section before moving on to the next one.
Once this cleaning up of the coastline is completed, you should have a nice diagonal extension of the existing seawall:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletediagonalseawall.jpg&hash=f038c6de41c6d292a8645c6844e4e8387ecba5ae)

Now, we have a fair bit of usable space in between the road and the seawall, so what should we do with it? Well, we're in an industrial area, so putting in a few extra factories won't hurt:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdiagonalseawallindustry.jpg&hash=078093b1bdfa16c1d474e83b4f615e0343ce21b5)

Again, this is a massive improvement on what was there previously. Let's move on and look at a couple more improvements, starting with the fences I've added to the elevated railway line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffencedelevatedrail.jpg&hash=228389279629cd0c3a4e55138b92b68ccccb8bd1)

This was included in the previous NAM, but I didn't use it. However, having seen the fences and base texture used elsewhere to great effect, I used the new NAM as an excuse to install them, and I have to say the elevated rail looks much better as a result.

Another improvement we can make concerns our car parks. You may remember using SAM-1 streets to construct car parks for the business park offices. Well, we can make them look a lot more like car parks now, thanks to this recently released texture override (http://community.simtropolis.com/files/file/29314-sam-1-override/):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Foverridensam-1.jpg&hash=d3f6503eb74bb77295533d5ed65171cb2bd4fa9d)

That looks much more like a car park. Let's move on and turn our attention to this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Foldroad-avenueroundabout.jpg&hash=a3c71bc8940000efa2a0354d8c47745e38293390)

This junction was built using the old avenue roundabout, which wasn't really designed to have roads running into it - at least, not in the way you see here.
Fortunately, the new NAM has provided us with Avenue/ARD-3 roundabouts to help us improve the appearance of this junction.
But 'hang on', I hear you cry, 'that's a road, not an ARD-3'. Well, we can get around that with ease. Let's start by demolishing the existing arrangement. You'll need to demolish an extra bit of road on one side as well to make way for an S-curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmovingroadsfornewroundabout.jpg&hash=ce6a4655e17070ff7318d90b68523651b2b007d6)

To get that avenue stub to stick out of the motorway like it does, you'll need to drag avenue out from the motorway, and then back to the tile after the motorway ends, all without letting go of the mouse.
Right, now we can place the roundabout. The piece we want is called the Four-way Avenue x ARD-3 Full Roundabout, and is found in the Avenue Intersections tab ring in the Roads menu:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fplacingnewroundabout.jpg&hash=344ca9ea2b5bb9a9d35897ebd498c1679c478368)

Be careful not to confuse this with the turbo roundabout, which appears just before the full roundabout in the tab ring. If the three-way version of the roundabout appears, simply press the End key repeatedly until the 4-way version appears.

The next stage is to connect the roads to the roundabout. We can't simply drag them into place because the roundabout is a puzzle piece. Instead, we make the connections using TuLEPs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnewavenue-roadroundabout.jpg&hash=5810a04618bd8a6fb9775a60a58540e9855f9e78)

Don't forget to drag out that S-curve to connect the roundabout with the road to the right.
This new roundabout offers two main advantages over the old one. The first is that the new roundabout isn't a workaround, so it doesn't look like one. The second is that the TuLEP connection system allows us to add turn lanes onto the road before the roundabout, massively improving realism.

However, the above picture reveals a major problem plaguing our transport networks. If you look to the left of the roundabout, you'll see that there are trees on the road!
Clearly this is an issue we need to fix. Let's start by getting rid of the offending trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fremovedtrees.jpg&hash=f39e885bc1b0bff4678967f225418c30871004f9)

We want to replace the trees, but in such a way that they don't encroach onto the road.
The technique we're going to use is to place a thin layer of MMP grass along the side of the road to create a buffer between road and nature, and then place trees beyond the grass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fremovingtreesintheroad.jpg&hash=9b01b4a1643f7cfac299ce19f25ca15e3796220d)

That's better. Note that we've not placed any trees in between the road and the car park. This is because there is only one tile of space between the two pieces of tarmac, which is not enough space to stop the MMPs spawning onto the tarmac.
Also, these are seasonal trees, so remember that they must be planted on the first of September in game time.

We can also apply this technique to trim back trees from other networks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftreescutbackfromrail.jpg&hash=9be59a06c2ed84be6097a6b2c2ae37d44823977e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftreescutbackfrommotorway.jpg&hash=94f714045869105ca3f3389edccd61db379913b2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftreescutbackfromglr.jpg&hash=4fc4286fd3c4b858a5512aa6adce0401fc694b88)

Generally speaking, for roads, we just need the tree stump to be off the tarmac. It doesn't matter if some of the branches overhang. However, it does matter for rail and GLR, so you'll need to keep trees further away from these networks.

Now, whilst we're improving our transport networks, why not add some road signs?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froadsigns.jpg&hash=21b7cb47e805b6fd314212ea5d2784d21d348915)

We've covered road signs before, so I won't go into too much detail on them. Just make sure you use the right signs in the right places for the area you're setting your city in.

To finish off this lesson, let's deal with some abandoned buildings that have crept up:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fabandonedbuildings.jpg&hash=a8226238a62dd3192b21a4032ef0a335ae2afc24)

First we need to check that this wasn't due to low demand. In this case, it was a result of water shortages that arose as Mapleford was expanding - shortages which have since been fixed. Hence we can simply bulldoze and replace these buildings:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freplenishedbuildings.jpg&hash=f5b381328b554bd23054e4f0dd9734bbed338b10)

If buildings do abandon due to lack of demand, then you'll need to either reconsider your land use, or just zone a plot in place of the abandoned building, so that it regrows once demand picks up.

Anyway, that's it for this lesson. Next time we'll be filling in a small corner of inner city to the north of the industrial area, to take advantage of substantial residential demand.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: benedict on March 21, 2014, 09:56:26 AM
Excellent new lesson.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 22, 2014, 02:58:52 PM
Hey guys.

benedict: Thanks.

And now, let us delve into the world of inner cities.

Lesson 16 - Inner City

In this relatively short lesson, we'll be constructing the inner city area in between the industry we've already built, and the river to the north.

Now before we build anything, I should point out that it's useful, although not essential, to leave this kind of development until you have an established residential population in the city tile you're working on - about 10,000 Sims should do it. By doing this, you'll be able to grow buildings of the right density for an inner city straight off the bat, instead of having to wait ages for your growth stage to rise.
At the time of starting the content for this lesson, Mapleford's population was around 21,000 - making this a good time to start the inner city development.

So let's do it. We'll start with some facilities - a small school and surgery. These need to be built with compactness in mind - this is an inner city, so we don't have room to build large, expansive schools like we'd build in a suburb. Instead, we have to squeeze everything in so that the facilities take up as little space as possible, whilst remembering to include all the essential extras like car parks and perimeter fences:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fschoolandsurgery.jpg&hash=c1785dde8d4f82a4959fb3f447dd5bcf2f4e5263)

With the facilities built, it's time to consider the street layout. I think that the easiest way for me to explain how to do this is to show you the zoning technique we're going to use for this part of town, as the basic principle for laying out the inner city streets follows on from there:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finnercityzoningtechnique.jpg&hash=020ae6bd83881a1c8326d06aa94ca615cee61600)

This looks like the technique we used to zone our suburbs - and it is. The only difference is that the zoning should be medium density to get the denser development we're after.
The idea is the same as with the suburbs - when these initial alternate plots develop, we fill in the gaps to complete the zoning.

You can also see that we're generally zoning houses back-to-back, with 2 tiles of housing in between streets. This, along with the medium density zoning, will really emphasise that 'squeezed-in' look that is an identifying feature of any inner city.
It also makes our strategy for laying out streets clear. We want to lay out relatively straight through streets that facilitate this back-to-back zoning, leaving no empty spaces, except for some short straight 1-tile wide corridors which will become alleys - the locations of which need to be decided by you before you zone:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialinnercitystreetlayout.jpg&hash=6e8e7a59f7390e0156b44afdf0844e90838b171b)

Note that we can vary the directions of our streets to break the grid and create a little bit of interest, as well as adding small side streets where necessary to access areas which aren't covered by our initial street layout.
In addition, note that we've zoned 1x1 medium density commercial plots along the main road, which can be extended to 2x1 where necessary to fill in any unused space.

Zoning along diagonal streets needs to be done carefully, because we don't have diagonal inner city houses available to us, and so to obtain a consistent appearance, we need to zone along diagonal streets such that the houses face the fronts of the houses on the other side of the street. This means that all of the plots on a diagonal section of street should either face horizontally or vertically - there should not be a mix of orientations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconsistentdiagonalzoning.jpg&hash=bf9a23dd5f038c40835fe17d1be17fda3ddf20aa)

Note also that, because this particular street is immediately above the industrial estate, I've left some space between the industry and the inner city plots for us to put some trees in, to act as a visual separation between the two estates.

After filling in the zoning and providing water, you should begin to see some development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finnercitydevelopment.jpg&hash=83d08aee382c4eb25fc6e7fd886552902139db49)

What you see in the middle of the above picture is the kind of development we're looking for. The houses are tightly packed back-to-back, and are a little taller than suburban houses but not a lot taller. This is exactly what you'd find in a typical inner city, and hence we've created the effect we want.
Now, by the way, is a good time to put in bus stops. Remember that residential development can't face transit-enabled lots, so a good strategy is to place bus stops next to alley entrances. However, as always, think about the routes you want your buses to take when placing stops.

However, we need to keep a sharp eye on what's being developed. Buildings like these 3x2-tile structures are not suitable and should be demolished:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Funsuitableinnercitybuildings.jpg&hash=265bb72a0b1851e20573ac42c36937fdfe2a03aa)

The reason for deleting these is that they are too big, and don't fit in at all with the wall-to-wall effect we're trying to create.

With our inner city coming along nicely, it's time to fill in the area around the power lines with MMP grass, as well as fill in the concrete area where the power lines cross the railway, and put in the trees in between the inner city and industrial estate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finnercitydetail.jpg&hash=adf6a33702f24c47867b8137238c88ddbafd1d72)

Remember to add pavements to the street tiles where the power lines cross as well, using the technique outlined in Lesson 14 - they won't appear otherwise. Also remember the grass barrier in between road and trees - this was covered in Lesson 15, and will prevent any trees from spawning on the road.

Now, I've mentioned alleys a couple of times already this lesson - it's time to build them.

Narrow, poorly-maintained alleyways, filled with weeds and short grass, are an integral feature of any inner city, even if they're not the nicest of places to be.
We'll build our alleys with MMPs, starting with a narrow path lined with short grass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Falleybase.jpg&hash=5ce0862165256c0f40188b93cbb7aeec93d65124)

To complete the look, add some weeds along the side of the path:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedalley.jpg&hash=1b568debcc58ad1c7f508e17e37ebff3d56a24be)

That's fine when our alleys end on orthogonal streets But what about diagonal streets? If we were to continue the alleyway straight into a diagonal street, we'd have weeds sandwiched in between the pavement and the alley path. Not a good look.
The solution is to fill the tile before the alley hits the diagonal street with paving. Any concrete MMP texture or lot will do - but for a consistent look, try to choose your tool so that it matches the pavement texture as best you can:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdiagonalalleyending.jpg&hash=b4883301f619051a49c1e30d1a2172b9bd39fbba)

You can see how bad it would look if we had pavement parallel to that alley. Using the paving tile technique makes for a much better-looking result.

With all the alleys built, our first inner-city area is more or less complete:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedinnercityportion.jpg&hash=ee2bff43aa39d701f3b887de512d5d3060117c6d)

So now it's time to move to the area above that which we've just developed, in between our existing development and the road bridge.
Our first task is to deal with the coastline. The simplest realistic way to do so is to simply extend the seawall. So before we build anything, we're going to have to do some terrain preparation, flattening the coastline with single road tiles and smoothing out steep areas with rail:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fterrainpreparationforseawall.jpg&hash=11d310b009f5d391cb9a609bd9634f4d6b035ab3)

We can now demolish all this and construct the seawall - use the right diagonal overlap lot to get the seawall under the road bridge.
Now the inner city in between the seawall and the main road can be built in the same way as we built the area across the road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsecondinnercityportion.jpg&hash=d85c695db8a77ff416ae2248c0ed00d2e812f56b)

An important thing to bear in mind when zoning inner-city development along a coastline is that there should be a street in between the seawall and any houses, as far as possible, like you see above. This applies to CBDs as well, and will further the realism of your work. Note that this is the opposite of what we do in a suburb, where we have the houses in between the shoreline and the street.
Note that we've also put road signs along the main road, remembering what we covered in Lesson 15.

Now that we've done that, it should be a simple enough task to fill in the area above this new estate, to the north-west of the road bridge, with some more inner-city development, using the techniques we've covered above, to complete the inner city in this tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedinnercity.jpg&hash=98444122a01e7535b733cd6d25a55fb792f62f57)

And that's it. That's a very satisfying bit of development if I say so myself.

Next time, we'll be doing the modern industrial estate above this inner city, on the other side of the river.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Schulmanator on March 22, 2014, 06:19:27 PM
I think it turned out quite nicely, if I do say so myself!  &apls
Title: Re: Realistic Cities For Dummies
Post by: kelis on March 22, 2014, 07:54:33 PM
wow, you got an incredible talent to create cities, maybe there is not a lot of small details, but anyway everything looks realistics and the result is really good, congratulations !!

# Jonathan.
Title: Re: Realistic Cities For Dummies
Post by: Gugu3 on March 23, 2014, 02:14:23 AM
Very nice as always! &apls
Title: Re: Realistic Cities For Dummies
Post by: art128 on March 23, 2014, 02:57:48 AM
I like the inner city with the Mattb325's Sydney houses.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 29, 2014, 05:19:00 AM
Hello everyone.

Schulmanator: Thank you! I agree entirely.

kelis: Thank you. I'd like to think the standard of my work is quite high but I'd put that more down to a few hard years of experience, observation and practice rather than pure talent - after all, talent in any field means nothing unless you're prepared to put the time in to harness it.
As for the small details, I take detailing of my cities very seriously, and emphasise the importance of doing so in my lessons. Therefore I will look for ways to add more small details in future lessons.

Gugu3: Thanks! It's always nice to hear from a regular here.

art128: Thanks. I like it too, those houses are of the perfect size and style for creating a proper inner city look.

Now, let us finish the urban development of the first tile of Mapleford:

Lesson 17 - Modern Industry

This is a very short lesson in which we'll be filling in the modern hi-tech/manufacturing industrial area we have planned to build across the river from our inner city.
The lesson will mostly consist of applications of techniques covered in earlier lessons, so, as always, I recommend making sure you're well-drilled in everything we've covered so far in this project before proceeding.

Assuming you're up to speed, let's get started. We begin with the street layout and zoning. This works just like any other industrial area - we should have mostly through streets with no kinks.
To get the hi-tech development we're after, we need to zone high density industrial plots that are 3x3 tiles or larger in size, although you can zone the odd smaller plot to fill up unused space. The parcelised zoning technique you should all be familiar with by now applies as much to modern industry as it does to more traditional industry, so don't forget that either:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialstreetlayoutandzoning.jpg&hash=966fc2c8f12ac53b3114b1d1021edb73aba6932f)

Now it's time to add the fillers. Being a more modern industrial area, the brick wall and concrete fillers we used to make the older industrial area by the port will look out of place here, so we're going to have to use alternatives - namely the IRM hi-tech industrial fillers (http://community.simtropolis.com/files/file/28302-industrial-revolution-mod-i-ht-filler-set-1/) and car parks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffillersandcarparks.jpg&hash=bbca10e459f8a5b3994df7d41f7e6a8f0c19acab)

Here you can see the latest improvement we've made to our car parks. Using these overhanging car parks (http://community.simtropolis.com/files/file/29313-overhanging-parkings/) and connecting them to the grey version (http://community.simtropolis.com/files/file/22527-hh-modular-parking-gray-version-2/) of the car parks we've been using previously (using T, 4-way junction or corner lots as appropriate), we can seamlessly add diagonals into our car parks, and extend them right up to the pavements of diagonal streets. This obviously has a massive positive effect on the realism of our work.

Now you may have noticed that some of the tiles in this modern industrial area currently remain empty.
These are the awkward corners of this particular industrial estate. We had them in the dirty industrial estate too, and we filled them with concrete or weeds.
Both of these options, however, would look out of place in the high-tech estate we're currently building, so instead, we're going to use grass fillers, as well as adding bus stops - all examples of both in our estate are circled in red below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbusstopsandgrassfillers.jpg&hash=0a5f1c7ee757328b6ce9d3def6483fc4ddbe5a62)

The grass fillers give a clean look to the industrial estate, which is what we're looking for.
You can also see some of the plots have developed, which means that, as usual, you need to keep a sharp eye on what's growing in your city. Here, all of the lots that have grown are appropriate to the modern industrial area we're trying to create. However, it is possible for the game to grow an obviously dirty and/or brick factory, such as the Breadline Bakery lot. These need to be removed as soon as you spot them.

With that, this part of town is complete in terms of development. Let's move on and fill in the northwest corner of the city tile with more of the same. This is just an application of what we've done so far, and is a useful exercise to practice the techniques involved:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fadditionalindustrialarea.jpg&hash=68e64e06018b0042cbbf33cfb146400613ae58b4)

That's the development done - now it's time to detail the surrounding landscape and riverbank. To detail the riverbank, we're going to extend the MMP rye grass and cattail riverbank we created in Lesson 11. At the same time, we're going to fill in the land under the power lines with MMP grass, like we did in the suburbs, as well as replacing any grass that was destroyed during the development of our modern industrial estate, and adding pavements to the roads where they're missing, as far as possible:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Friverbankdetail.jpg&hash=dc713156cfa03f980ec9b369e0c11da344b046d2)

Beautiful. With that, the urban development of this city tile is complete, so let's zoom out and have a look at what we've achieved:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Foverviewoffinisheddevelopment.jpg&hash=6581cc424b69b8be26b4fc2a0031cb95464536ee)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffinisheddevelopmentoverviewnight.jpg&hash=ce19dce7cf21329a21cac3a3319ddb863f39079f)

That's it for the lesson, but before I leave you, it's time to make an important decision.

Since all we have left to do on the city tile we've been working on so far is to detail the delta with MMPs, the next lesson, in which we will do that detailing, will be the last in this city tile, because after Lesson 18, we will have completed it.
So we will have to move on and do another city tile from Lesson 19 onwards. This is where you come in. Since it makes logical sense to continue the project by filling in a neighbouring city tile to the one we've been doing, there are 3 candidates for the next tile to be developed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnexttileoptions.jpg&hash=177e33ff6530abca96a5024579bcba8855032229)

The city tile we've been working on so far is circled in red. The tiles labelled A, B and C are the candidates.

Tile A will be a continuation of the suburbs and modern industry we've built in the current city tile, but will also feature a ruined castle and extensive MMP detailing of the undeveloped hills north of the castle.

Tile B will feature the city centre and all of the landmarks within it, as well as extensive inner city, suburban, heavy industrial and transport infrastructure development.

Tile C will be a tile of two halves. North of the river, we'll be continuing our heavy port industry, filling in around the port we've already built. South of the river, however, we'll be constructing high-wealth suburbs featuring very fancy and expensive housing, as well as a stately mansion which will form the main landmark of this city tile.

I need you guys to decide which one of these tiles we should develop next. Please post your views as part of your comments, and the tile that gets the most backing by the time I publish Lesson 18 will be the one we do from Lesson 19 onwards.

Bear in mind when casting your vote that we will have to develop all of these tiles at some point to finish the project, so there's no point in not voting for a particular tile for the purpose of avoiding covering it, because we'll just have to go and do it later.

So with that, Lesson 18 will involve detailing the delta in the city tile we've been working on thus far, and will complete our work in that city tile.

See you next time,
Chris
Title: Re: Realistic Cities For Dummies
Post by: thebagleboy on March 29, 2014, 08:30:36 AM
Well firstly I should mention that 3 additions in 2 weeks must've kept you pretty busy. Good work with everything so far.  This addition turned out nicely as well. &apls
As for my views on which tile to work on from 19 onwards, I'd have to put down a vote for the northern tile (A). I love seeing suburbs. ()stsfd()
Title: Re: Realistic Cities For Dummies
Post by: Gugu3 on March 29, 2014, 03:30:45 PM
Excellent as always &apls
Title: Re: Realistic Cities For Dummies
Post by: trabman11 on March 29, 2014, 04:00:45 PM
Quote from: cmdp123789 on March 01, 2014, 02:21:49 PM
Oh... so you are looking for the ramps huh? What if I told you I know where to get them? How much will you be willing to sacrifice for that BIG secret?

LOL just kidding... Here... http://www.toutsimcities.com/downloads/view/1422

Hope that calms your spirit!  :D


This is a bit late (me replying to you), but thank you.  ;D
Title: Re: Realistic Cities For Dummies
Post by: trabman11 on March 29, 2014, 04:08:51 PM
Great work! You have +1 reputation in my book, (though, I can't give you any, you can have the knoweldge that people appreciate what you do.)  &dance
Title: Re: Realistic Cities For Dummies
Post by: veger on March 31, 2014, 04:08:45 AM
Still reading your tutorials, they are very nice!

My vote is for tile B: city centre and transport infrastructure!
Title: Re: Realistic Cities For Dummies
Post by: compdude787 on March 31, 2014, 04:49:17 PM
I'd also vote for you to work on tile B next since I'd be quite interested in seeing you build a downtown area. Anyway, great work so far; I'm looking forward to seeing what you have in store in the future.

And regarding the lack of a freeway interchange on the west side of the river, I understand that you have no room for it unless you completely reconfigured the oil refinery. I would have put one there if I were you, but then again, this is your city design, and we can all do things differently.
Title: Re: Realistic Cities For Dummies
Post by: Wodong on March 31, 2014, 10:21:00 PM
I'll cast my vote for 'B'.

Really like the progress so far, by the way.
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on April 01, 2014, 07:07:54 AM
Nice work as always Chris. I vote for tile B.
Title: Re: Realistic Cities For Dummies
Post by: kelis on April 01, 2014, 10:51:21 AM
You did it again ! I'm very impressed about how you've managed the delta of that river to create all those bridges connecting that industrial zone with the airport and the result is just magnificent, congratulations once again and keep up the good work, I'll be looking forward to see more of your fantastic work !!

# Jonathan

P.S: My vote goes to tile "B"  :)
Title: Re: Realistic Cities For Dummies
Post by: figui on April 03, 2014, 01:29:33 PM
i´d go with B.
Title: Re: Realistic Cities For Dummies
Post by: Joronamo on April 18, 2014, 09:33:08 PM
B also
Title: Re: Realistic Cities For Dummies
Post by: smileymk on May 02, 2014, 05:03:54 PM
Hey guys. Sorry for the delay in getting this to you - uni projects and exams have got in the way for the past couple of weeks, and the content for this lesson took a while to create.

Before I do the replies, it has come to my attention that the comments made in response to Lesson 17 have taken us past the 400-post mark. This is testament to your brilliant support, so a massive thank you is in order to everyone who has helped this MD get this far. It also means, of course, means that this MD is less than 100 posts away from promotion to the Classics section.
Of course, it'll still take a bit of time to reach the 500-post threshold, but with the line relatively near, I'd like to ask you to continue your fantastic support and help us get there that little bit sooner. I'm sure you'd love to see RCFD in the Classics section as much as I would.

And now it's time to do the replies. Firstly, thanks go to thebagleboy, veger, compdude787, Wodong, yochananmichael, kelis, figui and Joronamo for voting for the next city tile to be developed. I'll announce the results at the end of the update.
In response to your other comments:

thebagleboy: Thank you. In fairness, the last few lessons have been pretty short, so didn't take to long to create or to write up. But I also think they've turned out quite nicely.

Gugu3: Thank you.

trabman11: Thanks - I know these updates are appreciated by the great support that they get. And that support is just as appreciated by me, so thanks once again.
(Also, try to put everything you want to say into a single post. I know we're trying to reach that 500 mark, but we have to be fair and respectful to the other MDs and their creators.)

veger: Thanks. I'm glad that these lessons are useful.

compdude787: Indeed. The beauty of this game is that playing it is an art form, and everyone has their own approach to creating their cities. I have explained why I didn't put a junction at the location in question, but I understand why you and many other players would build one. Neither of us is right or wrong, and ultimately, as long as you do it to a high standard, it doesn't matter what you do in SC4 - you'll still get great results. That's why I love it.

Wodong: Thank you.

yochananmichael: Thanks.

kelis: Thanks! I like the bridge system too, and I can assure you it looks even better now that the delta has been fully beautified, as you'll see in this lesson.

And now it's time to visit Mapleford's first city tile for the final time, and do the delta:

Lesson 18 - River Deltas

In this lesson, we'll be using MMPs to beautify the delta at the end of Mapleford's north river. Although deltas can be developed on without loss of realism, they are extremely fertile areas for obvious reasons, and so should feature an abundance of nature. Besides, it's neither realistic nor aesthetically pleasing to fill absolutely every square inch of land with urban development. Some natural space is always a good idea.

So let's get started. We're going to start by adding green rye grass to all of the delta's shores, like we do with shorelines in low-density urban and rural areas, in order to obtain a consistent look.
However, it is common for deltas to feature trees and other nature extending right to the water line, so to get as much nature onto the delta as possible, we're only going to add the rye grass up to the waterline, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fryegrassapplication.jpg&hash=65529ace336819cb0c340c8245c4a0b0161fb7db)

Now is also a good time to deepen any areas of water that we may have made too shallow during terraforming, like this area here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fovershallowchannel.jpg&hash=25e168a5b908d01b35e48833b81fd53d2d33a492)

You can see that the light sandy beach texture appears through the water. If you can see this texture, then your water is too shallow. This should be corrected using the God Mode Shallow Valley tool.

When the rye grass is applied, it's time to begin work on the land on the inside of it. We'll start with the southwest island, which we'll turn into marshland.
Marshland typically features plenty of puddles, so let's add these in now:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmarshpuddles.jpg&hash=a4c1055b414efe92c9b07582fa9f27b5e8e1ce82)

The main bulk of the marshland is grass and mud, so the next task is to fill the island with these. I found that it's best to add the grass first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmarshgrass.jpg&hash=ad6c6a9d4d9fbfcfa6279e24182ec0e37a85aa61)

I found adding the mud first made it difficult to add the grass on top of it, giving the marshland a pretty unpleasant apperance. However, adding the grass first and then adding the muddy marsh MMP makes the mud slide underneath the grass, giving a muddy undertexture that is exactly what we're after:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmarshmud.jpg&hash=be7aac27b54fcedc5cd0bb1c9fe4eafa71117696)

You won't be able to get the mud everywhere, but try to cover as much of the land as you can - but not all of it.

To add some variety, we want to include an area where we don't have filthy mud, preferring instead to leave it as plain grass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmarshmud.jpg&hash=be7aac27b54fcedc5cd0bb1c9fe4eafa71117696)

I'm going to add flowers to this area later on in the lesson, as well as some detail around our puddles. For now though, our marshland is done:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedmarshland.jpg&hash=639a44aee7faaf04e323059d3d7e9202fea8f5d1)

Let's move on and do the other islands. Having already covered the shorlines with rye grass, the next step is to add flat rocks in a few places along the shoreline:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frockysection.jpg&hash=5b90e4f981c0b10279fe4d0a1defe622e9eb6df5)

We're also going to add some bushes in various places along the shores. For this I'm using the jennets available in the VIP Rural Pack (http://community.simtropolis.com/files/file/26806-vip-ruralpack/), but any thick bush-like MMP will do just fine:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialbushes.jpg&hash=c48bb88ea5c72371d4ba6534739d9af72e1a5101)

These bush areas should generally not be too thick. You can see the ideal thickness of bush areas in this overview shot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedbushes.jpg&hash=d54f861fe15230abbf263452323c45d2b4acacfa)

Now we're going to fill these three islands with seasonal trees, but before we do that, we need to run some grass along the transport lines to stop us from planting trees on the tracks or the tarmac, as was discussed in Lesson 16:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgrasstransportprotectors.jpg&hash=6cdd79b18ecb96910907de39d29d2b930658d9de)

With this protection in place, we can now put in the seasonal trees:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdeltatrees.jpg&hash=cefac2e92e56f8526b13f36ef54ea95048d9feca)

The essentials for the delta are now in place, so we can turn our attention to adding some finer detail.
Large natual areas like this river delta are just crying out to be filled with a plethora of extra details, and without them, your natural areas won't look complete. (Detailing is, indeed, of paramount imporantance whatever you're doing, as you should already know.)
So let's add some details. We can start with the trees, as we've just done them. In forest-like areas like what we've just made, there's plenty of nature living alongside the trees, like grass.

Seasonal trees offer an advantage here - in winter, they are bare and expose a lot of the underlying terrain. So during the game winter, we can fill in the land under the trees with grass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgrassundertrees.jpg&hash=0ef128653fd91ea511f08cd9c324b2273bfd6039)

Like with the marsh mud, you won't be able to get the grass everywhere, but you can cover enough of the terrain so that when warmer times come, your grass will be visible in certain places beneath the trees - such locations are circled in red in the picture below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgrassundersummertrees.jpg&hash=c91f2293e284743840a3539dc8dcbe84e2231a46)

Moving on, I said I was going to add some flowers to the marshland, so let's do that.
After deleting the existing plain grass, I've placed yellow and white flowers in its place, leaving some space to re-lay grass for maximum effect:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflowerfield.jpg&hash=69260cd7fea1d02195e4804e85f450c6fa876617)

Be sure to keep your flower fields random - there should be no discernible pattern to your plants, nor should the area be a regular shape. You can use any colour flower you like, but yellow and white flowers on a grass base are a very common sight, at least where I'm from, making them an easy and realistic way to add natural beauty to your work.

Whilst we're on the marsh, we can also add some detail to our puddles - some reed grass, straw and lily pads should do it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmarshponddetail.jpg&hash=5922f14a5f87e46a449d57e5824d6d901aa94f4b)

With that, our marshland is complete, so let's turn our attention to detailing the forest areas on the other islands.
The first thing to do is to fill in any blank areas that we may have missed when planting the trees and underlying grass, like these sandy areas here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Funfinishedshorelines.jpg&hash=9f782ccc44bd236c9468e3fbecc37a9d0e0b6d6a)

These can be touched up with rye grass, regular grass, reed grass, and, to fill in any small blank areas, dirt (using any suitable MMP), as well as anything else you feel is appropriate. In any case, the idea is to eliminate that light sand texture as much as possible and fill in the untouched areas:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftouchedupshoreline.jpg&hash=49ab9f46e4c3be2f0a366e15e8a537c192500167)

You can see the difference such detailing work makes. Applying this across the whole delta just multiplies the effect.
But why stop here? Why not add some extra features to make this area the best it can be?
Let's continue our detailing crusade by breaking up the monotony of endless trees with some clearings. I've replaced two areas of trees with scrub brush and flowers respectively, but there are plenty of alternative options, so get creative:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fclearing1.jpg&hash=a96cbbced005b27125843ff6cc85236c52f7262e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fclearing2.jpg&hash=039cdad995a972cb3e0ac8bff22120c84fcb423b)

We can also detail along the shoreline - for example, we can add lily pads along the sides of narrow channels:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flilypads.jpg&hash=f039e88991a216e160a77ac96b2489c1a2bf3f46)

Note that placing lily pads on wide channels or in the sea should be avoided, as this does not look as realistic.

What does look realistic, however, is placing small extra details in the small grass areas created during the touching up of the coastline. The list of things you can add is endless, and there are hundreds of MMPs available for you to use, but here are some ideas. You could place some cattails:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcattails.jpg&hash=5724bfb58984795c5a58df439e1e1c0191f20f74)

Or some deadfall (a common feature of forested areas, as you might expect):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdeadfall.jpg&hash=97e0cdb4b1746cafd8b597e361715845cc5d0abe)

A nice cameo is to have a fisherman and his boat (examples of which are available in the VIP Rural Pack), as well as a heron taking interest:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffisherman.jpg&hash=9bbd405bf7957ac4755abcf4eab4fe019e835769)

As with all cameos, only use them once, lest your scene will have a repetitive apperance.

Moving on, we can also add Johnson grass to our cattail areas:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fjohnsongrassandcattails.jpg&hash=8d43d91e430443861e0849738ff15d7cdd57cffa)

Or, perhaps, reed grass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freedgrass.jpg&hash=a6d31f5777bea4f492e381f3c1a7247c6388b83c)

Or maybe just a dirt area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmuddyarea.jpg&hash=be50af1c32c21ee809c096eb4c462e2419c0d89f)

Or some weeds:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fweeds.jpg&hash=999163943d637a8aa0d1b182f6e2253fc4124fac)

One final option is to go for straw:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstraw.jpg&hash=bb0ba4ad6d5a124c367afcde00e037a74c899500)

These are just some ideas, and there are an awful lot of alternatives - this is an opportunity to be truly creative, so take full advantage of it!
Just remember to keep your detail features unpatterned and random. One strategy for ensuring randomness is to compile a list of every detail idea you have, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fselectingdetailitems.jpg&hash=cda75a9a417c10812bf97468dd850f25f430b783)

You can then use a random number generator to randomly select an option to detail a particular area. But don't just use the list - vary and mix things up for the very best results.

It's important to note that these detailing techniques are applicable to any natural area, not just deltas, and so should be used liberally.
But with the detailing done, the delta, and indeed, the first city tile, is complete. Let's have a look at the finished product:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompleteddelta.jpg&hash=9aa1e94113511a9f9148ca94614ebc23cea8341b)

And that's it for this lesson.

As I said at the start of the lesson, several of you very kindly responded to my poll on what city tile we should develop next. Here are the results:

Tile A (to the north): 1 vote
Tile B (to the west): 7 votes
Tice C (to the south): 0 votes

So the overwhelming majority of you want to see the tile to the west of the first one, featuring the CBD, developed. That, therefore, is exactly what I'll do.
In the next lesson, we will start work on this city tile, by building the urban railways.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on May 02, 2014, 09:51:37 PM
fantastic update Chris, well done. I particularly liked how you detailed the forest areas very nice indeed. I look forward to seeing the CBD tiles be developed in your next update.
Title: Re: Realistic Cities For Dummies
Post by: Terring7 on May 03, 2014, 01:24:28 PM
That's some very nice ideas and advices :)
Title: Re: Realistic Cities For Dummies
Post by: sxwrst on May 08, 2014, 01:56:23 AM
This thread must be the single most instructive and inspiring I have ever come across. Your creations are simply wonderfull and you make it easy to grasp how to create them. After not having touched the game for atleast six months, I am going to reinstall SC4. You, sir, win 10 internets.

&apls
Title: Re: Realistic Cities For Dummies
Post by: Catalyst on May 11, 2014, 02:33:26 AM
Hey Chris !

Great Mayor diary, I've learned a lot from your lessons, especially raising props in SC4 LE, using SC4 tool to TE lots and using MMP's. Thanks very much, I hope you'll soon reach the 500-posts mark.

I'm looking forward to the urban railways, and if you're going to create GLR-networks, you might want to have a look at the Fenced GLR Puzzle Pieces by cogeo found at the stex, it adds imo a lot of realism to the game, especially when the network runs through areas that do not have the same base texture as the GLR-tracks(parks, suburbs,ecc).

Are you going to make pedestrian areas (pedmalls or streets blocked from all traffic but pedestrians) where people will have to walk to get to work or will you make a haljackey-north-american-styled-CBD ?

Take your time, don't forget to study for the exams and again, great work!

MFG
Title: Re: Realistic Cities For Dummies
Post by: wardo on May 20, 2014, 05:21:29 PM
Just want to say thank you for this thread and all the time and effort you put into it! There is so much useful information and inspiration within it has helped me tremendously with both, and everything is very well written. I can't wait for future lessons and projects. Keep it up!
Title: Re: Realistic Cities For Dummies
Post by: smileymk on June 25, 2014, 05:30:27 PM
Hey guys. Now that my second year of university is finally over, I can at last get back to SC4 and this MD.

Whilst I've been away doing exams, however, this MD has hit a major milestone - a truly whopping 100,000 views.

That really is a significant achievement. And to top it off, we've managed to hit six figures whilst still in the Best Sellers section, which I also think is pretty significant.
It's also got me wondering whether any other MDs in SC4D's history have managed to amass 100K views whilst still in the Best Sellers section. If anyone could provide an answer to this, it would be very much appreciated. I'm quite curious...

Now, of course, there is only one reason why we've hit this milestone, and that is you, the readers of this MD. As you read this, you can rest assured that you have helped make a young statistics student from England a very proud man. Thank you.

I think that'll do with regard to blowing my own trumpet (although I hope you can understand it on this occasion) - let's get down to business:

yochananmichael: Thank you. I also like the forested areas, especially in the game summer - so much so that I'm thinking of trying to make the summer models non-seasonal for my side projects.

Terring7: Thanks.

sxwrst: Thanks, and welcome to SC4D. I'm proud to have inspired you to get back to SC4. (10 internets may be a little much for me to handle, but I'll do my best ;) )

Catalyst: Thank you. In response to your suggestion about the fenced puzzle pieces, I haven't used them for this update, but may add them in the future. However, the tram network we're going to build is mostly going to run on roads, negating the need for the fences. It's also rare to see tram tracks fenced off in urban areas.
As for the CBD style, I'll most likely go for the pedestrian area approach, combined with plenty of small side streets placed in no real pattern, as I'm used to seeing.

wardo: Thank you. I'll certainly try to keep going for as long as possible.

And now, the main event:

Lesson 19 - Urban Railways

In this update, we'll be beginning work on the second city tile of Mapleford by constructing the heavy rail system.

Seeing how a main central station is planned for this tile, it makes sense to start there.
This seems straightforward enough - however, as we're in a dense urban area, it doesn't make much sense to have the railway lines running along the ground, as this would necessitate a large amount of level crossings, which would cause traffic chaos, or a large amount of flyovers/underpasses, which wouldn't look great either.
So instead we're going to use the NAM rail viaducts to run the railway through the CBD. That means that our main station has to work with these viaducts.

However, a main station needs to be big - at least 10 long platforms - and no suitable lot is available on the exchanges. So we're going to have to make our own in Lot Editor.

So let's load up Lot Editor and get to it. We're going to convert this office block (http://community.simtropolis.com/files/file/25934-its-2011-1000-lakeside/) lot into a 12-platform elevated through station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialofficeblock.jpg&hash=2b0095510f18ea1dc76694a4b02f9d3775440a42)

An office block might sound like a strange choice for a station building, but this particular offering is a good size (large but not enormous), looks modern and features a glass panel entrance which is seen in a lot of modern station buildings. Crucially, it was also available - as much as I wanted an old Victorian-style building, there just weren't any available that were suitable - they were either of the wrong size or had unwanted extras attached to them.
Of course, the station building you choose is up to you - but it needs to be of about the same size as this office block.

Now, any station needs platforms, and so the next task is to get these put in.
At this point we need to make sure we avoid a common pitfall. We need to make sure that the platforms we put in are long enough. Many stations, although they look good, have platforms that are just too short for the trains serving them.
As an example, in the UK at rush hour, commuter trains often consist of up to 12 carriages, giving a total train length of 240-250m. That's 16 tiles, which means that these trains wouldn't fit into most SC4 stations.

So to ensure we can fit in long trains, I've gone with HSR station (http://community.simtropolis.com/files/file/20139-hsr-large-station/) for the main platforms, and a smaller 4-platform version to put at the back for shorter trains.
The main prop is 14 tiles long, so we need to resize the office block lot on Lot Editor to fit in these platforms:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fresizingstationlot.jpg&hash=6aa1c48d4dfee9c27429814ed35a1fc9727fba75)

Since Lot Editor expands lots downwards, we need to move the station building and props back to the front of the lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmovingobjects.jpg&hash=a703c909000c0ae50edc21fe2986ac4ef0ee29e2)

It's vital that we position the platforms so that they line up with the NAM rail viadcuts - so to ensure this happens, we're going to add some concrete tile base textures where the platforms are to be sited, so that we can use the tiles to correctly position the platforms:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Faddingreferencebasetextures.jpg&hash=7affbee1df35deade98137c2771e7ef74e2a72d6)

We can now finally add the main platforms, using the concrete tiles to position them correctly (the supports should be in the middle of the grid square), and move the office block so that it transitions nicely into the platform area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmovedbuildingandretexturedlot.jpg&hash=c987a9c3f609baedee6b602457eb257be1544ea4)

With that done, let's put in the shorter platforms. We need to first create the prop descriptor:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcreatingstationaddonprop.jpg&hash=c7beab93ec1449a8ed9bba8be6293a9aeb618fd9)

After that, we can return to Lot Editor and place the new prop:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fextraplatformsprop.jpg&hash=e2d3f1a1ad3f946295ecd7d8df031c7f184268dd)

When placing this prop, we need to make sure that its entrance lines up with that of the main platform prop like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fliningupmodels.jpg&hash=db57ab98e309626bcc9b317c2bf76fdd213183a0)

Now, you may have noticed that the short platforms extend beyond the current lot boundaries, so let's resize the lot and fix that right now:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fresizinglottofitextraplatforms.jpg&hash=7f08a1e6fbc994dd6fcd17104646e52d76eb3961)

The short platforms don't extend along the whole lot, so we need to add some NAM viaduct rail props to extend the track to the end of the lot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flead-instoshortplatforms.jpg&hash=504e363b220fa0541e3d277dcc4190d7fcf66b10)

All those exposed supports don't really add to the aesthetic value of the station, so let's pretty things up by adding arches underneath the lead-in viaducts we just built, and brick walling around the platforms:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffillingemptyspacearoundviaducts.jpg&hash=0975c6efc3ff741e6a0ab090bd9c7c44971ad259)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbrickedgewalling.jpg&hash=f25af9a8b47f5b7726776f568a4e66ca412c7dd2)

We suppose that these features are remnants from a previous incarnation of the station. The arches, in particular, provide consistency, since these were the arches we used in the industrial area of the first city tile, and which we will use again.
If brick doesn't take your fancy, you can always go for concrete, steel or some other reasonable material for the walling. Play to your architectural style and you'll get very good results.

There's one crucial thing we need to do now. The platform props were designed for HSR and elevated rail, which are 15m high. The NAM rail viaducts, however, are 15.5m high, so the platform props need to be raised by 0.5 metres.
This can be done by selecting both props (select one, hold the CTRL key and then click on the other one), and then pressing CTRL+Up Arrow 5 times. Each CTRL-Up Arrow press raises the prop by 0.1m, so it's not hard to see why we use this key combination 5 times:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fraisingplatformstomatchtracks.jpg&hash=688add5cdb458471996b31f9ff7160a3363b4b57)

If you've done it right, small numbers will appear on the lot blueprint next to the props raised (circled in red above) showing the height of the props above ground.
And yes, this does mean that the platform props will technically be floating in mid-air, but it will be impossible to notice this in the game because the increase is so small, so we'll go with it.

With the main station features in place, it's time for some detailing.
We suppose that all of our main lines are electrified, so we need to add catenary masts to all of our outside tracks. We also need to add signals to all tracks at the end of platforms:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcatenaryandsignalling.jpg&hash=66d9b1f40f65e3a3fe5c31d6d7db04fbac4f2c1d)

Don't forget to raise the props to 15.5m - you can use CTRL+SHIFT+Up Arrow to raise props by 1m increments, as well as pressing arrow keys whilst holding SHIFT to move props in 1m increments, and using the Duplicate Selected button to get the job done faster, and to get everything placed nicely in line.

A small but important addition is some fences in between the arches to prevent the space between the two back-most tracks becoming an ideal place for teenagers to do drugs, as well as helping to prevent people from getting onto the top of the arches or simply jumping off the platform:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffenceobscuringarches.jpg&hash=9e9a94999bc33c779696ef2da57216e966c91c1d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbarriersblockingarches.jpg&hash=51ab9eeddca5e8b261607c3f6813197f0dd3dc05)

On the other side, in between the two platform props, there's a little bit of empty space, so we need to fill it with something. A waste disposal area will do the job nicely:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwastedisposalarea.jpg&hash=a3965622dad526ea57065a67d7549bcf5b07a946)

This doesn't need to be overly elaborate - just a couple of skips, receptacles, garbage piles and a front gate will suffice.

The next step is to change the base textures to something more appropriate. Although the concrete tiles don't look too bad, they won't match the grey pavements I'm using at all. So I've retextured all of the areas where people will walk with a grey concrete tile texture, as well as a standard concrete texture for beneath the tracks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freselectingbasetextures.jpg&hash=6cef7c6c6f76f5c977aac8d4922e0b668796ab7c)

Now, there's a little bit of space in between the arches and the main platforms, opposite the waste disposal area. Of course, there are several ways to fill this area - one such way is to turn it into a small shopping arcade, using the arches as shops:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fshoppingalley.jpg&hash=d972e4664f8cc03e9606c72d0ff3451d99b8657a)

Again, there's no need to go completely mental with this - a few benches, lamps and vending machines, with a news stand at the back, are the only things I've used here. I think that the 'keep it simple' strategy works well here.

Let's turn our attention to the back of the station. We've got a big wall here supporting the station, so we can detail the area by putting billboards on it, as well as a few benches and bins:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbenchesbinsandbillboards.jpg&hash=39bb95e903d59422072914e846f666451ba5749e)

On the other side of the back entrance, we can put down more of the same. I've also added some bollards along the edge of the lot. This prevents vehicles from ending up on the station entrance area, as well as adding a nice edging to the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Farchbenchesandbollards.jpg&hash=195b8366be1bf796d41c4aa8b91f09bca5856568)

Here's the completed back end of the station, with all of the bollards and other details in place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedstationback.jpg&hash=e22ea45d639859fe1ae36f5dff8bc65b4b5bbb3c)

We can, and should, also detail the front of the station. Since this is a big station, a statue outside the front door won't look out of place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffrontstatueandsign.jpg&hash=505d0b81d872df33562b60606a0c4af9c2ba0c56)

Since I live in the UK, I've also put a British Rail station sign outside the front entrance. This, of course, is not necessary if your city is not based in the UK. It may be appropriate to have a sign depicting your local railway company outside of your station, however - whether or not one should be included, as well as what it should look like, are things that you need to find out yourself through research.

On either side of the front door, we can put a fountain and some benches. Bike racks would not be a bad idea either:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffrontfountainandbenches.jpg&hash=404fde6207d147674f3a573903f38b3fb061d76b)

With that done, let's take a look at the completed front end of the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedstationfront.jpg&hash=d89bc64731fb8e676aa7b6639232d6e2e3f7b4b1)

With that, we've finally completed our station lot. So we can now load up SC4 and place it, right?
Er, no. First things first, we've got to make an elevated version of the Bripizza rail crossover:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialcrossoverlot.jpg&hash=8ec6d954d09538eb86c1131ae5db42ed8001852d)

This is to allow us to provide a route to any platform at the main station from any line, providing easy turnarounds for trains terminating at the station.

The building of this lot is the crossover itself, which is no good to us because we can't raise buildings. What we can do, however, is to create a new decriptor defining the crossover as a prop, which we can raise. This is a simple task on Plugin Manager and is left as an exercise.
Having done this, we can delete the small lever props, replace the original building with a blank building, and place our new prop on top of a NAM rail viaduct piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Felevatedrailcrossover.jpg&hash=312d10b58fa86dedba511a80d760d8b3e4b2ce89)

A blank building can be found here (http://community.simtropolis.com/files/file/17996-blam-blank/). Note that you'll need to create a suitable decriptor for it to use it in Lot Editor. Defining it as a park and setting all of the effects at 0 will ensure that the building has no real effect on the game, which is what we want.
Note also that I've had to raise the crossover prop to 16 metres, so that it shows up over the NAM viaduct tracks. Again, this is a 0.5m height discrepancy which will be very hard to spot in the game, so we'll go with it.

That's not all. The main station and the elevated crossover have rail tracks running through them, so they need to be transit-enabled. The following pictures show the correct arrangements for the station and crossover lots respectively:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftesettingsforstation.jpg&hash=193395c2f924ee368b649bd8a567a76eb1464690)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftesettingsforcrossover.jpg&hash=be1b6553f3b2d8381c83a6437027747aa8a7ef04)

The transit switch properties also need to be set:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftransitswitchsettingsforstation.jpg&hash=29a653b073c639f0fb1d1ce1fc953e205da613b4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftransitswitchsettingsforcrossover.jpg&hash=2cc0c55838a7a8b8ae892ffe057831d38e12d199)

A note about capacities - the station has 100,000 capacity as this is the largest capacity SC4 Tool will allow you to set, and a big station obviously needs a big capacity. The crossover capacity was set to 62,500 as this is the capacity of railway lines under the NAM Ultra traffic simulator.

With that, our station and crossover lots are complete, so let's go into the game and build them.
It's easiest to start by placing the crossovers. We know that the station is 14 tiles long, and has 6 lines running through it, with a 1-tile gap between lines 4 and 5. So, having decided upon the location of our station, we can simply drag out the railway lines along the 14 tiles. The crossovers can then be placed along each track.
There has to be at least 1 tile of clear track in between the station and the crossovers on each line, on both sides, because the game will not allow two TE lots to be placed right next to each other - so the distance between the crossovers, in this case, should be 16 clear tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmainstationcrossovers.jpg&hash=add1a86c510e915f997cf9839f5832650608e7bc)

Now we can place the main station in between the crossovers. We're going to have streets in between the crossovers and the station as well, so to achieve this, we place SAM-7 starter pieces in the gap between tracks 4 and 5, and on the immediate fringes of the station platform tracks, on both sides, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fplacingmainstation.jpg&hash=b0775c003eeb6756df97f0e8ccfffd801d4d7727)

The gaps can now be filled with the Rail over Street puzzle piece. Whilst doing this, be aware that you're hovering puzzle pieces in close proximity to transit-enabled lots. So to prevent crashes, be sure to work slowly and carefully, as well as in a close zoom - at least zoom 4. And, as always, save often:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstreetsaroundmainstation.jpg&hash=f16fd7e58f9ae2c6876229c35272e759f08541d8)

Everything appears to be going smoothly. It certainly has been - but sure enough, before long we hit some major trouble:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fabandonedstation.jpg&hash=355fa3f5b31ff79aa37117e8c3327c05ed5d7581)

Our station has been abandoned. But this is SimCity 4 - stations aren't supposed to abandon, so we're left wondering why this one has.
A quick query of the station reveals all:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freasonforabandonment.jpg&hash=2ea4af147abf38396d1d86e1753bdfbb09f84640)

The problem is fairly clear - because we used an office block, which is an RCI building, as the station building, the game thinks our station is an office block, and hence requires power and water. Those utilities aren't present, so the lot abandons.
Whilst an obvious fix here is simply to connect up the power and water supplies to the station, it doesn't solve the underlying problem here. A station should not abandon in the first place, so rather than taking the easy way out and connecting power and water as a stopgap measure, let's go a step further and modify the lot so that it isn't treated as an RCI lot, thus preventing abandonment.
To do this, we take the office block model, open up Plugin Manager, and create a new descriptor for the office block model defining it as a non-RCI building (I've gone for a landmark here, which will do just fine in nearly all cases):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnewstationdescriptor.jpg&hash=fe4159c5cac37e648f1c4cd52c930768aac1dafa)

We then need to open our station in Lot Editor and replace the old building with the new one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnewstationbuilding.jpg&hash=1e6fc606cf4c210f99adb5b587f1a0b871c298a1)

Note that I've given the new building a descriptive name, and included the prefix 'SMK' (standing for SmileyMK, my screen name) in it. Using this naming convention makes it easy to identify the building. So to simplify your modding work, I strongly recommend that you devise your own consistent system for naming your mods, and stick to it. You'll benefit massively in the long run by doing this.

With that important point about naming conventions made, let's save the station lot and rebuild it in the game. Upon querying our rebuilt station, we see that a landmark query appears, proving that we have fixed the abandonment problem for good:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnewstationquery.jpg&hash=4c1c1ad4a4d17e7f4d855edcc0bf991b6c20c15e)

So now that our station actually works, let's develop the transport hub around it, starting with some short-term car parking and taxi ranks.
For the taxi ranks, we'll be using the HH Modular Parking Dropoff Lots (http://community.simtropolis.com/files/file/22685-hh-modular-parking-add-on-3-black/).
Since this is a central station, most passengers using it won't have their cars with them, so we don't need huge car parks. Just a couple of small pick up/set down areas and a taxi rank will do:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmainstationdropoffarea.jpg&hash=a4f9de532235d7205a609c9a68b235a6f56ae3e9)

Note the zebra crossing pieces in the middle, which are placed to allow pedestrians to reach the transport hub we're about to build.

Without further ado, let's build this transport hub. There are 3 components to this - a large underground station, multiple bus stops and a 4-platform GLR station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Furbantransithub.jpg&hash=32e863d5f3e330728e9d318be1cf248d14f5142d)

Seeing as this is the heart of Mapleford's transport system, the underground station needs to be large and fairly impressive. The hub nature of the station is also the reason why I've gone for a 4-platform GLR station, as it allows trams to stable in the station between services.
The lots used here are the WTC Transit Hub (http://community.simtropolis.com/files/file/26564-wtc-transit-hub/) for the underground station, and the BSC GLR Tramway Interchange Station (http://community.simtropolis.com/files/file/14020-bsc-glr-tramway-interchange-station/) for the GLR station, with catenary and ticket machines added in Lot Editor for added detail, and because tram systems tend to be powered by overhead catenary wires. Of course, these are not the only lots you can use.

The next step is to connect the GLR station to the streets the trams will spend most of their time on. This is done using GLR puzzle pieces, as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconnectingglrtostreet.jpg&hash=900b1448e0e75f24b0a235a794df52f50347bc2b)

Note that you can't drag GLR-on-Street, and there isn't the space here for draggable GLR starters, hence the need to use puzzle pieces. SAM starter pieces also need to be placed where appropriate to preserve the asphalt street textures.

Now, this is a lesson on urban railways, not tram lines, so let's carry on developing the station forecourt. We're going to fill in the empty spaces by creating a concrete tile filler in Lot Editor, using the same base texture as that used on the station for a consistent effect:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconcretetilefiller.jpg&hash=fac04dc94b78e6bdeffb31d963db825692d71e32)

We can then place this concrete tile filler in the empty areas of the station forecourt:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpavedstationfront.jpg&hash=56477eadcc8bd12af0a1bca2618dd365b9b6f138)

This is not perfect - we could retexture the underground station, and create smooth diagonal transition textures between the grey station concrete and the white GLR concrete. But that will have to wait for another lesson - certainly the latter improvement, which requires making our own textures.

And that's the front of the station complete. We can also put in some features outside the back entrance to the station, so let's do that now by adding another small bus terminal.
For this terminal, we're going to arrange bus stands in an echelon pattern, which provides variety, looks good and is realistic.
To achieve this, drag out 1-way roads in the pattern below, from left to right for LHD users, and right to left for RHD users, and then place bus stops along the diagonals:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbackendbusstands.jpg&hash=0db11616035f710fdb8e2ea8b78f3f82892fbfd1)

To fill in the space in between the bus stands, the streets and the station, we're going to use these overhanging asphalt fillers (http://community.simtropolis.com/files/file/28914-overhanging-fillers/).
Because of the echelon pattern used, it is necessary to create an additional filler lot that has triangular asphalt extenders going out of both sides of the lot, in order to ensure every bit of space is filled:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftriangularasphaltextender.jpg&hash=4afbd77e313ef9e75d70ca38e43807b7c4f53df3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedbackbusterminal.jpg&hash=17bb2c935ddbae7dff268d4b7eb9ccc43c1a80e9)

Admittedly, this looks quite bare and functional, but that is the nature of many modern transport terminals.

With that, the central transport hub of Mapleford is now complete, so let's turn our attention to the railway lines themselves.

The obivious place to start is with the approach tracks to the station. As you might imagine, station approaches vary from station to station depending on the location, geography and purpose of the station, as well as the typical traffic using the station, so there is no standard way to build tracks into a station.
However, there are some general guidelines which we can follow. For a main station like the one we've just built, we need to enable trains to reach any platform from any line, and vice versa, so that the station can be operated efficiently.
In addition, it's common to see adjacent tracks merge immediately after leaving the station to streamline the railway to as few tracks as possible, meaning fewer crossover points are needed, so we can incorporate that feature for some added realism.
Another thing we can do is to space out the points. Because we're working with elevated railway pieces, we don't have the lovely smooth curves we would be able to use with regular ground rail, so as a compromise, we should generally leave 1 or 2 tiles of plain track in between points, to create the impression that the approach is taken over a long distance and compensate for the sharpness of the curves.

I've used all of these techniques in the northern station throat. One final consideration is, of course, the number of lines leading out of the station, which will depend on the location and volume of traffic. Here, I've got 4 lines leading out of the station, which will split into a 4-track route and 2 2-track routes a little further down the line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnorthernstationthroat.jpg&hash=95ab5fe02264c18201dec21bbfa5643aa288d049)

At the other end, things are a little simpler, because the plan only calls for a 4-track line with no splits heading out of the station, but we also need to curve the line southwest. Using the guidelines above, I was able to come up with this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsouthernstationthroat.jpg&hash=25bedbb9f0951a4c284c03e9a1d405fab65aac79)

Note that I've included the nice wide curves in the middle of the approach pointwork to get the curve in quickly enough. Sharp curves are only fine for merging tracks - at all other times, we should use the wide radius curves for the best results.

Having completed the approaches to the main station, we can now focus on the lines themselves. Let's start with the southern main line, which will remain elevated since it runs through a dense urban area. It simply runs southwest, curving due south shortly before the end of the city tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsouthernmainline.jpg&hash=80eaccf49a2072d7bbd35f520596cf1a063c1296)

Note that there is a 2-tile gap in between the straight tracks at the edge of the city tile. This is necessitated by the river just beyond the tile border, as the game does not allow the building of bridges right next to each other. Maintaining a 2-tile gap rather than a 1-tile gap also allows us to fill the space in between in a satisfying way, which we'll see a little later.

On the other side, there are 3 passenger routes to build. Let's start with the easternmost one, which is the line to the airport and beyond. We've got an existing connection from the airport city tile into the one we're currently working on, so let's start from there:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Funknownpassengerlinelocation.jpg&hash=1203b8fe2676b1afb50ca714939819a02e597858)

Except - where is it? We know that the line we want to build is elevated. We also know from our work on the first city tile that the line in question is north of the urban motorway, and is one of 3 railway lines going into this tile from the first one.
One of the road connections must be our railway line, since we use fake road connections to build neighbour connections with non-standard networks.

To find out exactly which connection is the one of interest, we need to go back into our first city tile and count the distance in tiles from the railway line to a fixed reference point, which in this case is the urban motorway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcountingdistances.jpg&hash=c4e7401b5a77838683f3c75800adfe8dd1312681)

We can see that the distance between the urban motorway and the railway line of interest is 11 tiles at the city tile boundary. Now, if we go back into the new city tile and count 11 tiles up from the urban motorway stub, sure enough, we find a road connection stub:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffindingcorrectconnection.jpg&hash=a02fd75239b48c54166d3b70d13ead27f59930ef)

Having successfully identified the correct stub to build from, we can convert the road stub into a diagonal elevated heavy rail connection in the usual way:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcontinuingpassengerlineintonewtile.jpg&hash=bc4122fcdad95ac7cf04dbbcf883a26f855d3e5b)

We can then connect this line to the easternmost approach track north of the main station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconnectingairportlinetostation.jpg&hash=71c2d6f5cbdc9740a95c3ef40d1dd4279b345662)

Notice that we haven't built any additional pointwork where the approach track branches off to become our new railway line. This is because the pointwork to take trains to the other lines already exists in the form of our station approach points. There's no need to add additional points which do the same thing, and so our lines can simply diverge as and when we want them to, with no fuss.
Remember that every piece of track you build should have a purpose - so building duplicate tracks and points where they're not needed is simply a waste of space, time and money.

The next line to build heads north, over the small section of river that is featured in this city tile. A river crossing obviously requires a bridge, so let's put that in now, with a curve immediately beneath it on an embankment:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnorthernbridge.jpg&hash=9406d636ae1f9f3abd2be7ed732cc6e181137732)

Immediately after this, we need to construct a set of points. The straight branch will continue on to the main station, and the diverging branch will connect with a stub from the first city tile to become a freight line to the port. We're going to keep this pointwork on the embankment so that we can use the smooth points. However, the main line runs into dense urban territory pretty quickly afterwards, and so we need to transition to viaduct rail immediately after the points:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnorthmain-freightpoints.jpg&hash=3530cf36380891b28156327d075a2b6e0edce6ab)

The railway lines can now be connected up. Let's do the freight line first:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnorthernfreightcontinuation.jpg&hash=396a542cd7a289414cbd8d01749ed1924ae924ca)

You'll need to demolish and rebuild both the neighbour connection stub and the viaduct rail line where the freight line crosses underneath it to make a smooth connection.

Now, let's do the main passenger line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnorthernmainline.jpg&hash=a6d8cf548d5d636d4cec1ef735942700681da0e7)

Your attention might be drawn to the road in the top-left corner of the above picture. Let's take a closer look at it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmarkingoutroutes.jpg&hash=da5797c425017124d46c2b57cb9942c507e2693d)

This road is simply there to mark out the route that the third and final northern railway line needs to take, so that I can decide where and how to separate this line from the other lines. We've used marking out positions with roads and single road tiles before, and it's a useful technique well worth practising.

So now we know where to build the final railway line, let's go ahead and build it. Since this is a busy line, it'll be a 4 track line, and since we'll be entering a less dense urban area, it makes sense to transition the railway back to ground level to reduce construction costs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwesternsplit.jpg&hash=7110ef9d14d49d836dfd7cbdd2e285e691423835)

Another reason for transitioning to ground level is that we can take full advantage of the Real Railway Mod and place those smooth curves much closer together than we've been able to previously. The results, I think you'll agree, are fantastic.

Before we can extend this line any further, however, we need to build another freight line from the first city tile connecting it. Doing this required me to move the airport line a little bit to the north in order to fit in the freight curve whilst providing enough space for the urban motorway to curve to the south as planned:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwesternfreightcontinuation.jpg&hash=0c1c2a6b6dc8501d2c79e092c69382976302ffc8)

This illustrates why it's best to build your transport networks first - it's a lot easier to make changes now than when you've got development everywhere.
This freight line continues at ground level to meet the westernmost line we just built. We connect it to the top line in the standard way - with ortho - FARR points:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwesternmain-freightconnection.jpg&hash=884c9ff54b9858cca154ac6c78ec25652eab8745)

Notice that we haven't connected this freight line to the bottom line - at least not yet. The bottom line will, in this city tile at least, be dedicated to suburban passenger trains. The top track will take express trains and freight - since all of the express trains will be stopping at the main station, they won't be moving quickly enough for the slower freight trains to become an issue.
In the next city tile to the west, we'll build a crossover taking the freight to the suburban line when we're far enough from the station for our express trains to have enough speed to need their own track. This is another example of not building more track than necessary.

Our plan now calls for a suburban station to be built at this point on the line.
The point about not building unnecessary things extends to stations, too. This station is only going to be served by suburban trains, which will run exclusively on the bottom railway line. So we only need to build platforms on this bottom line - i.e. we only need to build a 2-platform station rather than a 4-platform one. Building platforms for the top line would just be a waste, because they'd never be used.
There are several suburban stations out there, and the only requirements for a suitable example are that it is low-key and has platforms at least 6 tiles long. At 96m, a platform this size will comfortably fit a typical 4-car commuter train:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbanstation.jpg&hash=c4a98aaa4344caefbee05077b9309b970ebae5a8)

Also note the absence of approach points for this station, because they simply aren't needed. Westbound trains use the bottom track and the bottom platform, eastbound trains use the top track and the top platform. There's no variety in the routes the trains take at this point on their journey, so no route-changing tracks are required.

Of course, longer trains need longer platforms, but this will do just fine for suburban trains, which are typically short.
Note that we've provided an access road to this station branching off a main road, as is quite common in real life. We need to provide some additional facilities at this station - namely a car park and a bus stop on the main road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedsuburbanstation.jpg&hash=a75efc24109616700b4211c866e57d8fb4e2b1d3)

That station looks pretty good. With that done, let's extend this railway route westwards, up the hill:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fextendingwesternmainline.jpg&hash=5d467599ad2154f9ae5996d2b8162fb0434a8789)

This looks good from a distance, but if you look carefully, you can notice a problem. Let's zoom in and have a look at it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fgradientkink.jpg&hash=c2499f1468a80eac04be055160ddf4ea43175ce4)

There is a small kink in the gradient of the railway line - a sharp transition between two grades. This is obviously not what we see in real life, and so for maximum realism we need to smoothen out this kink, as well as any others that occur.
This is best done with the God Mode Smoothen tool, at zoom 4, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothinggradient.jpg&hash=09bf0bbf38e0ceae66d682dc25b9a77a34f0fa20)

When done, rebuild the railway line, and the kink should disappear:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothenedgradient.jpg&hash=613578cb874f809a050c91674a5bed53beebabbf)

We also don't want any small humps or dips in our railway lines, so we need to take care to identify these, especially around hills, and level them out with single road tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flevellingforsmoothness.jpg&hash=f15ce0d62795da3eee595507ca2aee08c3aef001)

The end result is a lovely smooth railway line that justifies the effort we've put into building it properly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothenedhilltop.jpg&hash=0d6835550e3ecdc6dddde64d4dd07b153cb53bad)

The railway network for our second city tile is complete at last - but we're not done yet. We've still got to electrify our passenger lines.
On plain ground-level track, this is nothing we haven't done before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmainlinecatenary1.jpg&hash=e03435e174a8a666d03c1831b139721d3455cf58)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmainlinecatenary2.jpg&hash=71008470275917270d2d1ec1965c8f4ad758cfbb)

On orthogonal 2-track viaduct rail, we can use the industrial arch catenary lots we made in a previous lesson to get the job done:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2F2trackelevatedcatenary.jpg&hash=226471968396cd5f1f7603e81ae96ea52d5afcda)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsouthedgecatenary.jpg&hash=0155661aaa4f7d91f2bcc9f6034477505218e77d)

On wider lines, such as our station approaches, however, things get more complicated.
For the plain track leading into the station, we can simply combine 2 arches and the double catenary in Lot Editor to produce a catenary lot for 4 elevated tracks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Felevateddoublecatenarylot.jpg&hash=0aa04bb4865ff53c3dcd3a6f0e6aaeaa7557b16e)

After transit-enabling this lot, we can place it in the game at the standard interval of 3 tiles. You'll need to demolish the existing viaducts to place the catenary lots, before rebuilding the viaduct:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialthroatcatenary.jpg&hash=1ef245d1f631651b96f9f5e30f0234b669bd41e9)

Note that we've had to demolish the viaduct curve on the fourth line to fit in a 2-track catenary lot. Fortunately, this does not cause problems, as the viaduct curve can simply be rebuilt afterwards to complete the look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finstalledthroatcatenary.jpg&hash=d5842bf52102f02a3fd1367a2213d2358e5cb025)

What does cause problems, however, is when we try to install our new transit-enabled catenary lots along the station approach.
Because we have to rebuild the viaducts after placing these catenary lots, we have to hover puzzle pieces dangerously close to TE lots. This is OK when dealing with straight track, as that puzzle piece is a 1x1 piece and so is easy to keep away from TE lots, as long as you're careful. But when dealing with points and curves, which are 2x1 pieces, a game crash is virtually inevitable.
So to make sure we're able to electrify the station approach, we need to create another lot in Lot Editor which isn't transit-enabled:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnon-tedoubleelevatedcatenary.jpg&hash=ab6e261c67f289d2914b21f224c5d88eeb71a336)

We can then place this lot on the station approach. Whilst this leaves one side of the catenary unsupported unless an arch is present, we have little alternative:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnorthernstationcatenary.jpg&hash=dd4aa1de7707b987d3352578835209a331e7e166)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsouthernstationcatenary.jpg&hash=1df04e89c24d6ade8dd309383056cbce109d115e)

The catenary masts should be placed every 2-3 tiles, as per usual, as appropriate, where they will fit. Use common sense here, and don't put catenary masts in the way of train tracks, for example.

We can now fill in the gaps in the arches with plain industrial arch lots to get a good look for our station approaches:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstationapproachcatenary.jpg&hash=d5c4a1eb950edb4c9e30e91384eb53abd840c25b)

At this point you may be wondering what we're going to do about diagonal elevated lines. Unfortunately, there aren't any arch-style lots like the ones used here for diagonal networks, so we'll have to just pretend the catenary is there for now.
So let's finish off the network by adding signalling. As long as you remember what we discussed about signalling in Lesson 15, you should be able to signal the network here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffreightlinesignalling.jpg&hash=6c7068869b0b005fa795d938bc1eab2a38aa5426)

And with the signalling in place, we are done. Let's take a look at the work we've done in this lesson:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Foverviewofnetwork.jpg&hash=1cd7d696070c608207ae48f9900bcf072905a34b)

That's a substantial railway network we've just built. It's a fitting way to end a long and involved lesson.

In the next lesson, we'll be continuing our work on the transport network by building the motorways - both urban and fully-fledged.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Indiana Joe on June 25, 2014, 05:47:29 PM
Fantastic relotting and rail lines.   &apls  The RRW viaducts will eventually be updated eventually.  I'm sure Willy wants to change the curve geometry, which involves a lot of modeling work, but I think there might be some temporary, interim textures put out in the meantime

Also, watching your step-by-step LE work gave me an idea that I'm surprised you didn't get.  Try putting NAM viaduct props inside the station itself, raised up a tiny bit, so they hide the Maxis rails in the station model.
Title: Re: Realistic Cities For Dummies
Post by: APSMS on June 26, 2014, 06:13:36 AM
A very nice lesson. My only criticism would be that you didn't change the transit entry costs for the first station. This is necessary because travel time inside transit enabled lots is zero, and weird commutes result with zero entry cost, because Sims will use the station as a short cut, reducing capacity as well.

Other than that, very well detailed and thought out.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on July 10, 2014, 01:21:55 PM
Hey guys.

Indiana Joe: Thank you. Like all the features I'd like to see added to the NAM, I'm sure that the rail viaducts will be brought up to standard in time. It's good to learn of the possibility of interim textures, but don't feel pressured into releasing them. I, along with most people here, understand that it takes a lot of time and effort to complete this work, and will happily give the NAM Team the time they need.
Your suggestion for improving the station is a good one, but I'm sorry to say that it didn't work when I tried it. For some reason, the station model seems to hide other models within it, including the NAM rail viaducts. The only alternative I can think of is to use the gmax file for the station, which is available on the STEX, to remodel the station, but that task is beyond the level of this project and is also a lot of work to fix a small cosmetic issue.

ASPMS: Thanks for your feedback. I wasn't aware of the 'shortcutting' problem previously, so didn't understand the need for a positive entry cost.
In response to your comment, I've raised the entry cost value for the main station to 0.0069, as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnewstationentrycost.jpg&hash=ffc7f7ec502a2e25014258d8ca7d1c9b4e1f23a7)

(The choice of entry cost value is taken from this list of recommended values (http://sc4devotion.com/forums/index.php?topic=12522.0), for those who are wondering.)

Right then, it's time to build some motorways:

Lesson 20 - Urban Motorways

In this lesson, we'll be extending the urban motorway network of Mapleford, and building some junctions on it, as well as starting work on the main motorway through the city, which passes through the current city tile. We've already covered the general guidelines regarding urban motorway construction, particularly those regarding compactness and the ability to build these routes to a slightly lower standard than full-blown motorways, so let's get right into it and start off by curving the existing stub of urban motorway from the first city tile to the south:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finitialcurve.jpg&hash=823ff804903f4deca5bfa300b9f0784916348fcc)

Immediately after this, we need to construct a T-interchange, with the existing motorway continuing south to serve the port and a branch to the west serving the city centre and connecting to the main motorway, a section of which we'll build later.
Since we are building an urban motorway through what will be a dense urban area, this junction needs to be kept as tight as possible. However, we should still be using reasonably smooth curves and ramps.
The easiest and most attractive way to do this is to use the prefab Project Symphony T-Interchange, found in the Prefabs tab ring at the bottom of the Highways menu:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Furbant-interchange.jpg&hash=c413437927cbfec848ec4c760913108b1c198153)

This gives us compactness and smoothness, which is what we're after. We do lose acceleration lanes, which we would like to have, but we can get away with not having them on an urban motorway, again due to the need for compactness.
Make sure you place the right version of this interchange - specifically, the L2 x L2 version. We need to keep the motorways elevated in order to get them over the many streets of urban Mapleford efficiently.
If you arrive at the T-interchange preview but see the wrong version previewed, simply rotate the piece using the End key enough times and you should see the correct version appear eventually.

Let's extend both of the branches from this interchange, starting with the straight one to the south. At first, this simply requires the dragging of a straight section of elevated Project Symphony highway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fextendingprojectsymphony.jpg&hash=2e5b8dfecdf13086ad24692d7e0a3df5a0c0ae0b)

Near the southern edge of the city tile, however, the plan calls for us to terminate this section of motorway at a flat roundabout, connecting with a single-carriageway road.
Let's start by building the roundabout itself. The surface road in question is the road heading west from the port that we started during our work on the first city tile. We can find out where it enters the new city tile by using the counting tiles method outlined in Lesson 19.
After identifying the correct road, drag it out a little bit beyond the planned point of intersection with the motorway, and mark this point using single road tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmarkingpositionofinterchange.jpg&hash=d3d636a21f5c47e93986470307eca3a11fa4fa5f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsouthernterminuslocation.jpg&hash=0f42693d64e99bbfc342347539a5d5c904d8b2bd)

Then place 2x2 one-way road curves with a 1-tile gap at the ends connecting to the surface road, and a 2-tile gap at the other ends, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fone-waycurves.jpg&hash=cbf8ebc72067afcc629fded348bc30522cfaff45)

Be aware whilst doing this that the smooth one-way curve pieces are directional, so be careful to place the pieces so that traffic moves around the roundabout in the correct manner. The curve piece previews feature directional arrows to show you the direction of travel, so make sure these are pointing clockwise if you have LHD, anti-clockwise otherwise.

We can now connect up the curves using one-way roads, being careful to drag them in the correct direction, and lay down the roads leading out from the roundabout - regular roads to the left and right, and an avenue stub at the top to connect to the motorway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsouthernterminusroundabout.jpg&hash=69e83357c0f5f96c0b3a19e0d0405ee31a1192d1)

At this point, we could simply drag ground-level Project Symphony from the avenue stub to complete the junction, but since this particular interchange will be used by numerous lorries heading for the port, we're going to add a slip lane from the motorway to the eastbound surface road, so that the lorries avoid having to negotiate the roundabout.
To do this, we're going to make use of the RHW. On the right-hand side of the motorway, place an RHW-6S Type E1 ramp, leaving a 1-tile gap between this piece and the avenue stub to allow space for the slip lane to run past the roundabout. On the other side of the motorway, we can simply place an RHW-4 Starter Piece as no fancy ramps are needed here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frampforsliplane.jpg&hash=f7e57a458702280bbf7005ba6f12116c2b1002a4)

We use the RHW-6S ramp as this allows us to put in a short deceleration lane for added realism. Even though we can get away with omitting deceleration lanes on urban motorways in certain situations, like T-interchanges, we should still build short deceleration lanes when it's practical to do so.

The next step is to connect this slip lane with the surface road. We're going to do this by replacing a short stretch of the road with RHW-2 and adding a Type B1 ramp like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Froundaboutsliplane.jpg&hash=21e49d25f12867a5b21e0cb65a3dd7c632e3ae69)

In order to achieve the best result, we need to connect the RHW-2 stretch to the road in the right way.
Notice that there is a 1-tile stretch of road poking out of the roundabout. The most visually pleasing way to connect this stub to the RHW-2 ramp is to drag RHW-2 into the road stub:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconnectingrhw-2toroundabout.jpg&hash=ae4818af045d6876fef3b758e3385e4df45d57e3)

On the other side, extend the RHW by 1 tile, and then connect the road to it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconnectingrhw-2toroad.jpg&hash=54a961fb56e30fdae1737d36f4ec72621e243e77)

You can see that this gives an attractive result. The road connections are now complete, so it's time to focus on the motorway approach to the junction, starting with the deceleration lane for the slip road we just built.
On a full-blown motorway, we'd have a good few tiles of deceleration lane. But things are very different on urban motorways. Due to the need to keep everything as compact as possible, we need to keep the deceleration lane short - and that means placing a RHW-4 to 6S cosmetic transition with block markings on lane 1 immediately after the ramp piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdecellaneforsliplane.jpg&hash=e77428e9b85bb5af9742b51851e0c568b11a8d13)

Note that we used the cosmetic transition here, as this provides the prototypical short dash markings that mark the exit lane in many countries. Be aware that this particular transition is the first piece in the Cosmetic Transitions tab ring of the Highways menu - it is not in the Width Transitions ring.
There is a gap in the exit lane markings between the transition and the start of the slip road. This needs to be filled with an RHW-6S Lane 1 Block Markings cosmetic piece, found in the 2-tile Cosmetic Pieces tab ring:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcosmeticpiecesforsouthernroundabout.jpg&hash=0e9cd00942e1d5576af87ba063b26188ddf5fa18)

We also placed a left-right arrow piece (found in the 1-tile cosmetic pieces tab ring) 3 tiles from the roundabout for added realism. As tempting as it is, do not place a cosmetic piece any closer to the roundabout than this, as doing so will cause the first tile of motorway, which is an RHW-4 - avenue transition piece, to glitch out, resulting in your having to rebuild most of the interchange to restore order.

The junction itself is now finished. We simply need to connect the RHW up with the Project Symphony forming the main carriageways. However, there is a small height discrepancy between the RHW-4 and ground-level Project Symphony, so this isn't a connection we can make just by dragging.
Instead, we first have to use RHW-4 starter pieces to create stubs that cover a full grid square:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstubsforrhw-psconversion.jpg&hash=5a1b0d5f10bc96bb3d04a827807ce1bb595f24a5)

We now go into the Project Symphony transitions tab ring and find the Symphony - RHW-4 Bridge Connector piece, then place it next to the RHW-4 stubs to create the transition to Project Symphony:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fusingbridgeconnectorfortransition.jpg&hash=1f0bdbae0bab76b6e8fa06c28c23e1c3f66d10c5)

You might remember using this piece when we built urban motorway bridges in the first city tile to correct the height discrepancy between ground-level PS and the RHW-4 used for the bridges. The idea is exactly the same here, and as with the bridges, you need to be careful in placing this piece the right way round - getting this wrong could easily lead to you having to rebuild large parts of that roundabout we just built.
Ensuring correct orientation is pretty simple, however - you can see the slope, and the low end should connect to the RHW.

Having placed this transition piece, it's a simple matter to raise the motorway with a nice ground-elevated extended transition to finish the job:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedrhw-pstransition.jpg&hash=9f95d39da4654c40b623cbbf1e27d103a5b29713)

Normally, we'd raise the motorway more gradually on an embankment and transition to elevated with an on-slope piece, but building embankments in a dense urban area takes up valuable space, so in this situation, we need the concrete transition.

That beautiful transition completes the roundabout terminus:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedroundaboutterminus.jpg&hash=ed51ee91b08d3a25e6e676bb141cc7561b398e85)

With the southern branch from the T-interchange finished, our attention turns to the other branch, which runs to the west.
At first, everything is straightforward - we extend elevated Project Symphony out from the T-interchange. But we soon run into trouble:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fviaductrailtrouble.jpg&hash=b6e434ff699e1d526098d42ab069bfb4862d8596)

The rail viaducts are in our way. As if that wasn't bad enough, the plan calls for us to curve the motorway to the north and build a junction in the approximate area marked by the circle of road in this picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Flocationofcentralinterchange.jpg&hash=9f5f6082e7c111198772f4d2e5420d411f6a33a8)

To make sure we route the motorway with enough space to fit everything in, it's easiest to build the junction first.
This particular interchange was originally planned to be another roundabout connecting to 4 surface roads, but to save space I decided to build an extended diamond covering the 2 western roads, which then combine to link to the 2 eastern roads.
Let's build this link road first. Start by constructing an avenue FLUP under the railway line. On the left of this, place a standard avenue roundabout, and on the right, extend the avenue by a few tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenuelinkroad.jpg&hash=2254c5bc31d290e2daa37fff4e3ca218ef606117)

To split the right avenue into 2 roads, we first place a 3-way AVE-4 x ARD-3 roundabout, found in the Avenue Intersections tab ring (rotate the piece if the 4-way version appears, and don't confuse it with the turbo roundabout). On the ARD-3 branch, we convert to road using TuLEPs. On the straight AVE-4 branch, we convert to road by first transitioning to AVE-2, then to road, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Feasternroadconnections.jpg&hash=30c772ded218488c372c178178af22046c6f4f85)

At this point, a bit of housekeeping is necessary. We need to move the rail catenary and signals so that the masts aren't too far apart (i.e. more than 3 tiles) and don't obstruct the signals:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmovingsignalsandcatenary.jpg&hash=f3967b0804e685853604e8748726c32b3bdfe7dd)

Notice that the signals covering the 2 middle tracks can't be obstructed by the double catenary masts, and so we can place them wherever we like. This is a useful thing to bear in mind when placing signals, as it can make your life easier.

Moving on, the other 2 roads come out of the roundabout to the left - an avenue leading out diagonally southwest, and a road leading out to the west, connected to the roundabout with a single-tile avenue stub:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fwesternroadconnections.jpg&hash=e67d40181df678e1b3d80a784fb7bfa77074c96c)

We then run elevated Project Symphony over this avenue and road, leaving a 3-tile gap in between the motorway and roundabout to provide space for the junction, and transitioning to ground level immediately to the south of the avenue so we can get under those rail viaducts:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmotorwayoveravenueandroad.jpg&hash=36feeb69b800f5e4c5a78de396c857f76b837766)

To provide the surface road to motorway connection, we run one-way roads parallel and adjacent to the motorway, through the road and avenue, on both sides. We also add TuLEP slip lanes where appropriate to smoothen out certain turns:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmotorwayoveravenueandroad.jpg&hash=36feeb69b800f5e4c5a78de396c857f76b837766)

Notice that we don't add a slip lane from the road to the southbound motorway, as traffic taking this route can simply use the avenue to get to the motorway. Hence facilitating the turn from the road is pointless and unnecessary, and is not worth doing.

Let's now build the ramps at the southern end of the junction. As with the roundabout, we should include short deceleration lanes, and I've also included a MIS slip lane from the northbound motorway to the westbound avenue to save vehicles from a hairpin 135-degree turn, connecting to the avenue using a one-way road stub. Here is the layout of this part of the junction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcentraljunctionsouthernramps.jpg&hash=8530186f216b62f550f83fef6a0b3f7016e05cda)

That's the southern ramps done - time to move to the northern ones. We start these by placing MIS starter pieces, and then dragging these into our one-way connector roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingnorthernramps.jpg&hash=a061fe55be4437d5acf3a39dbb3ee9e28ef10d05)

The MIS now needs to be brought up to the level of the main carriageway on both sides. We can use the Flex 2-level height transition to provide a lovely smooth climb up to the elevated level. Place one on both sides, and the RHW-2 preview will transform into a beautiful MIS transition. Stabilise the ramps by placing L2 MIS fillers at the top end of the ramps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fnorthernflexramps.jpg&hash=5a77e65f1a5861d582a15a25c371db4173965478)

Those filler pieces are important, by the way, because the next step is to place L2 RHW-6S Type D1 ramps above them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fendofnorthernramps.jpg&hash=38b7e0939c222f7b539bc9bafcf4b228f92d70d2)

Failing to place the stabilising filler pieces will cause your MIS FLEX transitions to glitch out when you place the ramp piece.

At this point, we need to address the fact that the ramps are RHW pieces, and the carriageway south of it is elevated Project Symphony.
At the time of writing this lesson, I attempted to drag this transition, but could not do it, leading me to believe that it could not be done. In fact, it can. The correct technique is outlined in the prelude to Lesson 21 (the next lesson, a few posts down from this one) under the heading Update to Lesson 20, so go and have a look at it.

What I will now present to you is how I constructed this transition at the time I made the content for this lesson. Think of it as an alternative technique.
Firstly, clear 3 tiles of space between the ramps and the carriageway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fspaceforelevatedtransition.jpg&hash=df06afd409bc0e7d96ac8e80d1af36afc4822442)

Now go into the 15m Avenue puzzle pieces tab ring and find the elevated avenue-highway connector piece. Place one on the last tile of the carriageway, and another immediately after it, rotated 180 degrees, in between the first one and the RHW ramps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Felevatedrhw-4-pstransition.jpg&hash=ec7adf0b829568387ff4f2e908441cea87a814e3)

The fact that this connector piece covers the full length of a tile provides us with this nice transition. Yes, we lose a bit of the hard shoulder, but that's perfectly acceptable for an urban motorway.

Having learnt how to transition between elevated Project Symphony and L2 RHW-4, let's finish off the ramps by extending the elevated RHW-6S over the railway line, transitioning to L2 RHW-4 to end the deceleration lanes, and then back to elevated Project Symphony using the method above:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletingnorthernramps.jpg&hash=533541ced69c08b8b5696de1bfe77af7ba625679)

Remember to move the rail catenary so that the poles aren't too far apart and there are poles next to the flyover.

This flyover completes the junction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedcentralinterchange.jpg&hash=89e3d0122eac9d77e0ee0eed4f5b7151d6addb10)

Let's now finish our urban motorway network in this tile by connecting to the existing motorway, and extending it.
On the south side of the junction we just built, we need to demolish the rail viaducts where the motorway crosses under them, and then connect to the junction using 45-degree smooth curves, the ground-elevated extended transition, and the bridge connector to transition to RHW-4 for the junction itself:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcurvingpsaroundrailviaducts.jpg&hash=4cc5fbe659dab158ba637b3ab6c9d7c6ebf27ce2)

The viaducts can then be rebuilt:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frebuildingrailviaducts.jpg&hash=7c0b2d8ecc5f9b7755efea1559080e36b4306a25)

We can pretty up the flyover on the left a little bit. The industrial arch set we're using here happens to include a lot designed to take the arches over an avenue. An urban motorway is the same width, so this lot should work just as well here.
However, in order to provide correct catenary spacing, we need to add a single catenary mast to this lot before we can use it here. This requires us to get the Lot Editor out again:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenuecatenaryviaduct.jpg&hash=cf5f0b91500074da625e7ff9ada91e88d91168b7)

We can then place this lot, along with the original arch over avenue lot, to give a nice continuation of the arches over the motorway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Favenuecatenaryviaductingame.jpg&hash=33182c139751fb40100b19c8d5c488a497d8721f)

This completes the connections on the south side of the diamond junction. On the north side, the motorway enters what will be a suburban area. Since an elevated motorway running through a suburb will look ridiculous, we're going to transition to ground level using the standard embankment and on-slope piece method, before continuing the motorway with ground-level Project Symphony highway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fpsthroughsuburbs.jpg&hash=6e63020642da7c70ad9ec141d37482b2c9c1302c)

And that completes our urban motorway network in this city tile, so let's move on to the full-blown motorway to the west, running around the base of the hill.
There are no junctions planned for this motorway in this city tile. This is mainly because a big interchange connecting to the urban motorway is planned for just north of the current city tile, and another important junction is planned to the west. These two interchanges negate the need for more junctions.
Remember that the most important rule of region construction is to build the region as if it were one huge city tile. That means that we have to build the motorway through a region, not a collection of city tiles, and so we only place junctions in the region where they are needed, and suitably far apart (i.e. absolutely no less than 1 mile (100 tiles), and ideally no less than 2 miles (200 tiles)). If that means building the motorway through a city tile without putting any junctions in it, so be it. We lose the ability of in-game traffic to use the motorway in that city tile, but we gain a lot of increased realism from a regional perspective, so it's well worth it, at least in my opinion.

Having justified the lack of junctions, let's build the motorway. Because of the nearby important junctions, we're going to use the RHW-8C, as opposed to the RHW-6C which I'd normally use, to provide additional capacity on this busy section of motorway.
We'll start by placing an RHW-8C Starter Piece at the western end of the planned course, and extending the RHW westwards to the edge of the city tile. Remember to place the RHW-8C Neighbour Connector on the last tile before the edge of the city tile to make the connections work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fstartingrhw-8c.jpg&hash=68705f5ffc6e2ca9d401f881cc6d671e8f089e6a)

The motorway is planned to curve around the base of the hill and then run north to meet the urban motorway in the next city tile to the north. So we need to curve the motorway northwards.
As we're building a full-blown motorway, a simple dragged curve, or even a 45-degree smooth curve, will not do. We need to do what we do with railways and go from orthogonal to FA-RHW before going to diagonal.
However, in order to preserve the RHW-8C override when we place the curve pieces, we first need to drag out the curve. Because the RHW-8C is a 3-tile network dragged with a 1-tile tool, dragging a curve is a more involved process than it is for a simple road. You need to drag out RHW exactly as shown in the following pictures, in the exact order depicted:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdraggingrhw-8ccurve1.jpg&hash=ab960fd9f3b44559af8a53eb9b19df57c67ae00d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdraggingrhw-8ccurve2.jpg&hash=56af75734e3a35c64a0229b2ce78f33933c0bec3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdraggingrhw-8ccurve3.jpg&hash=004792bc8b23c2bede12953e6e84adfabf511390)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdraggingrhw-8ccurve4.jpg&hash=f85a10c620b059a308b972a37e6f7b3c7743cf6a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdraggingrhw-8ccurve5.jpg&hash=fcce03fbd946e01ca43b3fe8ed2deccfd351ab4c)

We now need to extend the diagonal section of motorway so that enough tiles of diagonal RHW-8C are present to prevent reversion to RHW-2 when we demolish this dragged curve to make way for the smooth curve pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fextendingrhw-8cdiagonalforcurve.jpg&hash=2320d86479d7c153ba98c93b92a81ba4419367d4)

This would normally be the point where we take out that ugly dragged curve and put the beautiful smooth FA-RHW curve pieces in its place. As you can see, however, the diagonal section of motorway is currently very bumpy. Needless to say, this looks pretty horrific and needs to be fixed.
The fix is very similar to that used to fix the kink in the railway gradient. It requires smoothing the terrain using the God Mode Smoothen tool, complemented with well-placed stretches of rail to help out. We can also use single road tiles to create cuttings or embankments, keeping the motorway level over bumpy terrain, if needed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothingbumps.jpg&hash=af1e1c6b38610c9586996ab7eaa7de85d157fa87)

After the smoothing work is complete, reconstruct the motorway. You should have a much smoother surface:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsmoothenedmotorway.jpg&hash=eefb644736e67647d0287e9e42ed0189efd2c603)

Gorgeous. Let's get back to finishing that curve. Demolish the dragged curve and place an RHW-8C Ortho-FA Short Curve, followed by an RHW-8C FA-Diagonal Curve, in its place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedrhw-8ccurve.jpg&hash=9c8e2127ffe4d78c35dd753ca7314166b3769abe)

That's more like it. Now we need to construct another curve back to orthogonal RHW, taking the motorway to the north.
Again, we first need to drag out the curve, and this is done by dragging exactly as shown in the pictures below, in exactly the same order:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbackrhw-8ccurve1.jpg&hash=e5e79447114467b627aa65baf2feb81effc3b9fe)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbackrhw-8ccurve2.jpg&hash=5330d3548543ec9aaafef9ad178efc347cf7af8a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbackrhw-8ccurve3.jpg&hash=caf7ca7aaf950dfc847cf0dd0ec0661d0c782f5f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbackrhw-8ccurve4.jpg&hash=d25df563995bfff64865b0006bf008f0ccf72281)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbackrhw-8ccurve5.jpg&hash=7214f0dd9415bb26617a84f681f94a26a8669900)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbackrhw-8ccurve6.jpg&hash=6b49ba2b4a5c43cc7a32560eb5905c16fa7efe4c)

Then extend the orthogonal RHW to provide enough tiles of RHW-8C to preserve the override:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fextendingforbackcurve.jpg&hash=3bc0123e35f95a26b3871fc266f353148c39e2b5)

Finally, demolish the dragged curve and put the FA smooth curve pieces in its place:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedbackcurve.jpg&hash=3860e0f75122d9a908de5ba203fbf6426ac200c8)

By now it should be clear that making curves with wide RHW networks is a purely mechanical task, the hardest part of which is actually knowing what to do. Once you know what to do, it's easy.
As with any mechanical procedure, the only way to get good at it is to practice, so what are you waiting for?

Having hopefully got your RHW curve-building practice in, let's extend the motorway northwards until we hit this railway line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frailobstructingmotorway.jpg&hash=a49a5bfb0b079eaf755111a9436f2b05b199e842)

Given that the railway almost certainly came before the motorway, a motorway flyover is the appropriate way of getting the motorway over this obstruction.
We've built RHW flyovers before, but not with the RHW-8C. This width requires the use of the new Flex On Slope pieces to build the flyover.
First, construct 3x3 7.5m embankments on both sides of the railway line using the ground lifters, in line with the motorway. Then place Level 1 On Slope Flex Transitions (found in the Flex Transitions tab ring of the Highways menu), with the preview facing the railway and the cursor positioned as shown here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fplacingflextransitions.jpg&hash=575ef85ba842a4d25811c113bd2ce7264df18141)

You'll need 3 transitions on each side, because the RHW-8C is a 3-tile network.

Now, on each side of the flyover, directly adjacent to the Flex transitions, place an RHW-8C starter piece, and watch the 6 RHW-2 flyovr stubs transform into 2 RHW-8C flyover stubs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflex-8cconversion.jpg&hash=91a2c19bbead08de018f27a0540dc256003b5810)

We can then construct proper smooth approaches to the flyover on both sides using the rail tool, and then simply drag out the flyover and approaches with the RHW tool:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompleted8cflyover.jpg&hash=c6a709755fc281284c10c10a8d9238202acbf441)

As with the FLUP underpass earlier on, the rail catenaries need to be moved so that there is a mast immediately before and after the bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmorereplacedcatenary.jpg&hash=ad7d2e46f29ea023c72f096fed34d5fff0075e0b)

We can now finish the motorway by extending it to the edge of the city tile. Don't forget the neighbour connector piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffinishingmotorway.jpg&hash=fb860a876dd85a4e1dbcffc928d4daa31214f7ea)

With that, we've finished building the actual motorways of this city tile. It's now time to decorate them.

As you can imagine, motorways produce a lot of traffic noise. In urban areas, with houses near the tarmac whose occupants won't take too kindly to this noise, this represents a major problem.
The solution? Soundwalls. These walls are often seen running alongside motorways in urban areas, and are built specifically to reduce the amount of noise that reaches nearby buildings.
So since the motorways we've just built run through urban areas, it makes sense to complement them with soundwalls.
There are many soundwall sets on the STEX and LEX (I'm using the dark wood offering in this set (http://community.simtropolis.com/files/file/2433-highway-sound-walls/)), and which set you use is a matter of personal taste. The walls you choose should be straight, though. This might sound obvious, but some sets contain wavy walls.

Once you've found a good soundwall set, it's time to put it to use. All sets are used in a similar way. For plain sections of motorway, there will doubtless be straight and walls, which go alongside straight orthogonal sections of motorway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbasicsoundwalls.jpg&hash=9c025735bcf444c029eca8a1fb7dc28edd10af0e)

There are usually straight wall lots that are longer than 1 tile - this particular set has 1, 2 and 3 tile lots. Use these longer lots to speed up the construction process.
Another important point specific to the soundwall set I'm using is that the wall is not in the middle of the tile. Therefore we can either place these walls close to the motorway or far from it. Since this is a full-blown motorway running through largely suburban areas, I've gone for the latter option.

Problems start to arise when we deal with embankments. Soundwall lots are generally not slope-tolerant, so we can't place them along the side of the embankments. Placing them parallel to the embankments on ground level is wasting space.
In actual fact, since a motorway on an embankment is above normal ground level, it is above the level of most buildings. Hence it's going to be very hard for a significant amount of noise to reach these buildings, as the sound would have to go down through the tarmac. So we can simply omit soundwalls along embankments:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fendingsoundwalls.jpg&hash=1773fc689a56f673dbc8b29272fd361387d94672)

This particular set has a nice end piece that can be used to end the wall in a nice-looking way.

When it comes to curves, most soundwall sets have orthogonal-diagonal transition pieces, as well as plain diagonal pieces, that enable us to get around bends. On a regular motorway, to keep the walls looking as attractive as possible, it's best to use as few transitions as possible:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsoncurves.jpg&hash=6aae9f6cf7e9f6f9bfc98afc83224c31b3470bd8)

Diagonals are very simple - just use the plain diagonal lots. Like with the orthogonal lots, many sets feature longer diagonal wall lots, which can help get the walls built quicker.

There is a fair bit of empty space in between the soundwalls and the tarmac on curved and diagonal sections of motorway. This space can now be filled in with grass fillers:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffillingvoidswithgrass.jpg&hash=ae9e5dfb2ce7850570b076d5f37fdf3f97da466f)

That covers soundwalls for regular motorways. Urban motorways are similar, but with one key difference.
On the set I'm using, because the walls are not centred, we can build them the other way round to the way we used for the proper motorway - i.e. place the walls right next to the motorway. This gives a more compact effect, which suits urban motorways perfectly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Furbanmotorwaysoundwalls.jpg&hash=8bbadaef286db68ff09b181c3b93638ae86b8c7a)

On regular motorways, we kept the number of orthogonal-diagonal transition pieces as small as possible. However, on an urban motorway, compactness is everything, and so in this case we're happy to use as many transition pieces as we need to keep the footprint of the motorway as small as possible. This means that the soundwall arrangement for urban motorway curves is very different to that for normal motorway curves:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Furbanmotorwaycurvesoundwalls.jpg&hash=f3ea5927dcadbc8f09ddbeed778da4b5a5a33655)

In addition, just like soundwalls are not needed on raised embankments, they're not needed on elevated sections either, so we can end the soundwalls at the start of the transition to elevated motorway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fendingsoundwallsforelevation.jpg&hash=ae49e08c19ea9067b6a338523db849a8114baf12)

That covers the basics of soundwalls, so let's move on to another method of decorating our motorways - signs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbasicsigns.jpg&hash=7c23bfac9efa4f1948e9e6c936e8a1a99e1a41ec)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Felevatedsigns.jpg&hash=20db3f69c6e64d39d70689837fa49513763631a3)

We've covered use of basic road signs before, so I won't go into detail on this. What we haven't covered is what happens when we want to put a sign somewhere, but there is a soundwall in the way.
Rather than leaving random gaps in our soundwalls to fit the signs in, let's keep things efficient by combining the appropriate soundwalls with the appropriate signs in Lot Editor:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsignlot1.jpg&hash=6f6b31b732a74ad294cc3d8a71bd5f33022342f4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsignlot2.jpg&hash=c595a5cda388e240b6ddb7a33e140206dc9ec7fd)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsignlot3.jpg&hash=bcfc53b2c6b2d44e03ac35e6d48c30f0323ef14d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsignlot4.jpg&hash=5c2e85e583f19b227e646aa94ccfbfc647b20be4)

Once we place these lots in the game, we get some very nice results:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsign1.jpg&hash=34fdc21a901e8a6d351a7ed8e5ded5aa020ca4c9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsign2.jpg&hash=bdca51059ca6f10e002e83a80bd6ad1247795238)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsign3.jpg&hash=2e9c6fcf8291c4b072a6e72f3a471166561de350)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwallsign4.jpg&hash=2fe086e92a5388b8da5a4463e1934534026e63e0)

Another thing we can do is to combine soundwalls with traffic generators, enabling us to create the impression of a well-used motorway whilst still keeping the noise away from buildings:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsoundwalltrafficgenerator.jpg&hash=80b8a480c36fc4929a521a2b3dd2fa51c0503337)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedsoundwalltrafficgenerator.jpg&hash=91fbac3838d0260e2157e021bd37287e209cb113)

And that's that. The motorway network for the second tile of Mapleford is now finally complete.

In Lesson 21, we'll be building the GLR lines through the outer industry and suburbs of the second city tile.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Catalyst on July 11, 2014, 01:01:21 AM
hey smileymk, great lesson!
I really like the picture with the extended railway arches over the urban motorway.
The use of the noise-barriers is also very clever, from a distance you would probably not even notice that you transitioned from PS to RHW for the roundabout/flyover because it looks so compact as opposed to the generously constructed RHW-8 which has a more suburban feel, like you said.
Too bad the sound walls don't use the same base texture as the RHW (35ea4150 & 35ea4100 in the LE)

&apls
Title: Re: Realistic Cities For Dummies
Post by: mgb204 on July 12, 2014, 05:31:02 AM
Some great tips for RHW building here, I always admire the amount of planning that must go into your transport infrastructure.
Title: Re: Realistic Cities For Dummies
Post by: thebagleboy on July 15, 2014, 12:16:12 PM
So after a nice long break for exams and finishing off projects, I'm glad to return to Simcity again. And what's better is the two very well written posts.  &apls
I especially have to applaud just how well the mail rail station looks. Inspired me to give it a shot, and now I know how it could actually happen. By the way, Maxis El-HWY can connect to L2 RHW by simply dragging the RHW onto it.
Good work on the posts and congradulations on 100`000 views!

sidenote: is that a LHD I spy there  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: romualdillo on July 15, 2014, 03:49:13 PM
Wow, great work and great lessons!!!! I've never done such a complicated transport system, but if I someday do, this will be an excellent tutorial!!  &apls
Title: Re: Realistic Cities For Dummies
Post by: smileymk on July 27, 2014, 05:37:31 PM
Hello everyone.

Catalyst: Thanks. I like that arch picture too, it looks cool and shows how small additions can make a huge difference.
As for the sound walls, it's a simple task to change the base texture to RHW. The hard part is transit-enabling it, and making the wall an overhanging prop so that it can be extended into adjacent tiles, which is necessary to get around the game's ban on placing a TE lot on the tile in front of another one.
It is a shame, as being able to put soundwalls directly on RHW would create a very effective 'compact' look.

mgb204: Thank you. The transport infrastructure is planned before starting the project - but turning the plan into reality takes a lot of careful thought during construction, especially when complex things like interchanges are concerned. Sometimes it's necessary to deviate from the initial plan, and even when it isn't, it's still necessary to carefully consider how to build what I'm building.

thebagleboy: Thanks. I've also been able to return to SC4 off the back of exams and moving out of my uni house, which is very welcome.
The main station was tricky to create, but I'm glad you like it.

QuoteBy the way, Maxis El-HWY can connect to L2 RHW by simply dragging the RHW onto it.

As it turns out, you're right. I tried it whilst making the lesson and it didn't work, leading me to believe it couldn't be done. But in actual fact, I just didn't do the dragging correctly. I've posted an update to Lesson 20 below showing the correct technique, and will edit Lesson 20 itself to point readers to this update.

QuoteIs that a LHD I spy there?

It is indeed. I am from England, after all.

romualdillo: Gracias, señor. I wish you the very best of luck in your transport efforts, if and when the time comes.

The replies part of this update is now finished. Before I can start Lesson 21, however, there is an important update to Lesson 20 to do first:

Update to Lesson 20

In Lesson 20, I stated that it was not possible to create a transition from elevated Project Symphony highway to L2 RHW-4 by dragging the PS into the RHW, implying that it was not possible to drag that transition at all. I then proceeded to outline a workaround.

However, as thebagleboy correctly pointed out, and my later experiments confirmed, the transition can in fact be dragged.

The secret is to drag the RHW into the first tile of the Project Symphony (and no further), not the other way round, and to use L2 RHW-4 starter pieces to help stabilise the RHW, as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fdraggingl2rhw-4xpstransition.jpg&hash=397dc39137e31e4ff665f253c132208082d94ae1)

If done correctly, you should obtain a much better looking transition than what we had before:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompleteddraggedhighwaytransition.jpg&hash=4cc5c75a4fae6af89b9634b7cbea7c940035fd13)

Lesson 20 will have been edited to point you to this update by the time that you read this. My thanks go once again to thebagleboy for making me aware that the transition in question could be dragged.

End of Update to Lesson 20

With that important update made, let's get back to business.

Lesson 21 - ELR and GLR

In this lesson we will be building the GLR and el-rail routes through the suburbs and industry of the CBD city tile we've been working on of late.
Note that we will not be doing the underground routes through the CBD in this lesson, nor will we be doing the central tram line. This is because tram lines are very different to GLR metro lines, and because we're going to do the CBD streets first, fitting the underground stations around them as per real life.

The first thing we're going to build is an interchange station on the southern edge of the suburbs. Because of its location, we'll need to go underground immediately after the station, and so the station itself needs to be sunken.

Ordinarily, this wouldn't cause us too many issues - we create a 15m depression (15m being the height nearly all sunken GLR stations in existence are designed to work with), place the station in the depression, and create a smooth transition to normal ground level on one side. But here, when we try to create the depression, this happens:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fholediggertosea.jpg&hash=e63a68e4edc1095bc737139575c0659af91a7966)

This has happened because the height of the terrain at this location is less than 15m above the game's sea level, causing the game to automatically fill the terrain below sea level with water.
Clearly we can't run our metro line through water, but we need a 15m height difference in order for the sunken station to look right.
In this case, the terrain turned out to be 6m above sea level, so the solution here is to create a 5m depression surrounded by a 10m embankment. The embankment comes first, because we have a 10m ground lifter available to us:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftransitionstationterrainpreparation.jpg&hash=e99cedc92d9b77c0e0f9f5b8c71e1f2ea237afdd)

Note that this embankment is 6 tiles wide - 2 tiles for the GLR tracks, a tile either side for the depression slopes, and a tile either side of that for the connecting streets. The length depends on the station - here we needed to leave 5 tiles for the station, plus extra tiles for the GLR-underground transition and GLR starter pieces.

It should be fairly obvious what the next step is - use the 15m hole digger to create the depression for the GLR tracks, and the rail tool to create a smooth transition to ground level at the northern end of the depression:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsinkingforstation.jpg&hash=191a8dabec98bb2ddc6afa95456e0521b138eeb9)

The station can now be placed. Any 2-tile wide 15m sunken station will do here, so long as the platforms are at least 5 tiles long. At the southern end, place two rural hillside GLR-underground transitions (http://community.simtropolis.com/files/file/14932-hillside-glr-to-subway-transition-by-morifari/) to take the GLR underground:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsunkenglrstation.jpg&hash=148ccc3eb28a7dc7fc28ba6de2b4313214b66c4b)

Currently, the embankment ends sharply on the southern side. That means that the underground lines would have to nosedive in order to fit under the terrain.
This is not at all realistic, so let's smooth out the southern edge of the embankment to provide enough clearance to allow the underground tunnels to descend gradually:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmakingspacefortunnelsandstairs.jpg&hash=1a23ad6b3cccd2e81d66d90c6c5a0f1977d86195)

Let's now take care of access to the station. A couple of streets and bus stops will do the job here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsunkenstationaccess.jpg&hash=97cc4309e56b59da189bc4b303ef9076f7d8e7cf)

Note that the streets and bus stops are on embankment level.

Let's now concentrate on the GLR tracks to the north.
One line will head to the left, running sunken under a main road before surfacing to run through an industrial estate. The other will head northeast through the suburbs.
This requires us to extend the depression using single road tiles, place rural GLR starter pieces immediately after the station, and drag out the approaches:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsunkenstationapproach.jpg&hash=eff25356990512c70d226ffc8e8ddec92c71fd85)

The points are included because this is an interchange between a north-south line and an east-west line, so the two lines need to cross over each other. When the time comes to build the underground lines, we'll include some more points south of the station to complete the crossover.

This station is in a suburban area, so will mainly be used by commuters heading into central Mapleford in the morning, and back home in the evening. We should therefore add a car park near the station to allow commuters to drive to the station from their homes and back. I've put this car park at the bottom of the embankment, so I've also added some stairs (available here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1504)) to visually provide a route to the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsunkenstationparking.jpg&hash=c36087d7870753ad262e6e6d73cd3aacf1056f8e)

To finish off the station, let's pretty up all of the embankment and depression slopes with retaining walls, suitably chosen so that they are appropriate for a residential area:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbasicretainingwalls.jpg&hash=ac842a9c93f1149d975f030264730a4f21a368ea)

But there's a problem here - the fences and trees provided with the retaining walls I'm using crash into the station bridge and stairs. We can't be having this, so we need to create a modified straight wall piece in Lot Editor that has the fence and trees removed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fplainfencelot.jpg&hash=9eb22f62c7bd8e4acc8c48f5580a805d64c1a6c7)

Once this lot is complete, put it in place of the offending original walls. Admittedly, the gap in the fencing is noticeable, but it's a lot better than having fencing crash into the bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedsunkenstation.jpg&hash=c5235d8ae61387885a127e03256d21b0e1aea812)

Finally, we need to make the station accessible to pedestrians. The easiest way to do this realistically is to add a Ped Mall bridge at the north end of the station and rebuild the GLR tracks like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fglrstationaccessbridge.jpg&hash=ca72537d97b076db7645921e28af6724eb8e5e16)

Of course, we need to place a mass transit station next to one end of the Ped Mall to activate it, and so one of our bus stops will have to be moved accordingly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmovingbusstopforpedestrianbridge.jpg&hash=2547dbff40290a577b41e36feebe83cadce35db7)

That's the first station of the lesson built. Let's continue by extending the north-south line. Immediately, we have two railway lines to cross. Because one of these is a FARR line, we can't drag elevated rail over it, so we have to go underground instead and use a tube line to cross the railway.
Normally, we'd build a smooth cutting down to about 12m and place a hillside GLR-underground transition, but we're still on low-lying terrain here, so doing that will result in water appearing, like we saw at the start of the lesson.
So instead, we have to place a lot to do the job. You might remember that we made such a lot in Lesson 9, Part 4, and we're going to put it to good use here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ftunnelunderrailjunction.jpg&hash=70c1b08724b3e50a7209a5cc3d6620595df76da2)

Things now get complicated. We need to place a station immediately after the railway, run the metro line across the urban motorway which is a few tiles to the east, and build another station before the line leaves the city tile.
The easiest way to do this is to build the last station first - i.e. the last station before the edge of the city tile, as this makes it easier to pick an appropriate route for the metro line.
This station is sandwiched in between the edge of the city tile and the urban motorway, so it's got to be elevated - there isn't any room for an embankment. We will also need to demolish any soundwalls that are in the way:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbanel-railstation.jpg&hash=e7d42383d29ad81141199028d86235f49d43740d)

The elevated rail crossing over the urban motorway can simply be dragged. We now need to add the usual amenities for a suburban metro station - street access, a bus stop and a car park:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Felevatedsuburbanstationfacilities.jpg&hash=ad910bdb3a935f5866f3c4890b85e7c2cf1aa176)

Try to keep the access streets a little bit away from the motorway - we're going to be putting houses on these roads, the residents of which will appreciate a tile or two of separation from the heavy traffic. Also remember to leave space for the soundwalls, like I've done above.

This station is now finished, so we can build the transition down from elevated to underground. First create a nice smooth embankment to ground level, and place the transition lot immediately afterwards at the bottom, like so:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fbridge-subwaytransition.jpg&hash=3eb303ff7a40e2f7b25a869c6562938884902bd2)

In this case, I had to move the power lines to get the embankment in. This should not be an issue - just remember to maintain a spacing of at least 7 tiles between pylons.

Going back to transport, let's replace the soundwalls we demolished to make way for the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freplacingsoundwalls.jpg&hash=2a7b6c1e8ad2af093ffe442f5bc88e2fbd900fc4)

We can now get the subway tool out and connect everything up - due to the space constraints, we can't build any more transitions. Be sure to drag out 45-degree curves for a more realistic route - don't just drag a 1-tile 90-degree curve as it will look ridiculous:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbanunderground.jpg&hash=7b01b2dbe7d06bfe423048023ebb131e915e8e8c)

The station immediately after the railway line now needs building. Place it somewhere that leaves room for the metro line to curve, and doesn't force us to place houses right next to the railway line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fsuburbantubestation.jpg&hash=3c7328cda1d67ac45af8c99cfa5516ce6c79805b)

And yes, there should be a car park there, but it escaped my mind at the time of construction. I'll build it when we come to develop this part of town.

With the north-south line now complete, let's build the east-west line that runs out of the first station we built.
This route runs through an industrial area that extends to the edge of the city tile and beyond. I normally like to use elevated rail instead of GLR in industrial estates, because I think it fits in better with all the industrial lots and details.
However, immediately after the GLR line from the first station surfaces, we run into the main motorway. This is an RHW-8C, which doesn't cross-link with elevated railway. So we have to stick with GLR in this case, using subway to get under the motorway, as going elevated and then going back down again will look utterly daft:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fglrthroughindustry.jpg&hash=6acfcffe7c0a50dcac8325af5ce784ba8585018d)

On the other side of the motorway, we can go straight to elevated, using this smooth transition lot (http://homepage2.nifty.com/caribou/slope.htm):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fglrunderrhw-8c.jpg&hash=ff4c6161b274383a4fe9d30a3b5fb14b6aa5e447)

The line now needs to curve northwards, over the railway line. As always, we need to move the catenary so that there are masts adjacent to the elevated rail line on both sides:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Freplacingcatenaryunderel-rail.jpg&hash=0592cb3436b65bc08c69d790b507de3ef53b6c7b)

We now head west, up the hill, where there is another station to build. This station is on the hillside, so some terrain preparation is required to make the station look nice, namely flattening the station area and smoothing out the slopes appraoching the station, both for the el-rail line and the road serving the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fflatteningforhillstation.jpg&hash=590b630ac6cede7abaccf2482dbea7bcc0365f77)

We can now demolish all the terrain-smoothing networks and place the station. Since this is a central, and therefore old, industrial area, I've gone for an old-style station. Since this is an industrial area, a car park is not needed - if people are going to drive that far from their homes, they might as well drive all the way to work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedhillstation.jpg&hash=7d71fd042b0da28d65eaadb34fb4cd659e14cfbb)

Note that this station is placed on a main road. Railway and metro stations are often placed on or near main roads, for obvious reasons, so keep this in mind when planning your transport networks.
In addition, use your common sense when it comes to building these stations - don't put a station on the side of a cliff, for instance. Be prepared to deviate from your plan in order to fit the line around the landscape it runs through.

We can now extend the line west and out of the city tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fendingnorthernindustrialline.jpg&hash=99b71af886dda3d449c2f5b768ca5f699225ddd0)

Before we connect up the other end, however, we're going to observe that there is a gap of about 1.5 miles between the hill station and the sunken station, with no intermediate stations. That's too far apart for a metro line that's just a mile from the CBD. The gap between stations should really be between 1/3 of a mile and 1 mile (33 - 100 tiles) in this part of town.
Placing another station in between the two existing ones is the only real way to get rid of this huge gap, and, in this case, a good site for one is just west of the main motorway, so let's place it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fplacingindustrialelrstation.jpg&hash=fa509956b50d91bf98ae508d619b083a9f16015a)

This is the diagonal version of the station we built on the hill. Using the same style, or similar styles of station on a line and/or within an estate brings a consistent look to your metro line, and so is well worth doing.

Being a diagonal station, constructing the access streets for it is a bit trickier than it is for an orthogonal station, mainly because we can't drag a diagonal street under diagonal elevated rail, at least not without glitching up the textures.
We need a more involved technique. Because we know where we want the station to go, we can demolish it and rebuild the elevated line we took with it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmakingroomfordiagonalstreets.jpg&hash=255edd4be5a4ff0b0a4c6f0b096d0aa1d326d417)

The street crossing under the elevated line can now be built by placing a medium diagonal street construction piece (the second item in the Diagonal Streets tab ring in the Roads menu) such that it extends under the el-rail line as shown here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fplacingdiagonalstreetunderel-rail.jpg&hash=60bae08c3ceac147abe8e4f8f989e9bda8141fdc)

Ideally, we'd like to drag the original streets up to the new street to complete the junction, but the diagonal street piece doesn't work well with junctions, and will usually cause nasty texture glitches. Therefore we have to put our junctions a little bit away from the elevated line. You'll then need to place asphalt SAM starter pieces on both sides of the el-rail line - the override does not carry under the elevated line:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frouteddiagonalstreets.jpg&hash=56918fc9c8ae7ca46ab5b78afe0dc77d8bde4cef)

We can now rebuild the station, and add a couple of bus stops:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompleteddiagonalstation.jpg&hash=91f2c0cecc9b0f083907141502fa7e4def6d1b59)

Now we can connect this new station with the one on the hill. I had to reroute the line slightly to allow it to get down the hill, which required moving some more rail catenary masts:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fconnectingdiagonaltohillstation.jpg&hash=ab8e4163d0c732a6374b0ccf76a3cc98537efa35)

With that built, there is only one more line to build in this lesson. It's a line that runs from the inner city in the southwest of the city tile, under the motorway and into the industrial estate, eventually meeting up with and following the railway line to the west.

Let's start by building the station on the edge of the inner city. Being an inner city station, it needs to be an underground station, and the station building itself should be a mid-rise building that will fit in with inner-city houses. Here I've gone for the Walford East station (http://community.simtropolis.com/files/file/12872-london-underground-walford-east-station/), which meets these criteria well.
With regards to amenities, it's the usual bus stop and car park, as with a suburb - except I'm going to make this car park a little bigger as I want to develop a local commerical centre around the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Finnercityundergroundstation.jpg&hash=a2e47490a323112e01a41f26ac2f10bb64ba6c67)

Due to the close proximity of this station to the main motorway, we're going to have to keep the metro line underground as it crosses the motorway, placing a transition to elevated on the other side:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fundergroundlineundermotorway.jpg&hash=98eb838b322e1cf4d3321a6dd18f7bdfa0db6396)

The plan then calls for a station immediately after the transition, so let's put that in place, sticking with the same station we used on the other industrial line for consistency:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Findustrialstationonroad.jpg&hash=4466924b2d974bcf0d4e6a4fe05d4ede03c66e45)

There's one more station to build - but it's on the top of the hill. This part of the hill is also too steep to run an elevated railway up.
The solution? Use subway. Subway is more slope-tolerant than elevated rail - after all, you can always make your underground station deeper if you need to.

It's easiest to build the hilltop station first, and then route the underground line accordingly, so let's do that:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fundergroundstationonhill.jpg&hash=2db332847fc02fda5729e795500660a5df8cedea)

This station is a little north of its planned location - that's due to the terrain. There's quite a steep slope just south of where this station is.

We now need to take the existing elevated line underground. Here we can use the hill to our advantage by building the transition into it.
We first need to create a cutting into the hill using single road tiles, and then use the Terrain Query tool to find out the height of these road tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcuttingintohill.jpg&hash=1dbb0e2b2f77d35fc0d0ad4bc7a0a58bcedf1881)

(Remember that vertical height on the terrain query is the Y-coordinate.)

We're now going to transition to GLR, using the on-slope transition piece. Elevated rail is 15m above ground level, so to minimise the amount of terrain shifting we're doing, we need to use the Terrain Query tool to find the point along our route that's exactly 15m above the road tiles:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Ffindingpointofglrtransition.jpg&hash=da709c59934e2cfe17109f511a360fea3bf67993)

The tile that contains this point is the tile you extend the cutting to (adding a tile or two to allow space for the on-slope piece if necessary). At the end of the cutting, raise the terrain by 15m and place the on-slope piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fhillsideelr-glrtransition.jpg&hash=b99fb4fb7e2a2069d99e2d0ee5373a9b17a79d9f)

Now run a line of single road tiles along the route of the GLR line to create a cutting, until there's enough vertical clearance for a hillside GLR-subway transition. Then place the transition and connect up:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fcompletedonhillelr-subwaytransition.jpg&hash=b82d0486d9df346e50da55aea4ef2f5b4c8c4605)

The transition can now be connected to the hilltop station using subway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fundergroundlineunderhill.jpg&hash=59c8768d941dff082e877665292f07e195e3be3c)

To scenic the faces of the cuttings we just built, let's put in some retaining walls. This is an industrial area, so I've gone for an ugly concrete design that will suit the area well:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fretainingwallsforhillsidetransition.jpg&hash=8ae308259134cfc19520b5816ff2840e68825acb)

Finally, we need to extend this line from the hilltop station to the railway line, and out of the city tile to the west.

It's not uncommon for metro lines to follow railway lines. When they do so, the lines usually run at the same level - so that means using GLR for this section of line and not elevated railway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frunningglralongrailway.jpg&hash=698bea6e8e2eaf0c1b48dbd93dfd358cd1053fa0)

Make sure you position the transition so that there's enough room for the underground line to surface smoothly from the hilltop station.

With that done, this lesson is complete.

Our GLR lines, however, are not complete. We can add details to them like signals and fences. We can also blend our tram line in with the main station area, as well as improve the textures on the hillside transitions and the sunken station.

But to do all of this, we've got to learn how to create our own textures, and how to create transparent base textures. So that's what we'll be covering next time.

See you then,
Chris

(Edited on 11/08/2014: Replaced the network-enabled retaining wall with a Ped Mall bridge in response to a reply to this lesson.)
Title: Re: Realistic Cities For Dummies
Post by: isii94 on July 28, 2014, 01:34:33 AM
Great update lesson!
I've been following this thread for a while now and I have to say it's been very useful so far :thumbsup:

Just a little suggestion: Where the metro crosses the RHW8 underground and changes to elevated rail immediately afterwards, wouldn't it be better to cross the motorway as elevated rail? That would avoid some unnecessary slopes.

Have you actually checked if the sunken station can be used? As far as I know Sims can't transfer between transit enabled lots without having a network tile between them. This might make the station useless.
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on August 02, 2014, 09:33:38 AM
Another fascinating update. Geez I totally need to fire up SC4 again.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on August 10, 2014, 04:49:18 PM
Hey guys. I appear to have been awarded a second karma point, so a very big thank you is in order for the person responsible. Unfortunately, I can't find out who that person is, but you know who you are, and your kind gesture is very much appreciated. Thank you.

isii94: Thanks for the kind words. I'm pleased that you're finding this MD useful.

QuoteJust a little suggestion: Where the metro crosses the RHW8 underground and changes to elevated rail immediately afterwards, wouldn't it be better to cross the motorway as elevated rail? That would avoid some unnecessary slopes.

I wanted to do this initially, but when I attempted to drag the el-rail over the RHW-8, the preview showed 3 RHW-2 routes instead of the brown texture that normally indicates a successful override. Had I completed the drag, the motorway would have reverted to RHW-2 stretches.

QuoteHave you actually checked if the sunken station can be used? As far as I know Sims can't transfer between transit enabled lots without having a network tile between them. This might make the station useless.

Initially I thought that it was enough to do what I did in Lesson 21 (add a transit switch to the wall), and there were no 'no road access' zots visible during the creation of that lesson. However, I did some experiments which seemed to confirm what you've said here - an adjacent network tile appears to be necessary.
The difficulty arises in adding this adjacent network in a realistic way. My solution was to add a Ped Mall bridge directly after the station on the north side, like so:
(https://farm6.staticflickr.com/5581/14734759157_56b56d0a6d_o.jpg)

Tests confirmed that Sims can access the station in this situation. Lesson 21 will, of course, be updated to include this bridge immediately after I post this update.

yochananmichael: Yes, you do! And thanks for the kind words, I must be doing something right if you find my updates fascinating.

OK, it's time to start a lesson which I think will attract quite a bit of interest. We're going to be doing some texturing. So, without further ado, let's begin:

Lesson 22 - Textures

In this lesson, we're going to create a new texture from two existing ones, learn how to make transparent base textures, and see how these techniques can be used in our cities.
The techniques we're about to cover are not hard, but will be new to many of you. Take everything in slowly, and be sure to try it for yourself.

Let's start by seeing why we might want to create our own textures. Take a look at our main station's tram platforms:
(https://farm4.staticflickr.com/3861/14734663089_a4e03bcbc2_o.jpg)

You can see that there's a step pattern between the tram line and the dark concrete station texture where the tram line goes diagonal. This doesn't look particularly good.
By creating a texture featuring a smooth diagonal transition between the GLR and dark concrete textures, we can replace this step pattern with a beautiful smooth transition which, as you'll see later, will massively improve the look of this station.

We're going to create this texture by bringing the light and dark concrete textures together and combining them together in Paint, before using that image to define a new texture in SC4 Tool.
First, we need to obtain the two existing textures we're going to bring together. To do this, open any lot in Lot Editor, go to the Base Texture tab and click the Add Item button. Then scroll down the list and find the first texture we want:
(https://farm4.staticflickr.com/3849/14898342246_6808d83e3e_o.jpg)

We'd rather have a white border around our texture than a black one, as the white will make the texture easier to work with later. So before taking a screenshot, let's select another texture like so:
(https://farm6.staticflickr.com/5558/14734758697_884bdea3cb_o.jpg)

Now hit the Prt Sc (print screen) key on your keyboard, open up Paint, and press CTRL-V to paste the screenshot you just made into Paint.
Then click Select, and carefully drag out a square around the concrete texture to select it. Afterwards, reduce the image to just the concrete texture with the Crop button, circled in red below:
(https://farm6.staticflickr.com/5578/14898342666_cc1fe51b9a_o.jpg)

In a separate window of Paint, repeat the process for the second texture:
(https://farm4.staticflickr.com/3852/14734711288_800f0500fb_o.jpg)

Although we won't need it until a little later, keep Lot Editor open, because we'll need it before we'll need SC4 Tool, so there's little point to closing it.

Going back to Paint, let's bring the two textures we've got together into one image. We first need to expand one of the images to make room for the second one. This can be achieved by clicking and dragging on the white box at the bottom right of the image:
(https://farm6.staticflickr.com/5558/14734663629_9c6baece44_o.jpg)

Once you're over the box, your cursor will change to a double-headed arrow pointing to the top-left and bottom-right.

Now go into the other image, select the second texture, and copy the selection using CTRL-C. Then paste it into the expanded image using CTRL-V. You may need to move the pasted image, as it may be pasted over the first texture - simply drag the second texture immediately after pasting to do this:
(https://farm4.staticflickr.com/3914/14921333975_8330bed8f1_o.jpg)

Here I've moved the first texture into the middle as well to make it easier to work with. This can be done by selecting and dragging it.

The next step is to cut each texture diagonally in half. First, draw some lines using the Line tool to mark the halfway line diagonally across the textures:
(https://farm4.staticflickr.com/3911/14921333065_45cc38e7af_o.jpg)

Be careful whilst doing this - your diagonal lines need to be drawn very accurately. By holding the Shift key whilst drawing the lines, you can fix them to run at a 45-degree angle, which will help with accuracy.

OK, now go to the View tab at the top and click the Zoom Out button a couple of times. This will make it a lot easier to do the next bit, which is to erase the marked halves of our textures.
Rather obviously, the Eraser tool is the tool of choice here. This is the tool highlighted below, on the left. In addition, you need to set Colour 2 to white to ensure the eraser leaves a white image behind:
(https://farm6.staticflickr.com/5577/14898341276_dacd2ecfa9_o.jpg)

Now, for each texture, you need to erase the area marked by the lines you just made, up to and including these lines, but no further. Having zoomed in, you should be able to easily see the individual pixels of the lines, which will make it easy to erase the relevant areas accurately.
If done correctly, you should end up with this:
(https://farm6.staticflickr.com/5586/14734759437_df284f0b18_o.jpg)

Staying zoomed in, the next task is to slide one texture half into the other. This is done using the select and drag method, but we need to make sure that any white areas in our selection don't override the texture we're sliding our selected one into.
To do this, we need to click on the down arrow that appears at the bottom of the Select button and make sure that the Transparent Selection option is ticked, and click on it if it isn't:
(https://farm4.staticflickr.com/3836/14921333945_81439ddaba_o.jpg)

This makes the white areas of our selection transparent, so that they don't delete the other texture.

We now simply select one texture and rotate it 180 degrees with the Rotate button, as shown below:
(https://farm6.staticflickr.com/5558/14921332575_6f953ee94b_o.jpg)

Finally, we can drag our selected texture into the other one. Again, accuracy is key, so don't rush this:
(https://farm6.staticflickr.com/5576/14734659040_ca5d9b8011_o.jpg)

Perfect. Let's move our newly formed image into the top-left corner using select-and-drag:
(https://farm4.staticflickr.com/3867/14734662999_6542c91b26_o.jpg)

Make sure to get it right into the corner - there should be no white areas above or to the left of the new texture image.

The image now needs to be cropped so that it consists solely of our new texture, with no white areas. The easiest way to do this is to use the white box at the bottom-right of the image to reduce the size of the image, in a similar manner to how we previously used the box to expand the image:
(https://farm4.staticflickr.com/3915/14734759897_a86eac8b05_o.jpg)

The final stage in creating the texture image is to resize it to 128 x 128 pixels. This is important, because this is the size that SC4 requires for the zoom 5 rendition of the texture, and the image size we need to import into SC4 Tool.
This is done by pressing the Select button, clearing any existing selections, and then pressing the Resize button circled in red above. In the window that appears, you need to enter the following:
(https://farm6.staticflickr.com/5553/14734758887_4f84b5c50d_o.jpg)

Everything highlighted here is important. We've already discussed the values you enter into the Width and Height boxes. The Maintain aspect ratio box circled in blue must not be ticked, as this option will, when selected, adjust the other dimension in proportion to the one we change, which is not what we want. The reason for choosing the Pixels option circled in green should be obvious.

When done, hit the OK button and your image will grow to the correct size:
(https://farm6.staticflickr.com/5592/14734760007_1b117513ea_o.jpg)

Our texture image is now complete, so let's save it. It's good practice to keep all of your texture image files in a dedicated folder that you can easily find. You can see the file path I used underlined in green below, noting that it ends in a folder called Textures.
You need to save the image as either a JPEG, BMP or PNG file - I've gone for JPEG here as it takes up less space. In addition, it's essential to give your image file a proper, descriptive name that describes exactly what the texture is. It will make it much easier to identify and find your image in the future, and will remind you of the texture's purpose:
(https://farm4.staticflickr.com/3919/14918253281_405a79f2ba_o.jpg)

To change the image type, if you don't know already, simply click the drop-down menu underlined in blue above, and choose the file type you want.

So, our texture image has now been created. It remains only to create a DAT file, readable by the game, that defines a texture using this image.

At this point, however, I should point out something important. Here, we've created a texture by combining two existing ones.
It is, of course, possible to make your own textures from scratch, and the procedure for doing this should now be clear - simply create a 128 x 128 - pixel JPEG image in your preferred software, and then create a DAT defining that texture in-game using the procedure I'm about to outline.
As worthwhile a pursuit as scratch-making textures is however, we'll save it for Project 4 on this MD. Right now, let's get back on topic and create a DAT for the texture image we just made.

Now, as you may have realised from your time on the Lot Editor, every texture in the game has a unique reference number, called an Instance ID, or IID for short. This number is used by the game to identify the texture, and, as you might guess, part of the process of defining a new texture is to allocate an IID for it.
In order to prevent confilcts, we need to make sure that the IID we choose isn't taken already by other textures in our Plugins folder, and we also need to make sure that any textures we download in the future don't have the same IID as our texture.
So before you do anything else, it's a good idea to pop over to the BSC Texture Index (http://sc4devotion.com/forums/index.php?topic=2101.0) and ask for your own IID range. The good people at BSC will then give you a range of IIDs that are exclusively for your use, which will stop other seasoned modders producing textures that conflict with yours, as well as stopping your textures conflicting with any others that might be out there, which is essential if you plan on releasing your textures publically.

Once you've got your IID range, you need to create a text file that tells SC4 Tool what that range is, so that it displays on the texture creation tool which you'll see in a minute.
Go into Notepad and type in the lower and upper limits of your allocated range, separated by a comma, and no spaces. Your completed text file should look similar to this one, but with different IID numbers:
(https://farm4.staticflickr.com/3840/14734709838_d46f02bfc2_o.jpg)

This file then needs to be saved as a text document (TXT file) with the name Range, and needs to be saved under (Drive):\\...\SC4 Tool\System, as you see here:
(https://farm6.staticflickr.com/5556/14898341436_eeb5fa50be_o.jpg)

You now need to choose a specific IID within that range. An IID is a hexadecimal number, consisting of 0x followed by 8 characters, which can be any of the digits 0-9 or any of the letters A-F. For textures, these 8 digits play specific roles in the game, and so your chosen IID needs to obey the following rules:
- It must be within your allocated range (obviously).
- The 5th digit must not be 0, 1, 2 or 3. This is because the digits 0-3 in this position define wealth levels for the texture, which we don't want.
- The 6th and 7th digits must both be 0. The 6th digit is believed to determine whether the texture represents a dilapidated lot or not (1 for yes, 0 for no). The 7th digit's purpose is unknown, but all the textures I've seen have a 0 in this position.
- The 8th digit should also be 0. This final digit determines the zoom level - 0 represents zoom 1, 1 represents zoom 2, and so on. Although our JPEG is for zoom 5, SC4 Tool will do all of the relevant zoom allocations for you.

(Don't worry about what hexadecimal numbers are. We'll go over them in detail in Project 4 - for now, you can think of them as sequences of letters and numbers with the properties outlined above.)

In my case, my allocated range is 0xF8440000 - 0xF847FFFF, and so I've chosen 0xF8444000 as the IID for our new texture. As you may check, this meets all of the criteria outlined above.

Whilst we've still got Lot Editor open, let's open up the base texture list again and check that our chosen IID isn't already taken:
(https://farm4.staticflickr.com/3888/14918254391_83de8aa7df_o.jpg)

You can see that 0xF8444000 is free - there is a texture with a lower IID (underlined in red), and the next texture has a higher IID than our chosen one (underlined in blue). In fact, my entire IID range is free in my case.

So we can close Lot Editor and proceed with our texture creation. At this point, it's a good idea to make a note of our chosen IID, so that we have a record of it and avoid using it again in the future as a result. A spreadsheet is perfect for this, as it's easy to keep things neat and organised:
(https://farm4.staticflickr.com/3884/14918253451_acc16ea6f4_o.jpg)

With our IID chosen, we can proceed to define the texture. We first need to create a blank DAT that we will fill later. This is most easily done using the Reader (http://sourceforge.net/projects/ilive-reader/).
I know that I've said in the past that anything Reader-related is Project 4 material, but this task, as well as the procedure for obtaining transparent base textures you'll see later, is very simple and should be easy for you guys, so we'll do it now.
Open up the Reader, and you will see a file on the left called blank.dat. Click on it to activate it:
(https://farm4.staticflickr.com/3863/14734710418_0530bc8e76_o.jpg)

You then need to save it. Go to File > Save As..., and save the file as a DAT file. We've discussed naming conventions for files before, and these apply to texture files as much as they do to everything else, so make sure you use your naming system here. Your file name should explain exactly what the file does. I've also included the IID of the texture here, which will help enormously when working with this texture in the future:
(https://farm6.staticflickr.com/5582/14734758767_dfa208be1f_o.jpg)

Note that I've put this file into the same folder as the texture image file, which will make it easy to locate. We'll move the DAT to the Plugins folder when it's finished.

We now have a blank DAT file to fill with information about our new texture. Close the Reader, open SC4 Tool, and select the Texture Creator, circled in red below:
(https://farm6.staticflickr.com/5588/14734662309_be4bca1f15_o.jpg)

The following window will appear - you need to click on the star button circled in red below, and open up the DAT file you just created:
(https://farm4.staticflickr.com/3910/14921333845_a5e1cb1fe0_o.jpg)

A folder system graphic will appear on the left pane to confirm that you've opened the DAT file. Now click the Add button, which is the picture-like button circled in red below:
(https://farm4.staticflickr.com/3919/14918254431_3fbcd8f091_o.jpg)

A new window will appear, and in it, you need to enter the information that defines the texture in the game:
(https://farm6.staticflickr.com/5556/14734759227_7ed0f66178_o.jpg)

In the box labelled 'IID', type in your chosen IID for your new texture.
In the list labelled 'Type', you need to select the Standard Texture option circled in dark blue above. ('Standard texture' is SC4 Tool's terminology for a base texture, whilst a 'traffic texture' is an overlay texture.)
You also need to untick the box labelled 'Ignore' at the bottom (circled in green), next to a display of what should be your chosen IID range. You want to be certain that your chosen IID is within your range.

The box labelled 'Disable TGI Checking' can be ticked or unticked - I've left it unticked, as there's no harm in making absolutely sure our TGI references are right, even though we're sure that they are.
I should also point out that the link at the bottom of this window, where it says you can get your own IID range, is out of date and no longer works. The link I provided above to the BSC Texture Index is current and will work, so use that instead.

Once you've entered the required information, click on the Open button circled in light blue above, find your texture JPEG file, and open it:
(https://farm4.staticflickr.com/3891/14734759027_9ecccd6fb4_o.jpg)

You can see that the zoom 5 preview of our new texture has appeared. To create the files for the other zoom levels, click the camera button circled in red above.

The previews for the other zoom levels will automatically be created. All you now have to do is press the OK button:
(https://farm6.staticflickr.com/5574/14734711368_87bf9fb441_o.jpg)

We don't need to worry about the section labelled 'Alpha' - that's only relevant to overlay textures, and we're creating a base texture, so we can leave it blank.
(Specifically, an alpha tells the game which parts of the overlay texture to display and which to leave transparent.)

All that's left is to save the DAT file, close SC4 Tool, and move the DAT file into your Plugins folder.
You've just created your own texture. If you reopen Lot Editor and open the base texture selection list, you should see the new texture appear under the IID you assigned it:
(https://farm4.staticflickr.com/3847/14734759457_e594ff9d6e_o.jpg)

We can then proceed to create lots with this new texture. We need to make some lots containing catenary masts for our tram line. Note in particular that 2 lots are necessary for the orthogonal catenary mast, because there are 2 ways in which we can run an orthogonal route into a diagonal one - vertically and horizontally:
(https://farm6.staticflickr.com/5559/14734663869_0bf217eded_o.jpg)

(https://farm6.staticflickr.com/5567/14734710488_b3be31beda_o.jpg)

(https://farm4.staticflickr.com/3891/14898341516_41881c15fa_o.jpg)

Let's now save those lots and place them in the game:
(https://farm4.staticflickr.com/3853/14898341766_b5e6fd3acd_o.jpg)

You can see the difference our new texture has made. It's a massive improvement over what we had before - a highly satisfying reward for a good bit of hard work.

We've completed the first half of the lesson. The second half will cover making transparent base textures by removing existing base textures from the relevant lot in Reader.
You can see why we might want to do this from the picture of the sunken GLR station we built in Lesson 21 featured in the replies section of this update. By creating a transparent base texture for the station and the transitions, we can make the track through these lots look similar to the rural GLR track we use in between stations, which will drastically improve the look of the station.
We can also apply the technique to make GLR signals, as well as fences for both our GLR and regular railway lines.

So let's get to it. The first and most important point to make is that making transparent base textures is the very last thing that you do when working on a lot. Because you can't save a lot in Lot Editor without base textures, you need to essentially have your lot completed before removing any base textures on it. Any changes you make afterwards will result in you having to add a base texture and remove it all over again.

With that in mind, let's get the sunken GLR station looking how we want it. We need to have a GLR overlay texture running through the entire lot, and we also need to use the same base texture on all tiles. It doesn't matter which base texture we use, but using one texture will make the removal process much easier:
(https://farm6.staticflickr.com/5576/14734663999_9c933cc8ed_o.jpg)

OK, so the 'GLR' texture I've used is actually the default Maxis rail texture, but the proper rural GLR texture didn't show up on Lot Editor's overlay texture list. As you'll see later though, this texture lines up perfectly with the rural GLR texture and doesn't look too bad, so I'm happy to stick with it here.

We now need to make a note of the IID of the base texture. If you go to the Base Texture tab of Lot Editor and then hover over one of the tiles on the lot diagram, you will see the base texture IID appear beneath the diagram:
(https://farm4.staticflickr.com/3844/14734759547_dcff5b8f7e_o.jpg)

You can also make a note of the overlay texture's IID if you want, using the same method - you can see this in the picture above this one.

All the props, buildings and textures for the lot are complete, so let's close Lot Editor and open the lot in Reader.
To open a lot in Reader, click the Open button at the top left of the window, navigate to your lot file, and click OK. Your lot will then appear as a new button on the left pane under 'Loaded DAT':
(https://farm4.staticflickr.com/3866/14734710278_c9a0279581_o.jpg)

You need to click this lot button (circled in red above) to activate the lot file, and then click the button marked 'Fill the list' (circled in blue above) to access the lot properties:
(https://farm4.staticflickr.com/3910/14734659130_085bcb7201_o.jpg)

Click on the exemplar file highlighted above to open the lot configuration properties exemplar. Note that this will not always be the first exemplar file on the list, so you'll have to identify it by the second property listed on the right, which should read LotConfigurations.
There are quite a few properties listed here, but the only ones we're interested in are those with a Rep of 13 and a value starting with 0x00000002,... - the first of which is underlined in red above. These properties define the textures to be used on a particular tile.

You can see that there are 10 such properties - 5 for the base textures, 5 for the overlay textures (1 per tile). But it's not immediately obvious which properties cover which textures, so we need to find out by checking each of the 10 properties in turn. To do this, we need to right-click on the property in question and choose Edit property from the menu that appears:
(https://farm4.staticflickr.com/3914/14734759757_cf26c8cd60_o.jpg)

A window will appear showing the 13 numbers that make up the value for the property. We want the bottom number, which should look familiar:
(https://farm4.staticflickr.com/3879/14734659140_d768de4965_o.jpg)

This number is exactly the IID of the base texture we've got on our station lot, and indeed, is the number that specifies the texture to be used in a particular tile. This means that we've found one of the base texture properties we were looking for.
Therefore we can close this window, right-click on the property again, and select Delete property from the menu:
(https://farm6.staticflickr.com/5562/14898342606_0838a3b10f_o.jpg)

You'll be asked whether you really want to delete the property, and in this case you do, so click Yes to get rid of it.
Doing this removes any reference to a base texture for the relevant tile of the lot, causing the game not to display a base texture for that tile, revealing the plain terrain below. This is exactly what we want to happen.

The remaining 4 properties that refer to the other 4 base textures now need to be identified and deleted in the same way. Be aware that some of the properties starting with 0x00000002 will refer to the GLR overlay textures, and will have a different last number in their Value setting to the IID of your base texture. We want to keep these.
When you've removed all of the base texture properties, your property list should look similar to this:
(https://farm6.staticflickr.com/5554/14734663929_a4c8dc18d1_o.jpg)

The last step is to right-click any property and select Reindex Lot Config from the menu that appears:
(https://farm4.staticflickr.com/3895/14734758937_5588eba616_o.jpg)

This re-shuffles and re-numbers all of the properties so that they're in sequence again, ensuring that the lot will continue to work correctly.

You can now save the lot, and you're done.

Now let's take care of the hillside GLR-underground transitions. Again, we need to give the lot a rural GLR-like texture. We can keep the existing base texture, since we're just going to delete it in Reader anyway:
(https://farm4.staticflickr.com/3897/14918253361_86382e3e6e_o.jpg)

Using the same procedure as that outlined above, it's a simple task to then remove the base texture in Reader. I'll leave it to you as an exercise.
Once our lots have been successfully relieved of their base textures, it's time to load up Mapleford and admire our work. The changes will be put into effect automatically by the game, so you don't have to rebuild anything:
(https://farm6.staticflickr.com/5554/14898341006_7c63b4493c_o.jpg)

I think you'll agree that that's another huge improvement over what we had before.

Let's carry on and use what we've just learnt to make some more cool stuff. We'll start with a signal lot for our GLR lines.
We'll make this lot by modifying the transit-enabled rail signal we made earlier on in the project to work with GLR:
(https://farm4.staticflickr.com/3867/14734658620_4062fc867b_o.jpg)

Of course, we need to modify the transit-enabling for this lot so that it takes el-rail instead of regular rail:
(https://farm6.staticflickr.com/5578/14734662229_50751bb59d_o.jpg)

(https://farm4.staticflickr.com/3881/14734658270_25afffc153_o.jpg)

Now remove the base texture using the method described above, save the lot, and place it on your GLR lines:
(https://farm4.staticflickr.com/3837/14734710938_24500caa84_o.jpg)

Signalling GLR lines is similar to signalling regular lines, although the line speed will usually be slower and stations are more frequent, so signals should be a little more frequent as well - about one every 50 tiles (half a mile) should suffice.
As with rail lines, though, the location of the signals are more important than their spread. Make sure that your signals are easily sighted - don't put them at the end of curves or behind structures.

While we're at it, let's remove the dirt texture from our existing railway signal, replacing it with a transparent texture that fits in much better with its surroundings:
(https://farm4.staticflickr.com/3893/14918253021_eba62b7b24_o.jpg)

Finally, let's add some fences to our railways and GLR lines. We're going to use the mesh fence lot from this set (http://community.simtropolis.com/files/file/18310-fences-with-transparent-textures/), which is the closest fence style available to my knowledge to that used on UK railways.
Although this lot has a transparent base texture, it only has a straight lot. So we need to create some more lots that will allow us to fence diagonal, fractional-angle and curved networks, as well as fence lots featuring catenary masts to take care of the elevated lines, and they all need transparent base textures for consistency.
The procedure for doing this should be familiar by now. First, we create the lots in Lot Editor:
(https://farm4.staticflickr.com/3909/14921333665_6c9d9043e3_o.jpg)

(https://farm4.staticflickr.com/3854/14734759707_2f727b5ef0_o.jpg)

(https://farm4.staticflickr.com/3861/14734658820_595895f433_o.jpg)

(https://farm4.staticflickr.com/3842/14921332845_14385a3f78_o.jpg)

(https://farm4.staticflickr.com/3880/14898341656_48881d3384_o.jpg)

(https://farm4.staticflickr.com/3903/14921332285_767cbaa641_o.jpg)

The plain corner lot is not featured here, because I made it before the lesson for one of my side projects, but it can be made by copying the fence prop, rotating it and moving it to a lot edge that's adjacent to the first fence.

The procedure for removing the base textures from these lots is exactly the same as what we've done so far. After getting rid of them, we can place these lots in the game. Note that for the straight fence lots, the preview arrow points away from the fence:
(https://farm6.staticflickr.com/5596/14734659460_17bc008d6e_o.jpg)

(https://farm6.staticflickr.com/5556/14898341996_f124769572_o.jpg)

However, we soon run into trouble, as you can see on the right of the above image. The fences are not slope-tolerant, and so on hills we get the horrendous jagged step-up pattern you see above.
Let's get rid of that right now. We're going to use the Exemplar Editor in SC4 Tool to do this. It's the last option on the SC4 Tool intro menu.
The fence prop we're using is a Maxis prop, used in the default solar power station. It's found in the SimCity_1.dat file, which appears under the directory (Drive):\\...\Maxis\SimCity 4 Deluxe. I'm going to assume you know how to open files in SC4 Tool by now, so locate and open the file.
Then click on the folder named 'Prop' on the left, and scroll down until you find the folder underlined in red below:
(https://farm6.staticflickr.com/5569/14918253951_1c7a889e9c_o.jpg)

Unfortunately, this prop file is quite a long way down the list and is not the easiest thing to find, as the list is not ordered. By going thorough the list slowly, you should be able to spot it.

The property we're looking for is the Orient to Slope property. As you can see, our fence prop doesn't have this property, so we're going to have to copy and paste it in from another prop which does. Fortunately, there is such a prop a few files down the list with the required property (underlined in blue above).
To copy this property, click on it, and then go to the Property button at the top of the window, and click on Copy on the menu that appears:
(https://farm4.staticflickr.com/3910/14734663829_a27e3ca8e3_o.jpg)

Then click on any property in our fence prop file, click on the Property button at the top, and then click on Paste on the menu:
(https://farm6.staticflickr.com/5553/14734758967_d1c205cb6a_o.jpg)

You need to make sure that the value of this property is set to Yes. Click on the newly-pasted Orient to Slope property, and a tick box should appear on the right pane. Make sure it is ticked:
(https://farm4.staticflickr.com/3849/14734659760_20a28b5819_o.jpg)

That's it. Click Save, close SC4 Tool, and go back into the game. As with the transparent textures, the game will automatically implement the changes we've made:
(https://farm4.staticflickr.com/3875/14918253071_09c4e235db_o.jpg)

The Orient to Slope property rotates the prop to match the slope, so the supports for the fence are now perpendicular to the terrain instead of vertical. However, this is only noticeable at close zoom levels, and is more than compensated for by the fact that the fences follow the slope smoothly instead of in a jagged step pattern. The overall look is immeasurably better than what we had before.

Let's get back to placing fences. Normally, as you can see above, the fence should be placed directly adjacent to the railway line.
However, when it comes to embankments, things are different. The fence should be placed at the bottom of the embankment, which means you need to place the lots with the arrow facing towards the tracks in this situation, instead of away from it. This is why we made fence and catenary lots with the mast away from the fence earlier:
(https://farm6.staticflickr.com/5576/14734711058_7277e367ae_o.jpg)

We can, and should, also fence our GLR lines. The principles and techinques for doing this are identical to those for railway lines:
(https://farm4.staticflickr.com/3893/14898342426_7277e367ae_o.jpg)

And that, as they say, is that for this lesson. Hopefully you've learnt some advanced and powerful techniques in this lesson that will enable you to add an extra level of skill, detail and realism to your work.

We've done a lot of difficult modding work in the past few lessons, so I think it's time to take a break from that and do something simpler and (in my opinion) more fun. The next lesson will see us build the surface roads in the city tile of Mapleford we're working on.

See you then,
Chris

(Edited on 11/08/2014: Remembered to include the Reindex Lot Config step in removing base textures, and removed the second camera button image so that it only appears once.)
Title: Re: Realistic Cities For Dummies
Post by: APSMS on August 10, 2014, 08:48:30 PM
Wow. That was one crazy update/lesson!

The perpetrator of your K-point, btw, was Arthur (Art128). He said thanks for four years of educating Dummies in the way of SC4. ::)

What an eventful four years! I have no idea how you found the time to learn all this stuff.
Title: Re: Realistic Cities For Dummies
Post by: Catalyst on August 11, 2014, 02:34:07 AM
You truly deserve that 2nd karma point   &apls
As always, great lesson! The tuturials are easy to follow and with the pictures everybody should be able to start modding themselves.

The fenced railroads look really good, too bad the first couple of glr tiles before the sunken station have a base texture (caused by the ped mall bridge ?)
Title: Re: Realistic Cities For Dummies
Post by: catty on August 11, 2014, 03:44:27 AM
Quote from: Catalyst on August 11, 2014, 02:34:07 AM
You truly deserve that 2nd karma point   &apls....

And I think we will make it a third karma point as the amount work you are putting into these "lessons" for people is outstanding, especially as you have made them very easy to follow and understand.

:thumbsup:

-catty

Title: Re: Realistic Cities For Dummies
Post by: mgb204 on August 11, 2014, 08:30:47 AM
Good to see SmileyMK getting some recognition for this CJ, it's really unique insomuch as the level of detail that's given and commitment that has gone into this project as a whole. I'm sure many player can recognise how much extra work goes into explaining everything you are truly a credit to the community  &apls.
Title: Re: Realistic Cities For Dummies
Post by: compdude787 on August 12, 2014, 08:05:26 AM
Hey, I was looking through your first few posts and noticed the pictures were not showing up. They say "look who's popular...upgrade to Plus for more bandwidth." Although the photos aren't gone and you can still see them when you click on them, I would post those pics on a different website; Photobucket really sucks these days IMO.

EDIT: seems like all your pictures are displaying that message, even the ones in the most recent update. Upgrading to Plus is actually free if you just want 2 GB of storage space, but for more storage space, they want your money.
Title: Re: Realistic Cities For Dummies
Post by: thebagleboy on August 12, 2014, 06:56:41 PM
Seems to me that simcity 4 is too popular for the photobucket servers to handle.  &apls Good work man!
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on August 15, 2014, 11:56:33 PM
Congrats in getting all the Karma and only 74 more replies to go before you "level up" to the Classics section. I don't know about anyone else but I can't wait to see that happen. Look forward to the next lesson.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 04, 2014, 04:43:42 PM
Hello everyone.

Before we begin, a huge thank you is due to art128 and catty for the recently awarded Karma points. It's a nice surprise to get that sort of recognition, and it's very much appreciated.

ASPMS: Thanks for the kind words. I admit that Lesson 22 was a little mad - it was certainly extensive, involved and detailed. I think the airports lesson was madder, though, and this upcoming lesson is pretty crazy too! It won't be the last crazy lesson I do either...
It's hard to believe that RCFD has been going for 4 years. I've definitely improved massively in that time, and I'll put that down to having had those 4 years of practice and experience with the game, as well as time spent learning new techniques, watching others and researching the real world.

Catalyst: Thanks. I hope people start modding as a result of this, as it is the main aim of the modding lessons. I hope I'm showing that modding is pretty easy if you know what to do.
Regarding the base texture, that was indeed necessitated by the pedestrian bridge, as there aren't any puzzle pieces for rural GLR points. I don't mind it too much - it's next to a station so I think we can get away with a little bit of extra concrete.

catty: Thank you, you're very kind. You don't have to give me karma points for these updates, the kind words are more than enough.

mgb204: Thank you! It's good to know the community is finding this MD useful.

compdude787: Thanks for alerting me to the image problem. It turns out I found out about Photobucket's 10GB/month bandwidth limit the hard way. Because of this, the pictures for Lesson 22 have been moved to Flickr, which gives me 1TB storage and unlimited bandwidth (I think). The pictures for this lesson and all future lessons will also be put on Flickr. The 'look who's popular' thumbnail should not happen again.

thebagleboy: Thank you. I blame you guys for liking this MD too much ;)

yochananmichael: Thanks. I hope it happens soon, although 74 replies is still a lot, so there's a long way to go yet. Just keep those lovely comments coming in and we'll get there soon enough, I'm sure.

And now, let us build roads. Lots of roads. And then some more roads for good measure.

Lesson 23 - Central Roads

In this lesson we're going to build the roads in and around Mapleford's CBD. There's a lot to do, so let's get started.

We'll start by extending the road leading to our suburban rail station north to the city tile border:
(https://farm4.staticflickr.com/3897/14994232982_5275c34539_o.jpg)

On the other side, we're going to extend this road over the GLR line to the south, running past the sunken station we built a couple of lessons ago:
(https://farm4.staticflickr.com/3877/14971616296_3bd2e67c87_o.jpg)

The street connecting to the sunken station must first be rerouted, and the terrain for the flyover must also be prepared:
(https://farm6.staticflickr.com/5554/14807950460_cda2379a3a_o.jpg)

The tiles at the bottom were placed to flatten the terrain in between the GLR line and the street embankment, so that it looks nice.

On the north side, after raising the ground by 10m (15m for the flyover minus 5m for the GLR depression), we need to create a smooth transition to ground level in the usual way. However, we're going to be using FAR-2 to connect the GLR bridge to the rail bridge, so we need to smoothen additional tiles to the right of the embankment like so:
(https://farm6.staticflickr.com/5563/14807909089_8018207cf8_o.jpg)

Doing this allows us to drag FAR-2 on a slope without any additional drama.

Now we can extend the abutment on the south side, running from the north-south street, build the flyover, and connect it to the rail bridge using FAR-2:
(https://farm4.staticflickr.com/3907/14994232532_bb7547cfba_o.jpg)

I'm pretty sure we've covered dragging FAR-2 before, so I'm going to assume you can do it. If you need a reminder, take a look at the NAM documentation, which shows you the appropriate dragging pattern.

The plan for this situation should be clear from the above picture. We're going to upragde the north-south street to a road. This is a simple enough task, but requires replacing one of the street bus stops with a road version. At the other end of the station, bring the road down to ground level in the usual way:
(https://farm4.staticflickr.com/3848/14971616016_ce8827fa39_o.jpg)

At this point, a little househeeping is necessary. We need to rebuild all of the fences and retaining walls we demolished in the course of building this flyover. Remember that the GLR fences should run to the ends of the flyover, so that there is no way for pedestrians to walk onto the tracks:
(https://farm4.staticflickr.com/3909/14807949830_ca89a474f2_o.jpg)

Of course, placing the fences in this way does not completely prevent track incursions, because someone could still jump over the flyover barriers and on to the tracks. However, this is a sufficiently rare event that we don't need to add any further protection to our flyovers.

Moving swiftly on to a much less morbid topic, let's continue our road to the south. Shortly after reaching ground level from the sunken GLR station, a junction is planned with another road. Since we're in what will be a suburban area, we can use a roundabout. Don't forget the filler:
(https://farm6.staticflickr.com/5551/14808067367_cbb9f223dc_o.jpg)

After going diagonal to the west, we run into another road, which means building another roundabout:
(https://farm6.staticflickr.com/5552/14994232752_3cd8c7e9d3_o.jpg)

Notice how I've dragged the diagonal roads into the roundabout so that there is a small turn on the side of each road going into the roundabout, with exiting traffic getting a straight run. This is done to slow traffic down for the roundabout, and we've covered a similar technique for avenue roundabouts previously.
The effect can be achieved by paying attention to the preview as you drag out the roads. It should look like the completed roads above.
Remember that I'm using LHD here as I'm from England, so the turn occurs on the left hand side of the road going into the roundabout. Those of you who have RHD will need to put your turns on the right hand side of the road going into the roundabout.

Our current road will continue to the southwest, curving to the west. We're going to do something fancy to make this turn - transition from diagonal to FAR-2, then to FAR-3, and finally to orthogonal. This is to give a little bit of added interest.
We're going to build this curve from the other side, starting with the orthogonal and FAR-3 section. We've already covered dragging FAR-3 and orthogonal - FAR-3 transitions, so let's progress to the transition between FAR-3 and FAR-2.
You need to drag out road exactly as shown in the following pictures, in the exact same order:
(https://farm4.staticflickr.com/3870/14994594065_1574b568e5_o.jpg)

(https://farm4.staticflickr.com/3889/14807995408_3ec3e3e585_o.jpg)

(https://farm4.staticflickr.com/3919/14994233322_e839106bbe_o.jpg)

(https://farm6.staticflickr.com/5591/14807909659_fc4c03ebbf_o.jpg)

The finished article should look like this:
(https://farm4.staticflickr.com/3891/14991514171_1c94177814_o.jpg)

Now let's do the transition from FAR-2 to diagonal. Again, drag exactly as shown below, in the exact same order:
(https://farm4.staticflickr.com/3872/14808067827_a01f73bfd8_o.jpg)

(https://farm6.staticflickr.com/5552/14994594075_5c23ae929c_o.jpg)

And here's the finished long curve:
(https://farm4.staticflickr.com/3835/14994592335_1ddd73b46b_o.jpg)

It's now time for another 4-way junction. This time, since we're in a denser urban area, we're going to save some space by using a TuLEP junction instead of a roundabout.
However, because the road to the south leads into the CBD, and the road we're building runs from the suburbs to the northeast, we're going to get a lot of traffic coming along the road we've just built and turning left to enter the CBD.
So we're going to add a slip lane to create a dedicated route for traffic making this turn, increasing the capacity of the junction. The slip lane is built as shown below. Note that the slip lane necessitates moving the relevant turn lane arrows, as you can see here:
(https://farm4.staticflickr.com/3860/14991512311_2faf1199d2_o.jpg)

I've only labelled the pieces needed for the slip lane here - you should be familiar enough with TuLEPs by now to do the rest.

Let's finish off our first road now by running it to the western edge of the city tile. A section of FAR-2 is required here to avoid the motorway:
(https://farm4.staticflickr.com/3923/14994232952_21d52b1b4c_o.jpg)

That's one road down, several more to go, so let's move straight on to the next road.

We'll do the road leading into the junction we just built going north into the indusrial area next. Immediately we run into the main motorway, which, being a diagonal RHW-8C, is not conducive to flyovers or FLUP underpasses.
The low-lying terrain also prevents us from building a standard tunnel, as we'll get a small lake if we try to dig down far enough.
At this point, things seem rather hopeless. But there is a way to get under the motorway. First dig 5m holes using a suitable combination of ground lifters and hole diggers, smoothen out the approaches on the sides furthest away from the motorway, and then place some on-slope car-subway transitions:
(https://farm4.staticflickr.com/3926/14808066807_a7433bbac1_o.jpg)

Unfortunately I couldn't find a link to these specific lots, but there are other lots on the STEX which do the same job and also look good.
That job specifically is converting road traffic to subway. So it shouldn't come as a surprise to learn that the next step is to connect the two tunnel entrances with subway:
(https://farm4.staticflickr.com/3881/14991514031_51bb3f1af6_o.jpg)

We now need to rebuild the soundwalls and any grass fillers we demolished in the process of making the tunnel. We're also going to add some retaining walls to the sides of the cuttings. With the soundwall set I'm using, it's necessary to extend the walls away from the motorway in two places to prevent them from floating over the cuttings:
(https://farm6.staticflickr.com/5578/14807910199_5688ce76e9_o.jpg)

Notice that the retaining walls on either side of the tunnel are different, because the motorway here separates two different parts of town. The left side is a residential area, so a mossy, more natural design is needed here which will fit well with houses. The right side is industry, so here I've gone for a more grungy dark concrete texture, creating a more grimy look befitting of an industrial estate.
Oh, and the walls I've used are from the pack we used for the GLR-underground transition which we built into the hillside in Lesson 21. There should be a link there.

With the tunnel in place, let's extend this road to the north, and connect it to the east-west road running next to the nearby el-rail station. Since we're in an industrial area, either a standard crossroads or a roundabout can be used. I've gone for the crossroads here - we can always upgrade it to a roundabout if it gets congested:
(https://farm4.staticflickr.com/3877/14808068017_5c47f539cb_o.jpg)

We now need to head northwest, up the hill. At this point, your plan is of secondary importance to the prevailing terrain. Your roads must be routed so that they fit the terrain as best as possible, with a minimal amount of cutting and filling. Small cuts and fills are fine when they are needed, but big cliffs are to be avoided. If that means your road has to deviate significantly from its planned course, so be it:
(https://farm4.staticflickr.com/3888/14971616256_b41d532052_o.jpg)

In this case, the road was initially planned to climb the hill diagonally to the northwest, but the steepness of the hill in this direction meant that I had to head west before curving north instead.
Shortly after this, the road curves northwest and exits the city tile, so let's move on to do the rest of the industrial roads, starting with the one next to the el-rail station shown earlier.

West of the junction with the road we just built, this new road simply continues in a straight line:
(https://farm4.staticflickr.com/3839/14807908259_3a735dd742_o.jpg)

At this point we need to make sure that the road we've built is smooth. Jerky bumps like the one shown below are not at all realistic, and we need to get rid of them:
(https://farm4.staticflickr.com/3841/14807994508_2e2784aa53_o.jpg)

You may remember that we had a similar problem with our railway line, and fixed it with the God Mode smoothen tool. You might guess that the same technique can be applied to roads, and you'd be absolutely right:
(https://farm4.staticflickr.com/3890/14807908649_9fc71068a9_o.jpg)

Keep smoothing until you no longer have any bumps in the road:
(https://farm4.staticflickr.com/3913/14807908709_4b7b674a8f_o.jpg)

Now, on the other side of the el-rail, we need to build another 4-way junction with the road connecting to the second roundabout we built. Building this connecting road requires another subway tunnel, which is built in a similar way to the first one a few pictures up. Because of the planned course for the road, however, there is one important difference.
Because the tunnels we're building use subway, they don't have to be straight, although we're still restricted to orthogonal exits. Just remember to leave enough room (at least a 2x2 square) to create the illusion of a smooth underground curve when placing the tunnel entrances:
(https://farm6.staticflickr.com/5584/14808068207_fd3770ca6d_o.jpg)

By now you should be experienced enough to recognise how the rest of this road was built. Note in particular that the smooth 45-degree curve on the south side is kept in the cutting.

Let's get back to the road we were building, the east-west road. Once again, we need to build a subway tunnel to get under the motorway. Afterwards, we complete the 4-way junction which appears as a T-junction in the above picture, and extend the road to run into the first roundabout we built:
(https://farm4.staticflickr.com/3909/14994592295_8e35f9fc8d_o.jpg)

Having started this east-west road, we might as well finish it, even though it takes us away from the industry I previously said we'll complete the roads for first.
The next junction is a 4-way junction in the inner city, so requires TuLEPs to save space. But the road exiting to the south needs to curve 45 degrees immediately after the junction. This creates an issue, because there aren't any curved or diagonal TuLEPs.
Fear not. We can use the ARD-3 network from the NWM to extend the TuLEP turn lane around the curve. First drag out the junction and curve:
(https://farm6.staticflickr.com/5561/14991513071_ca6db0076c_o.jpg)

Then place the ARD-3 puzzle pieces shown below. The numbers in the picture indicate the correct order in which to place the pieces. You may need to drag a section of ARD-3 around the starter piece to complete the look:
(https://farm6.staticflickr.com/5586/14994594865_e582ec538d_o.jpg)

Be careful when placing these pieces, as you need to ensure that the two-lane part of the ARD-3 is on the correct side. The two lanes should be on the side of the road where the traffic is approaching the junction - that's the left side as you go into the junction for LHD users, and the right side for RHD users.

The rest of the junction can now be completed using the standard TuLEP pieces:
(https://farm6.staticflickr.com/5557/14807950960_190b24107c_o.jpg)

With this powerful technique in mind, let's continue building the east-west road and connect it to the urban motorway:
(https://farm4.staticflickr.com/3839/14807995888_c4d698ff78_o.jpg)

Let's also replace the fountain roundabout filler at the eastern end of this junction with something more suitable for an inner-city area next to a motorway:
(https://farm4.staticflickr.com/3885/14807994918_d6b0168520_o.jpg)

This filler is the pedestrian underpass filler from this set (http://community.simtropolis.com/files/file/18370-blam-avenue-roundabout-fillers/). It gives a very urban feel to our roundabout, which is what we're after.

Moving on to the eastern side of the junction, we reach a tricky obstacle:
(https://farm4.staticflickr.com/3873/14807994548_c7cb71ff68_o.jpg)

The road is planned to continue straight over this rail intersection before curving northeast to head towards the airport. However, the lack of viaduct rail interfaces with FLUPs and 7.5m road flyovers means that we can't just run the road straight over the rail line.
Instead, we'll have to curve the road to the north before curving it back east again, with the curve being built under the ground railway by means of a FLUP underpass:
(https://farm6.staticflickr.com/5565/14971616776_7047d1cbec_o.jpg)

The route of the underpass is marked in red above. Note that this underpass has a 2x2-tile footprint, so that we can legitimately pretend that there is a smooth 2x2 90-degree road curve underneath our railway line.
You also need to replace the rail fences, and run them so that they meet the underpass ramps, like the one circled in blue above. This is similar to what we did with the flyovers, and serves the same purpose.

We now need to run the road under the viaduct rail, which is a simple and quick exercise:
(https://farm6.staticflickr.com/5562/14971616376_b5c14ffeda_o.jpg)

Before extending the road any further, let's go to the eastern end of it, where it leaves the city tile. There is an obstruction that we need to get around:
(https://farm4.staticflickr.com/3926/14994233662_9cded29067_o.jpg)

I've marked the road stub we need to connect to by placing a single road tile next to it, so that you can see where we're heading. The correct stub is, as always, identified by counting tiles from a known fixed point.
You can also see the obstruction - the junction between our northern main railway line and its freight branch to the port.
We could simply tunnel under this embankment - but we don't need to. There is enough room to replace a section of the freight branch just after the points with a flyover going over our road. As this is a cheaper option, it is what we will do.
First, we need to demolish a section of the freight branch, extend the embankment so that it remains 15.5m above ground level immediately after the flyover, and then use single road tiles to cut through the embankment:
(https://farm4.staticflickr.com/3888/14991514041_bc8fc7f76a_o.jpg)

You can now put in the road and then place the rail flyover. Don't forget to replace the fences either:
(https://farm4.staticflickr.com/3845/14994592835_e616704dac_o.jpg)

We can now complete the road by connecting the underpass to this new rail flyover. Notice how I've left a 1-tile gap between the rail viaduct and the road to allow space for a smooth curve on the left of this section:
(https://farm6.staticflickr.com/5588/14994593785_571f3c3718_o.jpg)

Another road done - let's move on to the last industrial road in the west of the city tile.
You may remember that in Lesson 21 we built an el-rail station in the north of our planned industrial area, which was accessed by a north-south road. We are now building that road, and going south, we must first get over the railway line.
Due to the fact that the road is slightly above the railway to begin with, a flyover makes sense here. But to get the flyover looking nice, we have to flatten the railway where the road will go over it. The difficult terrain means that we can only do this by dragging out a level crossing, and place single road tiles around it:
(https://farm4.staticflickr.com/3872/14991512511_0013e04b5f_o.jpg)

We then need to demolish the level crossing and smoothen the railway line so that it transitions nicely between the gradient and the flat sections, as opposed to jerking between the two like it does now.
This requires the God Mode Smoothen tool, and a lot of patience and rebuilding, but you should get there in the end with persistence:
(https://farm4.staticflickr.com/3888/14808066487_8b77698fa9_o.jpg)

The 7.5m road flyover can now be built, moving the nearby bus stop to a flatter location, and replacing the catenary and fences as appropriate:
(https://farm4.staticflickr.com/3888/14807949780_7bffe7320a_o.jpg)

That was pretty difficult, but with this road, the flyover is only part of the story. To the north, the road curves northwest, running around the side of the hill. To the south, we've got to get down to ground level to meet with the east-west road we just built and go under that curved subway tunnel.
In this case, the terrain meant that I had to build a small switchback section at the top of the hill in order to get the road low enough to descend it:
(https://farm4.staticflickr.com/3872/14808066107_90bb8e841f_o.jpg)

For those who don't know, the switchback section is the bit in the middle where the road curves 180 degrees before sloping down and turning east. This design is used to build roads through mountains.

We can improve the appearance of the switchback section by smoothing the terrain in between the road sections. This can be done by dragging any one-tile network:
(https://farm4.staticflickr.com/3904/14991512271_0075f67317_o.jpg)

And with that, the industrial area is fully road-connected. Let's now move to the inner city and CBD.

Our attention starts with the westernmost north-south road, which had to do that massive deviation from its planned course to fit the terrain.
Shortly after intersecting with our first road, another road branches off it to the west. The road we're building then curves southeast into the CBD.
At this point we're in a dense urban area, so we have to stick with turn lanes and slip lanes. We've also got the curve to worry about.
Because this curve goes the opposite way to the one we applied the ARD-3 technique to, and I'm using LHD, we need a different technique, because there won't be turn lanes on the south side of the junction.
The solution is to use TLA-3. The strategy is similar to that of the ARD-3 curve - you need to place the following puzzle pieces:
(https://farm4.staticflickr.com/3861/14971615856_65b5aebdfb_o.jpg)

Here the TLA-3 extends the central reservation to provide a smooth end to the TuLEP junction.
Now, if you use RHD, you will need to use the aforementioned ARD-3 technique to build this junction. You guys will need the TLA-3 technique when you have a right turn into a T-junction with a side road to the right.

Since the side road from this junction only has a short run to the edge of the city tile, we might as well get it built now. Notice here that I've kept it reasonably far away from the first road in order to leave room for development and stop this part of the city being dominated by roads:
(https://farm6.staticflickr.com/5572/14808067087_ebc905d82d_o.jpg)

Moving back to the road we were building, let's build the next junction - another standard 4-way with an east-west road. Again, we may as well extend this east-west road to the western of the city tile now, as it's a short run and there are no further junctions along the way:
(https://farm4.staticflickr.com/3893/14807910559_264f80278f_o.jpg)

The north-south road we're building now curves east to meet up with the city's inner ring road, which fringes the central CBD. Since this ring road is rather important, we're going to use an avenue to build it.
As you might have guessed, we're going to intersect our road with this avenue with a 4-way TuLEP junction (the road was initially planned to terminate here but I decided to extend it to improve traffic flow). But this is an avenue, so we're going to extend the turn lanes on each side to 2 tiles, as opposed to the 1-tile setup we've been using so far:
(https://farm4.staticflickr.com/3915/14994231882_188633c493_o.jpg)

Notice that we've added a slip lane here to facilitate likely evening traffic going home to the suburbs from the CBD, and applied the ARD-3 technique at the eastern end of the junction to extend the turn lane around the bend.
You may be wondering why we haven't curtailed the ARD-3 yet. This is because there is another junction to build after this, which is immediately after the road curves back to the east, so also requires the ARD-3 technique.
But the ARD-3 for this junction needs to be the other way round to the ARD-3 you can see above, so to switch the lanes around, we need to place a Road Type A TuLEP Compact Transition (found in the TuLEPs tab ring) at some orthogonal point in between the two junctions:
(https://farm4.staticflickr.com/3905/14807993878_5257f1eb74_o.jpg)

The junction can then be built in the usual way. There are no more major junctions planned on the road we're building, so we can extend it to the southern edge of the city tile some way to the east.
So we know where we're heading, we're going to do the eastern edge of this road first, where it leaves the city tile. This will be a diagonal section of road, which we will then transition to FAR-3.
I don't think we've covered diagonal - FAR-3 transitions before, so let's go over how to do that. As with all the dragged curves, it's a purely mechanical task. You need to drag road exactly as shown below, in the exact same order:
(https://farm4.staticflickr.com/3847/14807995228_cf717a7358_o.jpg)

(https://farm6.staticflickr.com/5554/14807909649_38d7115679_o.jpg)

(https://farm4.staticflickr.com/3875/14807995198_f85209a380_o.jpg)

(https://farm4.staticflickr.com/3897/14971616946_33e7c6bbcc_o.jpg)

(https://farm6.staticflickr.com/5555/14994233082_1eacb3702d_o.jpg)

Once that's done, it's a simple task to connect this stub with the existing road:
(https://farm4.staticflickr.com/3915/14991514191_09ef48f956_o.jpg)

Let's move on and extend the avenue ring road south to the next road, where the ring road will terminate (the road in question runs alongside the southern river).
Whilst we can simply drag an avenue into a crossing road, the resulting T-junction won't really look right, and won't be fixable with TuLEPs.
So to end the avenue more elegantly, we're going to convert it into two splitting one-way roads that will meet the road at two separate junctions.
First, we need to make the conversion to one-way road. You need to drag a stub of one-way road going into the avenue, and another one from the avenue going out. Which side of the road you do which drag on will depend on which side of the road your cars drive on - the direction of travel for each stub needs to match that of the avenue carriageway it connects to:
(https://farm6.staticflickr.com/5586/14971617986_9f0b736cac_o.jpg)

We can now achieve the split in the carriageways by placing smooth one-way curves. Here, I've built the curves by placing the relevant puzzle pieces, but they can also be dragged in the same way as the equivalent road curves.
In any case, the curves are directional, and so you must take care to orient them correctly - the curve pieces feature arrows on the preview to help you:
(https://farm4.staticflickr.com/3903/14991513811_7348fa172f_o.jpg)

Finally, as you can see above, I've added some slip lanes to our junctions with the riverside road to aid traffic flow and make the ring road ending more visually pleasing.
The finished ending is much more satisfying and interesting than an avenue simply running into a road at a flat T-junction.

Let's turn our attention to this new riverside road. West of the avenue, the road continues alongside the southern river to the end of the city tile with no drama.
On the other side however, we meet the road running south from that ARD-3 side switch transition we built a little earlier. But the riverside road doesn't intersect with this other road, because the other road is busy going over it to become a bridge over the river immediately after leaving the current city tile.
So we need to build a flyover to act as an approach for this yet-to-be-built road bridge. Since the bridge is in the next city tile, we'll need to make a neighbour connection with the 15m flyover pieces. This is done in the same way as a street neighbour connection:
(https://farm6.staticflickr.com/5592/14807910749_dbf37cb9b9_o.jpg)

The 15m flyover is used instead of the 7.5m flyover because of the bridge to the south. It will look much better for the extra elevation when we eventually come to build it.

We can now complete the bridge approach - but we're not going to use an embankment here. That takes up too much room in the centre of a major city.
Instead we're going to use the 15m Long Transition piece, found at the end of the 15m Road Viaducts tab ring, to bring the bridge road back down to ground level:
(https://farm4.staticflickr.com/3853/14971616386_6c4cb33b33_o.jpg)

The road at the top is that which ends with the diagonal - FAR-3 transition we finished a few pictures ago. You can also see that the riverside road leaves the city tile just east of the bridge approach flyover.
The riverside road can now be connected to the avenue junction. I'll leave this task as a routine exercise.

What's next? Let's do the road south from the second roundabout we built at the start of the lesson. This runs diagonally southeast for a bit before turning south, where another road will branch off it to the east. This branching road will then immediately turn north to meet up with the first ARD-3 TuLEP junction we built.
Because the branching road turns north immediately after it starts, we need to use the ARD-3 90-degree curve to extend the turn lanes for the junction around the bend.
On the straight road, we also need to use a piece I previously didn't know the purpose of - the Road Type A T-End TuLEP transition. This goes on the opposite side of the straight road to the turn lanes, as you can see here:
(https://farm4.staticflickr.com/3870/14807996328_e83cd14cd6_o.jpg)

The purpose of the T-End piece is to provide a smooth connection at a T-junction between the junction itself and the road without the extra lane for turning traffic. This means that if you have RHD, then you will need to have your T-End and turn lane pieces on the opposite sides to what you see above.

With that done, let's connect this branching road up to meet the first ARD-3 TuLEP extension we built:
(https://farm6.staticflickr.com/5551/14971616646_b48fd43dcc_o.jpg)

Let's continue by extending that road pointing south in the picture above. It is planned to meet the ring road avenue at a standard TuLEP junction, which you should be able to build for yourself by now, before running into the city's main market square.
An east-west road is planned to intersect with the road we're building at this square but, given the importance of the square, we can't just plow roads through the middle of it. We have to build around it.
When we built the urban motorway through this city tile, we ended it at a roundabout, which we built using smooth one-way road curves.
We're going to do a very similar thing here, except we're going to use the large 5x5 curves instead of the 2x2 ones we used for the motorway terminus. Place the curves so that there is 1 tile of straight one-way road in between each one to make room for the road exits. We're basically making a big roundabout, so you need to be careful to get the direction of the pieces right - clockwise for LHD, anti-clockwise for RHD:
(https://farm4.staticflickr.com/3890/14994233982_be9f315fcc_o.jpg)

We now have a very pretty large roundabout in which to fit a nice market square. We'll build that market square in a later lesson, but for now, let's connect up all of the CBD roads we've been building:
(https://farm4.staticflickr.com/3924/14991511831_cfed1b4ef0_o.jpg)

This is nothing you haven't done before. Note that the avenue curves are made using the FLEX Curve pieces, so that we get the pavement textures when we develop the CBD.

Let's continue by extending the avenue ring road. The next junction along this road is a T-junction, with the branching road being the avenue connecting to the urban motorway.
Normally, being in a CBD, we'd use TuLEPs for this, but this is a very important junction, so we can get away with placing a large avenue roundabout here. We then have the task of filling it with something suitable for a CBD - and this big horse statue fills the role perfectly:
(https://farm6.staticflickr.com/5566/14994234112_60344ea1b9_o.jpg)

With that done, we can proceed to complete the roads on the eastern side of the CBD:
(https://farm4.staticflickr.com/3848/14807950520_ebf42e3889_o.jpg)

Note that the ring road ending on this side doesn't have slip lanes. On the left, a slip lane would facilitate a route that is better served by other roads and is hence unlikely to attract much traffic, and on the right, we have a diagonal one-way connection, which does not need or support slip lanes.

Our branching avenue also needs connecting to the urban motorway, so let's do that now:
(https://farm6.staticflickr.com/5575/14807910679_dc761b113e_o.jpg)

The next task is to extend the east-west road in the above picture to meet the urban motorway terminus roundabout:
(https://farm4.staticflickr.com/3876/14994234082_caf143364c_o.jpg)

The road on the other side of the motorway junction has already been built, so we're done with our CBD roads.

We've only got 3 roads left to build in this city tile. The first is the last of 6 routes from the central urban motorway junction we just connected our avenue to. It's a simple route to the northern riverbank, where it terminates at a roundabout:
(https://farm4.staticflickr.com/3875/14991512871_90e4f5ce01_o.jpg)

The second road is the road at which the previous road terminates - that which runs along the north river. The main challenge with this road is the rail embankment. Due to the rail curves, we have little choice but to put a tunnel here:
(https://farm4.staticflickr.com/3872/14807908969_a321014580_o.jpg)

This then connects to the port road - use the counting tiles method to find the correct road connection stub.

Our final road is more challenging. The first task is to cross the main railway line with a 7.5m diagonal flyover, before curving north to run alongside the urban motorway.
Diagonal flyovers are a little more complicated than their orthogonal counterparts. The embankment on the left in the picture below is the standard embankment pattern used to make a diagonal flyover. On the right, we've had to create additional space for a smooth 45-degree curve:
(https://farm4.staticflickr.com/3915/14808068167_3ff4ebf521_o.jpg)

Placing the diagonal on-slope pieces correctly is also a little tricky at first. There should be a row of 3 tiles of embankment on the inside edge of your flyover abutments - you need to have the cursor on the second tile of this row, with the rest of the preview sticking out over the embankment edge, like so:
(https://farm6.staticflickr.com/5590/14808066987_1176c489fd_o.jpg)

We can now construct the flyover, replacing the catenary and fences as appropriate. The diagonal flyover pieces can be found by rotating their orthogonal couterparts with the End key a couple of times:
(https://farm4.staticflickr.com/3883/14807996028_173f1e5c13_o.jpg)

The flyover is now complete, but the next part of the road is where things really start to get interesting. We've got to get the road over the freight railway line before shifting it to the left to make room for the road to curve, so that it can then go over the urban motorway. There is also a curve on the urban motorway which restricts the space we have.
In this case, we're in luck. We only need a lane shift to the left of 1 tile - and we can do that in a distance of 2 tiles by building a 2x2 road roundabout. To give the roundabout a purpose, I've also added a third exit to the roundabout, connecting to a suburban street:
(https://farm4.staticflickr.com/3921/14994232712_6ca32aca5f_o.jpg)

We can now build the flyovers over the motorway and freight rail branch, taking care to replace anything we demolish in the construction process:
(https://farm4.staticflickr.com/3847/14807909989_4e03110f81_o.jpg)

After bringing the road down to ground level, we need to run it out of the city tile to the north. Here I've made the neighbour connection using FAR-2, partly because it was planned and partly for a bit of added interest:
(https://farm6.staticflickr.com/5580/14807909829_9724e9d2d4_o.jpg)

This can simply be dragged. To get it right you'll need to make a neighbour connector stub of 2 tiles, and then drag road next to it in the usual way to create the FAR.

And that, at last, is our city tile's road network complete. Let's take a look at the significant progress we've made in this lesson:
(https://farm4.staticflickr.com/3870/14991514161_dcd1bb86ff_o.jpg)

This city tile is really starting to come together now, but there's still plenty of work to do.

Next time, we'll be doing the city centre's tram line.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: art128 on September 20, 2014, 02:49:58 AM
Nice work on the Center road layout. Very well done.

Can't wait to see the tram line chapter. :)
Title: Re: Realistic Cities For Dummies
Post by: smileymk on September 21, 2014, 06:04:59 PM
Hey guys.

art128: Thanks. I like how the roads turned out, and think that the city is really coming together nicely now.

Now let's build some tram lines.

Lesson 24 - Tram Lines

In this lesson we'll be building a circular urban tram line around Mapleford's city centre. Like most urban tram lines, we'll be running the tram line along city streets, which as well as adding a good bit of interest will create a couple of new challenges for us.

So let's get started. We've already built the first station on our tram line - the one connecting to Mapleford's main railway station. We're going to continue south out of the station, then turn west into the city. Our first task is to get the tram line across the central ring road:
(https://farm4.staticflickr.com/3890/15260006581_a4a711ba40_o.jpg)

Since we want our tram line to run along city streets, the majority of the route will be built using the Tram-on-Street puzzle pieces. However, we don't have the puzzle pieces to take Tram-on-Street over a diagonal avenue. In addition, the avenue is a very important road which will eventually have the traffic volume to match, and holding that much road traffic up for frequent tram services isn't the best idea.
So instead, we're going to take the tram under the avenue. The first step in doing that is to add one-way road turnoffs on either side of the avenue as shown below, as well as the following Tram-on-Street puzzle pieces:
(https://farm4.staticflickr.com/3858/15262704532_bd4d30dc45_o.jpg)

The purpose of the one-way turnoffs is to smoothen out the sharp turn for traffic entering the avenue from the streets. Note that we don't run the street over the avenue, in order to improve the flow of traffic along the avenue. The junction isn't important enough to justify a crossing.
Notice that I've left a 3-tile gap in between the road turnoffs and the Tram-in-Road/Tram-on-Street transition pieces, so that we can fit in the underpass entrances. The entrance in question is the Tram-in-Road - subway transition, created as part of the RTMT and now incorporated into the NAM:
(https://farm4.staticflickr.com/3866/15240088766_c3f057bf28_o.jpg)

These lots are transit-enabled for roads on the first tile from the road-only side, so roads should be dragged to the entrances from the one-way turnoffs.
We now need to connect the two entrances to complete the underpass, and for that we use the subway tool:
(https://farm6.staticflickr.com/5562/15076395730_227e1729cd_o.jpg)

And that's the underpass complete. Having just seen how to do it, you should have no problems constructing another one. The second underpass here is further down the line, taking the tram line under a section of FAR to the east of the city square. I've also put down a bit of the tram line here, and have labelled puzzle pieces we haven't seen already:
(https://farm4.staticflickr.com/3887/15076526917_af5bcc9bd6_o.jpg)

You might be wondering why I've left a gap in between the underpass and the straight section of Tram-on-Street. It's so we can put a tram stop there.
However, we first have to make the tram stop, and that means quitting the game and going into Lot Editor.
The lot we're going to work on is the SFBT Simple Tram-on-Street Stop (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2303), which, to my knowledge, is the only publically available Tram-on-Street station in existence. Let's open the lot up in Lot Editor:
(https://farm4.staticflickr.com/3870/15076394980_0e5c8a4613_o.jpg)

There are a couple of things we need to do to this lot before placing it in the city, the first of which is to add platforms.
The platform props we'll use are those found in the SFBT Tram-in-Road stops (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2024), and I've underlined the Lot Editor name for the prop in blue in the screenshot below. These props are 4m long, so it follows that you need to place 4 of them back-to-back on each side of the road:
(https://farm6.staticflickr.com/5570/15263093325_13be4c9d1b_o.jpg)

Let's now extend the platforms a little bit on either side of the station using the overhanging platform prop from the SFBT set. They need to be placed carefully on the edge of the lot so that they line up with the existing platforms:
(https://farm6.staticflickr.com/5562/15076527467_97965c4d4e_o.jpg)

This lengthens our platforms from 16m to 24m, which is still short but is an improvement on what we had before.

We now need to widen these platforms, which can be done by highlighting an entire platform and using the Duplicate Selected function to place a copy of the platform adjacent to the existing one.
In addition, we need to remove the original tram stop signs, replace them with generic timetables, as well as adding station name boards, a catenary mast and some kerbing to go next to the mast with the aim of protecting it from road traffic:
(https://farm4.staticflickr.com/3838/15076342889_e60edf679e_o.jpg)

The timetables are in the middle of each platform, the station name boards can be found in this Ill Tonkso prop pack (http://community.simtropolis.com/files/file/13215-bsc-bat-props-ill-tonkso-british-rail/), and the catenary mast is the 1F_mittig prop found in the SFBT catenary set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=925).

Our tram stop is now complete, so let's save it and place it in our city. Before plopping the station, we first have to place straight Tram-on-Street pieces either side of the station, leaving 1-tile of empty space to put the station in:
(https://farm4.staticflickr.com/3920/15076527367_13b16fb45d_o.jpg)

We can now put our new station in the gap we've left. The original tram-on-street is transit-enabled in such a way that the paths are activated by clicking on the station with the one-way road tool. In modifying the stop, we've done nothing to change this transit-enabling, so we also transit-enable our station by clicking on it with the one-way road tool:
(https://farm6.staticflickr.com/5575/15240088836_eb1d850c89_o.jpg)

You may be wondering why we didn't just take a suitable existing GLR station and redecorate and mod it to take Tram-on-Street. Whilst the redecorating is easy enough, and would give us longer platforms, the modding is not, due to the fact that Tram-on-Street is a dual-networking setup not covered by SC4 Tool's TE Editor. The modding requires Reader and possibly the Path Creator as well, and is hence too advanced for this project. For now, the method outlined above will suffice.

Let's go and connect the station we just built to the underpass by the station. At this point, we need to think carefully about the route our tram line is going to take.
We must always remember that our tram line is running along city streets, and so we have to route the line to fit the street layout.
In the CBD, I plan to use a random layout of through streets, so the tram line I'm building needs to feature plenty of curves and street junctions in order to fit into the random street layout. This requires the use of some new puzzle pieces, which are labelled below:
(https://farm4.staticflickr.com/3854/15076342249_948e17dc73_o.jpg)

I haven't labelled the diagonal sections of the tram line, so that we can now look specifically at how these sections are made:
(https://farm4.staticflickr.com/3835/15260006851_515e4f35f7_o.jpg)

With our first section of tram line built, let's extend the line south from our second underpass towards the southernmost road, east of where the avenue ring road ends. There are a couple of Tram-on-Street stops to build along the way - these are circled in blue below, and puzzle pieces we haven't used yet are labelled as before. Remember to place the Tram-on-Street puzzle pieces before placing the stations, and to keep to a random street layout:
(https://farm6.staticflickr.com/5556/15076395320_31f99a0233_o.jpg)

Notice that we've used a flat crossing across the road in the centre of the above picture. This is how most road crossings should be done. We only use underpasses when we either don't have the pieces to cross the network in question, as was the case with our second underpass, or the crossing road is so heavily used that a flat tram crossing would cause major hold-ups, like in the case of our avenue ring road.

The next section of tram line is going to run parallel to our southernmost road as a regular GLR line under the bridge approach, before which we'll put a station. This is mainly because there isn't a puzzle piece for a 15m road viaduct going over Tram-in-Road, and partly because the area to the south of the road is a riverbank, along which I don't plan to place any buildings, so there's room to fit a GLR line.
As per usual, we need to place the puzzle pieces first. We also need to rebuild the bridge approach flyover, so that we can put the GLR line underneath it.
However, we can't place puzzle pieces on the tiles adjacent to where the station will be, as this will prevent us from being able to put the station in that location. So instead we have to place all of the other puzzle pieces and then place the station before putting in the puzzle pieces adjacent to it:
(https://farm4.staticflickr.com/3901/15240089046_cb55226814_o.jpg)

The station lot is this Ill Tonkso offering (http://community.simtropolis.com/files/file/13515-tonkso-glr-station/). Notice that we're using the regular urban GLR puzzle pieces, as we're in a dense urban area.
We can now put in the missing puzzle pieces to complete the station. Be very careful to keep the cursor away from the station whilst you do this to prevent a CTD:
(https://farm4.staticflickr.com/3868/15076528017_d141d7b8c8_o.jpg)

We now need to bring the tram line back across the road and send it heading northwest. Since the road running parallel to our GLR line becomes an FAR-2 stretch immediately after the flyover, we have little choice but to construct another tram underpass. However, on the southern side, since we're not building the tram line along a road, we can use the proper GLR-subway transition lots we've used before for a smoother, and hence better, slope into the underpass:
(https://farm4.staticflickr.com/3841/15262704692_ce9d52cdef_o.jpg)

As we've seen already, tram lines can make sharp 90-degree turns. The subway network in SC4 also has this capability, so we exploit it here to complete the underpass:
(https://farm6.staticflickr.com/5553/15263093345_1f70f8d7e3_o.jpg)

It's now time to go back to Tram-on-Street and construct the west side of the tram line. This involves the construction of 3 of our tram-on-street stops (circled in blue below), a flat road crossing and an underpass under the avenue ring road. All the puzzle pieces used here are ones we've seen already, and the rule about following a random street layout has been followed throughout:
(https://farm4.staticflickr.com/3850/15076394570_c3fb078e1f_o.jpg)

Our tram line now heads east, along the road at the top above, before going back to Tram-on-Street towards a pedestrianised road. We'll also put a Tram-in-Road station on the road.
Let's do the first section of Tram-in-Road now by placing the Tram-in-Road puzzle pieces shown below. The street-road transition piece is found in the Tram-on-Street tab ring - you've used it already:
(https://farm6.staticflickr.com/5556/15240088926_32474de0e6_o.jpg)

The next 3 tiles are where we're going to put the Tram-in-Road station, but as with the Tram-on-Street station, we need to make the station first in Lot Editor.
When it comes to Tram-in-Road stations, you have a bit more choice than with Tram-on-Street. Examples are publically available from both the RTMT set and from SFBT. We want long platforms, so we're going to use the longest tram-in-road stop that I know of - the 1x3 stop featured in the SFBT set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2024):
(https://farm4.staticflickr.com/3903/15076528608_bfe9d79f7b_o.jpg)

We need to get rid of everything circled in red above, replace the platform props with signs on them with the regular platform prop we used in the tram-on-street stop, and add timetables (circled in red below) and a catenary mast (circled in blue) in exactly the same way as on the tram-on-street stop:
(https://farm4.staticflickr.com/3872/15076527427_5156c7e9ed_o.jpg)

The station can now be saved and placed in our city. As always, the surrounding puzzle pieces need to be built first. In this case, we also need to remove the turn lanes from the nearby road junction - there aren't any puzzle pieces for interfacing TuLEPs and tram-in-road:
(https://farm4.staticflickr.com/3903/15263092535_4ecb843fd2_o.jpg)

After placing the station, activate the paths by dragging one-way road through the station lot, in a similar manner to what you did for the street stop.

We now return to Tram-on-Street and continue the tram line eastwards. This section of line features one station and one new puzzle piece:
(https://farm4.staticflickr.com/3863/15262704892_584a2c8f40_o.jpg)

At the eastern end of this section we're going to do something a bit different. The tram line will run along a wide pedestrianised street, constructed with ped mall, from the street exit at the east of the above picture to the north-south avenue leading to the urban motorway.
We're going to use the pavement ped mall texture, which has a nice red pattern that will go well with a shopping street. First, let's construct the tram line. In the GLR puzzle pieces tab ring, you'll find the GLR over Pavement Ped Mall piece, which is what we're after. Place it along the route of the pedestrianised street:
(https://farm6.staticflickr.com/5594/15076527457_0c03a9f3f5_o.jpg)

Then line the tram tracks on both sides with the regular pavement ped mall tiles:
(https://farm6.staticflickr.com/5552/15076527747_b4a33bb54c_o.jpg)

When placing the ped mall pieces, it's important to rotate the pieces so that the wavy brick pattern on the pieces lines up with that featured on the tram line pizzle pieces. To do this, place the ped mall pieces with the arrow pointing parallel to the tram line:
(https://farm4.staticflickr.com/3898/15263092725_d0ea59c264_o.jpg)

Doing this gives a neat, consistent look to the pedestrianised street, which can only be a good thing.

When the pedestrian street hits the main road, we would ideally like to create a lot which gives the junction between the road and the tram line ped mall textures. This, however, requires another complex transit-enabling job in Reader to deal with the tile where the two networks cross. So instead we're going to settle for a crossing using the standard GLR x Road puzzle piece, splitting the pedestrian zone into two sections:
(https://farm6.staticflickr.com/5594/15263092835_4c0620a8a9_o.jpg)

Let's now do that eastern section of pedestrian street/tram line, running across to the northern avenue, where the tram line enters another underpass. This underpass is created in a similar way to the one we made at the southern GLR station - a proper GLR - subway transition at the ped mall end, and the RTMT tram-in-road - subway transition at the other end:
(https://farm6.staticflickr.com/5556/15263093015_11848ae768_o.jpg)

You'll almost certainly have noticed the 2 3-tile gaps I've left in the tram line, and as you might have guessed, they are for stations.
We're going to use the ITS tram stop we used earlier on, but we first need to go into Lot Editor and create a version with pavement ped mall textures and a catenary mast:
(https://farm6.staticflickr.com/5557/15260006031_0f4d5788a6_o.jpg)

I've underlined the IID of the ped mall base texture in red above so that you can find it. Make sure that the brick pattern is ponting the right way - the bricks should be crossing the tram line, instead of running parallel to it.

With the new station created, let's waste no time in plopping it in our city:
(https://farm4.staticflickr.com/3842/15076527877_dea2aec7d9_o.jpg)

With that, we've built all the stations on our tram line, so you would be forgiven for thinking that all we have left to do is to connect the line back up to the main stop next to the train station. However, we have not yet provided anywhere for the trams to be stabled when they're not in service, or for them to be maintained. What we need is a depot, and since we're near the most important station on the line (that for the main train station) where most tram services will terminate, it makes sense to put one here, just after the avenue.
For this depot, we're going to use the ITS Small Suburban Tramshed (http://community.simtropolis.com/files/file/13998-small-suburban-tramshed/). Place a couple of them next to each other next to the tram line, and add street access and a small car park for the tram drivers and maintenance workers:
(https://farm6.staticflickr.com/5557/15263092235_f574a8b7f9_o.jpg)

This might seem quite small, but our trams are very short, and we won't need that many of them to run a frequent service, as the tram line is quite short at about 3 miles.
We now need to provide tram access to the depot, and to save space we're going to use the running line to provide the access. We need to add the pointwork puzzle pieces shown below, as well as a GLR turning loop to allow trams to access any track in the depot from either direction:
(https://farm4.staticflickr.com/3848/15262705442_de58559289_o.jpg)

After placing these pieces, our depot is complete and we can connect the running line up to the train station, as you can see above.

We've now completed the track, stations and depot for our tram line, but we're not quite done yet. Nearly all tram lines in existence today are electrified with overhead catenary, and so we need to incorporate this into our tram line if we want it to be realistic. We've already added masts to most of our stations for this purpose, but there's still one station we need to convert. We also need to add masts along the plain track, as far as possible.
The first task is to make room for our catenary lots. On the pedestrianised street, this means demolishing ped mall tiles, and on the street sections, demolishing some of our puzzle pieces.
Catenaries for tram lines work in a similar way to those for regular railways. The masts should be placed every 3 tiles dropping to 2 tiles if stations, corners or other obstructions demand it. This means that you need to demolish every third ped mall tile or puzzle piece. It's quite laborious work, and you'll almost certainly end up taking out other bits of tram line in the process. For this reason, I recommend doing a bit at a time, rebuilding any extra sections of track that are demolished before moving on down the line:
(https://farm6.staticflickr.com/5590/15076527247_9f37f05b1d_o.jpg)

Any darker pieces, a couple of which can be seen in the above image, can be fixed simply by placing a new piece on top of the existing one.

It's now time to make the catenary lots themselves. For these lots we're going to use the SFBT catenaries, as they fit in with the masts we used for the stations, and are easier to fit into a 1x1 lot than the Frogface catenaries we've been using for regular railways.
Let's do the ped mall lots first. The lot we're going to start with is the Bripizza Change Walk to Walk (http://www.bripizza.net/sc4/index.html) lot, which, as well as looking the part, acts as a transit switch to allow access to the pedestrian mall:
(https://farm4.staticflickr.com/3910/15240088656_8ba52d38fb_o.jpg)

We need to remove the existing props, add the 1-tile double track catenary mast (which appears as SFBT_Oberleitung_1F on the Lot Editor prop list), and replace the base texture with the pavement ped mall texture. This texture should be rotated so that the brick pattern runs parallel to the catenary mast:
(https://farm4.staticflickr.com/3845/15240089146_53a955daa9_o.jpg)

For the Tram-on-Street catenary, we start with the SFBT Tram-on-Street stop, remove all props and install in their place the one-sided catenary mast (called SFBT_Oberleitung_1F_einseitig in Lot Editor):
(https://farm6.staticflickr.com/5585/15076343299_85422ef801_o.jpg)

We also need to make a catenary lot for our Tram-in-Road section. To do this, we're going to use the RTMT T-RAM/Bus Station, as it is a 1x1 lot:
(https://farm6.staticflickr.com/5585/15076395780_2223c7515f_o.jpg)

Again, we need to replace all of the props with a catenary mast. Since the tram line is separated from the road here, we can use the central catenary mast we've used for our stations:
(https://farm6.staticflickr.com/5561/15076394590_7b585b1636_o.jpg)

Finally, we need to create a new version of the ITS tram stop we used for the station by the road flyover which contains a catenary mast:
(https://farm4.staticflickr.com/3861/15076526687_e71ff20297_o.jpg)

That's all the lotting done, so let's place these catenary lots in the game. The paths for the tram-on-street and tram-in-road lots should be activated using one-way road in the aforementioned way:
(https://farm4.staticflickr.com/3871/15263092315_d675c2ecd0_o.jpg)

(https://farm4.staticflickr.com/3849/15260006951_aec83a81df_o.jpg)

(https://farm6.staticflickr.com/5551/15076343029_e46a439c57_o.jpg)

Due to the difficulties in transit-enabling tram-in-road and tram-on-street lots, we can only place masts on orthogonal sections of these networks. We'll have to just pretend that the diagonal sections are wired up.
We can, however, negate this problem to an extent on corners by placing masts adjacent to the corner on both sides, like so:
(https://farm6.staticflickr.com/5588/15262705502_1bd6b0decf_o.jpg)

The final task is to wire up the turning loop by the depot. This requires a standard 1-tile mast at the bottom and an end mast at the top:
(https://farm4.staticflickr.com/3862/15076529078_36cae94cf5_o.jpg)

And with that, our tram line is complete. Let's take a look at our work:
(https://farm6.staticflickr.com/5583/15076529238_0b0a48429a_o.jpg)

That's a nice tram line we've got there. Our work for this lesson is done.

With the exception of the central underground network, which we're going to do during construction of the CBD, our major transport infrastructure for this city tile is now finished. So let's go and do some development. The next lesson will focus on the suburbs at the north of the city tile.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Themistokles on September 21, 2014, 11:03:05 PM
The road lay-out is looking good and I like the concept of an urban circular tram line. :thumbsup: However, I think that heavy rail catenaries risk looking a little out of place for an urban tram network and also for those of us who don't have the patience to go into LE every once in a while I recommend this excellent mod of MandelSoft's: http://sc4devotion.com/forums/index.php?topic=1138.msg396331#msg396331 (http://sc4devotion.com/forums/index.php?topic=1138.msg396331#msg396331)
Title: Re: Realistic Cities For Dummies
Post by: Catalyst on September 22, 2014, 12:32:27 PM
hey chris, fantastic lessons, hats off to you!
It must have been A LOT of work to add all those catenaries. Are all those lots functioning tram-stops? And do the paths actually work (did you check with the show paths cheat or try to UDI a tram around the circuit?) And how many CTD did you suffer while making the last lesson  :P 
I'm really looking forward to seeing some british styled suburbs.

&apls
Title: Re: Realistic Cities For Dummies
Post by: builder on September 27, 2014, 04:00:04 AM
Hello!

I have a question about power distribution. I'm not sure if it has been asked already and answered. If so, my bad, but there's a lot of posts in this huge thread!  :P

When you made the power lines, you made several right by each other, and sent them to the different parts of the region, but normally you can only make neighbor deals with the adjacent city tiles. Do you have a special trick that enables you to send that power from one city tile to the entire region through neighbor connections?

EDIT: The same question goes for water supply as well, although I imagine it's much the same thing.
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on October 11, 2014, 10:58:12 AM
Builder

All Chris did was run power lines from the city tile where he generates power to two adjacent tiles and then from those tiles to the last tile like a daisy chain. He sets up a deal to the two neighboring cities to supply them power and then in one or more of the adjacent cities sells the excess power to other cities farther down the chain. The same is true for the other utilities as well like water and garbage.

Hope that helps
Title: Re: Realistic Cities For Dummies
Post by: builder on October 13, 2014, 05:45:11 AM
Quote from: yochananmichael on October 11, 2014, 10:58:12 AM
Builder

All Chris did was run power lines from the city tile where he generates power to two adjacent tiles and then from those tiles to the last tile like a daisy chain. He sets up a deal to the two neighboring cities to supply them power and then in one or more of the adjacent cities sells the excess power to other cities farther down the chain. The same is true for the other utilities as well like water and garbage.

Hope that helps

But I thought the game was limited to neighbor deals with only adjacent cities. I thought that if you wanted neighbor deals to go further, that the cities needed to produce it's own power somehow. Also, if an adjacent city is using 20K amount of power, and the city wih the power plant produces 32K, it will only offer to sell 21K or 22K amount of power? So if you'd sell that excess power further on to a third city not adjacent to the power plant city, you could only buy maximum 2K power. I've tried testing it, but only small-scale so I haven't gotten any major power usage.
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on October 13, 2014, 08:54:48 AM
Builder

That may be true but also take note that this is a 4x4 region so this is a little more contained than the standard maxis generated regions which are just huge. Also Chris is not using standard maxis power plants for this either. He is using a combination of a downloaded Oil fired power plant that may generate far more power than an ordinary maxis plant. Also he is using power substations as well when he built his plant so thats even more power. Now this is far from done so he may have more tips for us on that front but it is very possible the way he is handling this goes around the limitations you are facing. What I think your problem is this. City tile A is producing the 32K of power and you are able to sell the excess power that City A doesn't use so that would be your 21-22K. Then in city B your using say 20K of that power so when you get to City C and want to buy power from city B it only has 2K of excess power to sell. I suspect (and I could be wrong Chris is free to correct me if I am) that if City A had more excess power to sell to B and B's power requirements didn't change than it would have more power in excess of its needs to sell to City C. At least that is my understanding of the mechanics. There is a good thread that I found here (http://community.simtropolis.com/topic/50938-multi-city-neighbour-deals/). Hope this helps
Title: Re: Realistic Cities For Dummies
Post by: builder on October 13, 2014, 12:26:03 PM
Quote from: yochananmichael on October 13, 2014, 08:54:48 AM
Builder

That may be true but also take note that this is a 4x4 region so this is a little more contained than the standard maxis generated regions which are just huge. Also Chris is not using standard maxis power plants for this either. He is using a combination of a downloaded Oil fired power plant that may generate far more power than an ordinary maxis plant. Also he is using power substations as well when he built his plant so thats even more power. Now this is far from done so he may have more tips for us on that front but it is very possible the way he is handling this goes around the limitations you are facing. What I think your problem is this. City tile A is producing the 32K of power and you are able to sell the excess power that City A doesn't use so that would be your 21-22K. Then in city B your using say 20K of that power so when you get to City C and want to buy power from city B it only has 2K of excess power to sell. I suspect (and I could be wrong Chris is free to correct me if I am) that if City A had more excess power to sell to B and B's power requirements didn't change than it would have more power in excess of its needs to sell to City C. At least that is my understanding of the mechanics. There is a good thread that I found here (http://community.simtropolis.com/topic/50938-multi-city-neighbour-deals/). Hope this helps

I understand now, thanks! I thought that you could not make cascading city-deals like that.
Title: Re: Realistic Cities For Dummies
Post by: yochananmichael on October 13, 2014, 12:50:39 PM
Builder

yea no problem glad to help out. I just can't wait till Chris gets his next lesson out it should be good.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on October 28, 2014, 08:14:00 PM
Hello everyone.

Themistokles: Thanks. The catenaries you linked to do seem more appropriate for a tram line, and I'll put them on the lots I made in a future lesson. I'll probably get rid of the T21 file though, as that causes catenaries to appear on my metro lines as well, where they're not needed (the metro lines being powered by a third rail I'm pretending is there).

Catalyst: Thank you. Yes, all of the lots are functional, being modded versions of the SFBT tram stop, and I was able to run a UDI tram around the line and through the lots (except of course for the underpasses, as those were connected using tube lines).

QuoteAnd how many CTDs did you suffer while making the last lesson?

Very few. As long as you place the puzzle pieces before the transit-enabled lots as much as possible and you're careful, you shouldn't have many problems with CTDs.

builder and yochananmichael: The daisy chain analogy for regional utility distribution is a good one. Let's say that you want to take power from City A through City B to City C - all you need to do is run power lines through from City A to City C, go into City A, sell power to City B, and then go into City B and sell the power bought to City C. If you ever need more power in City C, then you can simply go into City B, buy more power from City A and sell it on to City C.
Water and waste work in exactly the same way.

QuoteAlso, if an adjacent city is using 20K amount of power, and the city wih the power plant produces 32K, it will only offer to sell 21K or 22K amount of power? So if you'd sell that excess power further on to a third city not adjacent to the power plant city, you could only buy maximum 2K power.

From my experience (someone can correct me if I'm wrong here), the game will only allow the receiving city to buy what it needs, irrespective of the production of the power station. So city A can only sell 21-22K to city B because city B doesn't need any more than that. Why would you buy power you're not going to use?
If city C needs more than 2K units of power, then you should be able to go into city B, buy more power from city A and then sell it on to city C.

With the comments done, let's begin.

Lesson 25 - Central Suburbs

We've built plenty of suburban estates in the past, so this lesson will partly be a revision of previous techniques which you should already be familiar with. But now, as a result of our increased level of sophistication and modding prowess, we can take our suburbs up a level on the realism front. We'll also see a few new ideas that can add a bit more variety and interest to your suburban areas.

So let's get started. We're going to start in the south-west corner of the suburb by widening the embankment south of the sunken GLR station we built a few lessons ago, so that we can fit in a suburban street and zone along it, leaving room for a bit of separation betwwen the houses and the commercial zoning we're going to have running along the main road. The widening is easiest done by running a rail line along the edge of the top of the embankment, and then another parallel line next to it on the side where the embankment is to be extended:
(https://farm6.staticflickr.com/5603/15011099904_bf789447a7_o.jpg)

Now we can start on the streets.
In the past, we've gone for a random street layout consisting of dead-end side streets branching off main through streets, with short connector streets between the main streets in places, keeping all streets at least 2 tiles apart. This is the standard approach to laying out suburban streets and is exactly what we're going to do most of the time here:
(https://farm4.staticflickr.com/3935/15446266300_09539b4200_o.jpg)

Although you'll usually want to be using a random street layout for your suburbs, it doesn't have to be all random, all the time. There is scope to include some nice designs and patterns from time to time, and there a fair few real-life examples of designed suburban street layouts.
You can see a couple of designs in the above picture. The first is the 'fan' design at the top - a main street leading into a roundabout, which has 3 more streets leading off it that end at roundabouts, with side streets added in places:
(https://farm6.staticflickr.com/5597/15446268490_04d105ce2e_o.jpg)

The second design is at the bottom. There are two main streets that curve round 90 degrees, with a fairly consistent separation throughout. They are connected by a single diagonal street, and the side streets in the middle are designed to follow the curve of the main streets, as far as possible:
(https://farm6.staticflickr.com/5616/15445210719_632c6e6b24_o.jpg)

At the other end of the suburb, I've gone for another design. This one consists of two circular streets, one inside the other, with consistent spacing and connecting streets running along the north-south and east-west diameters of the circle:
(https://farm4.staticflickr.com/3948/15445873617_175990c503_o.jpg)

In general, when it comes to designs and patterns, anything that isn't a tight grid goes, so feel free to be creative and imaginative. However, don't overdo it. The random street layout should always be your staple design, and too many patterns will give a contrived and unrealistic look to your suburb.

So let's leave any more patterns for another day and continue to fill in the rest of the suburb. Our next feature of interest is a small corner of the suburb wedged in between two railway lines and the urban motorway. A road runs along an embankment parallel to the urban motorway, and it is from this road that we will provide access to the suburb by means of a descending street.
After widening the embankment to take the street, we can bring the street smoothly down to ground level using the usual pre-smoothing with rail technique:
(https://farm4.staticflickr.com/3948/15445873617_175990c503_o.jpg)

But that's not the only access we're going to provide to this area. You can see in the above picture that there's enough space to run a street underneath the urban motorway, and we're going to take full advantage of this, connecting the small corner to the section of suburb to the south-east.
To get the conecting street under the road, we're going to use the street version of the underpass entrance lots we used in the Roads lesson for running roads under the main motorway:
(https://farm6.staticflickr.com/5612/15445206539_997e420daf_o.jpg)

The entrances can be connected with subway to complete the underpass, just like we did with the main roads:
(https://farm6.staticflickr.com/5598/15445211109_b5ed8e6864_o.jpg)

A big advantage of this is it allows us to fill the space in between the urban motorway and the main road with housing, rather than having to leave it as a dead, unused space. We've still got a space to the south of our initial access street which we can't fit any housing developments into, which was unavoidable, but I've got a plan for filling that space which you'll see later.

Let's move on and look at a couple of extra ideas and things to bear in mind when doing your suburban streets.
You may remember from a few lessons back that we used the short diagonal street construction piece to shift a street one tile in an aesthetically pleasing way. There's no reason why we can't do that here to add a little extra variety and interest to the street layout:
(https://farm6.staticflickr.com/5601/15011678093_bbd8735ddf_o.jpg)

We can also end our side streets with these short diagonals by placing the construction piece so that it starts at the end of an orthogonal section of street:
(https://farm4.staticflickr.com/3938/15011678203_26ea85e2c4_o.jpg)

Our suburb is planned to run into the city tile to the north, so we should route some streets into the next city tile. This not only applies to our main through streets, but also to a couple of our side streets as well:
(https://farm6.staticflickr.com/5607/15445871917_59d4c5e1a5_o.jpg)

We can, and should, also do the reverse of what we've just done - have a side street entering the city tile from the north and terminating in the tile we're developing:
(https://farm6.staticflickr.com/5616/15608145546_44845ed185_o.jpg)

Of course, we won't get any development on this street until we develop the city tile to the north, but by doing this we create the impression that the suburb continues beyond the city tile boundary, which is exactly what we want, so it's worth it.

Using these techniques and continuing the random street layout across the estate, we can now complete the streets for the suburb. Remember to leave space for facilites like schools and doctors' surgeries:
(https://farm4.staticflickr.com/3932/15629190351_4c7270b374_o.jpg)

Having left space for the amenities, let's go and build them. Let's start with a middle school, which we'll place in the south-west of the suburb.
To get our middle school up to the standards we're after, we've got to do a little bit of lotting first. The first job is to improve the Maxis basketball court by replacing the grass base texture with a more realistic concrete texture:
(https://farm6.staticflickr.com/5601/15446266090_5f0b766404_o.jpg)

For the school perimeter fence, we're going to use the RMIP airport fences like we've done in the past:
(https://farm4.staticflickr.com/3935/15011096464_b08bc96f64_o.jpg)

(https://farm6.staticflickr.com/5612/15446269210_6cf84aeb6b_o.jpg)

(https://farm6.staticflickr.com/5602/15632694502_352276b0da_o.jpg)

To give us additional flexibility in how we build our fence, we're going to create an additional square corner lot, made from two straight fence props:
(https://farm6.staticflickr.com/5598/15631859485_783819d852_o.jpg)

Now that we know how to give lots transparent base textures, we can make these fence lots transparent, so that we can have the terrain showing through instead of a grass texture that looks a little out-of-place in a school setting.
With the lots completed, we can build the school, add the basketball court, the fence, an MMP grass field and playground, and a car park:
(https://farm4.staticflickr.com/3953/15445208949_f6a1057b1c_o.jpg)

Notice how I've used the car park as a means of providing a visual connection to the driveways on the school lot. Specifically, the connection on the right was made using the T#2 piece of the grey HH Modular Parking set (http://community.simtropolis.com/files/file/22527-hh-modular-parking-gray-version-2/).
On the left, I've extended the car park using the combo lot from the Overhanging Parkings set (http://community.simtropolis.com/files/file/29313-overhanging-parkings/). A similar extension has been done by the entrance of the car park, using the left triangle lot from the Overhanging Parkings set, providing access with the HH T Left Entrance piece.
You can see that the two sets go together virtually seamlessly and allow us to extend the car park right up to the pavement of the main street, giving a crisp and sophisticated look to the car park.

The building, by the way, is the Ardnox Comprehensive School (http://community.simtropolis.com/files/file/11539-ardnox-comprehensive-school/), with the clay tennis and football courts that come with the default lot removed in Lot Editor. It's a little small, but this is made up for by it being a 2-storey building. Ideally, I'd have put a proper football pitch on the school field, but there wasn't enough space.

Let's move north and construct a primary school in another part of the suburb. This is a particularly simple task - all we need to do here is construct a fake street connection for the school lot's in-built car park, add another small car park, and then place the school. Since there is a self-contained small playground and field, we don't need to get our MMPs out to add either of these - nor do we need a fence as the lot already features one:
(https://farm6.staticflickr.com/5607/15445724958_7933ee3724_o.jpg)

The lot used is the Parkside Elementary school from volume 1 of the JB Simio school pack (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=680). Since this lot comes with things like slides, play equipment and tether ball poles which are never seen in UK schools, these props were removed in Lot Editor before building the school. Those making US-style cities should keep these props on the lot.

We'll carry on and build another two schools in a minute, but for now, let's turn our attention to an empty area east of the urban motorway junction. This area is about the right size for a supermarket, so let's go ahead and build one.
The supermarket here will go at the end of a side street running off an avenue roundabout next to the urban motorway. Many suburban/out-of-town supermarkets in the UK also have a petrol station, so I'm going to put one in here, accessed from a roundabout on the street leading into the supermarket. I'm not sure how common this feature is in other countries, so I recommend using your experience to judge whether or not a petrol station next to a supermarket is suitable for your cities.
Let's place the petrol station and build the street access first. We'll need two fake street connections for the petrol station - one for the entrance and the other for the exit:
(https://farm6.staticflickr.com/5606/15631860025_415751736b_o.jpg)

Now we can place the supermarket in situ:
(https://farm6.staticflickr.com/5608/15608144076_089537f638_o.jpg)

For those who are interested, the supermarket is vivydu29's rendition of Tesco (http://community.simtropolis.com/files/file/19569-tesco-supermarket-by-vivydu29/), whilst the petrol station is the 2x4 HBS BP garage, a link to which appears to be eluding me at the moment. That said, the lots you choose will be very dependent on the location you're setting your city in.

What we need to do now though is make a couple of changes to these lots. The car park of the supermarket is our first target. You can see that the entrances to the car park are not centred, meaning that we can't create a visual connection to them using a fake street connection.
The solution to this is to remove the car park in Lot Editor, along with the trees, cars and other props that appear on the car park:
(https://farm6.staticflickr.com/5601/15445869007_e6031f3820_o.jpg)

After working on the petrol station, we'll place this relotted supermarket in the game, constructing a new car park using SAM-1 streets, which will maintain the road access whilst giving us a neat connection to our access street.

You can see the improvements we need to make to the petrol station from the picture of it - the grass covering part of the entrance needs to be removed, and the cars next to the pumps need to be rotated 180 degrees, as they're currently facing the wrong way round - they should be pointing towards the shop and the exit.
Making these fixes is a quick and easy task in Lot Editor and should present you guys very few problems:
(https://farm4.staticflickr.com/3956/15608141746_31b2dfce9a_o.jpg)

With the changes made, we can place our new and improved supermarket and petrol station in the game, adding a SAM-1 car park for the supermarket:
(https://farm4.staticflickr.com/3938/15629190141_0809153179_o.jpg)

That's much better. Let's continue placing facilities and construct a fire station in the south-west corner of the suburb. All we need to do before placing the lot is to construct another fake street connection for access:
(https://farm6.staticflickr.com/5606/15631860315_53d59b9d54_o.jpg)

We've got a bit of space on the other side of the road, so let's put a police station there, along with a small car park around the side and back of the police station:
(https://farm4.staticflickr.com/3954/15445870147_ae3e232940_o.jpg)

The building used is the Simville Local Police (http://community.simtropolis.com/files/file/21952-simville-local-police/) lot, and is nicely sized and in keeping with suburban architecture.

On the other side of the suburb, we're going to put down a local doctor's surgery. As with the fire and police stations, a small and relatively modern building is what we're after. Here I've gone for the SG Urgent Care Clinic (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1384), which has had its capacity increased to 10,000 and its coverage radius extended to cover the entire city tile, so it can properly serve your suburb.
The lot conveniently features a suitably sized car park, so like with the fire station, all that's needed before placing the lot is a fake street connection for the car park:
(https://farm4.staticflickr.com/3938/15011680613_023398b563_o.jpg)

To the south of this, we're going to place a high school. Here, we need a large building that is multi-storey at least in places. In this case, I've gone for this offering from Simtroplis (http://community.simtropolis.com/files/file/26898-high-school/), which, although it is a conglomeration of several buildings, is large and tall enough for the job.
Let's start by constructing the school and the basic facilities - a fence built using the transparent airport fence lots we made earlier, a tarmac court, made using the basketball courts we created earlier, and sports pitches. I shouldn't need to remind you that the sports pitches chosen should be appropriate for the location your city is set in.
To allow access to the courts and astroturf sports pitch shown below, I've made an extra path on the school lot (circled in red below) by copying and pasting the path overlay texture circled in blue below in Lot Editor:
(https://farm6.staticflickr.com/5612/15632693802_04a208bc91_o.jpg)

With the path built, all we need to do to complete the school is add an MMP access path to the basketball courts and astroturf pitch from our extra path above, and fill in the field with MMP grass. Note that I've also placed MMP grass on the grass areas of the school lot and football pitch to create a consistent appearance:
(https://farm4.staticflickr.com/3935/15631862365_b1501f0103_o.jpg)

There's one more school to build, and it's another primary school, which we'll put a little to the north-east of the high school.
It's crucial to vary the buildings you use for facilities, so we can't place another Parkside Elementary school. Instead I've used the Lincoln Elementary school from the same set.
This lot needs a little more additional work to complete the school than the Parkside Elementary lot, as its playground and field aren't nicely fenced off. So as well as constructing a fake street connection for road access, we've got to put our new transparent airport fences around the back of the school for security, leaving space to add a small playground, made with an MMP tarmac path, and a small MMP grass field:
(https://farm4.staticflickr.com/3947/15011100244_9bea86f616_o.jpg)

The final large-scale amenity we're going to build is a large park on the eastern edge of the suburb, which will feature a bowling green, a large field and tennis courts. The tennis courts require some attention before we can place them in the game, however.
Most recreational tennis courts feature fences around them to prevent balls from flying off and ending up in undesirable locations such as thick bushes or people's homes. The Maxis tennis courts do not, of course, feature a fence.
But there is a lot whose tennis courts do feature fences - the PEG Tennis Park (http://community.simtropolis.com/files/file/11688-peg-tennis-park/):
(https://farm6.staticflickr.com/5597/15629187911_f297af8abd_o.jpg)

The fact that I've got this lot opened in Lot Editor means that you know what's coming. But to do the necessary Lot Editor work, we've got to get rid of the transit-enabling that is on the lot as downloaded. This is a simple task in SC4 Tool which I'll leave to you as an exercise.

Once that's done, it's time to strip this tennis park in Lot Editor down to just the tennis courts and the fences - all of the other fancy features on the lot are unnecessary. We're going to use the width of the lot to our advantage though, replacing the path on the right with another tennis court:
(https://farm4.staticflickr.com/3933/15445725758_da624c2d2a_o.jpg)

Now we can put these tennis courts in the game, along with the bowling green, the field, and a nice winding MMP path. I've left space for plenty of trees, which we're going to add later:
(https://farm6.staticflickr.com/5609/15629188171_25c5fc43c8_o.jpg)

We've now done the main amenities. We now need to build all of the short paths in between streets, and the small play areas that go on some of them.
The paths are made using a dark tarmac MMP path, and they should be built between streets that are close together but aren't right next to each other on the road network, so that the paths act as useful shortcuts for pedestrians.
Most of the time, the paths will stand alone and you won't have space to put any extras in. But when we do have the space, we can put in our small parks. In the past, our default choice of park has always been a small playground, and that's what we're going to put along some of our paths:
(https://farm4.staticflickr.com/3943/15446265350_c6f334d5ac_o.jpg)

However, this is not our only choice for a small park. We could, perhaps, construct one of our newly reworked basketball courts instead:
(https://farm6.staticflickr.com/5601/15011102054_2cfecda819_o.jpg)

Or, if we have a little more space, a larger playground:
(https://farm6.staticflickr.com/5611/15608143916_d264c3dc72_o.jpg)

Or a skate park:
(https://farm4.staticflickr.com/3941/15608141136_a5eec028c4_o.jpg)

And who said our parks can only have one path going into them? There's nothing stopping us from having 2 paths going into a park, or indeed, as many as we want:
(https://farm4.staticflickr.com/3945/15445870217_8d86886a39_o.jpg)

And who said we had to put down a lot? We could very easily get our MMP grass out and make a simple open field:
(https://farm4.staticflickr.com/3935/15632692802_51cbceaccd_o.jpg)

As always with these things, variety is key. Use lots of things and use them creatively for the best results.

Now, I should point out that since some of our streets extend beyond the city tile boundary, some of our paths should too:
(https://farm6.staticflickr.com/5598/15608143036_b1ed8299c2_o.jpg)

Our final detail item concerns that 'dead space' we left earlier when building an access street to a small corner of suburb from a road embankment. I said I had a nice plan for that area, and that plan is to fill it with a small pond.
The pond itself is made using the PEGPond ploppable water (http://community.simtropolis.com/files/file/27712-the-peg-terrain-kit-7-n-1/), and I've added rye grass and cattails around the edge of it. There's also an MMP path running to the pond from the nearby street to allow locals access to the pond:
(https://farm4.staticflickr.com/3942/15445726978_27373f6de6_o.jpg)

Ideally, we'd lower the terrain where the water is by 1-2m for maximum realism, but there wasn't the space to do that here.

With the pond done, it's time to make our final preparations before we start zoning. Let's first zoom out though and see where all of our paths and parks are:
(https://farm4.staticflickr.com/3937/15629190501_d7a87f8419_o.jpg)

The final task before zoning is to place bus stops around the suburb. Stick them on the main streets and roads, and think about the route a bus might take when deciding where to place them.
Here, the locations of all the bus stops I've put in this suburb are circled in red:
(https://farm4.staticflickr.com/3951/15446270290_44d26c6d9e_o.jpg)

And now, after all that hard work, it's the moment we've all been waiting for. It's time to start zoning.
As per usual, we're going to zone 1x1 low density residential plots along our suburban streets, using the alternative zoning technique covered in Lesson 11, and 1x1 low density commercial plots along our main roads.
Bear in mind that you can't have zones facing bus stops, so be prepared to rotate the relevant plots if necessary using the Alt key. Also, there should be a gap of at least 1 tile in between power lines and any development, and there should be no zoning at all along the sides of embankments. This means that you'll probably have to fill in some missing pavements using the 'invisible zones' technique we learnt in Lesson 14.
The good news is that, as long as you have a good supply of custom suburban houses and you haven't paused the game, your zones should start developing pretty quickly:
(https://farm4.staticflickr.com/3956/15446264830_2323e6bf2b_o.jpg)

It's immensely satisfying watching our suburb come to life, at least for me. But it's also the cue for us to do the final stage of detailing - filling in all of the empty areas with trees and grass.
We're going to continue with the combination of seasonal ash, birch and maple trees that we've been using so far in this project. We will want to put trees in most places, but not under power lines - grass should go there instead:
(https://farm4.staticflickr.com/3941/15632690252_5b0f735831_o.jpg)

Let's now fast forward to the in-game summer and admire our finished suburb:
(https://farm6.staticflickr.com/5607/15632695332_7daf6eff63_o.jpg)

And that's it for this lesson. It's been quite short compared to some of the previous lessons, but has, hopefully, been worthwhile.

Having done one of the estates in this city tile, we'd now like to go and fill in the rest. But before we can do that, there's a very important technique that we need to master - that of blending borders.
This will be the topic of the next lesson. We briefly touched on this topic in Project 2, but not in any real detail - we'll cover it much more extensively next time.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Vizoria on October 29, 2014, 02:45:57 AM
Great tutorial. You have an interesting way of building cities.
Title: Re: Realistic Cities For Dummies
Post by: Catalyst on October 31, 2014, 02:30:24 AM
You, Chris, you deserve a continuous, gilded place on the home/recent site for this MD!
Title: Re: Realistic Cities For Dummies
Post by: frukox on November 04, 2014, 02:44:10 AM
Chris, I registered to this site just to congratulate you for this very very good guide. I have been following you for a long time and you already deserved this. Thanks for sharing your knowledge base with us!

Keep up the good work! &apls &apls
Title: Re: Realistic Cities For Dummies
Post by: isii94 on November 21, 2014, 07:09:15 AM
These were some great updates again  :thumbsup:

I always wonder why you use so much MMP grass although the terrain mod already provides a grass texture. The densely placed props make the lot look like the caretaker doesn't like being outside doing gardening work.  $%Grinno$%
Have you tried mixing in different props and using them more to hide the sharp edges between lot and terrain textures and around fences?
Title: Re: Realistic Cities For Dummies
Post by: smileymk on December 09, 2014, 05:39:33 PM
Hey guys.

Vizoria: Thank you.

Catalyst: Thanks. Maybe when RCFD gets into the Classics section that might happen ;-)

frukox: Thanks! You didn't have to do that.

isii94: Thanks for your comment. In response to your questions:

QuoteI always wonder why you use so much MMP grass although the terrain mod already provides a grass texture. The densely placed props make the lot look like the caretaker doesn't like being outside doing gardening work.

It's essentially to complete the scene. If I don't fill empty areas with something like trees or grass, then the scene doesn't quite look finished in my mind. As good as the Meadowshire Terrain Mod is, it does not, in my opinion, provide a substitute for proper detailing. Rather, it provides a good base layer to put additional scenic work on, and helps cover up any bits I've missed.
I know that the grass I use is quite thick, and has quite a large coverage for an MMP so can spread onto other lots, but it is, in my opinion, the best-looking MMP grass that I have, so I'm going to stick with it.

QuoteHave you tried mixing in different props and using them more to hide the sharp edges between lot and terrain textures and around fences?

This is a very good idea, and I will definitely try to use this technique in the future.

OK, it's now time for the lesson. I must warn you that this is a dry, technical lesson that doesn't involve much SC4 work. However, it's very short, and the technique you're about to learn will hopefully be very useful to you, so do please stick with us.

Lesson 26 - Blending Borders

I've stated on many occasions in the past the fundamental rule of building a region across multiple city tiles - that you must build your region as if it were one huge city tile. That means that your landscape has to flow smoothly from one city tile to the next.
However, you can only work on one city tile at a time, and you can't see any other city tiles whilst you're doing it. So to provide a consistent and smooth flow from a previously built city tile into the one you're working on, you need to know precisely what is on the other side of the border - specifically, you need to know exactly what lies on the border of your first city tile and where on the border it lies, so that when you build your new city tile, you know exactly what should go where and can hence plan accordingly.
And the only way to know what lies on your border is to document it somehow, so that you can refer to it in the game.

Let's illustrate what I mean by doing such a documentation from start to finish. We're going to analyse the border between the first city tile of Mapleford and the one we're currently working on - specifically, the city tile boundary at the bottom of this picture:
(https://farm8.staticflickr.com/7541/15360071973_49d9e99d16_o.jpg)

We need to document everything that lies on this city tile boundary, in the order it appears, taking care to include all of the important details in our analysis.
We can see that there's some hi-tech industry to the left of the river, with some details. Let's see how we document that in a border analysis:
(https://farm8.staticflickr.com/7533/15357428644_32a957a3ce_o.jpg)

It's probably best to take this step by step. Along the top of the diagram, we have a horizontal line representing our border. We use the vertical lines to divide our border up into sections, with each section representing a different feature (a 'feature' can be a road, river, zone, building, power line, etc.).
In each section, we write a number corresponding to how many tiles that feature takes up, going along our border. (In the example above, the first industrial zone spans 2 tiles, so we write a '2' in that section, and the street on the end spans 1 tile, so that section is labelled with a '1'.)
Below the number of each section, we add a brief decriptive label which describes the feature in enough detail so that we know what it is. For example, the border starts with an I-HT corner filler - we need to know that it's an I-HT filler (as opposed to an I-D or I-M filler), and we need to know where the wall is - so that's been included too by means of a label pointing to the right edge of the first section.

Each label should be written underneath its relevant section. You may, therefore, have to write some labels underneath others, like you see with the industrial fillers above. Like I've done above, you can draw additional lines to connect each descriptive label with its corresponding section, so that it's clear what goes where.

For brevity's sake, you will probably want to use suitable abbreviations for common features where appropriate. In the above diagram, I've used St. for a street, and HDI for high density industrial. The exact system you use is up to you, as long as it is clear and consistent.
In addition, note that I've only described zones by their type - not what's developed on them. That isn't really important, because a zoned lot can't extend into a neighbouring city tile.

Also, I should mention that you can either do this diagram by hand on paper, or on the computer using your preferred image editing software. It's entirely down to personal preference.

Right, that's more than enough text in between two pictures, so let's look at the next feature to analyse - the river:
(https://farm8.staticflickr.com/7489/15953928436_7d3b876952_o.jpg)

Firstly, we see that we have one tile of grass in between the street on the left and the river, so make sure to put that on the border diagram.
After that, though, comes the river. In order to mark it correctly on our diagram, we need to know how wide it is. That's where the terrain query tool comes in handy.
We first put our cursor on the first tile of the river (which in this case is a bit of rye grass - since this is our default riverbank style, we count it as part of the river), and, since this border runs north-south, we make a note of the z-tile co-ordinate, underlined in red below:
(https://farm8.staticflickr.com/7583/15792401620_2c3671e8c4_o.jpg)

If the border you're analysing runs east-west, you'll want to look at the x-tile co-ordinate instead.

We now move our cursor to the seawall on the other side, and again, read off the z-tile co-ordinate:
(https://farm8.staticflickr.com/7551/15793962507_2f79c87931_o.jpg)

So our river starts on tile 10, and there's a seawall on the other side on tile 28. Since this seawall isn't our standard riverbank, we need to record it separately on the diagram.
Therefore, our river runs from tile 10 to tile 27 inclusive, so we have 18 tiles of river, followed by one tile of riprap seawall. So let's mark that on our diagram:
(https://farm9.staticflickr.com/8619/15792308788_3ca2a5f846_o.jpg)

By now, it should be clear how we denote basic features on the border diagram, so I'm going to skip ahead a little and focus our attention on this diagonal road connection:
(https://farm8.staticflickr.com/7563/15792401380_0b506ed52d_o.jpg)

It's clear to see that this road takes up 2 tiles of our border, so we need to mark that. We also need to denote on our diagram that the road points to the left, and not the right - there are two ways for a road to cross a border diagonally, as opposed to just one possibility for an orthogonal connection.
Underlined in orange below is how we make that distinction - a directional arrow:
(https://farm8.staticflickr.com/7541/15792308898_07b6a4c28a_o.jpg)

Now we know exactly which way that diagonal road points. Note that we ignore the street meeting the road on the last tile - the street doesn't touch the border, so it doesn't get mentioned on our diagram.
As you can see, I've skipped ahead and marked everything in between the diagonal road and the seawall. MDR, if you're confused, stands for medium density residential, using a similar notation to that used for the industry on the other side of the river. You can, no doubt, work out what MDC stands for.

I should point out at this point that the border diagram is not meant to look pretty. As you can see above, the diagram I've drawn isn't the neatest thing in the world, but it clearly marks what's where, and that's the only thing that matters. This diagram is designed to convey information, so concentrate fully on getting the information on there and don't waste time prettying the diagram up. That way you can get back to doing fun things in SC4.

Completing the analysis is simply a case of continuing what we've been doing until we reach the southern edge of the city tile.
It's pretty boring and tedious work, but there are a couple of ways in which we can speed the process up. Let's look at this section of inner city:
(https://farm8.staticflickr.com/7529/15360072053_e45d96aeb6_o.jpg)

You can see that there's a repeating pattern here - two tiles of medium density residential, followed by a street, repeated 6 times. Recording that in full on our diagram is going to be pretty soul-destroying, so we'd like a way of marking the pattern once and indicating that it repeats.
I've done exactly that here, using the notation underlined in red below:
(https://farm8.staticflickr.com/7576/15792401390_4e856d9f19_o.jpg)

The notation consists of a horizontal line across the repeating sections, with vertical lines at either end and a 'x6' underneath, indicating clearly the sections that repeat and how many times the repetition happens.

Skipping ahead a little bit, we can take this repeated pattern business a stage further. In our port industry, we're lucky enough to have a nested repeating pattern - a repeating pattern contained within another repeating pattern.
We can denote this in the way you might expect:
(https://farm9.staticflickr.com/8672/15979027542_68bfab3c9a_o.jpg)

Note that I've added a little bit of commentary below the 'repeat' notation to indicate that the second repeat of the big pattern is slightly different to the other two.

Why is this useful? Let's consider what's going on. The small repeating pattern is nested in the bigger one, so for each repeat of the big pattern, the small pattern repeats 3 times - so it repeats 9 times in total - and the extra 5 tiles appear afterwards, before the next repeat.
So it's not hard to see that, since each repeat of the smaller pattern covers 5 tiles, each repeat of the big pattern covers 20 tiles, and so we've covered a whopping 60 tiles of border in a couple of inches!

Patterns and nested patterns are, as you've hopefully realised, an immensely useful way of saving time and paper, so make sure to look for them and take advantage of any that appear.

Now, you may be wondering what that '83' is at the top left of the above image. Well, because we are dealing with a large city tile, our border is quite long, and our paper is only wide enough to cover a bit of it in a single line.
So we have to continue our diagram onto a new line. The first tile of the border that new line covers is the 83rd tile of the border, so we write '83' to denote that, making it clear which bit of the border we're looking at.
As you might guess, we end the first line by writing '82', indicating that the last tile the first line covers is the 82nd tile of the border:
(https://farm9.staticflickr.com/8568/15792308748_5380f51cb6_o.jpg)

Notice that the top horizontal border marker continues a bit beyond the last section of the relevant line, in order to make clear that our border diagram continues onto a new line.
I recommend using the terrain query tool to get an accurate tile count here. Be aware that the game calls the first tile of a city tile 0, whereas my count for the '82' and '83' starts from 1. As long as you're consistent, it doesn't matter which system you use.

There's one last technique to cover to complete our border analysis, and that is the technique of using the road tool to count tiles:
(https://farm9.staticflickr.com/8643/15793682489_3f5bf7e30c_o.jpg)

The idea is simple - to measure the width of something whose width is not immediately obvious, you get out the road tool and hover the cursor over the feature in question. The tile your cursor is pointing to will be highlighted, and a small section of the grid will appear around it, making it easy to count out the tiles.
For longer sections, place the cursor on the first tile of the section, and move it along the relevant feature to the end of that feature, counting the tiles as you go.
By doing this, you ensure an accurate tile count for each feature, and hence an accurate border analysis, which is what you want.

Using the techniques above, we can continue to the southern edge of the city tile and complete our border analysis:
(https://farm9.staticflickr.com/8620/15792308978_ee63ed842c_o.jpg)

As has been previously mentioned, this is not the prettiest of diagrams, nor is it meant to be, but you can hopefully see exactly what is going on and what goes where on our city tile boundary.
We can use this information to ensure a nice smooth progression from the first city tile to the one we're working on now, which is exactly what we want.

And that's it for this lesson. I'm sorry it wasn't more exciting, but that's the nature of border analysis. It's a dull, boring and tedious task and there's no getting away from that. But it has to be done, and I hope you can see the use for it.

Next time, we'll be doing something a bit more fun - making some more improvements to both the new city tile, and the first one we worked on.

See you then,
Chris
Title: Re: Realistic Cities For Dummies
Post by: Vizoria on December 10, 2014, 03:52:19 AM
Border analysis... I like it. Now that is how you exactly merge two city tiles together!
Title: Re: Realistic Cities For Dummies
Post by: packersfan on December 10, 2014, 08:19:05 AM
I don't get that detailed in my border analysis, but I am making sure both sides are at the same terrain level, take pictures to match things up, and do the little trick with underground rail etc to get street connections and diagonal road and avenue connections, etc.  Cool update!
Title: Re: Realistic Cities For Dummies
Post by: compdude787 on December 10, 2014, 03:09:24 PM
Now this is pretty neat! Probably something most of us wouldn't necessarily do, unless we wanted to take a screenshot that extended across the border of our city.
Title: Re: Realistic Cities For Dummies
Post by: smileymk on March 18, 2015, 05:32:31 PM
Hello everyone.

You may have been wondering why I haven't been posting here for a while.

Unfortunately, a few weeks ago, the laptop I had been using to create the content for RCFD went missing whilst I was on my lunch break at university, and Mapleford went with it.
I did report the lost laptop to the police - however, with the area where the laptop was lost being poorly covered by CCTV, there was no video record of anyone taking it. Now that I'm home for the Easter break, I hope to get hold of the box the laptop came in, obtain information such as serial numbers and pass that information on to police, which may help me to get the laptop back, but getting it back is a long shot.

This, sadly, means that Realistic Cities for Dummies is unlikely to continue.

I would like to thank each and every person here at SC4D who has read and commented on this MD over the past 4 years for their fantastic support, without which this MD would never have become the success it has. Special mentions are due for the OSITM committee, for their 2 OSITM awards, and to those responsible for the 3 K-points I've got as a result of this MD.
I would also like to apologise for not posting this sooner. I admit that I've been putting it off for a bit, and university getting in the way hasn't helped, but you guys have been waiting. Thank you, as always, for your patience.

In the meantime, I have a new replacement laptop, and have installed a few games, including SC4, on it. My plan is to do a few things on YouTube - so look out for videos from my channel (SmileyMK93) in the future. In particular, look out for the following SC4 related content:
- Masterclass: A series of short video tutorials covering various techniques in SC4.
- Let's Play: Me building a city in real time in SC4, with live commentary.
- Simtropolis Monthly Challenges: Pretty self-explanatory. I'd like to test myself.
I also plan to do a couple of let's plays of other titles. You'll have to wait and see what they are.

Suggestions for Masterclass videos will be welcomed - feel free to send me a PM if you'd like me to go over something.

So that's it from me (sorry for the long post, although if you're a regular here you should be used to that by now ;) ).
Thank you once again for your tremendous support of this MD over the past 4 years.

- Chris
Title: Re: Realistic Cities For Dummies
Post by: mgb204 on March 19, 2015, 01:26:19 PM
That's a crappy piece of luck, maybe you get lucky and the police find it, but I wouldn't hold your breath, Avon and Somerset police won't even log crimes like this any more, just enter the info on a website and get a reference number for the insurance. If it's common knowledge the police won't investigate a certain type of crime, what exactly is the point of having laws?

Once more thanks for giving a masterful insight into some of the lesser devolved parts of city building, my cities have benefited immensely from your knowledge and willingness to share. Despite it not finishing, the raft of information amongst these pages will stand as a testament to all your hard work and I'm sure it will continue to enlighten many into the future. It's sad to think that this MD will meet such an abrupt end due to petty theft, but I can totally understand your decision and look forward to seeing any new stuff from you in the future.
Title: Re: Realistic Cities For Dummies
Post by: Gugu3 on March 20, 2015, 03:20:47 AM
That's a sad news to hear! :-[ :-[
Thanks for all the amazing updates you provided us with. Looking forward to seeing some new videos on YouTube :P
Title: Re: Realistic Cities For Dummies
Post by: compdude787 on March 20, 2015, 11:02:26 AM
Ouch, that stinks! Getting your laptop stolen seems to be just as bad as if its hard drive crashed. Even if you do get it back, the thief might have re-formatted your hard drive. (or it could have been sold at a pawn shop) God only knows what could happen. Hopefully you can move one from this and continue to produce quality cities.
Title: Re: Realistic Cities For Dummies
Post by: gtaman on July 05, 2015, 07:07:05 AM
We're missing you &ops
Title: Re: Realistic Cities For Dummies
Post by: [Jö] maddstealth on January 19, 2016, 05:03:45 PM
This may be a stupid prospect, but as soon as I saw that this guide was peppered throughout this thread in parts, I wanted to compile SmileyMK's posts into a single PDF file (It'd be easier for me to read and follow that way).  Admittedly, it'd be my first ever time doing such a thing, and at 20+ pages in this thread, it's bound to take a few weeks with steady work and balancing this project with the remainder of my life, but I think it's a project worth pursuing.  Also, I am aware that the original poster has been inactive here for roughly 1+ years due to the stolen laptop, and it may be unlikely that he'll return to the project, but just in case he comes back to it at some point, I think it'd be cool for him to see that his work in progress is being compiled in such a fashion. lol  Finally, I'll probably see if I can break what's currently available into parts, combining a batch of chapters by theme or something.

If anyone happens to be interested in this PDF, I'd be happy to distribute the PDF(s) once I have what's available so far compiled.
Title: Re: Realistic Cities For Dummies
Post by: brick_mortimer on March 12, 2016, 12:42:27 PM
Quote from: [Jö] maddstealth on January 19, 2016, 05:03:45 PM
If anyone happens to be interested in this PDF, I'd be happy to distribute the PDF(s) once I have what's available so far compiled.

Hi Jö! I'm very interested in your PDF once it's completed.
RCFD has been an incredible source of inspiritation, but also very, very informative.

Good luck with compiling the PDF  :thumbsup:
Title: Re: Realistic Cities For Dummies
Post by: TommyC27 on April 07, 2016, 05:33:24 AM
Hello SmileymK - I have come across this realistic cities for dummies a phew months back and I followed your first single city and that was good. When i have tried to follow the next one all the images do not appear and I was wondering whether you uploaded them differently as the images do not appear until around page 20 in this feed.
Thanks Tommy 27.
PS I know it was a phew years back and about your laptop
Title: Re: Realistic Cities For Dummies
Post by: tomvsotis on December 31, 2018, 05:42:19 PM
Quote from: [Jö] maddstealth on January 19, 2016, 05:03:45 PM
This may be a stupid prospect, but as soon as I saw that this guide was peppered throughout this thread in parts, I wanted to compile SmileyMK's posts into a single PDF file (It'd be easier for me to read and follow that way).  Admittedly, it'd be my first ever time doing such a thing, and at 20+ pages in this thread, it's bound to take a few weeks with steady work and balancing this project with the remainder of my life, but I think it's a project worth pursuing.  Also, I am aware that the original poster has been inactive here for roughly 1+ years due to the stolen laptop, and it may be unlikely that he'll return to the project, but just in case he comes back to it at some point, I think it'd be cool for him to see that his work in progress is being compiled in such a fashion. lol  Finally, I'll probably see if I can break what's currently available into parts, combining a batch of chapters by theme or something.

If anyone happens to be interested in this PDF, I'd be happy to distribute the PDF(s) once I have what's available so far compiled.

does anyone happen to know if this PDF ever did get compiled? this thread is such a wonderful resource, and it'd be great to have it all in one place, esp since half the images are now missing thanks to Imageshack being rapacious capitalist bait-and-switching ********s :(